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IL-GSC/BO1/PC/ZM/clientscripts/_face_generichuman.csc
2024-02-18 17:32:07 -05:00

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