mirror of
https://github.com/InfinityLoader/IL-GSC.git
synced 2025-06-16 13:08:02 -05:00
967 lines
16 KiB
Plaintext
967 lines
16 KiB
Plaintext
/*******************************************************************
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* Decompiled By: Bog
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* Decompiled File: animscripts\setposemovement.gsc
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* Game: Call of Duty: Modern Warfare 3
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* Platform: Console
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* Function Count: 55
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* Decompile Time: 878 ms
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* Timestamp: 10/27/2023 2:30:45 AM
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*******************************************************************/
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//Function Number: 1
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setposemovement(param_00,param_01)
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{
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if(param_00 == "")
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{
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if(self.a.var_911 == "prone" && param_01 == "walk" || param_01 == "run")
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{
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param_00 = "crouch";
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}
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else
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{
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param_00 = self.a.var_911;
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}
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}
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if(!isdefined(param_01) || param_01 == "")
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{
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param_01 = self.a.movement;
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}
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[[ level.setposemovementfnarray[param_00][param_01] ]]();
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}
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//Function Number: 2
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initposemovementfunctions()
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{
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level.setposemovementfnarray["stand"]["stop"] = ::beginstandstop;
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level.setposemovementfnarray["stand"]["walk"] = ::beginstandwalk;
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level.setposemovementfnarray["stand"]["run"] = ::beginstandrun;
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level.setposemovementfnarray["crouch"]["stop"] = ::func_1F92;
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level.setposemovementfnarray["crouch"]["walk"] = ::func_0C6E;
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level.setposemovementfnarray["crouch"]["run"] = ::begincrouchrun;
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level.setposemovementfnarray["prone"]["stop"] = ::func_1F93;
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level.setposemovementfnarray["prone"]["walk"] = ::beginpronewalk;
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level.setposemovementfnarray["prone"]["run"] = ::beginpronerun;
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}
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//Function Number: 3
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beginstandstop()
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{
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switch(self.a.var_911)
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{
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case "stand":
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switch(self.a.movement)
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{
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case "stop":
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return 0;
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case "walk":
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standwalktostand();
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break;
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default:
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func_1F98();
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break;
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}
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break;
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case "crouch":
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switch(self.a.movement)
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{
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case "stop":
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crouchtostand();
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break;
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case "walk":
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crouchwalktostand();
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break;
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default:
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crouchruntostand();
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break;
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}
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break;
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default:
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switch(self.a.movement)
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{
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case "stop":
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pronetostand();
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break;
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default:
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pronetostand();
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break;
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}
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break;
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}
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return 1;
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}
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//Function Number: 4
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beginstandwalk()
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{
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switch(self.a.var_911)
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{
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case "stand":
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switch(self.a.movement)
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{
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case "stop":
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blendintostandwalk();
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break;
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case "walk":
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return 0;
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default:
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blendintostandwalk();
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break;
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}
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break;
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case "crouch":
