mirror of
https://github.com/InfinityLoader/IL-GSC.git
synced 2025-06-11 02:37:56 -05:00
669 lines
20 KiB
Plaintext
669 lines
20 KiB
Plaintext
/*******************************************************************
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* Decompiled By: Bog
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* Decompiled File: animscripts\animset.gsc
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* Game: Call of Duty: Modern Warfare 3
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* Platform: PC
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* Function Count: 37
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* Decompile Time: 721 ms
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* Timestamp: 10/27/2023 2:17:37 AM
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*******************************************************************/
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//Function Number: 1
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func_0C64()
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{
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anim.animsets = spawnstruct();
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level.animsets.move = [];
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func_0C77();
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func_0C73();
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func_0C6C();
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func_0C6F();
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func_0C71();
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func_0C75();
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func_0C79();
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func_0C7B();
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func_0C7D();
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func_0C7F();
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func_0C67();
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func_0C6A();
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func_0C6B();
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func_0C69();
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func_0C9D();
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}
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//Function Number: 2
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func_0C67()
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{
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anim.var_C68 = [];
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level.var_C68["sprint"] = %sprint_loop_distant;
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level.var_C68["sprint_short"] = %sprint1_loop;
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level.var_C68["prone"] = %prone_crawl;
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level.var_C68["straight"] = %run_lowready_f;
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level.var_C68["move_f"] = %walk_forward;
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level.var_C68["move_l"] = %walk_left;
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level.var_C68["move_r"] = %walk_right;
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level.var_C68["move_b"] = %walk_backward;
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level.var_C68["crouch"] = %crouch_fastwalk_f;
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level.var_C68["crouch_l"] = %crouch_fastwalk_l;
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level.var_C68["crouch_r"] = %crouch_fastwalk_r;
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level.var_C68["crouch_b"] = %crouch_fastwalk_b;
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level.var_C68["stairs_up"] = %traverse_stair_run_01;
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level.var_C68["stairs_down"] = %traverse_stair_run_down;
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level.animsets.move["run"] = level.var_C68;
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}
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//Function Number: 3
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func_0C69()
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{
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anim.var_C68 = level.animsets.move["run"];
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level.var_C68["straight"] = %heat_run_loop;
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level.animsets.move["heat_run"] = level.var_C68;
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}
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//Function Number: 4
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func_0C6A()
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{
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anim.var_C68 = [];
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level.var_C68["sprint"] = %sprint_loop_distant;
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level.var_C68["sprint_short"] = %sprint1_loop;
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level.var_C68["prone"] = %prone_crawl;
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level.var_C68["straight"] = %walk_cqb_f;
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level.var_C68["move_f"] = %walk_cqb_f;
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level.var_C68["move_l"] = %walk_left;
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level.var_C68["move_r"] = %walk_right;
