/******************************************************************* * Decompiled By: Bog * Decompiled File: animscripts\door.gsc * Game: Call of Duty: Modern Warfare 3 * Platform: PC * Function Count: 11 * Decompile Time: 206 ms * Timestamp: 10/27/2023 2:18:17 AM *******************************************************************/ //Function Number: 1 func_1088() { self endon("killanimscript"); if(isdefined(self.var_1089)) { return; } for(;;) { var_00 = self getdoorpathnode(); if(isdefined(var_00)) { break; } wait 0.2; } var_01 = var_00.type == "Door Interior" || self comparenodedirtopathdir(var_00); if(var_01) { func_10A1(var_00); } else { func_10A4(var_00); } for(;;) { var_02 = self getdoorpathnode(); if(!isdefined(var_02) || var_02 != var_00) { break; } wait 0.2; } thread func_1088(); } //Function Number: 2 func_108A() { self endon("killanimscript"); self.teamflashbangimmunity = 1; wait 5; self.teamflashbangimmunity = undefined; } //Function Number: 3 func_108C(param_00) { thread func_108A(); if(self.grenadeweapon == "flash_grenade") { self notify("flashbang_thrown"); } self orientmode("face current"); param_00.var_108D = gettime() + 5000; self.var_108E = gettime() + 100000; self notify("move_interrupt"); self.var_FC9 = undefined; self clearanim(%combatrun,0.2); self.a.movement = "stop"; self waittill("done_grenade_throw"); self orientmode("face default"); self.var_108E = gettime() + 5000; self.grenadeweapon = self.var_108F; self.var_108F = undefined; animscripts/run::func_FE2(); thread animscripts/move::func_1090(); thread animscripts/move::func_1091(1); } //Function Number: 4 func_1092(param_00,param_01,param_02,param_03,param_04) { var_05 = 0; var_06 = 3; var_07 = undefined; var_07 = %cqb_stand_grenade_throw; var_08 = anglestoforward(param_00.angles); if(param_00.type == "Door Interior" && !self comparenodedirtopathdir(param_00)) { var_08 = -1 * var_08; } var_09 = (param_00.origin[0],param_00.origin[1],param_00.origin[2] + 64); var_0A = var_09; if(param_02) { var_0B = anglestoright(param_00.angles); var_0C = param_00.origin - self.origin; var_0D = vectordot(var_0B,var_0C); if(var_0D > 20) { var_0D = 20; } else if(var_0D < -20) { var_0D = -20; } var_0A = var_09 + var_0D * var_0B; } while(var_06 > 0) { if(isdefined(self.var_73C) || !isdefined(self.enemy)) { return; } if(func_10A0(param_00,var_08)) { return; } if(!self seerecently(self.enemy,0.2) && self.a.pose == "stand" && func_109F(self.enemy.origin - param_00.origin,360000,16384)) { if(isdefined(param_00.var_108D) && param_00.var_108D > gettime()) { return; } if(self canshootenemy()) { return; } var_0C = param_00.origin - self.origin; if(lengthsquared(var_0C) < param_03) { return; } if(vectordot(var_0C,var_08) < 0) { return; } self.var_108F = self.grenadeweapon; self.grenadeweapon = param_01; animscripts/combat_utility::func_1093(self.enemy); if(!var_05) { var_0E = var_09 + var_08 * 100; if(!self isgrenadepossafe(self.enemy,var_0E,128)) { return; } } var_05 = 1; if(animscripts/combat_utility::func_1095(self.enemy,var_0A,var_07,animscripts/combat_utility::func_1094(var_07),1,0,1)) { func_108C(param_00); return; } } var_06--; wait param_04; var_0F = self getdoorpathnode(); if(!isdefined(var_0F) || var_0F != param_00) { return; } } } //Function Number: 5 func_1096() { self endon("killanimscript"); if(isdefined(self.var_1089)) { return; } self.var_1097 = 0; for(;;) { if(self isindoor() && !self.var_748) { func_1098(); } else if(!isdefined(self.var_108E) || self.var_108E < gettime()) { self.var_108E = undefined; func_109C(); } wait 0.2; } } //Function Number: 6 func_1098() { if(!isdefined(self.neverenablecqb) && !self.var_748) { self.var_1097 = 1; if(!isdefined(self.cqbwalking) || !self.cqbwalking) { maps\_utility::enable_cqbwalk(1); } } } //Function Number: 7 func_109C() { if(!isdefined(self.cqbenabled)) { self.var_1097 = 0; if(isdefined(self.cqbwalking) && self.cqbwalking) { maps\_utility::disable_cqbwalk(); } } } //Function Number: 8 func_109F(param_00,param_01,param_02) { return param_00[0] * param_00[0] + param_00[1] * param_00[1] < param_01 && param_00[2] * param_00[2] < param_02; } //Function Number: 9 func_10A0(param_00,param_01) { var_02 = param_00.origin - self.origin; var_03 = param_00.origin - self.enemy.origin; return vectordot(var_02,param_01) * vectordot(var_03,param_01) > 0; } //Function Number: 10 func_10A1(param_00) { for(;;) { if(isdefined(self.var_10A2) && self.var_10A2 == 0 || self.var_10A2 < randomfloat(1)) { break; } if(func_109F(self.origin - param_00.origin,562500,25600)) { func_1092(param_00,"fraggrenade",0,302500,0.3); param_00 = self getdoorpathnode(); if(!isdefined(param_00)) { return; } break; } wait 0.1; } for(;;) { if(func_109F(self.origin - param_00.origin,-28672,6400)) { func_1098(); self.var_108E = gettime() + 6000; if(isdefined(self.doorflashchance) && self.doorflashchance == 0 || self.doorflashchance < randomfloat(1)) { return; } func_1092(param_00,"flash_grenade",1,4096,0.2); return; } wait 0.1; } } //Function Number: 11 func_10A4(param_00) { for(;;) { if(!self.var_1097 || distancesquared(self.origin,param_00.origin) < 1024) { return; } wait 0.1; } }