/******************************************************************* * Decompiled By: Bog * Decompiled File: animscripts\animset.gsc * Game: Call of Duty: Modern Warfare 3 * Platform: PC * Function Count: 37 * Decompile Time: 721 ms * Timestamp: 10/27/2023 2:17:37 AM *******************************************************************/ //Function Number: 1 func_0C64() { anim.animsets = spawnstruct(); level.animsets.move = []; func_0C77(); func_0C73(); func_0C6C(); func_0C6F(); func_0C71(); func_0C75(); func_0C79(); func_0C7B(); func_0C7D(); func_0C7F(); func_0C67(); func_0C6A(); func_0C6B(); func_0C69(); func_0C9D(); } //Function Number: 2 func_0C67() { anim.var_C68 = []; level.var_C68["sprint"] = %sprint_loop_distant; level.var_C68["sprint_short"] = %sprint1_loop; level.var_C68["prone"] = %prone_crawl; level.var_C68["straight"] = %run_lowready_f; level.var_C68["move_f"] = %walk_forward; level.var_C68["move_l"] = %walk_left; level.var_C68["move_r"] = %walk_right; level.var_C68["move_b"] = %walk_backward; level.var_C68["crouch"] = %crouch_fastwalk_f; level.var_C68["crouch_l"] = %crouch_fastwalk_l; level.var_C68["crouch_r"] = %crouch_fastwalk_r; level.var_C68["crouch_b"] = %crouch_fastwalk_b; level.var_C68["stairs_up"] = %traverse_stair_run_01; level.var_C68["stairs_down"] = %traverse_stair_run_down; level.animsets.move["run"] = level.var_C68; } //Function Number: 3 func_0C69() { anim.var_C68 = level.animsets.move["run"]; level.var_C68["straight"] = %heat_run_loop; level.animsets.move["heat_run"] = level.var_C68; } //Function Number: 4 func_0C6A() { anim.var_C68 = []; level.var_C68["sprint"] = %sprint_loop_distant; level.var_C68["sprint_short"] = %sprint1_loop; level.var_C68["prone"] = %prone_crawl; level.var_C68["straight"] = %walk_cqb_f; level.var_C68["move_f"] = %walk_cqb_f; level.var_C68["move_l"] = %walk_left; level.var_C68["move_r"] = %walk_right; level.var_C68["move_b"] = %walk_backward; level.var_C68["crouch"] = %crouch_fastwalk_f; level.var_C68["crouch_l"] = %crouch_fastwalk_l; level.var_C68["crouch_r"] = %crouch_fastwalk_r; level.var_C68["crouch_b"] = %crouch_fastwalk_b; level.var_C68["stairs_up"] = %traverse_stair_run; level.var_C68["stairs_down"] = %traverse_stair_run_down_01; level.animsets.move["walk"] = level.var_C68; } //Function Number: 5 func_0C6B() { anim.var_C68 = []; level.var_C68["sprint"] = %sprint_loop_distant; level.var_C68["sprint_short"] = %sprint1_loop; level.var_C68["straight"] = %run_cqb_f_search_v1; level.var_C68["move_f"] = %walk_cqb_f; level.var_C68["move_l"] = %walk_left; level.var_C68["move_r"] = %walk_right; level.var_C68["move_b"] = %walk_backward; level.var_C68["stairs_up"] = %traverse_stair_run; level.var_C68["stairs_down"] = %traverse_stair_run_down_01; level.animsets.move["cqb"] = level.var_C68; } //Function Number: 6 func_0C6C() { anim.var_C68 = []; level.var_C68["add_aim_up"] = %pistol_stand_aim_8_add; level.var_C68["add_aim_down"] = %pistol_stand_aim_2_add; level.var_C68["add_aim_left"] = %pistol_stand_aim_4_add; level.var_C68["add_aim_right"] = %pistol_stand_aim_6_add; level.var_C68["straight_level"] = %pistol_stand_aim_5; level.var_C68["fire"] = %pistol_stand_fire_a; level.var_C68["single"] = animscripts/utility::array(%pistol_stand_fire_a); level.var_C68["reload"] = animscripts/utility::array(%pistol_stand_reload_a); level.var_C68["reload_crouchhide"] = animscripts/utility::array(); level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3); func_0C8A(); level.var_C68["add_turn_aim_up"] = %pistol_stand_aim_8_alt; level.var_C68["add_turn_aim_down"] = %pistol_stand_aim_2_alt; level.var_C68["add_turn_aim_left"] = %pistol_stand_aim_4_alt; level.var_C68["add_turn_aim_right"] = %pistol_stand_aim_6_alt; level.animsets.var_C6E = level.var_C68; } //Function Number: 7 func_0C6F() { anim.var_C68 = []; level.var_C68["add_aim_up"] = %rpg_stand_aim_8; level.var_C68["add_aim_down"] = %rpg_stand_aim_2; level.var_C68["add_aim_left"] = %rpg_stand_aim_4; level.var_C68["add_aim_right"] = %rpg_stand_aim_6; level.var_C68["straight_level"] = %rpg_stand_aim_5; level.var_C68["fire"] = %rpg_stand_fire; level.var_C68["single"] = animscripts/utility::array(%exposed_shoot_semi1); level.var_C68["reload"] = animscripts/utility::array(%rpg_stand_reload); level.var_C68["reload_crouchhide"] = animscripts/utility::array(); level.var_C68["exposed_idle"] = animscripts/utility::array(%rpg_stand_idle); func_0C8D(); func_0C8B(); func_0C92(); level.animsets.var_C70 = level.var_C68; } //Function Number: 8 func_0C71() { anim.var_C68 = []; level.var_C68["add_aim_up"] = %shotgun_aim_8; level.var_C68["add_aim_down"] = %shotgun_aim_2; level.var_C68["add_aim_left"] = %shotgun_aim_4; level.var_C68["add_aim_right"] = %shotgun_aim_6; level.var_C68["straight_level"] = %shotgun_aim_5; level.var_C68["fire"] = %exposed_shoot_auto_v3; level.var_C68["single"] = animscripts/utility::array(%shotgun_stand_fire_1a,%shotgun_stand_fire_1b); func_0C8E(); level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3); level.var_C68["reload"] = animscripts/utility::array(%shotgun_stand_reload_a,%shotgun_stand_reload_b,%shotgun_stand_reload_c,%shotgun_stand_reload_c,%shotgun_stand_reload_c); level.var_C68["reload_crouchhide"] = animscripts/utility::array(%shotgun_stand_reload_a,%shotgun_stand_reload_b); func_0C8D(); func_0C8B(); func_0C92(); level.animsets.var_C72 = level.var_C68; } //Function Number: 9 func_0C73() { anim.var_C68 = []; level.var_C68["add_aim_up"] = %cqb_stand_aim8; level.var_C68["add_aim_down"] = %cqb_stand_aim2; level.var_C68["add_aim_left"] = %cqb_stand_aim4; level.var_C68["add_aim_right"] = %cqb_stand_aim6; level.var_C68["straight_level"] = %cqb_stand_aim5; level.var_C68["fire"] = %exposed_shoot_auto_v3; level.var_C68["single"] = animscripts/utility::array(%exposed_shoot_semi1); func_0C8E(); level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3); level.var_C68["reload"] = animscripts/utility::array(%cqb_stand_reload_steady); level.var_C68["reload_crouchhide"] = animscripts/utility::array(%cqb_stand_reload_knee); func_0C8D(); func_0C8B(); func_0C92(); level.animsets.var_C74 = level.var_C68; } //Function Number: 10 func_0C75() { anim.var_C68 = []; level.var_C68["add_aim_up"] = %heat_stand_aim_8; level.var_C68["add_aim_down"] = %heat_stand_aim_2; level.var_C68["add_aim_left"] = %heat_stand_aim_4; level.var_C68["add_aim_right"] = %heat_stand_aim_6; level.var_C68["straight_level"] = %heat_stand_aim_5; level.var_C68["fire"] = %heat_stand_fire_auto; level.var_C68["single"] = animscripts/utility::array(%heat_stand_fire_single); func_0C8F(%heat_stand_fire_burst); level.var_C68["exposed_idle"] = animscripts/utility::array(%heat_stand_idle,%heat_stand_scana,%heat_stand_scanb); level.var_C68["reload"] = animscripts/utility::array(%heat_exposed_reload); level.var_C68["reload_crouchhide"] = animscripts/utility::array(); func_0C8D(); level.var_C68["turn_left_45"] = %heat_stand_turn_l; level.var_C68["turn_left_90"] = %heat_stand_turn_l; level.var_C68["turn_left_135"] = %heat_stand_turn_180; level.var_C68["turn_left_180"] = %heat_stand_turn_180; level.var_C68["turn_right_45"] = %heat_stand_turn_r; level.var_C68["turn_right_90"] = %heat_stand_turn_r; level.var_C68["turn_right_135"] = %heat_stand_turn_180; level.var_C68["turn_right_180"] = %heat_stand_turn_180; func_0C92(); level.animsets.var_C76 = level.var_C68; } //Function Number: 11 func_0C77() { anim.var_C68 = []; level.var_C68["add_aim_up"] = %exposed_aim_8; level.var_C68["add_aim_down"] = %exposed_aim_2; level.var_C68["add_aim_left"] = %exposed_aim_4; level.var_C68["add_aim_right"] = %exposed_aim_6; level.var_C68["straight_level"] = %exposed_aim_5; level.var_C68["fire"] = %exposed_shoot_auto_v3; level.var_C68["single"] = animscripts/utility::array(%exposed_shoot_semi1); func_0C8E(); level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3); level.var_C68["exposed_grenade"] = animscripts/utility::array(%exposed_grenadethrowb,%exposed_grenadethrowc); level.var_C68["reload"] = animscripts/utility::array(%exposed_reload); level.var_C68["reload_crouchhide"] = animscripts/utility::array(%exposed_reloadb); func_0C8D(); func_0C8B(); func_0C92(); level.animsets.var_C78 = level.var_C68; } //Function Number: 12 func_0C79() { anim.var_C68 = []; level.var_C68["add_aim_up"] = %exposed_crouch_aim_8; level.var_C68["add_aim_down"] = %exposed_crouch_aim_2; level.var_C68["add_aim_left"] = %exposed_crouch_aim_4; level.var_C68["add_aim_right"] = %exposed_crouch_aim_6; level.var_C68["straight_level"] = %exposed_crouch_aim_5; level.var_C68["fire"] = %exposed_crouch_shoot_auto_v2; level.var_C68["single"] = animscripts/utility::array(%exposed_crouch_shoot_semi1); func_0C90(); level.var_C68["reload"] = animscripts/utility::array(%exposed_crouch_reload); level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3); func_0C8D(); func_0C8C(); func_0C93(); level.animsets.var_C7A = level.var_C68; } //Function Number: 13 func_0C7B() { anim.var_C68 = []; level.var_C68["add_aim_up"] = %rpg_crouch_aim_8; level.var_C68["add_aim_down"] = %rpg_crouch_aim_2; level.var_C68["add_aim_left"] = %rpg_crouch_aim_4; level.var_C68["add_aim_right"] = %rpg_crouch_aim_6; level.var_C68["straight_level"] = %rpg_crouch_aim_5; level.var_C68["fire"] = %rpg_crouch_fire; level.var_C68["single"] = animscripts/utility::array(%rpg_crouch_fire); level.var_C68["reload"] = animscripts/utility::array(%rpg_crouch_reload); level.var_C68["exposed_idle"] = animscripts/utility::array(%rpg_crouch_idle); func_0C8D(); func_0C8C(); func_0C93(); level.animsets.var_C7C = level.var_C68; } //Function Number: 14 func_0C7D() { anim.var_C68 = []; level.var_C68["add_aim_up"] = %exposed_crouch_aim_8; level.var_C68["add_aim_down"] = %exposed_crouch_aim_2; level.var_C68["add_aim_left"] = %exposed_crouch_aim_4; level.var_C68["add_aim_right"] = %exposed_crouch_aim_6; level.var_C68["straight_level"] = %exposed_crouch_aim_5; level.var_C68["fire"] = %exposed_crouch_shoot_auto_v2; level.var_C68["single"] = animscripts/utility::array(%shotgun_crouch_fire); func_0C90(); level.var_C68["reload"] = animscripts/utility::array(%shotgun_crouch_reload); level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3); func_0C8D(); func_0C8C(); func_0C93(); level.animsets.var_C7E = level.var_C68; } //Function Number: 15 func_0C7F() { anim.var_C68 = []; level.var_C68["add_aim_up"] = %prone_aim_8_add; level.var_C68["add_aim_down"] = %prone_aim_2_add; level.var_C68["add_aim_left"] = %prone_aim_4_add; level.var_C68["add_aim_right"] = %prone_aim_6_add; level.var_C68["straight_level"] = %prone_aim_5; level.var_C68["fire"] = %prone_fire_1; level.var_C68["single"] = animscripts/utility::array(%prone_fire_1); level.var_C68["reload"] = animscripts/utility::array(%prone_reload); level.var_C68["burst2"] = %prone_fire_burst; level.var_C68["burst3"] = %prone_fire_burst; level.var_C68["burst4"] = %prone_fire_burst; level.var_C68["burst5"] = %prone_fire_burst; level.var_C68["burst6"] = %prone_fire_burst; level.var_C68["semi2"] = %prone_fire_burst; level.var_C68["semi3"] = %prone_fire_burst; level.var_C68["semi4"] = %prone_fire_burst; level.var_C68["semi5"] = %prone_fire_burst; level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3); func_0C8D(); level.animsets.var_C80 = level.var_C68; } //Function Number: 16 func_0C81(param_00) { self.var_C82 = param_00; } //Function Number: 17 func_0C83(param_00,param_01,param_02,param_03) { anim.var_C68 = level.animsets.var_C78; if(isdefined(param_01)) { level.var_C68["straight_level"] = param_01; } if(isdefined(param_00)) { level.var_C68["fire"] = param_00; level.var_C68["single"] = animscripts/utility::array(param_00); func_0C8F(param_00); } if(isdefined(param_02)) { level.var_C68["exposed_idle"] = animscripts/utility::array(param_02); } if(isdefined(param_03)) { level.var_C68["reload"] = animscripts/utility::array(param_03); level.var_C68["reload_crouchhide"] = animscripts/utility::array(param_03); } self.var_C82 = level.var_C68; } //Function Number: 18 func_0C84(param_00) { self.var_C85 = param_00; } //Function Number: 19 func_0C86(param_00,param_01,param_02) { anim.var_C68 = level.animsets.var_C7A; if(isdefined(param_00)) { level.var_C68["fire"] = param_00; level.var_C68["single"] = animscripts/utility::array(param_00); func_0C91(param_00); } if(isdefined(param_01)) { level.var_C68["exposed_idle"] = animscripts/utility::array(param_01); } if(isdefined(param_02)) { level.var_C68["reload"] = animscripts/utility::array(param_02); } self.var_C85 = level.var_C68; } //Function Number: 20 func_0C87() { self.custommoveanimset = undefined; self.var_C89 = undefined; self.var_C82 = undefined; self.var_C85 = undefined; } //Function Number: 21 func_0C8A(param_00) { level.var_C68["turn_left_45"] = %pistol_stand_turn45l; level.var_C68["turn_left_90"] = %pistol_stand_turn90l; level.var_C68["turn_left_135"] = %pistol_stand_turn90l; level.var_C68["turn_left_180"] = %pistol_stand_turn180l; level.var_C68["turn_right_45"] = %pistol_stand_turn45r; level.var_C68["turn_right_90"] = %pistol_stand_turn90r; level.var_C68["turn_right_135"] = %pistol_stand_turn90r; level.var_C68["turn_right_180"] = %pistol_stand_turn180l; } //Function