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level.var_C68["move_b"] = %walk_backward;
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level.var_C68["crouch"] = %crouch_fastwalk_f;
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level.var_C68["crouch_l"] = %crouch_fastwalk_l;
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level.var_C68["crouch_r"] = %crouch_fastwalk_r;
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level.var_C68["crouch_b"] = %crouch_fastwalk_b;
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level.var_C68["stairs_up"] = %traverse_stair_run;
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level.var_C68["stairs_down"] = %traverse_stair_run_down_01;
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level.animsets.move["walk"] = level.var_C68;
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}
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//Function Number: 5
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func_0C6B()
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{
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anim.var_C68 = [];
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level.var_C68["sprint"] = %sprint_loop_distant;
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level.var_C68["sprint_short"] = %sprint1_loop;
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level.var_C68["straight"] = %run_cqb_f_search_v1;
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level.var_C68["move_f"] = %walk_cqb_f;
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level.var_C68["move_l"] = %walk_left;
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level.var_C68["move_r"] = %walk_right;
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level.var_C68["move_b"] = %walk_backward;
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level.var_C68["stairs_up"] = %traverse_stair_run;
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level.var_C68["stairs_down"] = %traverse_stair_run_down_01;
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level.animsets.move["cqb"] = level.var_C68;
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}
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//Function Number: 6
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func_0C6C()
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{
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anim.var_C68 = [];
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level.var_C68["add_aim_up"] = %pistol_stand_aim_8_add;
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level.var_C68["add_aim_down"] = %pistol_stand_aim_2_add;
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level.var_C68["add_aim_left"] = %pistol_stand_aim_4_add;
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level.var_C68["add_aim_right"] = %pistol_stand_aim_6_add;
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level.var_C68["straight_level"] = %pistol_stand_aim_5;
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level.var_C68["fire"] = %pistol_stand_fire_a;
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level.var_C68["single"] = animscripts/utility::array(%pistol_stand_fire_a);
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level.var_C68["reload"] = animscripts/utility::array(%pistol_stand_reload_a);
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level.var_C68["reload_crouchhide"] = animscripts/utility::array();
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level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3);
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func_0C8A();
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level.var_C68["add_turn_aim_up"] = %pistol_stand_aim_8_alt;
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level.var_C68["add_turn_aim_down"] = %pistol_stand_aim_2_alt;
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level.var_C68["add_turn_aim_left"] = %pistol_stand_aim_4_alt;
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level.var_C68["add_turn_aim_right"] = %pistol_stand_aim_6_alt;
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level.animsets.var_C6E = level.var_C68;
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}
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//Function Number: 7
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func_0C6F()
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{
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anim.var_C68 = [];
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level.var_C68["add_aim_up"] = %rpg_stand_aim_8;
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level.var_C68["add_aim_down"] = %rpg_stand_aim_2;
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level.var_C68["add_aim_left"] = %rpg_stand_aim_4;
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level.var_C68["add_aim_right"] = %rpg_stand_aim_6;
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level.var_C68["straight_level"] = %rpg_stand_aim_5;
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level.var_C68["fire"] = %rpg_stand_fire;
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level.var_C68["single"] = animscripts/utility::array(%exposed_shoot_semi1);
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level.var_C68["reload"] = animscripts/utility::array(%rpg_stand_reload);
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level.var_C68["reload_crouchhide"] = animscripts/utility::array();
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level.var_C68["exposed_idle"] = animscripts/utility::array(%rpg_stand_idle);
