mirror of
https://github.com/InfinityLoader/IL-GSC.git
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1086 lines
40 KiB
Plaintext
1086 lines
40 KiB
Plaintext
/*******************************************************************
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* Decompiled By: Bog
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* Decompiled File: animset.gsc
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* Game: Call of Duty: Advanced Warfare
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* Platform: PC
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* Function Count: 56
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* Decompile Time: 796 ms
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* Timestamp: 4/22/2024 1:59:51 AM
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*******************************************************************/
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//Function Number: 1
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init_anim_sets()
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{
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if(isdefined(level.archetypes))
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{
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return;
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}
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anim.archetypes = [];
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level.archetypes["soldier"] = [];
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animscripts\cover_left::init_animset_cover_left();
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animscripts\cover_right::init_animset_cover_right();
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animscripts\cover_prone::init_animset_cover_prone();
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animscripts\cover_multi::init_animset_cover_multi();
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animscripts\cover_wall::init_animset_cover_wall();
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animscripts\reactions::init_animset_reactions();
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animscripts\pain::init_animset_pain();
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animscripts\death::init_animset_death();
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animscripts\combat::init_animset_combat();
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animscripts\move::init_animset_default_move();
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animscripts\move::init_animset_smg_move();
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animscripts\flashed::init_animset_flashed();
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animscripts\stop::init_animset_idle();
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animscripts\melee::init_animset_melee();
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anim.animsets = spawnstruct();
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level.animsets.move = [];
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init_animset_default_stand();
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init_animset_cqb_stand();
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init_animset_pistol_stand();
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init_animset_rpg_stand();
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init_animset_shotgun_stand();
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init_animset_heat_stand();
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init_animset_smg_stand();
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init_animset_unstable_stand();
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init_animset_default_crouch();
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init_animset_rpg_crouch();
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init_animset_shotgun_crouch();
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init_animset_smg_crouch();
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init_animset_default_prone();
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init_animset_run_move();
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init_animset_walk_move();
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init_animset_cqb_move();
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init_animset_heat_run_move();
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init_animset_unstable_walk_move();
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init_animset_unstable_run_move();
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init_animset_pistol_move();
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init_moving_turn_animations();
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init_exposed_turn_animations();
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init_animset_heat_reload();
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init_grenade_animations();
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init_animset_run_n_gun();
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init_animset_ambush();
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init_animset_smg_ambush();
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init_animset_smg_crouch_run();
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if(maps\_utility::s1_motionset_avaliable())
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{
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level.archetypes["s1_soldier"] = [];
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animscripts\s1_common_anims::init_s1_animset_smg_crouch();
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animscripts\s1_common_anims::init_s1_animset_default_crouch();
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animscripts\s1_common_anims::init_s1_animset_melee();
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animscripts\s1_common_anims::init_s1_animset_default_stand();
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animscripts\s1_common_anims::init_s1_animset_cqb_stand();
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animscripts\s1_common_anims::init_s1_animset_cover_left();
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animscripts\s1_common_anims::init_s1_animset_cover_right();
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animscripts\s1_common_anims::init_s1_animset_cover_wall();
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animscripts\s1_common_anims::init_s1_animset_run_move();
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animscripts\s1_common_anims::init_s1_moving_turn_animations();
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animscripts\s1_common_anims::init_s1_animset_run_n_gun();
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animscripts\s1_common_anims::init_s1_animset_pain();
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animscripts\s1_common_anims::init_s1_animset_death();
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animscripts\s1_common_anims::init_s1_animset_idle();
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animscripts\s1_common_anims::init_s1_animset_walk_move();
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animscripts\s1_common_anims::init_s1_animset_default_move();
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animscripts\s1_common_anims::init_s1_animset_combat();