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switch(self.a.movement)
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{
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case "stop":
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func_1FA1();
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break;
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case "walk":
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blendintostandwalk();
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break;
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default:
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blendintostandwalk();
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break;
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}
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break;
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default:
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pronetostandwalk();
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break;
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}
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return 1;
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}
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//Function Number: 5
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beginstandrun()
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{
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switch(self.a.var_911)
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{
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case "stand":
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switch(self.a.movement)
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{
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case "walk":
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case "stop":
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return func_1F9B();
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default:
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return 0;
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}
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break;
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case "crouch":
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switch(self.a.movement)
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{
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case "stop":
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return func_1FA7();
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default:
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return func_1F9B();
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}
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break;
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default:
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func_1FAA();
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break;
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}
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return 1;
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}
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//Function Number: 6
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func_1F92()
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{
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switch(self.a.var_911)
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{
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case "stand":
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switch(self.a.movement)
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{
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case "stop":
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standtocrouch();
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break;
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case "walk":
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func_1F97();
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break;
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case "run":
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func_1F99();
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break;
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default:
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break;
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}
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break;
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case "crouch":
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switch(self.a.movement)
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{
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case "stop":
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break;
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case "walk":
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func_1FA2();
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break;
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case "run":
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crouchruntocrouch();
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break;
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default:
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break;
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}
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break;
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case "prone":
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pronetocrouch();
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break;
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default:
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break;
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}
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}
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//Function Number: 7
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func_0C6E()
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{
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switch(self.a.var_911)
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{
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case "stand":
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switch(self.a.movement)
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{
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case "stop":
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blendintocrouchwalk();
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break;
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case "walk":
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blendintocrouchwalk();
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break;
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default:
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blendintocrouchwalk();
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break;
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}
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break;
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case "crouch":
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switch(self.a.movement)
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{
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case "stop":
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crouchtocrouchwalk();
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break;
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case "walk":
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return 0;
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default:
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blendintocrouchwalk();