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func_0C8D();
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func_0C8B();
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func_0C92();
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level.animsets.var_C70 = level.var_C68;
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}
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//Function Number: 8
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func_0C71()
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{
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anim.var_C68 = [];
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level.var_C68["add_aim_up"] = %shotgun_aim_8;
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level.var_C68["add_aim_down"] = %shotgun_aim_2;
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level.var_C68["add_aim_left"] = %shotgun_aim_4;
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level.var_C68["add_aim_right"] = %shotgun_aim_6;
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level.var_C68["straight_level"] = %shotgun_aim_5;
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level.var_C68["fire"] = %exposed_shoot_auto_v3;
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level.var_C68["single"] = animscripts/utility::array(%shotgun_stand_fire_1a,%shotgun_stand_fire_1b);
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func_0C8E();
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level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3);
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level.var_C68["reload"] = animscripts/utility::array(%shotgun_stand_reload_a,%shotgun_stand_reload_b,%shotgun_stand_reload_c,%shotgun_stand_reload_c,%shotgun_stand_reload_c);
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level.var_C68["reload_crouchhide"] = animscripts/utility::array(%shotgun_stand_reload_a,%shotgun_stand_reload_b);
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func_0C8D();
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func_0C8B();
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func_0C92();
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level.animsets.var_C72 = level.var_C68;
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}
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//Function Number: 9
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func_0C73()
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{
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anim.var_C68 = [];
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level.var_C68["add_aim_up"] = %cqb_stand_aim8;
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level.var_C68["add_aim_down"] = %cqb_stand_aim2;
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level.var_C68["add_aim_left"] = %cqb_stand_aim4;
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level.var_C68["add_aim_right"] = %cqb_stand_aim6;
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level.var_C68["straight_level"] = %cqb_stand_aim5;
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level.var_C68["fire"] = %exposed_shoot_auto_v3;
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level.var_C68["single"] = animscripts/utility::array(%exposed_shoot_semi1);
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func_0C8E();
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level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3);
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level.var_C68["reload"] = animscripts/utility::array(%cqb_stand_reload_steady);
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level.var_C68["reload_crouchhide"] = animscripts/utility::array(%cqb_stand_reload_knee);
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func_0C8D();
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func_0C8B();
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func_0C92();
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level.animsets.var_C74 = level.var_C68;
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}
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//Function Number: 10
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func_0C75()
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{
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anim.var_C68 = [];
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level.var_C68["add_aim_up"] = %heat_stand_aim_8;
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level.var_C68["add_aim_down"] = %heat_stand_aim_2;
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level.var_C68["add_aim_left"] = %heat_stand_aim_4;
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level.var_C68["add_aim_right"] = %heat_stand_aim_6;
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level.var_C68["straight_level"] = %heat_stand_aim_5;
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level.var_C68["fire"] = %heat_stand_fire_auto;
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level.var_C68["single"] = animscripts/utility::array(%heat_stand_fire_single);
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func_0C8F(%heat_stand_fire_burst);
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level.var_C68["exposed_idle"] = animscripts/utility::array(%heat_stand_idle,%heat_stand_scana,%heat_stand_scanb);
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level.var_C68["reload"] = animscripts/utility::array(%heat_exposed_reload);
