IL-GSC/BO2/PC/MP/maps/mp/animscripts/utility.gsc
2023-10-28 00:17:17 -04:00

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/*******************************************************************
* Decompiled By: Bog
* Decompiled File: maps\mp\animscripts\utility.gsc
* Game: Call of Duty: Black Ops 2
* Platform: PC
* Function Count: 10
* Decompile Time: 1 ms
* Timestamp: 10/28/2023 12:10:25 AM
*******************************************************************/
//Function Number: 1
anim_get_dvar_int(dvar,def)
{
return int(anim_get_dvar(dvar,def));
}
//Function Number: 2
anim_get_dvar(dvar,def)
{
if(GetDvar(dvar) != "")
{
return GetDvarFloat(dvar);
}
else
{
setdvar(dvar,def);
return def;
}
}
//Function Number: 3
set_orient_mode(mode,val1)
{
/#
if(level.dog_debug_orient == self getentnum())
{
if(IsDefined(val1))
{
println("DOG: Setting orient mode: " + mode + " " + val1 + " " + GetTime());
}
else
{
println("DOG: Setting orient mode: " + mode + " " + GetTime());
}
}
#/
if(IsDefined(val1))
{
self orientmode(mode,val1);
}
else
{
self orientmode(mode);
}
}
//Function Number: 4
debug_anim_print(text)
{
/#
if(level.dog_debug_anims)
{
println(text + " " + GetTime());
}
if(level.dog_debug_anims_ent == self getentnum())
{
println(text + " " + GetTime());
}
#/
}
//Function Number: 5
debug_turn_print(text,line)
{
/#
if(level.dog_debug_turns == self getentnum())
{
duration = 200;
currentyawcolor = (1,1,1);
lookaheadyawcolor = (1,0,0);
desiredyawcolor = (1,1,0);
currentyaw = AngleClamp180(self.angles[1]);
desiredyaw = AngleClamp180(self.desiredangle);
lookaheaddir = self.lookaheaddir;
lookaheadangles = VectorToAngles(lookaheaddir);
lookaheadyaw = AngleClamp180(lookaheadangles[1]);
println(text + " " + GetTime() + " cur: " + currentyaw + " look: " + lookaheadyaw + " desired: " + desiredyaw);
}
#/
}
//Function Number: 6
debug_allow_movement()
{
/#
return anim_get_dvar_int("debug_dog_allow_movement","1");
#/
}
//Function Number: 7
debug_allow_combat()
{
/#
return anim_get_dvar_int("debug_dog_allow_combat","1");
#/
}
//Function Number: 8
current_yaw_line_debug(duration)
{
/#
currentyawcolor = [];
currentyawcolor[0] = (0,0,1);
currentyawcolor[1] = (1,0,1);
current_color_index = 0;
start_time = GetTime();
if(!(IsDefined(level.lastdebugheight)))
{
level.lastdebugheight = 15;
}
while(GetTime() - start_time < 1000)
{
pos1 = (self.origin[0],self.origin[1],self.origin[2] + level.lastdebugheight);
pos2 = current_color_index + 1 * 10 + VectorScale(AnglesToForward(self.angles));
line(pos1,pos2,currentyawcolor[current_color_index],0.3,1,duration);
current_color_index = current_color_index + 1 % currentyawcolor.size;
wait(0.05);
}
if(level.lastdebugheight == 15)
{
level.lastdebugheight = 30;
}
else
{
level.lastdebugheight = 15;
}
#/
}
//Function Number: 9
getanimdirection(damageyaw)
{
if(damageyaw > 135 || damageyaw <= -135)
{
return "front";
}
else if(damageyaw > 45 && damageyaw <= 135)
{
return "right";
}
else if(damageyaw > -45 && damageyaw <= 45)
{
return "back";
}
else
{
return "left";
}
return "front";
}
//Function Number: 10
setfootstepeffect(name,fx)
{
/#
assert(IsDefined(name),"Need to define the footstep surface type.");
#/
/#
assert(IsDefined(fx),"Need to define the mud footstep effect.");
#/
if(!(IsDefined(anim.optionalstepeffects)))
{
anim.optionalstepeffects = [];
}
anim.optionalstepeffects[anim.optionalstepeffects.size] = name;
level._effect["step_" + name] = fx;
}