/******************************************************************* * Decompiled By: Bog * Decompiled File: animscripts\animset.gsc * Game: Call of Duty: Ghosts * Platform: PC * Function Count: 44 * Decompile Time: 778 ms * Timestamp: 10/27/2023 1:23:13 AM *******************************************************************/ //Function Number: 1 func_44EB() { if(isdefined(level.archetypes)) { return; } anim.archetypes = []; level.archetypes["soldier"] = []; animscripts/cover_left::func_44F7(); animscripts/cover_right::init_animset_cover_right(); animscripts/cover_prone::func_44F9(); animscripts/cover_multi::init_animset_cover_multi(); animscripts/cover_wall::init_animset_cover_wall(); animscripts/reactions::init_animset_reactions(); animscripts/pain::init_animset_pain(); animscripts/death::init_animset_death(); animscripts/combat::init_animset_combat(); animscripts/move::func_450A(); animscripts/flashed::init_animset_flashed(); animscripts/stop::init_animset_idle(); animscripts/melee::func_4509(); anim.animsets = spawnstruct(); level.animsets.var_5428 = []; func_4503(); init_animset_cqb_stand(); func_450C(); func_450F(); init_animset_shotgun_stand(); init_animset_heat_stand(); init_animset_default_crouch(); init_animset_rpg_crouch(); func_4512(); func_4502(); func_4510(); func_4514(); init_animset_cqb_move(); func_4506(); func_4572(); func_4546(); func_4505(); func_4550(); func_4511(); init_animset_ambush(); } //Function Number: 2 func_6466(param_00,param_01,param_02) { func_44EB(); level.archetypes[param_00] = param_01; if(isdefined(param_01["flashed"])) { level.flashanimindex[param_00] = 0; } if(isdefined(param_02) && param_02) { animscripts/init_move_transitions::getsplittimes(param_00); } } //Function Number: 3 archetypeexists(param_00) { return isdefined(level.archetypes[param_00]); } //Function Number: 4 func_4510() { anim.var_45DF = []; level.var_45DF["sprint"] = %sprint_loop_distant; level.var_45DF["sprint_short"] = %sprint1_loop; level.var_45DF["prone"] = %prone_crawl; level.var_45DF["straight"] = %run_lowready_f; level.var_45DF["straight_twitch"] = [%run_twitch_guncheck,%run_twitch_aim_straight,%run_twitch_aim_above,%run_twitch_lookbehind_a,%run_twitch_lookbehind_b]; level.var_45DF["move_f"] = %walk_forward; level.var_45DF["move_l"] = %walk_left; level.var_45DF["move_r"] = %walk_right; level.var_45DF["move_b"] = %walk_backward; level.var_45DF["crouch"] = %crouch_fastwalk_f; level.var_45DF["crouch_l"] = %crouch_fastwalk_l; level.var_45DF["crouch_r"] = %crouch_fastwalk_r; level.var_45DF["crouch_b"] = %crouch_fastwalk_b; level.var_45DF["stairs_up"] = %run_stairs_up; level.var_45DF["stairs_up_in"] = %run_stairs_up_in; level.var_45DF["stairs_up_out"] = %run_stairs_up_out; level.var_45DF["stairs_down"] = %traverse_stair_run_down; level.var_45DF["reload"] = [%run_reload_a,%run_reload_b]; level.archetypes["soldier"]["run"] = level.var_45DF; } //Function Number: 5 func_4506() { anim.var_45DF = level.archetypes["soldier"]["run"]; level.var_45DF["straight"] = %heat_run_loop; level.archetypes["soldier"]["heat_run"] = level.var_45DF; } //Function Number: 6 func_4514() { anim.var_45DF = []; level.var_45DF["sprint"] = %sprint_loop_distant; level.var_45DF["sprint_short"] = %sprint1_loop; level.var_45DF["prone"] = %prone_crawl; level.var_45DF["straight"] = %cqb_walk_iw6; level.var_45DF["move_f"] = %cqb_walk_iw6; level.var_45DF["move_l"] = %walk_left; level.var_45DF["move_r"] = %walk_right; level.var_45DF["move_b"] = %walk_backward; level.var_45DF["crouch"] = %crouch_fastwalk_f; level.var_45DF["crouch_l"] = %crouch_fastwalk_l; level.var_45DF["crouch_r"] = %crouch_fastwalk_r; level.var_45DF["crouch_b"] = %crouch_fastwalk_b; level.var_45DF["aim_2"] = %walk_aim_2; level.var_45DF["aim_4"] = %walk_aim_4; level.var_45DF["aim_6"] = %walk_aim_6; level.var_45DF["aim_8"] = %walk_aim_8; level.var_45DF["stairs_up"] = %traverse_stair_run; level.var_45DF["stairs_down"] = %traverse_stair_run_down_01; level.archetypes["soldier"]["walk"] = level.var_45DF; } //Function Number: 7 init_animset_cqb_move() { anim.var_45DF = []; level.var_45DF["sprint"] = %sprint_loop_distant; level.var_45DF["sprint_short"] = %sprint1_loop; level.var_45DF["straight"] = %run_cqb_f_search_v1; level.var_45DF["straight_twitch"] = [%cqb_run_twitch_a_iw6,%cqb_run_twitch_b_iw6,%cqb_run_twitch_c_iw6,%cqb_run_twitch_d_iw6]; level.var_45DF["move_f"] = %cqb_walk_iw6; level.var_45DF["move_l"] = %walk_left; level.var_45DF["move_r"] = %walk_right; level.var_45DF["move_b"] = %walk_backward; level.var_45DF["aim_2"] = %cqb_run_aim_2; level.var_45DF["aim_4"] = %cqb_run_aim_4; level.var_45DF["aim_5"] = %cqb_run_aim_5; level.var_45DF["aim_6"] = %cqb_run_aim_6; level.var_45DF["aim_8"] = %cqb_run_aim_8; level.var_45DF["stairs_up"] = %traverse_stair_run; level.var_45DF["stairs_down_in"] = %cqb_stairs_down_in_m; level.var_45DF["stairs_down"] = %cqb_stairs_down; level.var_45DF["stairs_down_out"] = %cqb_stairs_down_out_m; level.var_45DF["shotgun_pullout"] = %shotgun_cqbrun_pullout; level.var_45DF["shotgun_putaway"] = %shotgun_cqbrun_putaway; level.var_45DF["reload"] = [%cqb_run_reload_a_iw6,%cqb_run_reload_b_iw6]; level.archetypes["soldier"]["cqb"] = level.var_45DF; } //Function Number: 8 func_450C() { anim.var_45DF = []; level.var_45DF["add_aim_up"] = %pistol_stand_aim_8_add; level.var_45DF["add_aim_down"] = %pistol_stand_aim_2_add; level.var_45DF["add_aim_left"] = %pistol_stand_aim_4_add; level.var_45DF["add_aim_right"] = %pistol_stand_aim_6_add; level.var_45DF["straight_level"] = %pistol_stand_aim_5; level.var_45DF["fire"] = %pistol_stand_fire_a; level.var_45DF["single"] = animscripts/utility::func_ED8(%pistol_stand_fire_a); level.var_45DF["reload"] = animscripts/utility::func_ED8(%pistol_stand_reload_a); level.var_45DF["reload_crouchhide"] = []; level.var_45DF["exposed_idle"] = [%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3]; func_6E45(); level.var_45DF["add_turn_aim_up"] = %pistol_stand_aim_8_alt; level.var_45DF["add_turn_aim_down"] = %pistol_stand_aim_2_alt; level.var_45DF["add_turn_aim_left"] = %pistol_stand_aim_4_alt; level.var_45DF["add_turn_aim_right"] = %pistol_stand_aim_6_alt; level.archetypes["soldier"]["pistol_stand"] = level.var_45DF; } //Function Number: 9 func_450F() { anim.var_45DF = []; level.var_45DF["add_aim_up"] = %rpg_stand_aim_8; level.var_45DF["add_aim_down"] = %rpg_stand_aim_2; level.var_45DF["add_aim_left"] = %rpg_stand_aim_4; level.var_45DF["add_aim_right"] = %rpg_stand_aim_6; level.var_45DF["straight_level"] = %rpg_stand_aim_5; level.var_45DF["fire"] = %rpg_stand_fire; level.var_45DF["single"] = [%exposed_shoot_semi1]; level.var_45DF["reload"] = [%rpg_stand_reload]; level.var_45DF["reload_crouchhide"] = []; level.var_45DF["exposed_idle"] = [%rpg_stand_idle]; func_6E40(); func_6E44(); func_6E36(); level.archetypes["soldier"]["rpg_stand"] = level.var_45DF; } //Function