Files
IL-GSC/GHOSTS/PC/SP/animscripts/cover_prone.gsc
2023-10-27 03:49:01 -04:00

347 lines
7.9 KiB
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/*******************************************************************
* Decompiled By: Bog
* Decompiled File: animscripts\cover_prone.gsc
* Game: Call of Duty: Ghosts
* Platform: PC
* Function Count: 15
* Decompile Time: 249 ms
* Timestamp: 10/27/2023 1:23:48 AM
*******************************************************************/
//Function Number: 1
func_44F9()
{
var_00 = [];
var_00["straight_level"] = %prone_aim_5;
var_00["legs_up"] = %prone_aim_feet_45up;
var_00["legs_down"] = %prone_aim_feet_45down;
var_00["fire"] = %prone_fire_1;
var_00["semi2"] = %prone_fire_burst;
var_00["semi3"] = %prone_fire_burst;
var_00["semi4"] = %prone_fire_burst;
var_00["semi5"] = %prone_fire_burst;
var_00["single"] = [%prone_fire_1];
var_00["burst2"] = %prone_fire_burst;
var_00["burst3"] = %prone_fire_burst;
var_00["burst4"] = %prone_fire_burst;
var_00["burst5"] = %prone_fire_burst;
var_00["burst6"] = %prone_fire_burst;
var_00["reload"] = %prone_reload;
var_00["look"] = [%prone_twitch_look,%prone_twitch_lookfast,%prone_twitch_lookup];
var_00["grenade_safe"] = [%prone_grenade_a,%prone_grenade_a];
var_00["grenade_exposed"] = [%prone_grenade_a,%prone_grenade_a];
var_00["exposed_idle"] = [%prone_idle];
var_00["twitch"] = [%prone_twitch_ammocheck,%prone_twitch_look,%prone_twitch_scan,%prone_twitch_lookfast,%prone_twitch_lookup];
var_00["hide_to_look"] = %coverstand_look_moveup;
var_00["look_idle"] = %coverstand_look_idle;
var_00["look_to_hide"] = %coverstand_look_movedown;
var_00["look_to_hide_fast"] = %coverstand_look_movedown_fast;
var_00["stand_2_prone"] = %stand_2_prone_nodelta;
var_00["crouch_2_prone"] = %crouch_2_prone;
var_00["prone_2_stand"] = %prone_2_stand_nodelta;
var_00["prone_2_crouch"] = %prone_2_crouch;
var_00["stand_2_prone_firing"] = %stand_2_prone_firing;
var_00["crouch_2_prone_firing"] = %crouch_2_prone_firing;
var_00["prone_2_stand_firing"] = %prone_2_stand_firing;
var_00["prone_2_crouch_firing"] = %prone_2_crouch_firing;
level.archetypes["soldier"]["cover_prone"] = var_00;
}
//Function Number: 2
func_4FDD()
{
self endon("killanimscript");
animscripts/utility::func_4622("cover_prone");
if(weaponclass(self.weapon) == "rocketlauncher")
{
animscripts/combat::func_4FDD();
}
if(isdefined(self.a.arrivaltype) && self.a.arrivaltype == "prone_saw")
{
animscripts/cover_wall::func_87D1("saw_bipod_prone","weapon_saw_MG_Setup");
}
else if(isdefined(self.node.turret))
{
animscripts/cover_wall::func_87D6();
}
if(isdefined(self.enemy) && lengthsquared(self.origin - self.enemy.origin) < squared(512))
{
thread animscripts/combat::func_4FDD();
}
func_711F();
self.var_1FCA = self.node;
self orientmode("face angle",self.var_1FCA.angles[1]);
self.a.goingtoproneaim = 1;
self setproneanimnodes(-45,45,%prone_legs_down,%exposed_modern,%prone_legs_up);
if(self.a.var_60B1 != "prone")
{
func_61F9("prone");
}
else
{
animscripts/utility::enterpronewrapper(0);
}
thread animscripts/combat_utility::aimidlethread();
func_7206(0.2);
self setanim(%prone_aim_5,1,0.1);
self orientmode("face angle",self.var_1FCA.angles[1]);
self animmode("zonly_physics");
func_61FC();
self notify("stop_deciding_how_to_shoot");
}
//Function Number: 3
end_script()
{
self.a.goingtoproneaim = undefined;
}
//Function Number: 4
func_43EA()
{
self endon("killanimscript");
self endon("kill_idle_thread");
for(;;)
{
var_00 = animscripts/utility::animarraypickrandom("prone_idle");
self setflaggedanimlimited("idle",var_00);
self waittillmatch("end","idle");
self clearanim(var_00,0.2);
}
}
//Function Number: 5
func_8716(param_00)
{
self updateprone(animscripts/utility::lookupanim("cover_prone","legs_up"),animscripts/utility::lookupanim("cover_prone","legs_down"),1,param_00,1);
self setanim(%exposed_aiming,1,0.2);
}
//Function Number: 6
func_61FC()
{
self endon("killanimscript");
