Files
IL-GSC/MW3/PC/SP/animscripts/door.gsc
InfinityLoader d559c1d414 Added MW3 Scripts
2023-10-27 03:47:01 -04:00

309 lines
5.5 KiB
Plaintext

/*******************************************************************
* Decompiled By: Bog
* Decompiled File: animscripts\door.gsc
* Game: Call of Duty: Modern Warfare 3
* Platform: PC
* Function Count: 11
* Decompile Time: 206 ms
* Timestamp: 10/27/2023 2:18:17 AM
*******************************************************************/
//Function Number: 1
func_1088()
{
self endon("killanimscript");
if(isdefined(self.var_1089))
{
return;
}
for(;;)
{
var_00 = self getdoorpathnode();
if(isdefined(var_00))
{
break;
}
wait 0.2;
}
var_01 = var_00.type == "Door Interior" || self comparenodedirtopathdir(var_00);
if(var_01)
{
func_10A1(var_00);
}
else
{
func_10A4(var_00);
}
for(;;)
{
var_02 = self getdoorpathnode();
if(!isdefined(var_02) || var_02 != var_00)
{
break;
}
wait 0.2;
}
thread func_1088();
}
//Function Number: 2
func_108A()
{
self endon("killanimscript");
self.teamflashbangimmunity = 1;
wait 5;
self.teamflashbangimmunity = undefined;
}
//Function Number: 3
func_108C(param_00)
{
thread func_108A();
if(self.grenadeweapon == "flash_grenade")
{
self notify("flashbang_thrown");
}
self orientmode("face current");
param_00.var_108D = gettime() + 5000;
self.var_108E = gettime() + 100000;
self notify("move_interrupt");
self.var_FC9 = undefined;
self clearanim(%combatrun,0.2);
self.a.movement = "stop";
self waittill("done_grenade_throw");
self orientmode("face default");
self.var_108E = gettime() + 5000;
self.grenadeweapon = self.var_108F;
self.var_108F = undefined;
animscripts/run::func_FE2();
thread animscripts/move::func_1090();
thread animscripts/move::func_1091(1);
}
//Function Number: 4
func_1092(param_00,param_01,param_02,param_03,param_04)
{
var_05 = 0;
var_06 = 3;
var_07 = undefined;
var_07 = %cqb_stand_grenade_throw;
var_08 = anglestoforward(param_00.angles);
if(param_00.type == "Door Interior" && !self comparenodedirtopathdir(param_00))
{
var_08 = -1 * var_08;
}
var_09 = (param_00.origin[0],param_00.origin[1],param_00.origin[2] + 64);
var_0A = var_09;
if(param_02)
{
var_0B = anglestoright(param_00.angles);
var_0C = param_00.origin - self.origin;
var_0D = vectordot(var_0B,var_0C);
if(var_0D > 20)
{
var_0D = 20;
}
else if(var_0D < -20)
{
var_0D = -20;
}
var_0A = var_09 + var_0D * var_0B;
}
while(var_06 > 0)
{
if(isdefined(self.var_73C) || !isdefined(self.enemy))
{
return;
}
if(func_10A0(param_00,var_08))
{
return;
}
if(!self seerecently(self.enemy,0.2) && self.a.pose == "stand" && func_109F(self.enemy.origin - param_00.origin,360000,16384))
{
if(isdefined(param_00.var_108D) && param_00.var_108D > gettime())
{
return;
}
if(self canshootenemy())
{
return;
}
var_0C = param_00.origin - self.origin;
if(lengthsquared(var_0C) < param_03)
{
return;
}
if(vectordot(var_0C,var_08) < 0)
{
return;
}
self.var_108F = self.grenadeweapon;
self.grenadeweapon = param_01;
animscripts/combat_utility::func_1093(self.enemy);
if(!var_05)
{
var_0E = var_09 + var_08 * 100;
if(!self isgrenadepossafe(self.enemy,var_0E,128))
{
return;
}
}
var_05 = 1;
if(animscripts/combat_utility::func_1095(self.enemy,var_0A,var_07,animscripts/combat_utility::func_1094(var_07),1,0,1))
{
func_108C(param_00);
return;
}
}
var_06--;
wait param_04;
var_0F = self getdoorpathnode();
if(!isdefined(var_0F) || var_0F != param_00)
{
return;
}
}
}
//Function Number: 5
func_1096()
{
self endon("killanimscript");
if(isdefined(self.var_1089))
{
return;
}
self.var_1097 = 0;
for(;;)
{
if(self isindoor() && !self.var_748)
{
func_1098();
}
else if(!isdefined(self.var_108E) || self.var_108E < gettime())
{
self.var_108E = undefined;
func_109C();
}
wait 0.2;
}
}
//Function Number: 6
func_1098()
{
if(!isdefined(self.neverenablecqb) && !self.var_748)
{
self.var_1097 = 1;
if(!isdefined(self.cqbwalking) || !self.cqbwalking)
{
maps\_utility::enable_cqbwalk(1);
}
}
}
//Function Number: 7
func_109C()
{
if(!isdefined(self.cqbenabled))
{
self.var_1097 = 0;
if(isdefined(self.cqbwalking) && self.cqbwalking)
{
maps\_utility::disable_cqbwalk();
}
}
}
//Function Number: 8
func_109F(param_00,param_01,param_02)
{
return param_00[0] * param_00[0] + param_00[1] * param_00[1] < param_01 && param_00[2] * param_00[2] < param_02;
}
//Function Number: 9
func_10A0(param_00,param_01)
{
var_02 = param_00.origin - self.origin;
var_03 = param_00.origin - self.enemy.origin;
return vectordot(var_02,param_01) * vectordot(var_03,param_01) > 0;
}
//Function Number: 10
func_10A1(param_00)
{
for(;;)
{
if(isdefined(self.var_10A2) && self.var_10A2 == 0 || self.var_10A2 < randomfloat(1))
{
break;
}
if(func_109F(self.origin - param_00.origin,562500,25600))
{
func_1092(param_00,"fraggrenade",0,302500,0.3);
param_00 = self getdoorpathnode();
if(!isdefined(param_00))
{
return;
}
break;
}
wait 0.1;
}
for(;;)
{
if(func_109F(self.origin - param_00.origin,-28672,6400))
{
func_1098();
self.var_108E = gettime() + 6000;
if(isdefined(self.doorflashchance) && self.doorflashchance == 0 || self.doorflashchance < randomfloat(1))
{
return;
}
func_1092(param_00,"flash_grenade",1,4096,0.2);
return;
}
wait 0.1;
}
}
//Function Number: 11
func_10A4(param_00)
{
for(;;)
{
if(!self.var_1097 || distancesquared(self.origin,param_00.origin) < 1024)
{
return;
}
wait 0.1;
}
}