Number: 10 init_animset_shotgun_stand() { anim.var_45DF = []; level.var_45DF["add_aim_up"] = %shotgun_aim_8; level.var_45DF["add_aim_down"] = %shotgun_aim_2; level.var_45DF["add_aim_left"] = %shotgun_aim_4; level.var_45DF["add_aim_right"] = %shotgun_aim_6; level.var_45DF["straight_level"] = %shotgun_aim_5; level.var_45DF["fire"] = %exposed_shoot_auto_v3; level.var_45DF["single"] = [%shotgun_stand_fire_1a,%shotgun_stand_fire_1b]; func_6E38(); level.var_45DF["exposed_idle"] = [%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3]; level.var_45DF["reload"] = [%shotgun_stand_reload_a,%shotgun_stand_reload_b,%shotgun_stand_reload_c,%shotgun_stand_reload_c,%shotgun_stand_reload_c]; level.var_45DF["reload_crouchhide"] = [%shotgun_stand_reload_a,%shotgun_stand_reload_b]; func_6E40(); func_6E44(); func_6E36(); level.archetypes["soldier"]["shotgun_stand"] = level.var_45DF; } //Function Number: 11 init_animset_cqb_stand() { anim.var_45DF = []; level.var_45DF["add_aim_up"] = %cqb_stand_aim8; level.var_45DF["add_aim_down"] = %cqb_stand_aim2; level.var_45DF["add_aim_left"] = %cqb_stand_aim4; level.var_45DF["add_aim_right"] = %cqb_stand_aim6; level.var_45DF["straight_level"] = %cqb_stand_aim5; level.var_45DF["fire"] = %exposed_shoot_auto_v3; level.var_45DF["single"] = [%exposed_shoot_semi1]; func_6E38(); level.var_45DF["exposed_idle"] = [%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3]; level.var_45DF["reload"] = [%cqb_stand_reload_steady]; level.var_45DF["reload_crouchhide"] = [%cqb_stand_reload_knee]; func_6E40(); func_6E44(); func_6E36(); level.archetypes["soldier"]["cqb_stand"] = level.var_45DF; } //Function Number: 12 init_animset_heat_stand() { anim.var_45DF = []; level.var_45DF["add_aim_up"] = %heat_stand_aim_8; level.var_45DF["add_aim_down"] = %heat_stand_aim_2; level.var_45DF["add_aim_left"] = %heat_stand_aim_4; level.var_45DF["add_aim_right"] = %heat_stand_aim_6; level.var_45DF["straight_level"] = %heat_stand_aim_5; level.var_45DF["fire"] = %heat_stand_fire_auto; level.var_45DF["single"] = animscripts/utility::func_ED8(%heat_stand_fire_single); func_6E3E(%heat_stand_fire_burst); level.var_45DF["exposed_idle"] = animscripts/utility::func_ED8(%heat_stand_idle,%heat_stand_scana,%heat_stand_scanb); level.var_45DF["reload"] = animscripts/utility::func_ED8(%heat_exposed_reload); level.var_45DF["reload_crouchhide"] = animscripts/utility::func_ED8(); func_6E40(); level.var_45DF["turn_left_45"] = %heat_stand_turn_l; level.var_45DF["turn_left_90"] = %heat_stand_turn_l; level.var_45DF["turn_left_135"] = %heat_stand_turn_180; level.var_45DF["turn_left_180"] = %heat_stand_turn_180; level.var_45DF["turn_right_45"] = %heat_stand_turn_r; level.var_45DF["turn_right_90"] = %heat_stand_turn_r; level.var_45DF["turn_right_135"] = %heat_stand_turn_180; level.var_45DF["turn_right_180"] = %heat_stand_turn_180; func_6E36(); level.archetypes["soldier"]["heat_stand"] = level.var_45DF; } //Function Number: 13 func_4505() { anim.var_45DF = []; level.var_45DF["reload_cover_left"] = %heat_cover_reload_r; level.var_45DF["reload_cover_right"] = %heat_cover_reload_l; level.var_45DF["reload_default"] = %heat_cover_reload_l; level.archetypes["soldier"]["heat_reload"] = level.var_45DF; } //Function Number: 14 func_4503() { anim.var_45DF = []; level.var_45DF["add_aim_up"] = %exposed_aim_8; level.var_45DF["add_aim_down"] = %exposed_aim_2; level.var_45DF["add_aim_left"] = %exposed_aim_4; level.var_45DF["add_aim_right"] = %exposed_aim_6; level.var_45DF["straight_level"] = %exposed_aim_5; level.var_45DF["fire"] = %exposed_shoot_auto_v3; level.var_45DF["fire_corner"] = %exposed_shoot_auto_v2; level.var_45DF["single"] = animscripts/utility::func_ED8(%exposed_shoot_semi1); func_6E38(); level.var_45DF["exposed_idle"] = animscripts/utility::func_ED8(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3); level.var_45DF["exposed_grenade"] = animscripts/utility::func_ED8(%exposed_grenadethrowb,%exposed_grenadethrowc); level.var_45DF["reload"] = animscripts/utility::func_ED8(%exposed_reload); level.var_45DF["reload_crouchhide"] = animscripts/utility::func_ED8(%exposed_reloadb); func_6E40(); func_6E44(); func_6E36(); level.archetypes["soldier"]["default_stand"] = level.var_45DF; } //Function Number: 15 init_animset_default_crouch() { anim.var_45DF = []; level.var_45DF["add_aim_up"] = %exposed_crouch_aim_8; level.var_45DF["add_aim_down"] = %exposed_crouch_aim_2; level.var_45DF["add_aim_left"] = %exposed_crouch_aim_4; level.var_45DF["add_aim_right"] = %exposed_crouch_aim_6; level.var_45DF["straight_level"] = %exposed_crouch_aim_5; level.var_45DF["fire"] = %exposed_crouch_shoot_auto_v2; level.var_45DF["single"] = animscripts/utility::func_ED8(%exposed_crouch_shoot_semi1); set_animarray_burst_and_semi_fire_crouch(); level.var_45DF["reload"] = animscripts/utility::func_ED8(%exposed_crouch_reload); level.var_45DF["exposed_idle"] = animscripts/utility::func_ED8(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3); func_6E40(); func_6E3C(); func_6E35(); level.archetypes["soldier"]["default_crouch"] = level.var_45DF; } //Function Number: 16 init_animset_rpg_crouch() { anim.var_45DF = []; level.var_45DF["add_aim_up"] = %rpg_crouch_aim_8; level.var_45DF["add_aim_down"] = %rpg_crouch_aim_2; level.var_45DF["add_aim_left"] = %rpg_crouch_aim_4; level.var_45DF["add_aim_right"] = %rpg_crouch_aim_6; level.var_45DF["straight_level"] = %rpg_crouch_aim_5; level.var_45DF["fire"] = %rpg_crouch_fire; level.var_45DF["single"] = [%rpg_crouch_fire]; level.var_45DF["reload"] = [%rpg_crouch_reload]; level.var_45DF["exposed_idle"] = [%rpg_crouch_idle]; func_6E40(); func_6E3C(); func_6E35(); level.archetypes["soldier"]["rpg_crouch"] = level.var_45DF; } //Function Number: 17 func_4512() { anim.var_45DF = []; level.var_45DF["add_aim_up"] = %exposed_crouch_aim_8; level.var_45DF["add_aim_down"] = %exposed_crouch_aim_2; level.var_45DF["add_aim_left"] = %exposed_crouch_aim_4; level.var_45DF["add_aim_right"] = %exposed_crouch_aim_6; level.var_45DF["straight_level"] = %exposed_crouch_aim_5; level.var_45DF["fire"] = %exposed_crouch_shoot_auto_v2; level.var_45DF["single"] = [%shotgun_crouch_fire]; set_animarray_burst_and_semi_fire_crouch(); level.var_45DF["reload"] = [%shotgun_crouch_reload]; level.var_45DF["exposed_idle"] = [%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3]; func_6E40(); func_6E3C(); func_6E35(); level.archetypes["soldier"]["shotgun_crouch"] = level.var_45DF; } //Function