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level.var_C68["reload_crouchhide"] = animscripts/utility::array();
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func_0C8D();
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level.var_C68["turn_left_45"] = %heat_stand_turn_l;
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level.var_C68["turn_left_90"] = %heat_stand_turn_l;
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level.var_C68["turn_left_135"] = %heat_stand_turn_180;
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level.var_C68["turn_left_180"] = %heat_stand_turn_180;
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level.var_C68["turn_right_45"] = %heat_stand_turn_r;
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level.var_C68["turn_right_90"] = %heat_stand_turn_r;
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level.var_C68["turn_right_135"] = %heat_stand_turn_180;
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level.var_C68["turn_right_180"] = %heat_stand_turn_180;
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func_0C92();
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level.animsets.var_C76 = level.var_C68;
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}
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//Function Number: 11
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func_0C77()
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{
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anim.var_C68 = [];
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level.var_C68["add_aim_up"] = %exposed_aim_8;
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level.var_C68["add_aim_down"] = %exposed_aim_2;
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level.var_C68["add_aim_left"] = %exposed_aim_4;
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level.var_C68["add_aim_right"] = %exposed_aim_6;
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level.var_C68["straight_level"] = %exposed_aim_5;
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level.var_C68["fire"] = %exposed_shoot_auto_v3;
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level.var_C68["single"] = animscripts/utility::array(%exposed_shoot_semi1);
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func_0C8E();
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level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3);
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level.var_C68["exposed_grenade"] = animscripts/utility::array(%exposed_grenadethrowb,%exposed_grenadethrowc);
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level.var_C68["reload"] = animscripts/utility::array(%exposed_reload);
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level.var_C68["reload_crouchhide"] = animscripts/utility::array(%exposed_reloadb);
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func_0C8D();
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func_0C8B();
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func_0C92();
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level.animsets.var_C78 = level.var_C68;
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}
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//Function Number: 12
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func_0C79()
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{
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anim.var_C68 = [];
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level.var_C68["add_aim_up"] = %exposed_crouch_aim_8;
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level.var_C68["add_aim_down"] = %exposed_crouch_aim_2;
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level.var_C68["add_aim_left"] = %exposed_crouch_aim_4;
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level.var_C68["add_aim_right"] = %exposed_crouch_aim_6;
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level.var_C68["straight_level"] = %exposed_crouch_aim_5;
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level.var_C68["fire"] = %exposed_crouch_shoot_auto_v2;
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level.var_C68["single"] = animscripts/utility::array(%exposed_crouch_shoot_semi1);
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func_0C90();
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level.var_C68["reload"] = animscripts/utility::array(%exposed_crouch_reload);
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level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3);
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func_0C8D();
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func_0C8C();
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func_0C93();
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level.animsets.var_C7A = level.var_C68;
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}
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//Function Number: 13
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func_0C7B()
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{
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anim.var_C68 = [];
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level.var_C68["add_aim_up"] = %rpg_crouch_aim_8;
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level.var_C68["add_aim_down"] = %rpg_crouch_aim_2;
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level.var_C68["add_aim_left"] = %rpg_crouch_aim_4;
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level.var_C68["add_aim_right"] = %rpg_crouch_aim_6;
