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87 lines
2.4 KiB
Plaintext
87 lines
2.4 KiB
Plaintext
#include maps\_utility;
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#include common_scripts\utility;
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#using_animtree( "generic_human" );
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null_ai_face_anims_func()
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{
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anims = %faces;
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anims = %f_idle_casual_v1;
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anims = %f_idle_alert_v1;
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anims = %f_idle_alert_v2;
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anims = %f_idle_alert_v3;
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anims = %f_firing_v1;
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anims = %f_firing_v2;
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anims = %f_firing_v3;
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anims = %f_firing_v4;
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anims = %f_firing_v5;
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anims = %f_firing_v6;
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anims = %f_firing_v7;
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anims = %f_firing_v8;
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anims = %f_firing_v9;
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anims = %f_firing_v10;
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anims = %f_firing_v12;
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anims = %f_firing_v13;
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anims = %f_firing_v14;
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anims = %f_firing_v15;
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anims = %f_im_reloading;
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anims = %f_melee_v1;
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anims = %f_melee_v2;
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anims = %f_melee_v3;
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anims = %f_melee_v4;
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anims = %f_pain_v1;
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anims = %f_pain_v2;
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anims = %f_pain_v3;
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anims = %f_pain_v4;
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anims = %f_pain_v5;
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anims = %f_death_v1;
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anims = %f_death_v2;
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anims = %f_death_v3;
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anims = %f_death_v4;
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anims = %f_death_v5;
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anims = %f_death_v6;
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anims = %f_death_v7;
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anims = %f_death_v8;
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anims = %f_react_v1;
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anims = %f_react_v2;
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anims = %f_react_v3;
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anims = %f_react_v4;
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anims = %f_react_v5;
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anims = %f_running_v1;
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anims = %f_running_v2;
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}
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init_serverfaceanim()
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{
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self addAIEventListener( "grenade danger" );
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self addAIEventListener( "bulletwhizby" );
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self addAIEventListener( "projectile_impact" );
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self.do_face_anims = true;
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if( !IsDefined( level.face_event_handler ) )
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{
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level.face_event_handler = SpawnStruct();
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level.face_event_handler.events = [];
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level.face_event_handler.events["death"] = "face_death";
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level.face_event_handler.events["grenade danger"] = "face_alert";
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level.face_event_handler.events["bulletwhizby"] = "face_alert";
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level.face_event_handler.events["projectile_impact"] = "face_alert";
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level.face_event_handler.events["explode"] = "face_alert";
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level.face_event_handler.events["alert"] = "face_alert";
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level.face_event_handler.events["shoot"] = "face_shoot_single";
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level.face_event_handler.events["melee"] = "face_melee";
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level.face_event_handler.events["damage"] = "face_pain";
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level thread wait_for_face_event();
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}
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}
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wait_for_face_event()
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{
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while( true )
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{
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level waittill( "face", face_notify, ent );
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if( IsDefined( ent ) && IsDefined( ent.do_face_anims ) && ent.do_face_anims )
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{
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if( IsDefined( level.face_event_handler.events[face_notify] ) )
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{
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ent SendFaceEvent( level.face_event_handler.events[face_notify] );
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}
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}
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}
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}
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