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animscripts\s1_common_anims::init_s1_exposed_turn_animations();
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animscripts\s1_common_anims::init_s1_coverstand_turn_animations();
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level.archetypes["s1_soldier"]["old_default_stand"] = level.archetypes["soldier"]["default_stand"];
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}
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}
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//Function Number: 2
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registerarchetype(param_00,param_01,param_02)
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{
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init_anim_sets();
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level.archetypes[param_00] = param_01;
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if(isdefined(param_01["flashed"]))
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{
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level.flashanimindex[param_00] = 0;
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}
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if(isdefined(param_02) && param_02)
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{
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animscripts\init_move_transitions::getsplittimes(param_00);
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}
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}
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//Function Number: 3
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archetypeexists(param_00)
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{
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return isdefined(level.archetypes[param_00]);
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}
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//Function Number: 4
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init_animset_run_move()
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{
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anim.initanimset = [];
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level.initanimset["sprint"] = %sprint_loop_distant;
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level.initanimset["sprint_short"] = %sprint1_loop;
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level.initanimset["prone"] = %prone_crawl;
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level.initanimset["straight"] = %run_lowready_f;
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level.initanimset["smg_straight"] = %smg_run_lowready_f;
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level.initanimset["straight_twitch"] = [%run_twitch_guncheck,%run_twitch_aim_straight,%run_twitch_aim_above,%run_twitch_lookbehind_a,%run_twitch_lookbehind_b];
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level.initanimset["move_f"] = %walk_forward;
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level.initanimset["move_l"] = %walk_left;
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level.initanimset["move_r"] = %walk_right;
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level.initanimset["move_b"] = %walk_backward;
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level.initanimset["crouch"] = %crouch_fastwalk_f;
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level.initanimset["crouch_l"] = %crouch_fastwalk_l;
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level.initanimset["crouch_r"] = %crouch_fastwalk_r;
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level.initanimset["crouch_b"] = %crouch_fastwalk_b;
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level.initanimset["stairs_up"] = %run_stairs_up;
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level.initanimset["stairs_up_in"] = %run_stairs_up_in;
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level.initanimset["stairs_up_out"] = %run_stairs_up_out;
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level.initanimset["stairs_down"] = %traverse_stair_run_down;
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level.initanimset["reload"] = [%run_reload_a,%run_reload_b];
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level.archetypes["soldier"]["run"] = level.initanimset;
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}
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//Function Number: 5
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init_animset_unstable_run_move()
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{
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anim.initanimset = [];
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level.initanimset["sprint"] = %lag_unstable_run;
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level.initanimset["sprint_short"] = %lag_unstable_run;
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level.initanimset["straight"] = %lag_unstable_run;
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level.initanimset["straight_twitch"] = [%lag_unstable_run];
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level.initanimset["move_f"] = %walk_cqb_f;
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level.initanimset["move_l"] = %walk_left;
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level.initanimset["move_r"] = %walk_right;
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level.initanimset["move_b"] = %walk_backward;
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level.initanimset["aim_2"] = %cqb_run_aim_2;
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level.initanimset["aim_4"] = %cqb_run_aim_4;
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level.initanimset["aim_5"] = %cqb_run_aim_5;
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level.initanimset["aim_6"] = %cqb_run_aim_6;
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level.initanimset["aim_8"] = %cqb_run_aim_8;
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level.initanimset["stairs_up"] = %traverse_stair_run;
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level.initanimset["stairs_down_in"] = %cqb_stairs_down_in_m;
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level.initanimset["stairs_down"] = %cqb_stairs_down;
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level.initanimset["stairs_down_out"] = %cqb_stairs_down_out_m;
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level.initanimset["shotgun_pullout"] = %shotgun_cqbrun_pullout;
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level.initanimset["shotgun_putaway"] = %shotgun_cqbrun_putaway;
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level.initanimset["reload"] = [%cqb_run_reload_a_iw6,%cqb_run_reload_b_iw6];
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level.archetypes["soldier"]["unstable_run"] = level.initanimset;
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}
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//Function Number: 6
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init_animset_heat_run_move()
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{
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anim.initanimset = level.archetypes["soldier"]["run"];
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level.initanimset["straight"] = %heat_run_loop;
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level.archetypes["soldier"]["heat_run"] = level.initanimset;
