IL-GSC/AW/PC/animscripts/cover_left.gsc
InfinityLoader b2389dbcb9 Full AW Dump
2024-04-22 02:38:24 -04:00

120 lines
4.8 KiB
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/*******************************************************************
* Decompiled By: Bog
* Decompiled File: cover_left.gsc
* Game: Call of Duty: Advanced Warfare
* Platform: PC
* Function Count: 5
* Decompile Time: 80 ms
* Timestamp: 4/22/2024 2:00:17 AM
*******************************************************************/
//Function Number: 1
init_animset_cover_left()
{
var_00 = [];
var_00["alert_idle"] = %corner_standl_alert_idle;
var_00["alert_idle_twitch"] = [%corner_standl_alert_twitch01,%corner_standl_alert_twitch02,%corner_standl_alert_twitch03,%corner_standl_alert_twitch04,%corner_standl_alert_twitch05,%corner_standl_alert_twitch06,%corner_standl_alert_twitch07];
var_00["alert_idle_flinch"] = [%corner_standl_flinch];
var_00["alert_to_A"] = [%corner_standl_trans_alert_2_a];
var_00["alert_to_B"] = [%corner_standl_trans_alert_2_b_v2];
var_00["A_to_alert"] = [%corner_standl_trans_a_2_alert_v2];
var_00["A_to_alert_reload"] = [];
var_00["A_to_B"] = [%corner_standl_trans_a_2_b_v2];
var_00["B_to_alert"] = [%corner_standl_trans_b_2_alert_v2];
var_00["B_to_alert_reload"] = [%corner_standl_reload_b_2_alert];
var_00["B_to_A"] = [%corner_standl_trans_b_2_a_v2];
var_00["lean_to_alert"] = [%cornerstndl_lean_2_alert];
var_00["alert_to_lean"] = [%cornerstndl_alert_2_lean];
var_00["look"] = %corner_standl_look;
var_00["reload"] = [%corner_standl_reload_v1];
var_00["grenade_exposed"] = %corner_standl_grenade_a;
var_00["grenade_safe"] = %corner_standl_grenade_b;
var_00["blind_fire"] = [%corner_standl_blindfire_v1,%corner_standl_blindfire_v2];
var_00["alert_to_look"] = %corner_standl_alert_2_look;
var_00["look_to_alert"] = %corner_standl_look_2_alert;
var_00["look_to_alert_fast"] = %corner_standl_look_2_alert_fast_v1;
var_00["look_idle"] = %corner_standl_look_idle;
var_00["stance_change"] = %cornercrl_stand_2_alert;
var_00["lean_aim_down"] = %cornerstndl_lean_aim_2;
var_00["lean_aim_left"] = %cornerstndl_lean_aim_4;
var_00["lean_aim_straight"] = %cornerstndl_lean_aim_5;
var_00["lean_aim_right"] = %cornerstndl_lean_aim_6;
var_00["lean_aim_up"] = %cornerstndl_lean_aim_8;
var_00["lean_reload"] = %cornerstndl_lean_reload;
var_00["lean_idle"] = [%cornerstndl_lean_idle];
var_00["lean_single"] = %cornerstndl_lean_fire;
var_00["lean_fire"] = %cornerstndl_lean_auto;
level.archetypes["soldier"]["cover_left_stand"] = var_00;
var_00 = [];
var_00["alert_idle"] = %cornercrl_alert_idle;
var_00["alert_idle_twitch"] = [];
var_00["alert_idle_flinch"] = [];
var_00["alert_to_A"] = [%cornercrl_trans_alert_2_a];
var_00["alert_to_B"] = [%cornercrl_trans_alert_2_b];
var_00["A_to_alert"] = [%cornercrl_trans_a_2_alert];
var_00["A_to_alert_reload"] = [];
var_00["A_to_B"] = [%cornercrl_trans_a_2_b];
var_00["B_to_alert"] = [%cornercrl_trans_b_2_alert];
var_00["B_to_alert_reload"] = [];
var_00["B_to_A"] = [%cornercrl_trans_b_2_a];
var_00["lean_to_alert"] = [%cornercrl_lean_2_alert];
var_00["alert_to_lean"] = [%cornercrl_alert_2_lean];
var_00["look"] = %cornercrl_look_fast;
var_00["reload"] = [%cornercrl_reloada,%cornercrl_reloadb];
var_00["grenade_safe"] = %cornercrl_grenadea;
var_00["grenade_exposed"] = %cornercrl_grenadeb;
var_00["alert_to_over"] = [%cornercrl_alert_2_over];
var_00["over_to_alert"] = [%cornercrl_over_2_alert];
var_00["over_to_alert_reload"] = [];
var_00["blind_fire"] = [];
var_00["rambo90"] = [];
var_00["rambo45"] = [];
var_00["stance_change"] = %cornercrl_alert_2_stand;
var_00["lean_aim_down"] = %cornercrl_lean_aim_2;
var_00["lean_aim_left"] = %cornercrl_lean_aim_4;
var_00["lean_aim_straight"] = %cornercrl_lean_aim_5;
var_00["lean_aim_right"] = %cornercrl_lean_aim_6;
var_00["lean_aim_up"] = %cornercrl_lean_aim_8;
var_00["lean_idle"] = [%cornercrl_lean_idle];
var_00["lean_single"] = %cornercrl_lean_fire;
var_00["lean_fire"] = %cornercrl_lean_auto;
level.archetypes["soldier"]["cover_left_crouch"] = var_00;
}
//Function Number: 2
main()
{
self.animarrayfuncs = [];
self.animarrayfuncs["hiding"]["stand"] = ::set_animarray_standing_left;
self.animarrayfuncs["hiding"]["crouch"] = ::set_animarray_crouching_left;
self endon("killanimscript");
animscripts\utility::initialize("cover_left");
animscripts\corner::corner_think("left",90);
}
//Function Number: 3
end_script()
{
animscripts\corner::end_script_corner();
animscripts\cover_behavior::end_script("left");
}
//Function Number: 4
set_animarray_standing_left()
{
self.hideyawoffset = 90;
self.a.array = animscripts\utility::lookupanimarray("cover_left_stand");
if(isdefined(level.ramboanims))
{
self.a.array["rambo90"] = level.ramboanims.coverleft90;
self.a.array["rambo45"] = level.ramboanims.coverleft45;
self.a.array["grenade_rambo"] = level.ramboanims.coverleftgrenade;
}
}
//Function Number: 5
set_animarray_crouching_left()
{
self.hideyawoffset = 90;
self.a.array = animscripts\utility::lookupanimarray("cover_left_crouch");
}