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level.var_C68["straight_level"] = %rpg_crouch_aim_5;
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level.var_C68["fire"] = %rpg_crouch_fire;
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level.var_C68["single"] = animscripts/utility::array(%rpg_crouch_fire);
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level.var_C68["reload"] = animscripts/utility::array(%rpg_crouch_reload);
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level.var_C68["exposed_idle"] = animscripts/utility::array(%rpg_crouch_idle);
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func_0C8D();
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func_0C8C();
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func_0C93();
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level.animsets.var_C7C = level.var_C68;
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}
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//Function Number: 14
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func_0C7D()
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{
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anim.var_C68 = [];
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level.var_C68["add_aim_up"] = %exposed_crouch_aim_8;
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level.var_C68["add_aim_down"] = %exposed_crouch_aim_2;
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level.var_C68["add_aim_left"] = %exposed_crouch_aim_4;
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level.var_C68["add_aim_right"] = %exposed_crouch_aim_6;
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level.var_C68["straight_level"] = %exposed_crouch_aim_5;
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level.var_C68["fire"] = %exposed_crouch_shoot_auto_v2;
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level.var_C68["single"] = animscripts/utility::array(%shotgun_crouch_fire);
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func_0C90();
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level.var_C68["reload"] = animscripts/utility::array(%shotgun_crouch_reload);
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level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3);
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func_0C8D();
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func_0C8C();
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func_0C93();
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level.animsets.var_C7E = level.var_C68;
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}
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//Function Number: 15
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func_0C7F()
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{
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anim.var_C68 = [];
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level.var_C68["add_aim_up"] = %prone_aim_8_add;
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level.var_C68["add_aim_down"] = %prone_aim_2_add;
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level.var_C68["add_aim_left"] = %prone_aim_4_add;
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level.var_C68["add_aim_right"] = %prone_aim_6_add;
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level.var_C68["straight_level"] = %prone_aim_5;
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level.var_C68["fire"] = %prone_fire_1;
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level.var_C68["single"] = animscripts/utility::array(%prone_fire_1);
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level.var_C68["reload"] = animscripts/utility::array(%prone_reload);
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level.var_C68["burst2"] = %prone_fire_burst;
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level.var_C68["burst3"] = %prone_fire_burst;
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level.var_C68["burst4"] = %prone_fire_burst;
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level.var_C68["burst5"] = %prone_fire_burst;
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level.var_C68["burst6"] = %prone_fire_burst;
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level.var_C68["semi2"] = %prone_fire_burst;
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level.var_C68["semi3"] = %prone_fire_burst;
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level.var_C68["semi4"] = %prone_fire_burst;
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level.var_C68["semi5"] = %prone_fire_burst;
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level.var_C68["exposed_idle"] = animscripts/utility::array(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3);
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func_0C8D();
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level.animsets.var_C80 = level.var_C68;
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}
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//Function Number: 16
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func_0C81(param_00)
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{
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self.var_C82 = param_00;
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}
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//Function Number: 17
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func_0C83(param_00,param_01,param_02,param_03)
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{
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anim.var_C68 = level.animsets.var_C78;