Number: 18 func_4502() { anim.var_45DF = []; level.var_45DF["add_aim_up"] = %prone_aim_8_add; level.var_45DF["add_aim_down"] = %prone_aim_2_add; level.var_45DF["add_aim_left"] = %prone_aim_4_add; level.var_45DF["add_aim_right"] = %prone_aim_6_add; level.var_45DF["straight_level"] = %prone_aim_5; level.var_45DF["fire"] = %prone_fire_1; level.var_45DF["single"] = [%prone_fire_1]; level.var_45DF["reload"] = [%prone_reload]; level.var_45DF["burst2"] = %prone_fire_burst; level.var_45DF["burst3"] = %prone_fire_burst; level.var_45DF["burst4"] = %prone_fire_burst; level.var_45DF["burst5"] = %prone_fire_burst; level.var_45DF["burst6"] = %prone_fire_burst; level.var_45DF["semi2"] = %prone_fire_burst; level.var_45DF["semi3"] = %prone_fire_burst; level.var_45DF["semi4"] = %prone_fire_burst; level.var_45DF["semi5"] = %prone_fire_burst; level.var_45DF["exposed_idle"] = [%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3]; func_6E40(); level.archetypes["soldier"]["default_prone"] = level.var_45DF; } //Function Number: 19 func_44F6(param_00) { self.var_1E61 = param_00; } //Function Number: 20 init_animset_custom_stand(param_00,param_01,param_02,param_03) { anim.var_45DF = animscripts/utility::func_4F5D("default_stand"); if(isdefined(param_01)) { level.var_45DF["straight_level"] = param_01; } if(isdefined(param_00)) { level.var_45DF["fire"] = param_00; level.var_45DF["single"] = animscripts/utility::func_ED8(param_00); func_6E3E(param_00); } if(isdefined(param_02)) { level.var_45DF["exposed_idle"] = animscripts/utility::func_ED8(param_02); } if(isdefined(param_03)) { level.var_45DF["reload"] = animscripts/utility::func_ED8(param_03); level.var_45DF["reload_crouchhide"] = animscripts/utility::func_ED8(param_03); } self.var_1E61 = level.var_45DF; } //Function Number: 21 func_44F5(param_00) { self.var_1E55 = param_00; } //Function Number: 22 func_44FE(param_00,param_01,param_02) { anim.var_45DF = animscripts/utility::func_4F5D("default_crouch"); if(isdefined(param_00)) { level.var_45DF["fire"] = param_00; level.var_45DF["single"] = animscripts/utility::func_ED8(param_00); func_6E3D(param_00); } if(isdefined(param_01)) { level.var_45DF["exposed_idle"] = animscripts/utility::func_ED8(param_01); } if(isdefined(param_02)) { level.var_45DF["reload"] = animscripts/utility::func_ED8(param_02); } self.var_1E55 = level.var_45DF; } //Function Number: 23 func_1D04() { self.custommoveanimset = undefined; self.customidleanimset = undefined; self.var_1E61 = undefined; self.var_1E55 = undefined; } //Function Number: 24 func_6E45(param_00) { level.var_45DF["turn_left_45"] = %pistol_stand_turn45l; level.var_45DF["turn_left_90"] = %pistol_stand_turn90l; level.var_45DF["turn_left_135"] = %pistol_stand_turn90l; level.var_45DF["turn_left_180"] = %pistol_stand_turn180l; level.var_45DF["turn_right_45"] = %pistol_stand_turn45r; level.var_45DF["turn_right_90"] = %pistol_stand_turn90r; level.var_45DF["turn_right_135"] = %pistol_stand_turn90r; level.var_45DF["turn_right_180"] = %pistol_stand_turn180l; } //Function Number: 25 