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}
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//Function Number: 7
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init_animset_walk_move()
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{
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anim.initanimset = [];
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level.initanimset["sprint"] = %sprint_loop_distant;
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level.initanimset["sprint_short"] = %sprint1_loop;
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level.initanimset["prone"] = %prone_crawl;
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level.initanimset["straight"] = %walk_cqb_f;
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level.initanimset["move_f"] = %walk_cqb_f;
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level.initanimset["move_l"] = %walk_left;
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level.initanimset["move_r"] = %walk_right;
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level.initanimset["move_b"] = %walk_backward;
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level.initanimset["crouch"] = %crouch_fastwalk_f;
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level.initanimset["crouch_l"] = %crouch_fastwalk_l;
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level.initanimset["crouch_r"] = %crouch_fastwalk_r;
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level.initanimset["crouch_b"] = %crouch_fastwalk_b;
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level.initanimset["aim_2"] = %walk_aim_2;
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level.initanimset["aim_4"] = %walk_aim_4;
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level.initanimset["aim_6"] = %walk_aim_6;
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level.initanimset["aim_8"] = %walk_aim_8;
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level.initanimset["stairs_up"] = %traverse_stair_run;
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level.initanimset["stairs_down"] = %traverse_stair_run_down_01;
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level.archetypes["soldier"]["walk"] = level.initanimset;
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}
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//Function Number: 8
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init_animset_unstable_walk_move()
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{
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anim.initanimset = [];
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level.initanimset["sprint"] = %lag_unstable_run;
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level.initanimset["sprint_short"] = %lag_unstable_run;
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level.initanimset["straight"] = %lag_unstable_moveforward_walk;
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level.initanimset["straight_twitch_l"] = [%lag_unstable_moveforward_stumble_l];
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level.initanimset["straight_twitch_r"] = [%lag_unstable_moveforward_stumble_r];
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level.initanimset["straight_twitch"] = [%lag_unstable_moveforward_stumble];
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level.initanimset["move_f"] = %walk_cqb_f;
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level.initanimset["move_l"] = %walk_left;
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level.initanimset["move_r"] = %walk_right;
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level.initanimset["move_b"] = %walk_backward;
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level.initanimset["aim_2"] = %cqb_run_aim_2;
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level.initanimset["aim_4"] = %cqb_run_aim_4;
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level.initanimset["aim_5"] = %cqb_run_aim_5;
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level.initanimset["aim_6"] = %cqb_run_aim_6;
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level.initanimset["aim_8"] = %cqb_run_aim_8;
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level.initanimset["stairs_up"] = %traverse_stair_run;
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level.initanimset["stairs_down_in"] = %cqb_stairs_down_in_m;
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level.initanimset["stairs_down"] = %cqb_stairs_down;
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level.initanimset["stairs_down_out"] = %cqb_stairs_down_out_m;
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level.initanimset["shotgun_pullout"] = %shotgun_cqbrun_pullout;
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level.initanimset["shotgun_putaway"] = %shotgun_cqbrun_putaway;
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level.initanimset["reload"] = [%cqb_run_reload_a_iw6,%cqb_run_reload_b_iw6];
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level.archetypes["soldier"]["unstable_walk"] = level.initanimset;
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}
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//Function Number: 9
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init_animset_cqb_move()
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{
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anim.initanimset = [];
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level.initanimset["sprint"] = %sprint_loop_distant;
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level.initanimset["sprint_short"] = %sprint1_loop;
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level.initanimset["straight"] = %run_cqb_f_search_v1;
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level.initanimset["straight_twitch"] = [%cqb_run_twitch_a_iw6,%cqb_run_twitch_b_iw6,%cqb_run_twitch_c_iw6,%cqb_run_twitch_d_iw6];
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level.initanimset["move_f"] = %walk_cqb_f;
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level.initanimset["move_l"] = %walk_left;
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level.initanimset["move_r"] = %walk_right;
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level.initanimset["move_b"] = %walk_backward;
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level.initanimset["aim_2"] = %cqb_run_aim_2;
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level.initanimset["aim_4"] = %cqb_run_aim_4;
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level.initanimset["aim_5"] = %cqb_run_aim_5;
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level.initanimset["aim_6"] = %cqb_run_aim_6;
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level.initanimset["aim_8"] = %cqb_run_aim_8;
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level.initanimset["stairs_up"] = %traverse_stair_run;
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level.initanimset["stairs_down_in"] = %cqb_stairs_down_in_m;
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level.initanimset["stairs_down"] = %cqb_stairs_down;
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level.initanimset["stairs_down_out"] = %cqb_stairs_down_out_m;
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level.initanimset["shotgun_pullout"] = %shotgun_cqbrun_pullout;
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level.initanimset["shotgun_putaway"] = %shotgun_cqbrun_putaway;