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if(isdefined(param_01))
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{
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level.var_C68["straight_level"] = param_01;
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}
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if(isdefined(param_00))
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{
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level.var_C68["fire"] = param_00;
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level.var_C68["single"] = animscripts/utility::array(param_00);
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func_0C8F(param_00);
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}
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if(isdefined(param_02))
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{
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level.var_C68["exposed_idle"] = animscripts/utility::array(param_02);
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}
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if(isdefined(param_03))
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{
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level.var_C68["reload"] = animscripts/utility::array(param_03);
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level.var_C68["reload_crouchhide"] = animscripts/utility::array(param_03);
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}
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self.var_C82 = level.var_C68;
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}
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//Function Number: 18
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func_0C84(param_00)
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{
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self.var_C85 = param_00;
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}
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//Function Number: 19
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func_0C86(param_00,param_01,param_02)
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{
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anim.var_C68 = level.animsets.var_C7A;
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if(isdefined(param_00))
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{
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level.var_C68["fire"] = param_00;
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level.var_C68["single"] = animscripts/utility::array(param_00);
|
|
func_0C91(param_00);
|
|
}
|
|
|
|
if(isdefined(param_01))
|
|
{
|
|
level.var_C68["exposed_idle"] = animscripts/utility::array(param_01);
|
|
}
|
|
|
|
if(isdefined(param_02))
|
|
{
|
|
level.var_C68["reload"] = animscripts/utility::array(param_02);
|
|
}
|
|
|
|
self.var_C85 = level.var_C68;
|
|
}
|
|
|
|
//Function Number: 20
|
|
func_0C87()
|
|
{
|
|
self.custommoveanimset = undefined;
|
|
self.var_C89 = undefined;
|
|
self.var_C82 = undefined;
|
|
self.var_C85 = undefined;
|
|
}
|
|
|
|
//Function Number: 21
|
|
func_0C8A(param_00)
|
|
{
|
|
level.var_C68["turn_left_45"] = %pistol_stand_turn45l;
|
|
level.var_C68["turn_left_90"] = %pistol_stand_turn90l;
|
|
level.var_C68["turn_left_135"] = %pistol_stand_turn90l;
|
|
level.var_C68["turn_left_180"] = %pistol_stand_turn180l;
|
|
level.var_C68["turn_right_45"] = %pistol_stand_turn45r;
|
|
level.var_C68["turn_right_90"] = %pistol_stand_turn90r;
|
|
level.var_C68["turn_right_135"] = %pistol_stand_turn90r;
|
|
level.var_C68["turn_right_180"] = %pistol_stand_turn180l;
|
|
}
|
|
|
|
//Function Number: 22
|
|
func_0C8B()
|
|
{
|
|
level.var_C68["turn_left_45"] = %exposed_tracking_turn45l;
|
|
level.var_C68["turn_left_90"] = %exposed_tracking_turn90l;
|
|
level.var_C68["turn_left_135"] = %exposed_tracking_turn135l;
|
|
level.var_C68["turn_left_180"] = %exposed_tracking_turn180l;
|
|
level.var_C68["turn_right_45"] = %exposed_tracking_turn45r;
|
|
level.var_C68["turn_right_90"] = %exposed_tracking_turn90r;
|
|
level.var_C68["turn_right_135"] = %exposed_tracking_turn135r;
|
|
level.var_C68["turn_right_180"] = %exposed_tracking_turn180r;
|
|
}
|
|
|
|
//Function Number: 23
|
|
func_0C8C()
|
|
{
|
|
level.var_C68["turn_left_45"] = %exposed_crouch_turn_90_left;
|
|
level.var_C68["turn_left_90"] = %exposed_crouch_turn_90_left;
|
|
level.var_C68["turn_left_135"] = %exposed_crouch_turn_180_left;
|
|
level.var_C68["turn_left_180"] = %exposed_crouch_turn_180_left;
|
|
level.var_C68["turn_right_45"] = %exposed_crouch_turn_90_right;
|
|
level.var_C68["turn_right_90"] = %exposed_crouch_turn_90_right;
|
|
level.var_C68["turn_right_135"] = %exposed_crouch_turn_180_right;
|
|
level.var_C68["turn_right_180"] = %exposed_crouch_turn_180_right;
|
|
}
|
|
|
|
//Function Number: 24
|
|
func_0C8D()
|
|
{
|
|
level.var_C68["crouch_2_stand"] = %exposed_crouch_2_stand;
|
|
level.var_C68["crouch_2_prone"] = %crouch_2_prone;
|
|
level.var_C68["stand_2_crouch"] = %exposed_stand_2_crouch;
|
|
level.var_C68["stand_2_prone"] = %stand_2_prone;
|
|
level.var_C68["prone_2_crouch"] = %prone_2_crouch;
|
|
level.var_C68["prone_2_stand"] = %prone_2_stand;
|
|
}
|
|
|
|
//Function Number: 25
|
|
func_0C8E()
|
|
{
|
|
level.var_C68["burst2"] = %exposed_shoot_burst3;
|
|
level.var_C68["burst3"] = %exposed_shoot_burst3;
|
|
level.var_C68["burst4"] = %exposed_shoot_burst4;
|
|
level.var_C68["burst5"] = %exposed_shoot_burst5;
|
|
level.var_C68["burst6"] = %exposed_shoot_burst6;