func_6E44() { level.var_45DF["turn_left_45"] = %exposed_tracking_turn45l; level.var_45DF["turn_left_90"] = %exposed_tracking_turn90l; level.var_45DF["turn_left_135"] = %exposed_tracking_turn135l; level.var_45DF["turn_left_180"] = %exposed_tracking_turn180l; level.var_45DF["turn_right_45"] = %exposed_tracking_turn45r; level.var_45DF["turn_right_90"] = %exposed_tracking_turn90r; level.var_45DF["turn_right_135"] = %exposed_tracking_turn135r; level.var_45DF["turn_right_180"] = %exposed_tracking_turn180r; } //Function Number: 26 func_6E3C() { level.var_45DF["turn_left_45"] = %exposed_crouch_turn_90_left; level.var_45DF["turn_left_90"] = %exposed_crouch_turn_90_left; level.var_45DF["turn_left_135"] = %exposed_crouch_turn_180_left; level.var_45DF["turn_left_180"] = %exposed_crouch_turn_180_left; level.var_45DF["turn_right_45"] = %exposed_crouch_turn_90_right; level.var_45DF["turn_right_90"] = %exposed_crouch_turn_90_right; level.var_45DF["turn_right_135"] = %exposed_crouch_turn_180_right; level.var_45DF["turn_right_180"] = %exposed_crouch_turn_180_right; } //Function Number: 27 func_6E40() { level.var_45DF["crouch_2_stand"] = %exposed_crouch_2_stand; level.var_45DF["crouch_2_prone"] = %crouch_2_prone; level.var_45DF["stand_2_crouch"] = %exposed_stand_2_crouch; level.var_45DF["stand_2_prone"] = %stand_2_prone; level.var_45DF["prone_2_crouch"] = %prone_2_crouch; level.var_45DF["prone_2_stand"] = %prone_2_stand; } //Function Number: 28 func_6E38() { level.var_45DF["burst2"] = %exposed_shoot_burst3; level.var_45DF["burst3"] = %exposed_shoot_burst3; level.var_45DF["burst4"] = %exposed_shoot_burst4; level.var_45DF["burst5"] = %exposed_shoot_burst5; level.var_45DF["burst6"] = %exposed_shoot_burst6; level.var_45DF["semi2"] = %exposed_shoot_semi2; level.var_45DF["semi3"] = %exposed_shoot_semi3; level.var_45DF["semi4"] = %exposed_shoot_semi4; level.var_45DF["semi5"] = %exposed_shoot_semi5; } //Function Number: 29 func_6E3E(param_00) { level.var_45DF["burst2"] = param_00; level.var_45DF["burst3"] = param_00; level.var_45DF["burst4"] = param_00; level.var_45DF["burst5"] = param_00; level.var_45DF["burst6"] = param_00; level.var_45DF["semi2"] = param_00; level.var_45DF["semi3"] = param_00; level.var_45DF["semi4"] = param_00; level.var_45DF["semi5"] = param_00; } //Function Number: 30 set_animarray_burst_and_semi_fire_crouch() { level.var_45DF["burst2"] = %exposed_crouch_shoot_burst3; level.var_45DF["burst3"] = %exposed_crouch_shoot_burst3; level.var_45DF["burst4"] = %exposed_crouch_shoot_burst4; level.var_45DF["burst5"] = %exposed_crouch_shoot_burst5; level.var_45DF["burst6"] = %exposed_crouch_shoot_burst6; level.var_45DF["semi2"] = %exposed_crouch_shoot_semi2; level.var_45DF["semi3"] = %exposed_crouch_shoot_semi3; level.var_45DF["semi4"] = %exposed_crouch_shoot_semi4; level.var_45DF["semi5"] = %exposed_crouch_shoot_semi5; } //Function Number: 31 func_6E3D(param_00) { level.var_45DF["burst2"] = param_00; level.var_45DF["burst3"] = param_00; level.var_45DF["burst4"] = param_00; level.var_45DF["burst5"] = param_00; level.var_45DF["burst6"] = param_00; level.var_45DF["semi2"] = param_00; level.var_45DF["semi3"] = param_00; level.var_45DF["semi4"] = param_00; level.var_45DF["semi5"] = param_00; } //Function Number: 32 