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

172 lines
6.2 KiB
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/*******************************************************************
* Decompiled By: Bog
* Decompiled File: _swim_ai_common.gsc
* Game: Call of Duty: Advanced Warfare
* Platform: PC
* Function Count: 9
* Decompile Time: 142 ms
* Timestamp: 4/22/2024 2:23:24 AM
*******************************************************************/
//Function Number: 1
override_footsteps()
{
wait(0.1);
var_00 = level._effect["swim_kick_bubble"];
if(isdefined(var_00))
{
animscripts\utility::setfootstepeffect("default",var_00);
animscripts\utility::setfootstepeffect("asphalt",var_00);
animscripts\utility::setfootstepeffect("brick",var_00);
animscripts\utility::setfootstepeffect("carpet",var_00);
animscripts\utility::setfootstepeffect("cloth",var_00);
animscripts\utility::setfootstepeffect("concrete",var_00);
animscripts\utility::setfootstepeffect("cushion",var_00);
animscripts\utility::setfootstepeffect("dirt",var_00);
animscripts\utility::setfootstepeffect("foliage",var_00);
animscripts\utility::setfootstepeffect("grass",var_00);
animscripts\utility::setfootstepeffect("gravel",var_00);
animscripts\utility::setfootstepeffect("mud",var_00);
animscripts\utility::setfootstepeffect("rock",var_00);
animscripts\utility::setfootstepeffect("sand",var_00);
animscripts\utility::setfootstepeffect("wood",var_00);
animscripts\utility::setfootstepeffect("water",var_00);
animscripts\utility::setfootstepeffectsmall("default",var_00);
animscripts\utility::setfootstepeffectsmall("asphalt",var_00);
animscripts\utility::setfootstepeffectsmall("brick",var_00);
animscripts\utility::setfootstepeffectsmall("carpet",var_00);
animscripts\utility::setfootstepeffectsmall("cloth",var_00);
animscripts\utility::setfootstepeffectsmall("concrete",var_00);
animscripts\utility::setfootstepeffectsmall("cushion",var_00);
animscripts\utility::setfootstepeffectsmall("dirt",var_00);
animscripts\utility::setfootstepeffectsmall("foliage",var_00);
animscripts\utility::setfootstepeffectsmall("grass",var_00);
animscripts\utility::setfootstepeffectsmall("gravel",var_00);
animscripts\utility::setfootstepeffectsmall("mud",var_00);
animscripts\utility::setfootstepeffectsmall("rock",var_00);
animscripts\utility::setfootstepeffectsmall("sand",var_00);
animscripts\utility::setfootstepeffectsmall("wood",var_00);
animscripts\utility::setfootstepeffectsmall("water",var_00);
override_footstep_notetrack_scripts();
}
}
//Function Number: 2
restore_footsteps()
{
animscripts\utility::unsetfootstepeffect("default");
animscripts\utility::unsetfootstepeffect("asphalt");
animscripts\utility::unsetfootstepeffect("brick");
animscripts\utility::unsetfootstepeffect("carpet");
animscripts\utility::unsetfootstepeffect("cloth");
animscripts\utility::unsetfootstepeffect("concrete");
animscripts\utility::unsetfootstepeffect("cushion");
animscripts\utility::unsetfootstepeffect("dirt");
animscripts\utility::unsetfootstepeffect("foliage");
animscripts\utility::unsetfootstepeffect("grass");
animscripts\utility::unsetfootstepeffect("gravel");
animscripts\utility::unsetfootstepeffect("mud");
animscripts\utility::unsetfootstepeffect("rock");
animscripts\utility::unsetfootstepeffect("sand");
animscripts\utility::unsetfootstepeffect("wood");
animscripts\utility::unsetfootstepeffect("water");
animscripts\utility::unsetfootstepeffectsmall("default");
animscripts\utility::unsetfootstepeffectsmall("asphalt");
animscripts\utility::unsetfootstepeffectsmall("brick");
animscripts\utility::unsetfootstepeffectsmall("carpet");
animscripts\utility::unsetfootstepeffectsmall("cloth");
animscripts\utility::unsetfootstepeffectsmall("concrete");
animscripts\utility::unsetfootstepeffectsmall("cushion");
animscripts\utility::unsetfootstepeffectsmall("dirt");
animscripts\utility::unsetfootstepeffectsmall("foliage");
animscripts\utility::unsetfootstepeffectsmall("grass");
animscripts\utility::unsetfootstepeffectsmall("gravel");
animscripts\utility::unsetfootstepeffectsmall("mud");
animscripts\utility::unsetfootstepeffectsmall("rock");
animscripts\utility::unsetfootstepeffectsmall("sand");
animscripts\utility::unsetfootstepeffectsmall("wood");
animscripts\utility::unsetfootstepeffectsmall("water");
restore_footstep_notetrack_scripts();
}
//Function Number: 3
override_water_footsteps()
{
wait(0.1);
var_00 = level._effect["swim_kick_bubble"];
animscripts\utility::setfootstepeffect("water",var_00);
animscripts\utility::setfootstepeffectsmall("water",var_00);
override_footstep_notetrack_scripts();
}
//Function Number: 4
restore_water_footsteps()
{
animscripts\utility::unsetfootstepeffect("water");
animscripts\utility::unsetfootstepeffectsmall("water");
restore_footstep_notetrack_scripts();
}
//Function Number: 5
override_footstep_notetrack_scripts()
{
level.notetracks["footstep_right_large"] = ::notetrackfootstep;
level.notetracks["footstep_right_small"] = ::notetrackfootstep;
level.notetracks["footstep_left_large"] = ::notetrackfootstep;
level.notetracks["footstep_left_small"] = ::notetrackfootstep;
}
//Function Number: 6
restore_footstep_notetrack_scripts()
{
level.notetracks["footstep_right_large"] = ::animscripts\notetracks::notetrackfootstep;
level.notetracks["footstep_right_small"] = ::animscripts\notetracks::notetrackfootstep;
level.notetracks["footstep_left_large"] = ::animscripts\notetracks::notetrackfootstep;
level.notetracks["footstep_left_small"] = ::animscripts\notetracks::notetrackfootstep;
}
//Function Number: 7
notetrackfootstep(param_00,param_01)
{
var_02 = issubstr(param_00,"left");
var_03 = issubstr(param_00,"large");
playfootstep(var_02,var_03);
}
//Function Number: 8
playfootstep(param_00,param_01)
{
if(!isai(self))
{
self playsound("step_run_dirt");
return;
}
var_02 = "water";
var_03 = "J_Ball_RI";
if(param_00)
{
var_03 = "J_Ball_LE";
}
var_04 = "run";
thread maps\_utility::play_sound_on_entity("foot_flipper_underwater");
playbubbleeffect(var_03,var_02);
}
//Function Number: 9
playbubbleeffect(param_00,param_01)
{
if(!isdefined(level.optionalstepeffects[param_01]))
{
return 0;
}
var_02 = self gettagorigin(param_00);
var_03 = self.angles;
var_04 = anglestoforward(var_03);
var_05 = var_04 * -1;
var_06 = (0,0,1);
playfxontag(level._effect["step_" + param_01],self,param_00);
return 1;
}