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break;
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}
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break;
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default:
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pronetocrouchwalk();
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break;
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}
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return 1;
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}
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//Function Number: 8
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begincrouchrun()
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{
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switch(self.a.var_911)
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{
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case "stand":
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switch(self.a.movement)
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{
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case "stop":
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blendintocrouchrun();
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break;
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default:
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blendintocrouchrun();
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break;
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}
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break;
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case "crouch":
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switch(self.a.movement)
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{
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case "stop":
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func_1FA6();
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break;
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case "walk":
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blendintocrouchrun();
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break;
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default:
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return 0;
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}
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break;
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default:
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func_1FA9();
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break;
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}
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return 1;
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}
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//Function Number: 9
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func_1F93()
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{
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switch(self.a.var_911)
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{
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case "stand":
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switch(self.a.movement)
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{
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case "stop":
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standtoprone();
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break;
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case "walk":
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standtoprone();
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break;
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case "run":
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crouchruntoprone();
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break;
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default:
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break;
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}
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break;
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case "crouch":
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switch(self.a.movement)
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{
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case "stop":
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func_1FB5();
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break;
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case "walk":
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func_1FB5();
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break;
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case "run":
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crouchruntoprone();
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break;
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default:
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break;
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}
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break;
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case "prone":
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switch(self.a.movement)
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{
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case "stop":
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break;
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case "walk":
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case "run":
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pronecrawltoprone();
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break;
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default:
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break;
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}
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break;
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default:
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break;
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}
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}
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//Function Number: 10
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beginpronewalk()
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{
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switch(self.a.var_911)
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{
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case "stand":
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switch(self.a.movement)
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{
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case "stop":
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standtopronewalk();
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break;
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default:
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crouchruntopronewalk();
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break;
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}
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break;
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case "crouch":
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switch(self.a.movement)
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{
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case "stop":
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crouchtopronewalk();
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break;
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default:
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crouchruntopronewalk();