func_6E36() { level.var_45DF["add_turn_aim_up"] = %exposed_turn_aim_8; level.var_45DF["add_turn_aim_down"] = %exposed_turn_aim_2; level.var_45DF["add_turn_aim_left"] = %exposed_turn_aim_4; level.var_45DF["add_turn_aim_right"] = %exposed_turn_aim_6; } //Function Number: 33 func_6E35() { level.var_45DF["add_turn_aim_up"] = %exposed_crouch_turn_aim_8; level.var_45DF["add_turn_aim_down"] = %exposed_crouch_turn_aim_2; level.var_45DF["add_turn_aim_left"] = %exposed_crouch_turn_aim_4; level.var_45DF["add_turn_aim_right"] = %exposed_crouch_turn_aim_6; } //Function Number: 34 func_6E41() { if(animscripts/utility::func_87FE()) { self.a.var_ED8 = animscripts/utility::func_4F5D("pistol_stand"); } if(isdefined(self.var_1E61)) { self.a.var_ED8 = self.var_1E61; } if(isdefined(self.heat)) { self.a.var_ED8 = animscripts/utility::func_4F5D("heat_stand"); } if(animscripts/utility::func_87FA()) { self.a.var_ED8 = animscripts/utility::func_4F5D("rpg_stand"); } if(isdefined(self.weapon) && animscripts/utility::func_8D9B()) { self.a.var_ED8 = animscripts/utility::func_4F5D("shotgun_stand"); } if(animscripts/utility::func_48A0()) { self.a.var_ED8 = animscripts/utility::func_4F5D("cqb_stand"); } self.a.var_ED8 = animscripts/utility::func_4F5D("default_stand"); } //Function Number: 35 set_animarray_crouching() { if(animscripts/utility::func_87FE()) { animscripts/shared::placeweaponon(self.primaryweapon,"right"); } if(isdefined(self.var_1E55)) { self.a.var_ED8 = self.var_1E55; } if(animscripts/utility::func_87FA()) { self.a.var_ED8 = animscripts/utility::func_4F5D("rpg_crouch"); } if(isdefined(self.weapon) && animscripts/utility::func_8D9B()) { self.a.var_ED8 = animscripts/utility::func_4F5D("shotgun_crouch"); } self.a.var_ED8 = animscripts/utility::func_4F5D("default_crouch"); } //Function Number: 36 func_6E3F() { if(animscripts/utility::func_87FE()) { animscripts/shared::placeweaponon(self.primaryweapon,"right"); } self.a.var_ED8 = animscripts/utility::func_4F5D("default_prone"); } //Function Number: 37 func_4572() { anim.var_45DF = []; level.var_45DF[0] = %run_turn_180; level.var_45DF[1] = %run_turn_l135; level.var_45DF[2] = %run_turn_l90; level.var_45DF[3] = %run_turn_l45; level.var_45DF[5] = %run_turn_r45; level.var_45DF[6] = %run_turn_r90; level.var_45DF[7] = %run_turn_r135; level.var_45DF[8] = %run_turn_180; level.archetypes["soldier"]["run_turn"] = level.var_45DF; anim.var_45DF = []; level.var_45DF[0] = %cqb_walk_turn_2; level.var_45DF[1] = %cqb_walk_turn_1; level.var_45DF[2] = %cqb_walk_turn_4; level.var_45DF[3] = %cqb_walk_turn_7; level.var_45DF[5] = %cqb_walk_turn_9; level.var_45DF[6] = %cqb_walk_turn_6; level.var_45DF[7] = %cqb_walk_turn_3; level.var_45DF[8] = %cqb_walk_turn_2; level.archetypes["soldier"]["cqb_turn"] = level.var_45DF; anim.var_45DF = []; level.var_45DF[0] = %cqb_run_turn_180_iw6; level.var_45DF[1] = %cqb_run_turn_l135_iw6; level.var_45DF[2] = %cqb_run_turn_l90_iw6; level.var_45DF[3] = %cqb_run_turn_l45_iw6; level.var_45DF[5] = %cqb_run_turn_r45_iw6; level.var_45DF[6] = %cqb_run_turn_r90_iw6; level.var_45DF[7] = %cqb_run_turn_r135_iw6; level.var_45DF[8] = %cqb_run_turn_180_iw6; level.archetypes["soldier"]["cqb_run_turn"] = level.var_45DF; } //Function Number: 38 func_4546() { anim.var_45DF = []; level.var_45DF["turn_left_45"] = %exposed_tracking_turn45l; level.var_45DF["turn_left_90"] = %exposed_tracking_turn90l; level.var_45DF["turn_left_135"] = %exposed_tracking_turn135l; level.var_45DF["turn_left_180"] = %exposed_tracking_turn180l; level.var_45DF["turn_right_45"] = %exposed_tracking_turn45r; level.var_45DF["turn_right_90"] = %exposed_tracking_turn90r; level.var_45DF["turn_right_135"] = %exposed_tracking_turn135r; level.var_45DF["turn_right_180"] = %exposed_tracking_turn180r; level.archetypes["soldier"]["exposed_turn"] = level.var_45DF; anim.var_45DF = []; level.var_45DF["turn_left_45"] = %exposed_crouch_turn_90_left; level.var_45DF["turn_left_90"] = %exposed_crouch_turn_90_left; level.var_45DF["turn_left_135"] = %exposed_crouch_turn_180_left; level.var_45DF["turn_left_180"] = %exposed_crouch_turn_180_left; level.var_45DF["turn_right_45"] = %exposed_crouch_turn_90_right; level.var_45DF["turn_right_90"] = %exposed_crouch_turn_90_right; level.var_45DF["turn_right_135"] = %exposed_crouch_turn_180_right; level.var_45DF["turn_right_180"] = %exposed_crouch_turn_180_right; level.archetypes["soldier"]["exposed_turn_crouch"] = level.var_45DF; } //Function Number: 39 func_4550() { anim.var_45DF = []; level.var_45DF["cower_squat"] = %exposed_squat_down_grenade_f; level.var_45DF["cower_squat_idle"] = %exposed_squat_idle_grenade_f; level.var_45DF["cower_dive_back"] = %exposed_dive_grenade_b; level.var_45DF["cower_dive_front"] = %exposed_dive_grenade_f; level.var_45DF["return_throw_short"] = [%grenade_return_running_throw_forward,%grenade_return_standing_throw_forward_1]; level.var_45DF["return_throw_long"] = [%grenade_return_running_throw_forward,%grenade_return_standing_throw_overhand_forward]; level.var_45DF["return_throw_default"] = [%grenade_return_standing_throw_overhand_forward]; level.archetypes["soldier"]["grenade"] = level.var_45DF; } //Function Number: 40 func_4511() { anim.var_45DF = []; level.var_45DF["F"] = %run_n_gun_f; level.var_45DF["L"] = %run_n_gun_l; level.var_45DF["R"] = %run_n_gun_r; level.var_45DF["LB"] = %run_n_gun_l_120; level.var_45DF["RB"] = %run_n_gun_r_120; level.var_45DF["move_back"] = %combatwalk_b; level.archetypes["soldier"]["run_n_gun"] = level.var_45DF; } //Function Number: 41 func_71B6() { self.var_5118 = 130; self.var_6998 = 0.4615385; self.var_6997 = 0.3; } //Function Number: 42 init_animset_ambush() { anim.var_45DF = []; level.var_45DF["move_l"] = %combatwalk_l; level.var_45DF["move_r"] = %combatwalk_r; level.var_45DF["move_b"] = %combatwalk_b; level.archetypes["soldier"]["ambush"] = level.var_45DF; } //Function Number: 43 func_6E2E() { self.a.var_5473["move_l"] = animscripts/utility::lookupanim("ambush","move_l"); self.a.var_5473["move_r"] = animscripts/utility::lookupanim("ambush","move_r"); self.a.var_5473["move_b"] = animscripts/utility::lookupanim("ambush","move_b"); } //Function Number: 44 func_4067() { if(self.weapon != self.primaryweapon) { return animscripts/utility::animarraypickrandom("reload"); } if(isdefined(self.node)) { if(self nearclaimnodeandangle()) { var_00 = undefined; if(self.node.type == "Cover Left") { var_00 = animscripts/utility::lookupanim("heat_reload","reload_cover_left"); } else if(self.node.type == "Cover Right") { var_00 = animscripts/utility::lookupanim("heat_reload","reload_cover_right"); } if(isdefined(var_00)) { return var_00; } } } return animscripts/utility::lookupanim("heat_reload","reload_default"); }