thread animscripts/track::trackshootentorpos();
thread animscripts/shoot_behavior::func_2439("normal");
var_00 = gettime() > 2500;
for(;;)
{
animscripts/utility::func_86F6();
func_8716(0.05);
if(!var_00)
{
wait(0.05 + randomfloat(1.5));
var_00 = 1;
continue;
}
if(!isdefined(self.var_7445))
{
if(considerthrowgrenade())
{
continue;
}
wait(0.05);
continue;
}
var_01 = lengthsquared(self.origin - self.var_7445);
if(self.a.var_60B1 != "crouch" && self isstanceallowed("crouch") && var_01 < squared(400))
{
if(var_01 < squared(285))
{
func_61F9("crouch");
thread animscripts/combat::func_4FDD();
}
}
if(considerthrowgrenade())
{
continue;
}
if(func_6200(0))
{
continue;
}
if(animscripts/combat_utility::aimedatshootentorpos())
{
animscripts/combat_utility::func_744D();
self clearanim(%add_fire,0.2);
continue;
}
wait(0.05);
}
}
//Function Number: 7
func_6200(param_00)
{
return animscripts/combat_utility::reload(param_00,animscripts/utility::animarray("reload"));
}
//Function Number: 8
func_711F()
{
self setdefaultaimlimits(self.node);
self.a.var_ED8 = animscripts/utility::func_4F5D("cover_prone");
}
//Function Number: 9
func_8406(param_00,param_01)
{
var_02 = undefined;
if(isdefined(param_01) && param_01)
{
var_02 = animscripts/utility::animarraypickrandom("grenade_safe");
}
else
{
var_02 = animscripts/utility::animarraypickrandom("grenade_exposed");
}
self animmode("zonly_physics");
self.keepclaimednodeifvalid = 1;
var_03 = (32,20,64);
var_04 = animscripts/combat_utility::func_8400(param_00,var_02);
self.keepclaimednodeifvalid = 0;
return var_04;
}
//Function Number: 10
considerthrowgrenade()
{
if(isdefined(level.var_80AD) && isalive(level.player))
{
if(func_8406(level.player,200))
{
return 1;
}
}
if(isdefined(self.enemy))
{
return func_8406(self.enemy,850);
}
return 0;
}
//Function Number: 11
shouldfirewhilechangingpose()
{
if(!isdefined(self.weapon) || !weaponisauto(self.weapon))
{
return 0;
}
if(isdefined(self.node) && distancesquared(self.origin,self.node.origin) < 256)
{
return 0;
}
if(isdefined(self.enemy) && self cansee(self.enemy) && !isdefined(self.grenade) && animscripts/shared::func_3A12() < 20)
{
return animscripts/move::func_5127();
}
return 0;
}
//Function Number: 12
func_61F9(param_00)
{
if(param_00 == self.a.var_60B1)
{
}
self clearanim(%root,0.3);
animscripts/combat_utility::func_2D52();
if(shouldfirewhilechangingpose())
{
var_01 = animscripts/utility::animarray(self.a.var_60B1 + "_2_" + param_00 + "_firing");
}
else
{
var_01 = animscripts/utility::animarray(self.a.var_60B1 + "_2_" + var_01);
}
if(param_00 == "prone")
{
}
self setflaggedanimknoballrestart("trans",var_01,%body,1,0.2,1);
animscripts/shared::func_2986("trans");
self setanimknoballrestart(animscripts/utility::animarray("straight_level"),%body,1,0.25);
func_7206(0.25);
}
//Function Number: 13
func_329D(param_00)
{
self endon("killanimscript");
animscripts/shared::func_2986(param_00);
}
//Function Number: 14
func_7206(param_00)
{
self setanimknoball(%prone_aim_5,%body,1,param_00);
self setanimlimited(%prone_aim_2_add,1,param_00);
self setanimlimited(%prone_aim_4_add,1,param_00);
self setanimlimited(%prone_aim_6_add,1,param_00);
self setanimlimited(%prone_aim_8_add,1,param_00);
}
//Function Number: 15
func_6204(param_00,param_01)
{
self clearanim(%root,0.3);
var_02 = undefined;
if(shouldfirewhilechangingpose())
{
if(param_00 == "crouch")
{
var_02 = %prone_2_crouch_firing;
}
else if(param_00 == "stand")
{
var_02 = %prone_2_stand_firing;
}
}
else if(param_00 == "crouch")
{
var_02 = %prone_2_crouch;
}
else if(param_00 == "stand")
{
var_02 = %prone_2_stand_nodelta;
}
if(isdefined(self.var_61F4))
{
var_02 = self.var_61F4;
}
if(isdefined(self.var_61F8))
{
param_01 = self.var_61F8;
}
if(!isdefined(param_01))
{
param_01 = 1;
}
animscripts/utility::exitpronewrapper(getanimlength(var_02) / 2);
self setflaggedanimknoballrestart("trans",var_02,%body,1,0.2,param_01);
animscripts/shared::func_2986("trans");
self clearanim(var_02,0.1);
}