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break;
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}
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break;
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default:
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switch(self.a.movement)
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{
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case "stop":
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func_1FB3();
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break;
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default:
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self.a.movement = "walk";
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return 0;
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}
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break;
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}
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return 1;
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}
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//Function Number: 11
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beginpronerun()
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{
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switch(self.a.var_911)
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{
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case "stand":
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switch(self.a.movement)
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{
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case "stop":
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func_1FBA();
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break;
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default:
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crouchruntopronerun();
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break;
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}
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break;
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case "crouch":
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switch(self.a.movement)
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{
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case "stop":
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func_1FB7();
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break;
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default:
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crouchruntopronerun();
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break;
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}
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break;
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default:
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switch(self.a.movement)
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{
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case "stop":
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func_1FB3();
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break;
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default:
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self.a.movement = "run";
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return 0;
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}
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break;
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}
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return 1;
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}
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//Function Number: 12
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func_1F94(param_00,param_01,param_02,param_03)
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{
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var_04 = gettime() + param_01 * 1000;
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if(isarray(param_00))
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{
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param_00 = param_00[randomint(param_00.size)];
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}
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self setflaggedanimknoball("blendTransition",param_00,%body,1,param_01,1);
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animscripts/notetracks::donotetracksfortime(param_01 / 2,"blendTransition");
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self.a.var_911 = param_02;
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self.a.movement = param_03;
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var_05 = var_04 - gettime() / 1000;
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if(var_05 < 0.05)
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{
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var_05 = 0.05;
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}
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animscripts/notetracks::donotetracksfortime(var_05,"blendTransition");
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}
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//Function Number: 13
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func_1F95(param_00,param_01)
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{
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playtransitionanimation(param_00,"stand","walk",param_01);
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}
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//Function Number: 14
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standwalktostand()
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{
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self.a.movement = "stop";
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}
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//Function Number: 15
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func_1F97()
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{
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standwalktostand();
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standtocrouch();
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}
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//Function Number: 16
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func_1F98()
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{
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self.a.movement = "stop";
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}
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//Function Number: 17
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func_1F99()
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{
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self.a.movement = "stop";
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self.a.var_911 = "crouch";
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}
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//Function Number: 18
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playblendtransitionstandrun(param_00)
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{
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var_01 = 0.3;
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if(self.a.movement != "stop")
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{
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self endon("movemode");
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var_01 = 1;
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}
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func_1F94(param_00,var_01,"stand","run");