|
|
level.var_C68["semi2"] = %exposed_shoot_semi2;
|
|
level.var_C68["semi3"] = %exposed_shoot_semi3;
|
|
level.var_C68["semi4"] = %exposed_shoot_semi4;
|
|
level.var_C68["semi5"] = %exposed_shoot_semi5;
|
|
}
|
|
|
|
//Function Number: 26
|
|
func_0C8F(param_00)
|
|
{
|
|
level.var_C68["burst2"] = param_00;
|
|
level.var_C68["burst3"] = param_00;
|
|
level.var_C68["burst4"] = param_00;
|
|
level.var_C68["burst5"] = param_00;
|
|
level.var_C68["burst6"] = param_00;
|
|
level.var_C68["semi2"] = param_00;
|
|
level.var_C68["semi3"] = param_00;
|
|
level.var_C68["semi4"] = param_00;
|
|
level.var_C68["semi5"] = param_00;
|
|
}
|
|
|
|
//Function Number: 27
|
|
func_0C90()
|
|
{
|
|
level.var_C68["burst2"] = %exposed_crouch_shoot_burst3;
|
|
level.var_C68["burst3"] = %exposed_crouch_shoot_burst3;
|
|
level.var_C68["burst4"] = %exposed_crouch_shoot_burst4;
|
|
level.var_C68["burst5"] = %exposed_crouch_shoot_burst5;
|
|
level.var_C68["burst6"] = %exposed_crouch_shoot_burst6;
|
|
level.var_C68["semi2"] = %exposed_crouch_shoot_semi2;
|
|
level.var_C68["semi3"] = %exposed_crouch_shoot_semi3;
|
|
level.var_C68["semi4"] = %exposed_crouch_shoot_semi4;
|
|
level.var_C68["semi5"] = %exposed_crouch_shoot_semi5;
|
|
}
|
|
|
|
//Function Number: 28
|
|
func_0C91(param_00)
|
|
{
|
|
level.var_C68["burst2"] = param_00;
|
|
level.var_C68["burst3"] = param_00;
|
|
level.var_C68["burst4"] = param_00;
|
|
level.var_C68["burst5"] = param_00;
|
|
level.var_C68["burst6"] = param_00;
|
|
level.var_C68["semi2"] = param_00;
|
|
level.var_C68["semi3"] = param_00;
|
|
level.var_C68["semi4"] = param_00;
|
|
level.var_C68["semi5"] = param_00;
|
|
}
|
|
|
|
//Function Number: 29
|
|
func_0C92()
|
|
{
|
|
level.var_C68["add_turn_aim_up"] = %exposed_turn_aim_8;
|
|
level.var_C68["add_turn_aim_down"] = %exposed_turn_aim_2;
|
|
level.var_C68["add_turn_aim_left"] = %exposed_turn_aim_4;
|
|
level.var_C68["add_turn_aim_right"] = %exposed_turn_aim_6;
|
|
}
|
|
|
|
//Function Number: 30
|
|
func_0C93()
|
|
{
|
|
level.var_C68["add_turn_aim_up"] = %exposed_crouch_turn_aim_8;
|
|
level.var_C68["add_turn_aim_down"] = %exposed_crouch_turn_aim_2;
|
|
level.var_C68["add_turn_aim_left"] = %exposed_crouch_turn_aim_4;
|
|
level.var_C68["add_turn_aim_right"] = %exposed_crouch_turn_aim_6;
|
|
}
|
|
|
|
//Function Number: 31
|
|
func_0C94()
|
|
{
|
|
if(animscripts/utility::func_C95())
|
|
{
|
|
self.a.array = level.animsets.var_C6E;
|
|
return;
|
|
}
|
|
|
|
if(isdefined(self.var_C82))
|
|
{
|
|
self.a.array = self.var_C82;
|
|
return;
|
|
}
|
|
|
|
if(isdefined(self.heat))
|
|
{
|
|
self.a.array = level.animsets.var_C76;
|
|
return;
|
|
}
|
|
|
|
if(animscripts/utility::func_BB6())
|
|
{
|
|
self.a.array = level.animsets.var_C70;
|
|
return;
|
|
}
|
|
|
|
if(isdefined(self.weapon) && animscripts/utility::func_C97())
|
|
{
|
|
self.a.array = level.animsets.var_C72;
|
|
return;
|
|
}
|
|
|
|
if(animscripts/utility::func_C98())
|
|
{
|
|
self.a.array = level.animsets.var_C74;
|
|
return;
|
|
}
|
|
|
|
self.a.array = level.animsets.var_C78;
|
|
}
|
|
|
|
//Function Number: 32
|
|
func_0C99()
|
|
{
|
|
if(animscripts/utility::func_C95())
|
|
{
|
|
animscripts/shared::func_C9B(self.primaryweapon,"right");
|
|
}
|
|
|
|
if(isdefined(self.var_C85))
|
|
{
|
|
self.a.array = self.var_C85;
|
|
return;
|
|
}
|
|
|
|
if(animscripts/utility::func_BB6())
|
|
{
|
|
self.a.array = level.animsets.var_C7C;
|
|
return;
|
|
}
|
|
|
|
if(isdefined(self.weapon) && animscripts/utility::func_C97())
|
|
{
|
|
self.a.array = level.animsets.var_C7E;
|
|
return;
|
|
}
|
|
|
|
self.a.array = level.animsets.var_C7A;
|
|
}
|
|
|
|
//Function Number: 33
|
|
func_0C9C()
|
|
{
|
|
if(animscripts/utility::func_C95())
|
|
{
|
|
animscripts/shared::func_C9B(self.primaryweapon,"right");
|
|
}
|
|
|
|
self.a.array = level.animsets.var_C80;
|
|
}
|
|
|
|
//Function Number: 34
|
|
func_0C9D()
|
|
{
|
|
level.var_C9E["L90"] = %run_turn_l90;
|
|
level.var_C9E["R90"] = %run_turn_r90;
|
|
level.var_C9E["L45"] = %run_turn_l45;
|
|
level.var_C9E["R45"] = %run_turn_r45;
|
|
level.var_C9E["L135"] = %run_turn_l135;
|
|
level.var_C9E["R135"] = %run_turn_r135;
|
|
level.var_C9E["180"] = %run_turn_180;
|
|
level.var_C9F["L90"] = %cqb_walk_turn_4;
|
|
level.var_C9F["R90"] = %cqb_walk_turn_6;
|
|
level.var_C9F["L45"] = %cqb_walk_turn_7;
|
|
level.var_C9F["R45"] = %cqb_walk_turn_9;
|
|
level.var_C9F["L135"] = %cqb_walk_turn_1;
|
|
level.var_C9F["R135"] = %cqb_walk_turn_3;
|
|
level.var_C9F["180"] = %cqb_walk_turn_2;
|
|
}
|
|
|
|
//Function Number: 35
|
|
func_0CA0()
|
|
{
|
|
self.var_CA1 = 130;
|
|
self.var_CA2 = 0.4615385;
|
|
self.var_CA3 = 0.3;
|
|
self.var_CA4["F"] = %run_n_gun_f;
|
|
self.var_CA4["L"] = %run_n_gun_l;
|
|
self.var_CA4["R"] = %run_n_gun_r;
|
|
self.var_CA4["LB"] = %run_n_gun_l_120;
|
|
self.var_CA4["RB"] = %run_n_gun_r_120;
|
|
}
|
|
|
|
//Function Number: 36
|
|
func_0CA5()
|
|
{
|
|
self.a.var_CA6["move_l"] = %combatwalk_l;
|
|
self.a.var_CA6["move_r"] = %combatwalk_r;
|
|
self.a.var_CA6["move_b"] = %combatwalk_b;
|
|
}
|
|
|
|
//Function Number: 37
|
|
func_0CA7()
|
|
{
|
|
if(self.weapon != self.primaryweapon)
|
|
{
|
|
return animscripts/utility::func_CA8("reload");
|
|
}
|
|
|
|
if(isdefined(self.node))
|
|
{
|
|
if(self nearclaimnodeandangle())
|
|
{
|
|
var_00 = undefined;
|
|
if(self.node.type == "Cover Left")
|
|
{
|
|
var_00 = %heat_cover_reload_r;
|
|
}
|
|
else if(self.node.type == "Cover Right")
|
|
{
|
|
var_00 = %heat_cover_reload_l;
|
|
}
|
|
|
|
if(isdefined(var_00))
|
|
{
|
|
return var_00;
|
|
}
|
|
}
|
|
}
|
|
|
|
return %heat_exposed_reload;
|
|
} |