mirror of
https://github.com/InfinityLoader/IL-GSC.git
synced 2025-06-07 17:17:50 -05:00
112 lines
2.4 KiB
Plaintext
112 lines
2.4 KiB
Plaintext
/*******************************************************************
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* Decompiled By: Bog
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* Decompiled File: player_scripted_anim_util.gsc
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* Game: Call of Duty: Advanced Warfare
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* Platform: PC
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* Function Count: 3
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* Decompile Time: 59 ms
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* Timestamp: 4/22/2024 2:34:10 AM
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*******************************************************************/
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//Function Number: 1
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waittill_trigger_activate_looking_at(param_00,param_01,param_02,param_03,param_04,param_05)
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{
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param_00 endon("valid_trigger");
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var_06 = 1;
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if(!isdefined(param_02))
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{
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param_02 = 0.8;
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}
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if(isdefined(param_03) && param_03)
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{
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var_06 = undefined;
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}
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var_07 = isdefined(param_04) && param_04;
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param_00 thread _trigger_handle_triggering(var_07);
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for(;;)
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{
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if(isdefined(param_00.force_off) && param_00.force_off)
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{
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param_00 common_scripts\utility::trigger_off();
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}
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else if(level.player getstance() == "prone")
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{
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param_00 common_scripts\utility::trigger_off();
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}
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else if(level.player player_looking_at_relative(param_01.origin,param_02,var_06,level.player,param_05))
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{
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param_00 common_scripts\utility::trigger_on();
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}
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else
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{
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param_00 common_scripts\utility::trigger_off();
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}
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wait(0.1);
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}
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}
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//Function Number: 2
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_trigger_handle_triggering(param_00)
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{
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self endon("death");
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for(;;)
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{
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self waittill("trigger");
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var_01 = !level.player ismeleeing();
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var_02 = !level.player issprintsliding();
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var_03 = level.player isonground() || level.player islinked();
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var_04 = !isdefined(self.force_off) || !self.force_off;
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var_05 = level.player getstance() != "prone";
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var_06 = !level.player isthrowinggrenade();
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if(var_04 && var_01 && var_02 && var_03 && var_05 && var_06)
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{
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break;
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}
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}
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self notify("valid_trigger");
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if(param_00)
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{
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self delete();
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return;
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}
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common_scripts\utility::trigger_off();
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}
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//Function Number: 3
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player_looking_at_relative(param_00,param_01,param_02,param_03,param_04)
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{
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if(!isdefined(param_01))
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{
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param_01 = 0.8;
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}
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var_05 = maps\_utility::get_player_from_self();
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var_06 = var_05 geteye();
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var_07 = vectortoangles(param_00 - var_06);
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var_08 = anglestoforward(var_07);
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var_09 = var_05 getplayerangles();
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if(isdefined(param_04))
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{
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var_09 = combineangles(param_04.angles,var_09);
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}
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var_0A = anglestoforward(var_09);
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var_0B = vectordot(var_08,var_0A);
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if(var_0B < param_01)
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{
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return 0;
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}
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if(isdefined(param_02))
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{
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return 1;
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}
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var_0C = bullettrace(param_00,var_06,0,param_03);
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return var_0C["fraction"] == 1;
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} |