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}
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//Function Number: 19
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func_1F9B()
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{
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if(!self.facemotion)
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{
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self.a.movement = "run";
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self.a.var_911 = "stand";
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return 0;
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}
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if(isdefined(self.run_overrideanim))
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{
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playblendtransitionstandrun(self.run_overrideanim);
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return 1;
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}
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var_00 = 0.1;
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if(self.a.movement != "stop" && self.stairsstate == "none")
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{
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var_00 = 0.5;
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}
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if(isdefined(self.sprint))
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{
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self setanimknoblimited(animscripts/utility::moveanim("sprint"),1,var_00,1);
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}
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else
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{
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self setanimknoblimited(animscripts/run::getrunanim(),1,var_00,1);
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}
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animscripts/run::setmovenonforwardanims(animscripts/utility::moveanim("move_b"),animscripts/utility::moveanim("move_l"),animscripts/utility::moveanim("move_r"),self.sidesteprate);
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thread animscripts/run::setcombatstandmoveanimweights("run");
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wait 0.05;
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playblendtransitionstandrun(%combatrun);
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return 1;
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}
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//Function Number: 20
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blendintostandwalk()
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{
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if(self.a.movement != "stop")
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{
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self endon("movemode");
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}
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if(!isdefined(self.alwaysrunforward) && self.a.var_911 != "prone")
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{
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animscripts/run::setmovenonforwardanims(animscripts/utility::moveanim("move_b"),animscripts/utility::moveanim("move_l"),animscripts/utility::moveanim("move_r"));
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}
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self.a.var_911 = "stand";
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self.a.movement = "walk";
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}
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//Function Number: 21
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crouchtostand()
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{
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var_00 = 1;
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if(isdefined(self.faststand))
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{
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var_00 = 1.8;
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self.faststand = undefined;
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}
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if(animscripts/utility::usingsidearm())
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{
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playtransitionanimation(%pistol_crouchaimstraight2stand,"stand","stop",undefined,var_00);
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return;
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}
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animscripts/utility::randomizeidleset();
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playtransitionanimation(%crouch2stand,"stand","stop",undefined,var_00);
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}
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//Function Number: 22
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crouchtocrouchwalk()
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{
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blendintocrouchwalk();
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}
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//Function Number: 23
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func_1FA1()
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{
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crouchtocrouchwalk();
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blendintostandwalk();
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}
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//Function Number: 24
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func_1FA2()
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{
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self.a.movement = "stop";
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}
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//Function Number: 25
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crouchwalktostand()
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{
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func_1FA2();
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crouchtostand();
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}
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//Function Number: 26
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crouchruntocrouch()
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{
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self.a.movement = "stop";
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}
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//Function Number: 27
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crouchruntostand()
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{
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crouchruntocrouch();
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crouchtostand();
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}
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//Function Number: 28
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func_1FA6()
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{
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blendintocrouchrun();
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}
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//Function Number: 29
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func_1FA7()
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{
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return func_1F9B();