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level.initanimset["reload"] = [%cqb_run_reload_a_iw6,%cqb_run_reload_b_iw6];
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level.archetypes["soldier"]["cqb"] = level.initanimset;
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}
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//Function Number: 10
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init_animset_pistol_move()
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{
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anim.initanimset = [];
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level.initanimset["sprint"] = %pistol_sprint;
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level.initanimset["sprint_short"] = %pistol_sprint;
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level.initanimset["straight"] = %pistol_walk;
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level.initanimset["move_f"] = %pistol_walk;
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level.initanimset["move_l"] = %pistol_walk_left;
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level.initanimset["move_r"] = %pistol_walk_right;
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level.initanimset["move_b"] = %pistol_walk_back;
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level.archetypes["soldier"]["pistol_move"] = level.initanimset;
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}
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//Function Number: 11
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init_animset_pistol_stand()
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{
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anim.initanimset = [];
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level.initanimset["add_aim_up"] = %pistol_stand_aim_8_add;
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level.initanimset["add_aim_down"] = %pistol_stand_aim_2_add;
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level.initanimset["add_aim_left"] = %pistol_stand_aim_4_add;
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level.initanimset["add_aim_right"] = %pistol_stand_aim_6_add;
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level.initanimset["straight_level"] = %pistol_stand_aim_5;
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level.initanimset["fire"] = %pistol_stand_fire_a;
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level.initanimset["single"] = animscripts\utility::array(%pistol_stand_fire_a);
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level.initanimset["reload"] = animscripts\utility::array(%pistol_stand_reload_a);
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level.initanimset["reload_crouchhide"] = [];
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level.initanimset["exposed_idle"] = [%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3];
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set_animarray_standing_turns_pistol();
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level.initanimset["add_turn_aim_up"] = %pistol_stand_aim_8_alt;
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level.initanimset["add_turn_aim_down"] = %pistol_stand_aim_2_alt;
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level.initanimset["add_turn_aim_left"] = %pistol_stand_aim_4_alt;
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level.initanimset["add_turn_aim_right"] = %pistol_stand_aim_6_alt;
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level.archetypes["soldier"]["pistol_stand"] = level.initanimset;
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}
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//Function Number: 12
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init_animset_rpg_stand()
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{
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anim.initanimset = [];
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level.initanimset["add_aim_up"] = %rpg_stand_aim_8;
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level.initanimset["add_aim_down"] = %rpg_stand_aim_2;
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level.initanimset["add_aim_left"] = %rpg_stand_aim_4;
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level.initanimset["add_aim_right"] = %rpg_stand_aim_6;
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level.initanimset["straight_level"] = %rpg_stand_aim_5;
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level.initanimset["fire"] = %rpg_stand_fire;
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level.initanimset["single"] = [%exposed_shoot_semi1];
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level.initanimset["reload"] = [%rpg_stand_reload];
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level.initanimset["reload_crouchhide"] = [];
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level.initanimset["exposed_idle"] = [%rpg_stand_idle];
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set_animarray_stance_change();
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set_animarray_standing_turns();
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set_animarray_add_turn_aims_stand();
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level.archetypes["soldier"]["rpg_stand"] = level.initanimset;
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}
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//Function Number: 13
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init_animset_shotgun_stand()
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{
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anim.initanimset = [];
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level.initanimset["add_aim_up"] = %shotgun_aim_8;
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level.initanimset["add_aim_down"] = %shotgun_aim_2;
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level.initanimset["add_aim_left"] = %shotgun_aim_4;
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level.initanimset["add_aim_right"] = %shotgun_aim_6;
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level.initanimset["straight_level"] = %shotgun_aim_5;
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level.initanimset["fire"] = %exposed_shoot_auto_v3;
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level.initanimset["single"] = [%shotgun_stand_fire_1a,%shotgun_stand_fire_1b];
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set_animarray_burst_and_semi_fire_stand();
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level.initanimset["exposed_idle"] = [%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3];
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level.initanimset["reload"] = [%shotgun_stand_reload_a,%shotgun_stand_reload_b,%shotgun_stand_reload_c,%shotgun_stand_reload_c,%shotgun_stand_reload_c];
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level.initanimset["reload_crouchhide"] = [%shotgun_stand_reload_a,%shotgun_stand_reload_b];
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set_animarray_stance_change();
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set_animarray_standing_turns();
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set_animarray_add_turn_aims_stand();
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level.archetypes["soldier"]["shotgun_stand"] = level.initanimset;
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}
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//Function Number: 14
