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

313 lines
6.4 KiB
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/*******************************************************************
* Decompiled By: Bog
* Decompiled File: animscripts\cover_prone.gsc
* Game: Call of Duty: Modern Warfare 3
* Platform: Console
* Function Count: 14
* Decompile Time: 249 ms
* Timestamp: 10/27/2023 2:30:15 AM
*******************************************************************/
//Function Number: 1
main()
{
self endon("killanimscript");
animscripts/utility::initialize("cover_prone");
if(weaponclass(self.weapon) == "rocketlauncher")
{
animscripts/combat::main();
return;
}
if(isdefined(self.a.var_CCA) && self.a.var_CCA == "prone_saw")
{
animscripts/cover_wall::useselfplacedturret("saw_bipod_prone","weapon_saw_MG_Setup");
}
else if(isdefined(self.node.turret))
{
animscripts/cover_wall::func_B92();
}
if(isdefined(self.enemy) && lengthsquared(self.origin - self.enemy.origin) < squared(512))
{
thread animscripts/combat::main();
return;
}
setup_cover_prone();
self.covernode = self.node;
self orientmode("face angle",self.covernode.angles[1]);
self.a.goingtoproneaim = 1;
self setproneanimnodes(-45,45,%prone_legs_down,%exposed_modern,%prone_legs_up);
if(self.a.var_911 != "prone")
{
prone_transitionto("prone");
}
else
{
animscripts/utility::enterpronewrapper(0);
}
thread animscripts/combat_utility::aimidlethread();
setupproneaim(0.2);
self setanim(%prone_aim_5,1,0.1);
self orientmode("face angle",self.covernode.angles[1]);
self animmode("zonly_physics");
pronecombatmainloop();
self notify("stop_deciding_how_to_shoot");
}
//Function Number: 2
end_script()
{
self.a.goingtoproneaim = undefined;
}
//Function Number: 3
func_0B49()
{
self endon("killanimscript");
self endon("kill_idle_thread");
for(;;)
{
var_00 = animscripts/utility::animarraypickrandom("prone_idle");
self setflaggedanimlimited("idle",var_00);
self waittillmatch("end","idle");
self clearanim(var_00,0.2);
}
}
//Function Number: 4
updatepronewrapper(param_00)
{
self updateprone(%prone_aim_feet_45up,%prone_aim_feet_45down,1,param_00,1);
self setanim(%exposed_aiming,1,0.2);
}
//Function Number: 5
pronecombatmainloop()
{
self endon("killanimscript");
thread animscripts/track::trackshootentorpos();
thread animscripts/shoot_behavior::decidewhatandhowtoshoot("normal");
var_00 = gettime() > 2500;
for(;;)
{
animscripts/utility::isincombat();
updatepronewrapper(0.05);
if(!var_00)
{
wait 0.05 + randomfloat(1.5);
var_00 = 1;
continue;
}
if(!isdefined(self.shootpos))
{
if(considerthrowgrenade())
{
continue;
}
wait 0.05;
continue;
}
var_01 = lengthsquared(self.origin - self.shootpos);
if(self.a.var_911 != "crouch" && self isstanceallowed("crouch") && var_01 < squared(400))
{
if(var_01 < squared(285))
{
prone_transitionto("crouch");
thread animscripts/combat::main();
return;
}
}
if(considerthrowgrenade())
{
continue;
}
if(pronereload(0))
{
continue;
}
if(animscripts/combat_utility::func_CCF())
{
animscripts/combat_utility::shootuntilshootbehaviorchange();
self clearanim(%add_fire,0.2);
continue;
}
wait 0.05;
}
}
//Function Number: 6
pronereload(param_00)
{
return animscripts/combat_utility::reload(param_00,animscripts/utility::animarray("reload"));
}
//Function Number: 7
setup_cover_prone()
{
self setdefaultaimlimits(self.node);
var_00 = [];
self.a.array = var_41;
}
//Function Number: 8
trythrowinggrenade(param_00,param_01)
{
var_02 = undefined;
if(isdefined(param_01) && param_01)
{
var_02 = animscripts/utility::animarraypickrandom("grenade_safe");
}
else
{
var_02 = animscripts/utility::animarraypickrandom("grenade_exposed");
}
self animmode("zonly_physics");
self.keepclaimednodeifvalid = 1;
var_03 = (32,20,64);
var_04 = animscripts/combat_utility::trygrenade(param_00,var_02);
self.keepclaimednodeifvalid = 0;
return var_04;
}
//Function Number: 9
considerthrowgrenade()
{
if(isdefined(level.throwgrenadeatplayerasap) && isalive(level.player))
{
if(trythrowinggrenade(level.player,200))
{
return 1;
}
}
if(isdefined(self.enemy))
{
return trythrowinggrenade(self.enemy,850);
}
return 0;
}
//Function Number: 10
shouldfirewhilechangingpose()
{
if(!isdefined(self.weapon) || !weaponisauto(self.weapon))
{
return 0;
}
if(isdefined(self.node) && distancesquared(self.origin,self.node.origin) < 256)
{
return 0;
}
if(isdefined(self.enemy) && self cansee(self.enemy) && !isdefined(self.grenade) && animscripts/shared::getaimyawtoshootentorpos() < 20)
{
return animscripts/move::mayshootwhilemoving();
}
return 0;
}
//Function Number: 11
prone_transitionto(param_00)
{
if(param_00 == self.a.var_911)
{
return;
}
self clearanim(%root,0.3);
animscripts/combat_utility::endfireandanimidlethread();
if(shouldfirewhilechangingpose())
{
var_01 = animscripts/utility::animarray(self.a.var_911 + "_2_" + param_00 + "_firing");
}
else
{
var_01 = animscripts/utility::animarray(self.a.var_911 + "_2_" + var_01);
}
if(param_00 == "prone")
{
}
self setflaggedanimknoballrestart("trans",var_01,%body,1,0.2,1);
animscripts/shared::donotetracks("trans");
self setanimknoballrestart(animscripts/utility::animarray("straight_level"),%body,1,0.25);
setupproneaim(0.25);
}
//Function Number: 12
func_0CD6(param_00)
{
self endon("killanimscript");
animscripts/shared::donotetracks(param_00);
}
//Function Number: 13
setupproneaim(param_00)
{
self setanimknoball(%prone_aim_5,%body,1,param_00);
self setanimlimited(%prone_aim_2_add,1,param_00);
self setanimlimited(%prone_aim_4_add,1,param_00);
self setanimlimited(%prone_aim_6_add,1,param_00);
self setanimlimited(%prone_aim_8_add,1,param_00);
}
//Function Number: 14
proneto(param_00,param_01)
{
self clearanim(%root,0.3);
var_02 = undefined;
if(shouldfirewhilechangingpose())
{
if(param_00 == "crouch")
{
var_02 = %prone_2_crouch_firing;
}
else if(param_00 == "stand")
{
var_02 = %prone_2_stand_firing;
}
}
else if(param_00 == "crouch")
{
var_02 = %prone_2_crouch;
}
else if(param_00 == "stand")
{
var_02 = %prone_2_stand_nodelta;
}
if(isdefined(self.prone_anim_override))
{
var_02 = self.prone_anim_override;
}
if(isdefined(self.prone_rate_override))
{
param_01 = self.prone_rate_override;
}
if(!isdefined(param_01))
{
param_01 = 1;
}
animscripts/utility::exitpronewrapper(getanimlength(var_02) / 2);
self setflaggedanimknoballrestart("trans",var_02,%body,1,0.2,param_01);
animscripts/shared::donotetracks("trans");
self clearanim(var_02,0.1);
}