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116 lines
4.2 KiB
Plaintext
116 lines
4.2 KiB
Plaintext
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#include clientscripts\_face_utility;
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init()
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{
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level._faceCBFunc_generichuman = clientscripts\_face_generichuman::doFace_generichuman;
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}
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#using_animtree ( "generic_human" );
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buildCasualFaceAnims()
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{
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self buildFaceState( "face_casual", true, -1, 0, "basestate", %f_idle_casual_v1 );
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}
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buildAlertFaceAnims()
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{
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self buildFaceState( "face_alert", true, -1, 0, "basestate", %f_idle_alert_v1 );
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self addAnimToFaceState( "face_alert", %f_idle_alert_v2 );
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}
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buildCQBFaceAnims()
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{
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self buildFaceState( "face_cqb", true, -1, 0, "basestate", %f_idle_alert_v3 );
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}
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buildRunningAnims()
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{
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self buildFaceState( "face_running", true, -1, 0, "basestate", %f_running_v1 );
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self addAnimToFaceState( "face_running", %f_running_v2 );
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}
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buildSingleFireFaceAnims()
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{
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self buildFaceState( "face_shoot_single", false, 1, 1, "eventstate", %f_firing_v7 );
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self addAnimToFaceState( "face_shoot_single", %f_firing_v10 );
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self addAnimToFaceState( "face_shoot_single", %f_firing_v13 );
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self addAnimToFaceState( "face_shoot_single", %f_firing_v14 );
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self addAnimToFaceState( "face_shoot_single", %f_firing_v15 );
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}
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buildBurstFireFaceAnims()
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{
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self buildFaceState( "face_shoot_burst", true, 1, 1, "eventstate", %f_firing_v1 );
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self addAnimToFaceState( "face_shoot_burst", %f_firing_v2 );
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self addAnimToFaceState( "face_shoot_burst", %f_firing_v3 );
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self addAnimToFaceState( "face_shoot_burst", %f_firing_v4 );
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self addAnimToFaceState( "face_shoot_burst", %f_firing_v5 );
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self addAnimToFaceState( "face_shoot_burst", %f_firing_v6 );
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self addAnimToFaceState( "face_shoot_burst", %f_firing_v7 );
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self addAnimToFaceState( "face_shoot_burst", %f_firing_v8 );
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self addAnimToFaceState( "face_shoot_burst", %f_firing_v9 );
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self addAnimToFaceState( "face_shoot_burst", %f_firing_v10 );
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self addAnimToFaceState( "face_shoot_burst", %f_firing_v12 );
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}
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buildMeleeFaceAnims()
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{
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self buildFaceState( "face_melee", true, 2, 1, "eventstate", %f_melee_v1 );
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self addAnimToFaceState( "face_melee", %f_melee_v2 );
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self addAnimToFaceState( "face_melee", %f_melee_v3 );
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self addAnimToFaceState( "face_melee", %f_melee_v4 );
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}
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buildTalkAnims()
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{
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self buildFaceState( "face_talk", true, 0.1, 2, "eventstate", %f_im_reloading );
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}
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buildReactAnims()
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{
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self buildFaceState( "face_react", false, -1, 2, "eventstate", %f_react_v1 );
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self addAnimToFaceState( "face_react", %f_react_v2 );
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self addAnimToFaceState( "face_react", %f_react_v3 );
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self addAnimToFaceState( "face_react", %f_react_v4 );
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self addAnimToFaceState( "face_react", %f_react_v5 );
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}
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buildPainFaceAnims()
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{
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self buildFaceState( "face_pain", false, -1, 3, "eventstate", %f_pain_v1 );
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self addAnimToFaceState( "face_pain", %f_pain_v2 );
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self addAnimToFaceState( "face_pain", %f_pain_v3 );
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self addAnimToFaceState( "face_pain", %f_pain_v4 );
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self addAnimToFaceState( "face_pain", %f_pain_v5 );
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}
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buildDeathFaceAnims()
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{
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self buildFaceState( "face_death", false, -1, 4, "exitstate", %f_death_v1 );
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self addAnimToFaceState( "face_death", %f_death_v2 );
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self addAnimToFaceState( "face_death", %f_death_v3 );
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self addAnimToFaceState( "face_death", %f_death_v4 );
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self addAnimToFaceState( "face_death", %f_death_v5 );
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self addAnimToFaceState( "face_death", %f_death_v6 );
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self addAnimToFaceState( "face_death", %f_death_v7 );
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self addAnimToFaceState( "face_death", %f_death_v8 );
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}
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doFace_generichuman( localClientNum )
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{
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if ( isdefined( level.zombiemode ) && level.zombiemode )
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return;
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if( self.species != "human" )
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return;
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if( !IsDefined( self.face_disable ) )
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{
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self.face_disable = false;
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}
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if( !IsDefined( self.face_death ) )
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{
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self.face_death = false;
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}
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self.face_anim_tree = "generic_human";
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self setFaceRoot( %faces );
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self buildCasualFaceAnims();
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self buildAlertFaceAnims();
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self buildCQBFaceAnims();
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self buildSingleFireFaceAnims();
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self buildBurstFireFaceAnims();
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self buildMeleeFaceAnims();
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self buildPainFaceAnims();
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self buildDeathFaceAnims();
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self buildTalkAnims();
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self buildReactAnims();
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self buildRunningAnims();
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self buildFaceState( "face_advance", false, -1, 4, "nullstate", undefined );
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self thread processFaceEvents( localClientNum );
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}
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