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init_animset_smg_stand()
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{
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anim.initanimset = [];
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level.initanimset["add_aim_up"] = %smg_exposed_aim_8;
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level.initanimset["add_aim_down"] = %smg_exposed_aim_2;
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level.initanimset["add_aim_left"] = %smg_exposed_aim_4;
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level.initanimset["add_aim_right"] = %smg_exposed_aim_6;
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level.initanimset["straight_level"] = %smg_exposed_aim_5;
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level.initanimset["fire"] = %smg_exposed_shoot_auto_v3;
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level.initanimset["fire_corner"] = %smg_exposed_shoot_auto_v2;
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level.initanimset["single"] = animscripts\utility::array(%smg_exposed_shoot_semi1);
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set_animarray_burst_and_semi_fire_stand();
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level.initanimset["exposed_idle"] = animscripts\utility::array(%smg_exposed_idle_alert_v1,%smg_exposed_idle_alert_v2,%smg_exposed_idle_alert_v3);
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level.initanimset["exposed_grenade"] = animscripts\utility::array(%smg_exposed_grenadethrowb,%smg_exposed_grenadethrowc);
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level.initanimset["reload"] = animscripts\utility::array(%smg_exposed_reload);
|
|
level.initanimset["reload_crouchhide"] = animscripts\utility::array(%smg_exposed_reloadb);
|
|
set_animarray_stance_change_smg();
|
|
set_animarray_smg_standing_turns();
|
|
set_animarray_add_smg_turn_aims_stand();
|
|
level.archetypes["soldier"]["smg_stand"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 15
|
|
init_animset_cqb_stand()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["add_aim_up"] = %cqb_stand_aim8;
|
|
level.initanimset["add_aim_down"] = %cqb_stand_aim2;
|
|
level.initanimset["add_aim_left"] = %cqb_stand_aim4;
|
|
level.initanimset["add_aim_right"] = %cqb_stand_aim6;
|
|
level.initanimset["straight_level"] = %cqb_stand_aim5;
|
|
level.initanimset["fire"] = %exposed_shoot_auto_v3;
|
|
level.initanimset["single"] = [%exposed_shoot_semi1];
|
|
set_animarray_burst_and_semi_fire_stand();
|
|
level.initanimset["exposed_idle"] = [%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3];
|
|
level.initanimset["reload"] = [%cqb_stand_reload_steady];
|
|
level.initanimset["reload_crouchhide"] = [%cqb_stand_reload_knee];
|
|
set_animarray_stance_change();
|
|
set_animarray_standing_turns();
|
|
set_animarray_add_turn_aims_stand();
|
|
level.archetypes["soldier"]["cqb_stand"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 16
|
|
init_animset_unstable_stand()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["add_aim_up"] = %cqb_stand_aim8;
|
|
level.initanimset["add_aim_down"] = %cqb_stand_aim2;
|
|
level.initanimset["add_aim_left"] = %cqb_stand_aim4;
|
|
level.initanimset["add_aim_right"] = %cqb_stand_aim6;
|
|
level.initanimset["straight_level"] = %lag_unstable_idle;
|
|
level.initanimset["fire"] = %exposed_shoot_auto_v3;
|
|
level.initanimset["single"] = [%exposed_shoot_semi1];
|
|
set_animarray_burst_and_semi_fire_stand();
|
|
level.initanimset["exposed_idle"] = [%lag_unstable_idle];
|
|
level.initanimset["reload"] = [%cqb_stand_reload_steady];
|
|
level.initanimset["reload_crouchhide"] = [%cqb_stand_reload_knee];
|
|
set_animarray_stance_change();
|
|
set_animarray_standing_turns();
|
|
set_animarray_add_turn_aims_stand();
|
|
level.archetypes["soldier"]["unstable_stand"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 17
|
|
init_animset_heat_stand()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["add_aim_up"] = %heat_stand_aim_8;
|
|
level.initanimset["add_aim_down"] = %heat_stand_aim_2;
|
|
level.initanimset["add_aim_left"] = %heat_stand_aim_4;
|
|
level.initanimset["add_aim_right"] = %heat_stand_aim_6;
|
|
level.initanimset["straight_level"] = %heat_stand_aim_5;
|
|
level.initanimset["fire"] = %heat_stand_fire_auto;
|
|
level.initanimset["single"] = animscripts\utility::array(%heat_stand_fire_single);
|
|
set_animarray_custom_burst_and_semi_fire_stand(%heat_stand_fire_burst);
|
|
level.initanimset["exposed_idle"] = animscripts\utility::array(%heat_stand_idle,%heat_stand_scana,%heat_stand_scanb);
|
|
level.initanimset["reload"] = animscripts\utility::array(%heat_exposed_reload);
|
|
level.initanimset["reload_crouchhide"] = animscripts\utility::array();
|
|
set_animarray_stance_change();
|
|
level.initanimset["turn_left_45"] = %heat_stand_turn_l;
|
|
level.initanimset["turn_left_90"] = %heat_stand_turn_l;
|
|
level.initanimset["turn_left_135"] = %heat_stand_turn_180;
|
|
level.initanimset["turn_left_180"] = %heat_stand_turn_180;
|
|
level.initanimset["turn_right_45"] = %heat_stand_turn_r;
|
|
level.initanimset["turn_right_90"] = %heat_stand_turn_r;
|
|
level.initanimset["turn_right_135"] = %heat_stand_turn_180;
|
|
level.initanimset["turn_right_180"] = %heat_stand_turn_180;
|
|
set_animarray_add_turn_aims_stand();
|
|
level.archetypes["soldier"]["heat_stand"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 18
|
|
init_animset_heat_reload()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["reload_cover_left"] = %heat_cover_reload_r;
|
|
level.initanimset["reload_cover_right"] = %heat_cover_reload_l;
|
|
level.initanimset["reload_default"] = %heat_cover_reload_l;
|
|
level.archetypes["soldier"]["heat_reload"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 19
|
|
init_animset_default_stand()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["add_aim_up"] = %exposed_aim_8;
|
|
level.initanimset["add_aim_down"] = %exposed_aim_2;
|
|
level.initanimset["add_aim_left"] = %exposed_aim_4;
|
|
level.initanimset["add_aim_right"] = %exposed_aim_6;
|
|
level.initanimset["straight_level"] = %exposed_aim_5;
|
|
level.initanimset["fire"] = %exposed_shoot_auto_v3;
|
|
level.initanimset["fire_corner"] = %exposed_shoot_auto_v2;
|
|
level.initanimset["single"] = animscripts\utility::array(%exposed_shoot_semi1);
|
|
set_animarray_burst_and_semi_fire_stand();
|
|
level.initanimset["exposed_idle"] = animscripts\utility::array(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3);
|
|
level.initanimset["exposed_grenade"] = animscripts\utility::array(%exposed_grenadethrowb,%exposed_grenadethrowc);
|
|
level.initanimset["reload"] = animscripts\utility::array(%exposed_reload);
|
|
level.initanimset["reload_crouchhide"] = animscripts\utility::array(%exposed_reloadb);
|
|
set_animarray_stance_change();
|
|
set_animarray_standing_turns();
|
|
set_animarray_add_turn_aims_stand();
|
|
level.archetypes["soldier"]["default_stand"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 20
|
|
init_animset_default_crouch()
|
|
{
|
|
anim.initanimset = [];
|
|
set_animarray_crouch_aim();
|
|
level.initanimset["fire"] = %exposed_crouch_shoot_auto_v2;
|
|
level.initanimset["single"] = animscripts\utility::array(%exposed_crouch_shoot_semi1);
|
|
set_animarray_burst_and_semi_fire_crouch();
|
|
level.initanimset["reload"] = animscripts\utility::array(%exposed_crouch_reload);
|
|
level.initanimset["exposed_idle"] = animscripts\utility::array(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3);