Number: 22 func_0C8B() { level.var_C68["turn_left_45"] = %exposed_tracking_turn45l; level.var_C68["turn_left_90"] = %exposed_tracking_turn90l; level.var_C68["turn_left_135"] = %exposed_tracking_turn135l; level.var_C68["turn_left_180"] = %exposed_tracking_turn180l; level.var_C68["turn_right_45"] = %exposed_tracking_turn45r; level.var_C68["turn_right_90"] = %exposed_tracking_turn90r; level.var_C68["turn_right_135"] = %exposed_tracking_turn135r; level.var_C68["turn_right_180"] = %exposed_tracking_turn180r; } //Function Number: 23 func_0C8C() { level.var_C68["turn_left_45"] = %exposed_crouch_turn_90_left; level.var_C68["turn_left_90"] = %exposed_crouch_turn_90_left; level.var_C68["turn_left_135"] = %exposed_crouch_turn_180_left; level.var_C68["turn_left_180"] = %exposed_crouch_turn_180_left; level.var_C68["turn_right_45"] = %exposed_crouch_turn_90_right; level.var_C68["turn_right_90"] = %exposed_crouch_turn_90_right; level.var_C68["turn_right_135"] = %exposed_crouch_turn_180_right; level.var_C68["turn_right_180"] = %exposed_crouch_turn_180_right; } //Function Number: 24 func_0C8D() { level.var_C68["crouch_2_stand"] = %exposed_crouch_2_stand; level.var_C68["crouch_2_prone"] = %crouch_2_prone; level.var_C68["stand_2_crouch"] = %exposed_stand_2_crouch; level.var_C68["stand_2_prone"] = %stand_2_prone; level.var_C68["prone_2_crouch"] = %prone_2_crouch; level.var_C68["prone_2_stand"] = %prone_2_stand; } //Function Number: 25 func_0C8E() { level.var_C68["burst2"] = %exposed_shoot_burst3; level.var_C68["burst3"] = %exposed_shoot_burst3; level.var_C68["burst4"] = %exposed_shoot_burst4; level.var_C68["burst5"] = %exposed_shoot_burst5; level.var_C68["burst6"] = %exposed_shoot_burst6; level.var_C68["semi2"] = %exposed_shoot_semi2; level.var_C68["semi3"] = %exposed_shoot_semi3; level.var_C68["semi4"] = %exposed_shoot_semi4; level.var_C68["semi5"] = %exposed_shoot_semi5; } //Function Number: 26 func_0C8F(param_00) { level.var_C68["burst2"] = param_00; level.var_C68["burst3"] = param_00; level.var_C68["burst4"] = param_00; level.var_C68["burst5"] = param_00; level.var_C68["burst6"] = param_00; level.var_C68["semi2"] = param_00; level.var_C68["semi3"] = param_00; level.var_C68["semi4"] = param_00; level.var_C68["semi5"] = param_00; } //Function Number: 27 func_0C90() { level.var_C68["burst2"] = %exposed_crouch_shoot_burst3; level.var_C68["burst3"] = %exposed_crouch_shoot_burst3; level.var_C68["burst4"] = %exposed_crouch_shoot_burst4; level.var_C68["burst5"] = %exposed_crouch_shoot_burst5; level.var_C68["burst6"] = %exposed_crouch_shoot_burst6; level.var_C68["semi2"] = %exposed_crouch_shoot_semi2; level.var_C68["semi3"] = %exposed_crouch_shoot_semi3; level.var_C68["semi4"] = %exposed_crouch_shoot_semi4; level.var_C68["semi5"] = %exposed_crouch_shoot_semi5; } //Function Number: 28 func_0C91(param_00) { level.var_C68["burst2"] = param_00; level.var_C68["burst3"] = param_00; level.var_C68["burst4"] = param_00; level.var_C68["burst5"] = param_00; level.var_C68["burst6"] = param_00; level.var_C68["semi2"] = param_00; level.var_C68["semi3"] = param_00; level.var_C68["semi4"] = param_00; level.var_C68["semi5"] = param_00; } //Function