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}
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//Function Number: 30
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blendintocrouchrun()
|
|
{
|
|
if(isdefined(self.crouchrun_combatanim))
|
|
{
|
|
func_1F94(self.crouchrun_combatanim,0.6,"crouch","run");
|
|
return;
|
|
}
|
|
|
|
self setanimknob(%crouchrun,1,0.4,self.moveplaybackrate);
|
|
thread animscripts/run::updatemoveanimweights("crouchrun",animscripts/utility::moveanim("crouch"),animscripts/utility::moveanim("crouch_b"),animscripts/utility::moveanim("crouch_l"),animscripts/utility::moveanim("crouch_r"));
|
|
wait 0.05;
|
|
func_1F94(%crouchrun,0.4,"crouch","run");
|
|
}
|
|
|
|
//Function Number: 31
|
|
func_1FA9()
|
|
{
|
|
self orientmode("face current");
|
|
animscripts/utility::exitpronewrapper(1);
|
|
pronelegsstraighttree(0.2);
|
|
animscripts/cover_prone::updatepronewrapper(0.1);
|
|
playtransitionanimation(%prone_2_crouch,"crouch","run",animscripts/run::getcrouchrunanim());
|
|
}
|
|
|
|
//Function Number: 32
|
|
func_1FAA()
|
|
{
|
|
func_1FA9();
|
|
func_1F9B();
|
|
}
|
|
|
|
//Function Number: 33
|
|
pronetocrouchwalk()
|
|
{
|
|
func_1FA9();
|
|
blendintocrouchwalk();
|
|
}
|
|
|
|
//Function Number: 34
|
|
blendintocrouchwalk()
|
|
{
|
|
if(isdefined(self.crouchrun_combatanim))
|
|
{
|
|
self setanimknoball(self.crouchrun_combatanim,%body,1,0.4);
|
|
func_1F94(self.crouchrun_combatanim,0.6,"crouch","walk");
|
|
self notify("BlendIntoCrouchWalk");
|
|
return;
|
|
}
|
|
|
|
self setanimknob(%crouchrun,1,0.4,self.moveplaybackrate);
|
|
thread animscripts/run::updatemoveanimweights("crouchrun",animscripts/utility::moveanim("crouch"),animscripts/utility::moveanim("crouch_b"),animscripts/utility::moveanim("crouch_l"),animscripts/utility::moveanim("crouch_r"));
|
|
wait 0.05;
|
|
func_1F94(%crouchrun,0.4,"crouch","run");
|
|
}
|
|
|
|
//Function Number: 35
|
|
standtocrouch()
|
|
{
|
|
animscripts/utility::randomizeidleset();
|
|
var_00 = 1;
|
|
if(isdefined(self.fastcrouch))
|
|
{
|
|
var_00 = 1.8;
|
|
self.fastcrouch = undefined;
|
|
}
|
|
|
|
playtransitionanimation(%exposed_stand_2_crouch,"crouch","stop",undefined,var_00);
|
|
}
|
|
|
|
//Function Number: 36
|
|
pronetocrouch()
|
|
{
|
|
animscripts/utility::randomizeidleset();
|
|
self orientmode("face current");
|
|
animscripts/utility::exitpronewrapper(1);
|
|
pronelegsstraighttree(0.1);
|
|
animscripts/cover_prone::updatepronewrapper(0.1);
|
|
playtransitionanimation(%prone_2_crouch,"crouch","stop");
|
|
}
|
|
|
|
//Function Number: 37
|
|
pronetostand()
|
|
{
|
|
self orientmode("face current");
|
|
animscripts/utility::exitpronewrapper(1);
|
|
pronelegsstraighttree(0.1);
|
|
animscripts/cover_prone::updatepronewrapper(0.1);
|
|
playtransitionanimation(%prone_2_stand,"stand","stop");
|
|
}
|
|
|
|
//Function Number: 38
|
|
pronetostandwalk()
|
|
{
|
|
pronetocrouch();
|
|
crouchtocrouchwalk();
|
|
blendintostandwalk();
|
|
}
|
|
|
|
//Function Number: 39
|
|
pronetopronemove(param_00)
|
|
{
|
|
pronelegsstraighttree(0.1);
|
|
playtransitionanimation(%prone_2_prone_crawl,"prone",param_00,%prone_crawl);
|
|
animscripts/cover_prone::updatepronewrapper(0.1);
|
|
}
|
|
|
|
//Function Number: 40
|
|
func_1FB3()
|
|
{
|
|
pronetopronemove("run");
|
|
}
|
|
|
|
//Function Number: 41
|
|
pronecrawltoprone()
|
|
{
|
|
pronelegsstraighttree(0.1);
|
|
animscripts/cover_prone::updatepronewrapper(0.1);
|
|
playtransitionanimation(%prone_crawl_2_prone,"prone","stop");
|
|
}
|
|
|
|
//Function Number: 42
|
|
func_1FB5()
|
|
{
|
|
self setproneanimnodes(-45,45,%prone_legs_down,%exposed_aiming,%prone_legs_up);
|
|
animscripts/utility::enterpronewrapper(1);
|
|
pronelegsstraighttree(0.3);
|
|
animscripts/cover_prone::updatepronewrapper(0.1);
|
|
playtransitionanimation(%crouch_2_prone,"prone","stop");
|
|
}
|
|
|
|
//Function Number: 43
|
|
crouchtopronewalk()
|
|
{
|
|
func_1FB5();
|
|
func_1FB3();
|
|
}
|
|
|
|
//Function Number: 44
|
|
func_1FB7()
|
|
{
|
|
func_1FB5();
|
|
func_1FB3();
|
|
}
|
|
|
|
//Function Number: 45
|
|
standtoprone()
|
|
{
|
|
self endon("entered_poseprone");
|
|
var_00 = 0.5;
|
|
thread playtransitionanimationthread_withoutwaitsetstates(%stand_2_prone,"prone","stop",undefined,var_00);
|
|
self waittillmatch("anim_pose = \"crouch\","transAnimDone2");
|
|
waittillframeend;
|
|
self setproneanimnodes(-45,45,%prone_legs_down,%exposed_aiming,%prone_legs_up);
|
|
animscripts/utility::enterpronewrapper(var_00);
|
|
self.a.movement = "stop";
|
|
pronelegsstraighttree(0.2);
|
|
animscripts/cover_prone::updatepronewrapper(0.1);
|
|
self waittillmatch("end","transAnimDone2");
|
|
}
|
|
|
|
//Function Number: 46
|
|
standtopronewalk()
|
|
{
|
|
standtoprone();
|
|
func_1FB3();
|
|
}
|
|
|
|
//Function Number: 47
|
|
func_1FBA()
|
|
{
|
|
standtoprone();
|
|
func_1FB3();
|
|
}
|
|
|
|
//Function Number: 48
|
|
crouchruntoprone()
|
|
{
|
|
var_00 = 0.5;
|
|
self setproneanimnodes(-45,45,%prone_legs_down,%exposed_aiming,%prone_legs_up);
|
|
animscripts/utility::enterpronewrapper(var_00);
|
|
pronelegsstraighttree(0.2);
|
|
animscripts/cover_prone::updatepronewrapper(0.1);
|
|
var_01 = animscripts/utility::getquadrant(self getmotionangle());
|
|
var_02 = %crouch_2_prone;
|
|
var_03 = getmovedelta(var_02,0,1);
|
|
var_04 = self localtoworldcoords(var_03);
|
|
if(self maymovetopoint(var_04))
|
|
{
|
|
playtransitionanimation(var_02,"prone","stop",undefined,var_00);
|
|
return;
|
|
}
|
|
|
|
playtransitionanimation(%crouch_2_prone_firing,"prone","stop",undefined,var_00);
|
|
}
|
|
|
|
//Function Number: 49
|
|
crouchruntopronewalk()
|
|
{
|
|
crouchruntoprone();
|
|
func_1FB3();
|
|
}
|
|
|
|
//Function Number: 50
|
|
crouchruntopronerun()
|
|
{
|
|
crouchruntoprone();
|
|
func_1FB3();
|
|
}
|
|
|
|
//Function Number: 51
|
|
playtransitionanimationthread_withoutwaitsetstates(param_00,param_01,param_02,param_03,param_04)
|
|
{
|
|
self endon("killanimscript");
|
|
self endon("entered_pose" + param_01);
|
|
func_1FC1(param_00,param_01,param_02,param_03,param_04,0);
|
|
}
|
|
|
|
//Function Number: 52
|
|
playtransitionanimation(param_00,param_01,param_02,param_03,param_04)
|
|
{
|
|
func_1FC1(param_00,param_01,param_02,param_03,param_04,1);
|
|
}
|
|
|
|
//Function Number: 53
|
|
func_1FC1(param_00,param_01,param_02,param_03,param_04,param_05)
|
|
{
|
|
if(!isdefined(param_04))
|
|
{
|
|
param_04 = 1;
|
|
}
|
|
|
|
if(param_05)
|
|
{
|
|
thread func_1FC2(getanimlength(param_00) / 2,"killtimerscript",param_01);
|
|
}
|
|
|
|
self setflaggedanimknoballrestart("transAnimDone2",param_00,%body,1,0.2,param_04);
|
|
if(!isdefined(self.a.var_911))
|
|
{
|
|
self.var_911 = "undefined";
|
|
}
|
|
|
|
if(!isdefined(self.a.movement))
|
|
{
|
|
self.movement = "undefined";
|
|
}
|
|
|
|
var_06 = "";
|
|
animscripts/shared::donotetracks("transAnimDone2",undefined,var_06);
|
|
self notify("killtimerscript");
|
|
self.a.var_911 = param_01;
|
|
self notify("entered_pose" + param_01);
|
|
self.a.movement = param_02;
|
|
if(isdefined(param_03))
|
|
{
|
|
self setanimknoball(param_03,%body,1,0.3,param_04);
|
|
}
|
|
}
|
|
|
|
//Function Number: 54
|
|
func_1FC2(param_00,param_01,param_02)
|
|
{
|
|
self endon("killanimscript");
|
|
self endon("death");
|
|
self endon(param_01);
|
|
var_03 = self.a.var_911;
|
|
wait param_00;
|
|
if(var_03 != "prone" && param_02 == "prone")
|
|
{
|
|
animscripts/cover_prone::updatepronewrapper(0.1);
|
|
animscripts/utility::enterpronewrapper(1);
|
|
return;
|
|
}
|
|
|
|
if(var_03 == "prone" && param_02 != "prone")
|
|
{
|
|
animscripts/utility::exitpronewrapper(1);
|
|
self orientmode("face default");
|
|
}
|
|
}
|
|
|
|
//Function Number: 55
|
|
pronelegsstraighttree(param_00)
|
|
{
|
|
self setanimknoball(%prone_legsstraight,%body,1,param_00,1);
|
|
} |