|
|
set_animarray_stance_change();
|
|
set_animarray_crouching_turns();
|
|
set_animarray_add_turn_aims_crouch();
|
|
level.archetypes["soldier"]["default_crouch"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 21
|
|
init_animset_rpg_crouch()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["add_aim_up"] = %rpg_crouch_aim_8;
|
|
level.initanimset["add_aim_down"] = %rpg_crouch_aim_2;
|
|
level.initanimset["add_aim_left"] = %rpg_crouch_aim_4;
|
|
level.initanimset["add_aim_right"] = %rpg_crouch_aim_6;
|
|
level.initanimset["straight_level"] = %rpg_crouch_aim_5;
|
|
level.initanimset["fire"] = %rpg_crouch_fire;
|
|
level.initanimset["single"] = [%rpg_crouch_fire];
|
|
level.initanimset["reload"] = [%rpg_crouch_reload];
|
|
level.initanimset["exposed_idle"] = [%rpg_crouch_idle];
|
|
set_animarray_stance_change();
|
|
set_animarray_crouching_turns();
|
|
set_animarray_add_turn_aims_crouch();
|
|
level.archetypes["soldier"]["rpg_crouch"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 22
|
|
init_animset_shotgun_crouch()
|
|
{
|
|
anim.initanimset = [];
|
|
set_animarray_crouch_aim();
|
|
level.initanimset["fire"] = %exposed_crouch_shoot_auto_v2;
|
|
level.initanimset["single"] = [%shotgun_crouch_fire];
|
|
set_animarray_burst_and_semi_fire_crouch();
|
|
level.initanimset["reload"] = [%shotgun_crouch_reload];
|
|
level.initanimset["exposed_idle"] = [%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3];
|
|
set_animarray_stance_change();
|
|
set_animarray_crouching_turns();
|
|
set_animarray_add_turn_aims_crouch();
|
|
level.archetypes["soldier"]["shotgun_crouch"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 23
|
|
init_animset_smg_crouch()
|
|
{
|
|
anim.initanimset = [];
|
|
set_animarray_crouch_aim();
|
|
level.initanimset["fire"] = %exposed_crouch_shoot_auto_v2;
|
|
level.initanimset["single"] = animscripts\utility::array(%exposed_crouch_shoot_semi1);
|
|
set_animarray_burst_and_semi_fire_crouch();
|
|
level.initanimset["reload"] = animscripts\utility::array(%exposed_crouch_reload);
|
|
level.initanimset["exposed_idle"] = animscripts\utility::array(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3);
|
|
set_animarray_stance_change_smg();
|
|
set_animarray_crouching_turns();
|
|
set_animarray_add_turn_aims_crouch();
|
|
level.archetypes["soldier"]["smg_crouch"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 24
|
|
init_animset_default_prone()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["add_aim_up"] = %prone_aim_8_add;
|
|
level.initanimset["add_aim_down"] = %prone_aim_2_add;
|
|
level.initanimset["add_aim_left"] = %prone_aim_4_add;
|
|
level.initanimset["add_aim_right"] = %prone_aim_6_add;
|
|
level.initanimset["straight_level"] = %prone_aim_5;
|
|
level.initanimset["fire"] = %prone_fire_1;
|
|
level.initanimset["single"] = [%prone_fire_1];
|
|
level.initanimset["reload"] = [%prone_reload];
|
|
level.initanimset["burst2"] = %prone_fire_burst;
|
|
level.initanimset["burst3"] = %prone_fire_burst;
|
|
level.initanimset["burst4"] = %prone_fire_burst;
|
|
level.initanimset["burst5"] = %prone_fire_burst;
|
|
level.initanimset["burst6"] = %prone_fire_burst;
|
|
level.initanimset["semi2"] = %prone_fire_burst;
|
|
level.initanimset["semi3"] = %prone_fire_burst;
|
|
level.initanimset["semi4"] = %prone_fire_burst;
|
|
level.initanimset["semi5"] = %prone_fire_burst;
|
|
level.initanimset["exposed_idle"] = [%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3];
|
|
set_animarray_stance_change();
|
|
level.archetypes["soldier"]["default_prone"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 25
|
|
init_animset_complete_custom_stand(param_00)
|
|
{
|
|
self.combatstandanims = param_00;
|
|
}
|
|
|
|
//Function Number: 26
|
|
init_animset_custom_stand(param_00,param_01,param_02,param_03)
|
|
{
|
|
anim.initanimset = animscripts\utility::lookupanimarray("default_stand");
|
|
if(isdefined(param_01))
|
|
{
|
|
level.initanimset["straight_level"] = param_01;
|
|
}
|
|
|
|
if(isdefined(param_00))
|
|
{
|
|
level.initanimset["fire"] = param_00;
|
|
level.initanimset["single"] = animscripts\utility::array(param_00);
|
|
set_animarray_custom_burst_and_semi_fire_stand(param_00);
|
|
}
|
|
|
|
if(isdefined(param_02))
|
|
{
|
|
level.initanimset["exposed_idle"] = animscripts\utility::array(param_02);
|
|
}
|
|
|
|
if(isdefined(param_03))
|
|
{
|
|
level.initanimset["reload"] = animscripts\utility::array(param_03);
|
|
level.initanimset["reload_crouchhide"] = animscripts\utility::array(param_03);
|
|
}
|
|
|
|
self.combatstandanims = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 27
|
|
init_animset_custom_crouch(param_00,param_01,param_02)
|
|
{
|
|
anim.initanimset = animscripts\utility::lookupanimarray("default_crouch");
|
|
if(isdefined(param_00))
|
|
{
|
|
level.initanimset["fire"] = param_00;
|
|
level.initanimset["single"] = animscripts\utility::array(param_00);
|
|
set_animarray_custom_burst_and_semi_fire_crouch(param_00);
|
|
}
|
|
|
|
if(isdefined(param_01))
|
|
{
|
|
level.initanimset["exposed_idle"] = animscripts\utility::array(param_01);
|
|
}
|
|
|
|
if(isdefined(param_02))
|
|
{
|
|
level.initanimset["reload"] = animscripts\utility::array(param_02);
|
|
}
|
|
|
|
self.combatcrouchanims = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 28
|
|
init_animset_complete_custom_crouch(param_00)
|
|
{
|
|
self.combatcrouchanims = param_00;
|
|
}
|
|
|
|
//Function Number: 29
|
|
clear_custom_animset()
|
|
{
|
|
self.custommoveanimset = undefined;
|
|
self.customidleanimset = undefined;
|
|
self.combatstandanims = undefined;
|
|
self.combatcrouchanims = undefined;
|
|
}
|
|
|
|
//Function Number: 30
|
|
set_animarray_standing_turns_pistol(param_00)
|
|
{
|
|
level.initanimset["turn_left_45"] = %pistol_stand_turn45l;
|
|
level.initanimset["turn_left_90"] = %pistol_stand_turn90l;
|
|
level.initanimset["turn_left_135"] = %pistol_stand_turn90l;
|
|
level.initanimset["turn_left_180"] = %pistol_stand_turn180l;
|
|
level.initanimset["turn_right_45"] = %pistol_stand_turn45r;
|
|
level.initanimset["turn_right_90"] = %pistol_stand_turn90r;
|
|
level.initanimset["turn_right_135"] = %pistol_stand_turn90r;
|
|
level.initanimset["turn_right_180"] = %pistol_stand_turn180l;
|
|
}
|
|
|
|
//Function Number: 31
|
|
set_animarray_standing_turns()
|
|
{
|
|
level.initanimset["turn_left_45"] = %exposed_tracking_turn45l;
|
|
level.initanimset["turn_left_90"] = %exposed_tracking_turn90l;
|
|
level.initanimset["turn_left_135"] = %exposed_tracking_turn135l;
|
|
level.initanimset["turn_left_180"] = %exposed_tracking_turn180l;
|
|
level.initanimset["turn_right_45"] = %exposed_tracking_turn45r;
|
|
level.initanimset["turn_right_90"] = %exposed_tracking_turn90r;
|
|
level.initanimset["turn_right_135"] = %exposed_tracking_turn135r;
|
|
level.initanimset["turn_right_180"] = %exposed_tracking_turn180r;
|
|
}
|
|
|
|
//Function Number: 32
|
|
set_animarray_smg_standing_turns()
|
|
{
|
|
level.initanimset["turn_left_45"] = %smg_exposed_tracking_turn45l;
|
|
level.initanimset["turn_left_90"] = %smg_exposed_tracking_turn90l;
|
|
level.initanimset["turn_left_135"] = %smg_exposed_tracking_turn135l;
|
|
level.initanimset["turn_left_180"] = %smg_exposed_tracking_turn180l;
|
|
level.initanimset["turn_right_45"] = %smg_exposed_tracking_turn45r;
|
|
level.initanimset["turn_right_90"] = %smg_exposed_tracking_turn90r;
|
|
level.initanimset["turn_right_135"] = %smg_exposed_tracking_turn135r;
|
|
level.initanimset["turn_right_180"] = %smg_exposed_tracking_turn180r;