Number: 29 func_0C92() { level.var_C68["add_turn_aim_up"] = %exposed_turn_aim_8; level.var_C68["add_turn_aim_down"] = %exposed_turn_aim_2; level.var_C68["add_turn_aim_left"] = %exposed_turn_aim_4; level.var_C68["add_turn_aim_right"] = %exposed_turn_aim_6; } //Function Number: 30 func_0C93() { level.var_C68["add_turn_aim_up"] = %exposed_crouch_turn_aim_8; level.var_C68["add_turn_aim_down"] = %exposed_crouch_turn_aim_2; level.var_C68["add_turn_aim_left"] = %exposed_crouch_turn_aim_4; level.var_C68["add_turn_aim_right"] = %exposed_crouch_turn_aim_6; } //Function Number: 31 func_0C94() { if(animscripts/utility::func_C95()) { self.a.array = level.animsets.var_C6E; return; } if(isdefined(self.var_C82)) { self.a.array = self.var_C82; return; } if(isdefined(self.heat)) { self.a.array = level.animsets.var_C76; return; } if(animscripts/utility::func_BB6()) { self.a.array = level.animsets.var_C70; return; } if(isdefined(self.weapon) && animscripts/utility::func_C97()) { self.a.array = level.animsets.var_C72; return; } if(animscripts/utility::func_C98()) { self.a.array = level.animsets.var_C74; return; } self.a.array = level.animsets.var_C78; } //Function Number: 32 func_0C99() { if(animscripts/utility::func_C95()) { animscripts/shared::func_C9B(self.primaryweapon,"right"); } if(isdefined(self.var_C85)) { self.a.array = self.var_C85; return; } if(animscripts/utility::func_BB6()) { self.a.array = level.animsets.var_C7C; return; } if(isdefined(self.weapon) && animscripts/utility::func_C97()) { self.a.array = level.animsets.var_C7E; return; } self.a.array = level.animsets.var_C7A; } //Function Number: 33 func_0C9C() { if(animscripts/utility::func_C95()) { animscripts/shared::func_C9B(self.primaryweapon,"right"); } self.a.array = level.animsets.var_C80; } //Function Number: 34 func_0C9D() { level.var_C9E["L90"] = %run_turn_l90; level.var_C9E["R90"] = %run_turn_r90; level.var_C9E["L45"] = %run_turn_l45; level.var_C9E["R45"] = %run_turn_r45; level.var_C9E["L135"] = %run_turn_l135; level.var_C9E["R135"] = %run_turn_r135; level.var_C9E["180"] = %run_turn_180; level.var_C9F["L90"] = %cqb_walk_turn_4; level.var_C9F["R90"] = %cqb_walk_turn_6; level.var_C9F["L45"] = %cqb_walk_turn_7; level.var_C9F["R45"] = %cqb_walk_turn_9; level.var_C9F["L135"] = %cqb_walk_turn_1; level.var_C9F["R135"] = %cqb_walk_turn_3; level.var_C9F["180"] = %cqb_walk_turn_2; } //Function Number: 35 func_0CA0() { self.var_CA1 = 130; self.var_CA2 = 0.4615385; self.var_CA3 = 0.3; self.var_CA4["F"] = %run_n_gun_f; self.var_CA4["L"] = %run_n_gun_l; self.var_CA4["R"] = %run_n_gun_r; self.var_CA4["LB"] = %run_n_gun_l_120; self.var_CA4["RB"] = %run_n_gun_r_120; } //Function Number: 36 func_0CA5() { self.a.var_CA6["move_l"] = %combatwalk_l; self.a.var_CA6["move_r"] = %combatwalk_r; self.a.var_CA6["move_b"] = %combatwalk_b; } //Function Number: 37 func_0CA7() { if(self.weapon != self.primaryweapon) { return animscripts/utility::func_CA8("reload"); } if(isdefined(self.node)) { if(self nearclaimnodeandangle()) { var_00 = undefined; if(self.node.type == "Cover Left") { var_00 = %heat_cover_reload_r; } else if(self.node.type == "Cover Right") { var_00 = %heat_cover_reload_l; } if(isdefined(var_00)) { return var_00; } } } return %heat_exposed_reload; }