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