|
|
}
|
|
|
|
//Function Number: 33
|
|
set_animarray_crouching_turns()
|
|
{
|
|
level.initanimset["turn_left_45"] = %exposed_crouch_turn_90_left;
|
|
level.initanimset["turn_left_90"] = %exposed_crouch_turn_90_left;
|
|
level.initanimset["turn_left_135"] = %exposed_crouch_turn_180_left;
|
|
level.initanimset["turn_left_180"] = %exposed_crouch_turn_180_left;
|
|
level.initanimset["turn_right_45"] = %exposed_crouch_turn_90_right;
|
|
level.initanimset["turn_right_90"] = %exposed_crouch_turn_90_right;
|
|
level.initanimset["turn_right_135"] = %exposed_crouch_turn_180_right;
|
|
level.initanimset["turn_right_180"] = %exposed_crouch_turn_180_right;
|
|
}
|
|
|
|
//Function Number: 34
|
|
set_animarray_stance_change()
|
|
{
|
|
level.initanimset["crouch_2_stand"] = %exposed_crouch_2_stand;
|
|
level.initanimset["crouch_2_prone"] = %crouch_2_prone;
|
|
level.initanimset["stand_2_crouch"] = %exposed_stand_2_crouch;
|
|
level.initanimset["stand_2_prone"] = %stand_2_prone;
|
|
level.initanimset["prone_2_crouch"] = %prone_2_crouch;
|
|
level.initanimset["prone_2_stand"] = %prone_2_stand;
|
|
}
|
|
|
|
//Function Number: 35
|
|
set_animarray_stance_change_smg()
|
|
{
|
|
level.initanimset["crouch_2_stand"] = %smg_exposed_crouch_2_stand;
|
|
level.initanimset["crouch_2_prone"] = %crouch_2_prone;
|
|
level.initanimset["stand_2_crouch"] = %smg_exposed_stand_2_crouch;
|
|
level.initanimset["stand_2_prone"] = %stand_2_prone;
|
|
level.initanimset["prone_2_crouch"] = %prone_2_crouch;
|
|
level.initanimset["prone_2_stand"] = %prone_2_stand;
|
|
}
|
|
|
|
//Function Number: 36
|
|
set_animarray_burst_and_semi_fire_stand()
|
|
{
|
|
level.initanimset["burst2"] = %exposed_shoot_burst3;
|
|
level.initanimset["burst3"] = %exposed_shoot_burst3;
|
|
level.initanimset["burst4"] = %exposed_shoot_burst4;
|
|
level.initanimset["burst5"] = %exposed_shoot_burst5;
|
|
level.initanimset["burst6"] = %exposed_shoot_burst6;
|
|
level.initanimset["semi2"] = %exposed_shoot_semi2;
|
|
level.initanimset["semi3"] = %exposed_shoot_semi3;
|
|
level.initanimset["semi4"] = %exposed_shoot_semi4;
|
|
level.initanimset["semi5"] = %exposed_shoot_semi5;
|
|
}
|
|
|
|
//Function Number: 37
|
|
set_animarray_custom_burst_and_semi_fire_stand(param_00)
|
|
{
|
|
level.initanimset["burst2"] = param_00;
|
|
level.initanimset["burst3"] = param_00;
|
|
level.initanimset["burst4"] = param_00;
|
|
level.initanimset["burst5"] = param_00;
|
|
level.initanimset["burst6"] = param_00;
|
|
level.initanimset["semi2"] = param_00;
|
|
level.initanimset["semi3"] = param_00;
|
|
level.initanimset["semi4"] = param_00;
|
|
level.initanimset["semi5"] = param_00;
|
|
}
|
|
|
|
//Function Number: 38
|
|
set_animarray_burst_and_semi_fire_crouch()
|
|
{
|
|
level.initanimset["burst2"] = %exposed_crouch_shoot_burst3;
|
|
level.initanimset["burst3"] = %exposed_crouch_shoot_burst3;
|
|
level.initanimset["burst4"] = %exposed_crouch_shoot_burst4;
|
|
level.initanimset["burst5"] = %exposed_crouch_shoot_burst5;
|
|
level.initanimset["burst6"] = %exposed_crouch_shoot_burst6;
|
|
level.initanimset["semi2"] = %exposed_crouch_shoot_semi2;
|
|
level.initanimset["semi3"] = %exposed_crouch_shoot_semi3;
|
|
level.initanimset["semi4"] = %exposed_crouch_shoot_semi4;
|
|
level.initanimset["semi5"] = %exposed_crouch_shoot_semi5;
|
|
}
|
|
|
|
//Function Number: 39
|
|
set_animarray_crouch_aim()
|
|
{
|
|
level.initanimset["add_aim_up"] = %exposed_crouch_aim_8;
|
|
level.initanimset["add_aim_down"] = %exposed_crouch_aim_2;
|
|
level.initanimset["add_aim_left"] = %exposed_crouch_aim_4;
|
|
level.initanimset["add_aim_right"] = %exposed_crouch_aim_6;
|
|
level.initanimset["straight_level"] = %exposed_crouch_aim_5;
|
|
}
|
|
|
|
//Function Number: 40
|
|
set_animarray_custom_burst_and_semi_fire_crouch(param_00)
|
|
{
|
|
level.initanimset["burst2"] = param_00;
|
|
level.initanimset["burst3"] = param_00;
|
|
level.initanimset["burst4"] = param_00;
|
|
level.initanimset["burst5"] = param_00;
|
|
level.initanimset["burst6"] = param_00;
|
|
level.initanimset["semi2"] = param_00;
|
|
level.initanimset["semi3"] = param_00;
|
|
level.initanimset["semi4"] = param_00;
|
|
level.initanimset["semi5"] = param_00;
|
|
}
|
|
|
|
//Function Number: 41
|
|
set_animarray_add_turn_aims_stand()
|
|
{
|
|
level.initanimset["add_turn_aim_up"] = %exposed_turn_aim_8;
|
|
level.initanimset["add_turn_aim_down"] = %exposed_turn_aim_2;
|
|
level.initanimset["add_turn_aim_left"] = %exposed_turn_aim_4;
|
|
level.initanimset["add_turn_aim_right"] = %exposed_turn_aim_6;
|
|
}
|
|
|
|
//Function Number: 42
|
|
set_animarray_add_smg_turn_aims_stand()
|
|
{
|
|
level.initanimset["add_turn_aim_up"] = %smg_exposed_turn_aim_8;
|
|
level.initanimset["add_turn_aim_down"] = %smg_exposed_turn_aim_2;
|
|
level.initanimset["add_turn_aim_left"] = %smg_exposed_turn_aim_4;
|
|
level.initanimset["add_turn_aim_right"] = %smg_exposed_turn_aim_6;
|
|
}
|
|
|
|
//Function Number: 43
|
|
set_animarray_add_turn_aims_crouch()
|
|
{
|
|
level.initanimset["add_turn_aim_up"] = %exposed_crouch_turn_aim_8;
|
|
level.initanimset["add_turn_aim_down"] = %exposed_crouch_turn_aim_2;
|
|
level.initanimset["add_turn_aim_left"] = %exposed_crouch_turn_aim_4;
|
|
level.initanimset["add_turn_aim_right"] = %exposed_crouch_turn_aim_6;
|
|
}
|
|
|
|
//Function Number: 44
|
|
set_animarray_standing()
|
|
{
|
|
if(animscripts\utility::usingsidearm() || isdefined(self.alwaysusepistol))
|
|
{
|
|
self.a.array = animscripts\utility::lookupanimarray("pistol_stand");
|
|
return;
|
|
}
|
|
|
|
if(isdefined(self.combatstandanims))
|
|
{
|
|
self.a.array = self.combatstandanims;
|
|
return;
|
|
}
|
|
|
|
if(isdefined(self.heat))
|
|
{
|
|
self.a.array = animscripts\utility::lookupanimarray("heat_stand");
|
|
return;
|
|
}
|
|
|
|
if(animscripts\utility::usingrocketlauncher())
|
|
{
|
|
self.a.array = animscripts\utility::lookupanimarray("rpg_stand");
|
|
return;
|
|
}
|
|
|
|
if(animscripts\utility::usingsmg())
|
|
{
|
|
self.a.array = animscripts\utility::lookupanimarray("smg_stand");
|
|
return;
|
|
}
|
|
|
|
if(isdefined(self.weapon) && animscripts\utility::weapon_pump_action_shotgun())
|
|
{
|
|
self.a.array = animscripts\utility::lookupanimarray("shotgun_stand");
|
|
return;
|
|
}
|
|
|
|
if(animscripts\utility::iscqbwalking())
|
|
{
|
|
self.a.array = animscripts\utility::lookupanimarray("cqb_stand");
|
|
return;
|
|
}
|
|
|
|
if(animscripts\utility::isunstableground())
|
|
{
|
|
self.a.array = animscripts\utility::lookupanimarray("unstable_stand");
|
|
return;
|
|
}
|
|
|
|
self.a.array = animscripts\utility::lookupanimarray("default_stand");
|
|
}
|
|
|
|
//Function Number: 45
|
|
set_animarray_crouching()
|
|
{
|
|
if(animscripts\utility::usingsidearm())
|
|
{
|
|
animscripts\shared::placeweaponon(self.primaryweapon,"right");
|
|
}
|
|
|
|
if(isdefined(self.combatcrouchanims))
|
|
{
|
|
self.a.array = self.combatcrouchanims;
|
|
return;
|
|
}
|
|
|
|
if(animscripts\utility::usingrocketlauncher())
|
|
{
|
|
self.a.array = animscripts\utility::lookupanimarray("rpg_crouch");
|
|
return;
|
|
}
|
|
|
|
if(animscripts\utility::usingsmg())
|
|
{
|
|
self.a.array = animscripts\utility::lookupanimarray("smg_crouch");
|
|
return;
|
|
}
|
|
|
|
if(isdefined(self.weapon) && animscripts\utility::weapon_pump_action_shotgun())
|
|
{
|
|
self.a.array = animscripts\utility::lookupanimarray("shotgun_crouch");
|
|
return;
|
|
}
|
|
|
|
self.a.array = animscripts\utility::lookupanimarray("default_crouch");
|
|
}
|
|
|
|
//Function Number: 46
|
|
set_animarray_prone()
|
|
{
|
|
if(animscripts\utility::usingsidearm())
|
|
{
|
|
animscripts\shared::placeweaponon(self.primaryweapon,"right");
|
|
}
|
|
|
|
self.a.array = animscripts\utility::lookupanimarray("default_prone");
|
|
}
|
|
|
|
//Function Number: 47
|
|
init_moving_turn_animations()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset[0] = %run_turn_180;
|
|
level.initanimset[1] = %run_turn_l135;
|
|
level.initanimset[2] = %run_turn_l90;
|
|
level.initanimset[3] = %run_turn_l45;
|
|
level.initanimset[5] = %run_turn_r45;
|
|
level.initanimset[6] = %run_turn_r90;
|
|
level.initanimset[7] = %run_turn_r135;
|
|
level.initanimset[8] = %run_turn_180;
|
|
level.archetypes["soldier"]["run_turn"] = level.initanimset;
|
|
anim.initanimset = [];
|
|
level.initanimset[0] = %smg_run_turn_180;
|
|
level.initanimset[1] = %smg_run_turn_l135;
|
|
level.initanimset[2] = %smg_run_turn_l90;
|
|
level.initanimset[3] = %smg_run_turn_l45;
|
|
level.initanimset[5] = %smg_run_turn_r45;
|
|
level.initanimset[6] = %smg_run_turn_r90;
|
|
level.initanimset[7] = %smg_run_turn_r135;
|
|
level.initanimset[8] = %smg_run_turn_180;
|
|
level.archetypes["soldier"]["smg_run_turn"] = level.initanimset;
|
|
anim.initanimset = [];
|
|
level.initanimset[0] = %cqb_walk_turn_2;
|
|
level.initanimset[1] = %cqb_walk_turn_1;
|
|
level.initanimset[2] = %cqb_walk_turn_4;
|
|
level.initanimset[3] = %cqb_walk_turn_7;
|
|
level.initanimset[5] = %cqb_walk_turn_9;
|
|
level.initanimset[6] = %cqb_walk_turn_6;
|
|
level.initanimset[7] = %cqb_walk_turn_3;
|
|
level.initanimset[8] = %cqb_walk_turn_2;
|
|
level.archetypes["soldier"]["cqb_turn"] = level.initanimset;
|
|
anim.initanimset = [];
|
|
level.initanimset[0] = %cqb_run_turn_180_iw6;
|
|
level.initanimset[1] = %cqb_run_turn_l135_iw6;
|
|
level.initanimset[2] = %cqb_run_turn_l90_iw6;
|
|
level.initanimset[3] = %cqb_run_turn_l45_iw6;
|
|
level.initanimset[5] = %cqb_run_turn_r45_iw6;
|
|
level.initanimset[6] = %cqb_run_turn_r90_iw6;
|
|
level.initanimset[7] = %cqb_run_turn_r135_iw6;
|
|
level.initanimset[8] = %cqb_run_turn_180_iw6;
|
|
level.archetypes["soldier"]["cqb_run_turn"] = level.initanimset;
|
|
anim.initanimset = [];
|
|
level.initanimset[0] = %lag_unstable_moveforward_arrive_2;
|
|
level.initanimset[1] = %lag_unstable_moveforward_arrive_1;
|
|
level.initanimset[2] = %lag_unstable_moveforward_arrive_4;
|
|
level.initanimset[3] = %lag_unstable_moveforward_arrive_7;
|
|
level.initanimset[5] = %lag_unstable_moveforward_arrive_9;
|
|
level.initanimset[6] = %lag_unstable_moveforward_arrive_6;
|
|
level.initanimset[7] = %lag_unstable_moveforward_arrive_3;
|
|
level.initanimset[8] = %lag_unstable_moveforward_arrive_2;
|
|
level.archetypes["soldier"]["unstable_run_turn"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 48
|
|
init_exposed_turn_animations()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["turn_left_45"] = %exposed_tracking_turn45l;
|
|
level.initanimset["turn_left_90"] = %exposed_tracking_turn90l;
|
|
level.initanimset["turn_left_135"] = %exposed_tracking_turn135l;
|
|
level.initanimset["turn_left_180"] = %exposed_tracking_turn180l;
|
|
level.initanimset["turn_right_45"] = %exposed_tracking_turn45r;
|
|
level.initanimset["turn_right_90"] = %exposed_tracking_turn90r;
|
|
level.initanimset["turn_right_135"] = %exposed_tracking_turn135r;
|
|
level.initanimset["turn_right_180"] = %exposed_tracking_turn180r;
|
|
level.archetypes["soldier"]["exposed_turn"] = level.initanimset;
|
|
anim.initanimset = [];
|
|
level.initanimset["turn_left_45"] = %exposed_crouch_turn_90_left;
|
|
level.initanimset["turn_left_90"] = %exposed_crouch_turn_90_left;
|
|
level.initanimset["turn_left_135"] = %exposed_crouch_turn_180_left;
|
|
level.initanimset["turn_left_180"] = %exposed_crouch_turn_180_left;
|
|
level.initanimset["turn_right_45"] = %exposed_crouch_turn_90_right;
|
|
level.initanimset["turn_right_90"] = %exposed_crouch_turn_90_right;
|
|
level.initanimset["turn_right_135"] = %exposed_crouch_turn_180_right;
|
|
level.initanimset["turn_right_180"] = %exposed_crouch_turn_180_right;
|
|
level.archetypes["soldier"]["exposed_turn_crouch"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 49
|
|
init_grenade_animations()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["cower_squat"] = %exposed_squat_down_grenade_f;
|
|
level.initanimset["cower_squat_idle"] = %exposed_squat_idle_grenade_f;
|
|
level.initanimset["cower_dive_back"] = %exposed_dive_grenade_b;
|
|
level.initanimset["cower_dive_front"] = %exposed_dive_grenade_f;
|
|
level.initanimset["return_throw_short"] = [%grenade_return_running_throw_forward,%grenade_return_standing_throw_forward_1];
|
|
level.initanimset["return_throw_long"] = [%grenade_return_running_throw_forward,%grenade_return_standing_throw_overhand_forward];
|
|
level.initanimset["return_throw_default"] = [%grenade_return_standing_throw_overhand_forward];
|
|
level.initanimset["return_throw_short_smg"] = [%smg_grenade_return_running_throw_forward,%smg_grenade_return_standing_throw_forward_1];
|
|
level.initanimset["return_throw_long_smg"] = [%smg_grenade_return_running_throw_forward,%smg_grenade_return_standing_throw_overhand_forward];
|
|
level.initanimset["return_throw_default_smg"] = [%smg_grenade_return_standing_throw_overhand_forward];
|
|
level.archetypes["soldier"]["grenade"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 50
|
|
init_animset_run_n_gun()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["F"] = %run_n_gun_f;
|
|
level.initanimset["L"] = %run_n_gun_l;
|
|
level.initanimset["R"] = %run_n_gun_r;
|
|
level.initanimset["LB"] = %run_n_gun_l_120;
|
|
level.initanimset["RB"] = %run_n_gun_r_120;
|
|
level.initanimset["move_back"] = %combatwalk_b;
|
|
level.archetypes["soldier"]["run_n_gun"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 51
|
|
setup_run_n_gun()
|
|
{
|
|
self.maxrunngunangle = 130;
|
|
self.runnguntransitionpoint = 0.4615385;
|
|
self.runngunincrement = 0.3;
|
|
}
|
|
|
|
//Function Number: 52
|
|
init_animset_ambush()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["move_l"] = %combatwalk_l;
|
|
level.initanimset["move_r"] = %combatwalk_r;
|
|
level.initanimset["move_b"] = %combatwalk_b;
|
|
level.archetypes["soldier"]["ambush"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 53
|
|
init_animset_smg_ambush()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["move_l"] = %smg_combatwalk_l;
|
|
level.initanimset["move_r"] = %smg_combatwalk_r;
|
|
level.initanimset["move_b"] = %smg_combatwalk_b;
|
|
level.archetypes["soldier"]["smg_ambush"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 54
|
|
init_animset_smg_crouch_run()
|
|
{
|
|
anim.initanimset = [];
|
|
level.initanimset["crouch"] = %smg_crouch_fastwalk_f;
|
|
level.initanimset["crouch_l"] = %smg_crouch_fastwalk_l;
|
|
level.initanimset["crouch_r"] = %smg_crouch_fastwalk_r;
|
|
level.initanimset["crouch_b"] = %smg_crouch_fastwalk_b;
|
|
level.archetypes["soldier"]["smg_crouch_run"] = level.initanimset;
|
|
}
|
|
|
|
//Function Number: 55
|
|
set_ambush_sidestep_anims()
|
|
{
|
|
var_00 = "ambush";
|
|
if(animscripts\utility::usingsmg())
|
|
{
|
|
var_00 = "smg_ambush";
|
|
}
|
|
|
|
self.a.moveanimset["move_l"] = animscripts\utility::lookupanim(var_00,"move_l");
|
|
self.a.moveanimset["move_r"] = animscripts\utility::lookupanim(var_00,"move_r");
|
|
self.a.moveanimset["move_b"] = animscripts\utility::lookupanim(var_00,"move_b");
|
|
}
|
|
|
|
//Function Number: 56
|
|
heat_reload_anim()
|
|
{
|
|
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");
|
|
} |