mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-10 10:47:58 -05:00
167 lines
3.1 KiB
Plaintext
167 lines
3.1 KiB
Plaintext
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anim_get_dvar_int( dvar, def )
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{
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return int( anim_get_dvar( dvar, def ) );
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}
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anim_get_dvar( dvar, def )
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{
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if ( getDvar( dvar ) != "" )
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{
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return getDvarFloat( dvar );
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}
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else
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{
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setdvar( dvar, def );
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return def;
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}
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}
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set_orient_mode( mode, val1 )
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{
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/#
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if ( level.dog_debug_orient == self getentnum() )
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{
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if ( isDefined( val1 ) )
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{
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println( "DOG: Setting orient mode: " + mode + " " + val1 + " " + getTime() );
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}
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else
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{
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println( "DOG: Setting orient mode: " + mode + " " + getTime() );
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#/
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}
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}
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if ( isDefined( val1 ) )
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{
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self orientmode( mode, val1 );
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}
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else
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{
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self orientmode( mode );
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}
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}
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debug_anim_print( text )
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{
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/#
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if ( level.dog_debug_anims )
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{
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println( ( text + " " ) + getTime() );
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}
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if ( level.dog_debug_anims_ent == self getentnum() )
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{
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println( ( text + " " ) + getTime() );
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#/
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}
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}
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debug_turn_print( text, line )
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{
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/#
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if ( level.dog_debug_turns == self getentnum() )
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{
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duration = 200;
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currentyawcolor = ( 1, 0, 1 );
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lookaheadyawcolor = ( 1, 0, 1 );
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desiredyawcolor = ( 1, 0, 1 );
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currentyaw = angleClamp180( self.angles[ 1 ] );
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desiredyaw = angleClamp180( self.desiredangle );
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lookaheaddir = self.lookaheaddir;
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lookaheadangles = vectorToAngle( lookaheaddir );
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lookaheadyaw = angleClamp180( lookaheadangles[ 1 ] );
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println( ( text + " " ) + getTime() + " cur: " + currentyaw + " look: " + lookaheadyaw + " desired: " + desiredyaw );
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#/
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}
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}
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debug_allow_movement()
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{
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/#
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return anim_get_dvar_int( "debug_dog_allow_movement", "1" );
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#/
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return 1;
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}
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debug_allow_combat()
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{
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/#
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return anim_get_dvar_int( "debug_dog_allow_combat", "1" );
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#/
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return 1;
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}
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current_yaw_line_debug( duration )
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{
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/#
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currentyawcolor = [];
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currentyawcolor[ 0 ] = ( 1, 0, 1 );
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currentyawcolor[ 1 ] = ( 1, 0, 1 );
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current_color_index = 0;
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start_time = getTime();
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if ( !isDefined( level.lastdebugheight ) )
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{
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level.lastdebugheight = 15;
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}
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while ( ( getTime() - start_time ) < 1000 )
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{
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pos1 = ( self.origin[ 0 ], self.origin[ 1 ], self.origin[ 2 ] + level.lastdebugheight );
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pos2 = pos1 + vectorScale( anglesToForward( self.angles ), ( current_color_index + 1 ) * 10 );
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line( pos1, pos2, currentyawcolor[ current_color_index ], 0,3, 1, duration );
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current_color_index = ( current_color_index + 1 ) % currentyawcolor.size;
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wait 0,05;
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}
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if ( level.lastdebugheight == 15 )
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{
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level.lastdebugheight = 30;
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}
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else
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{
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level.lastdebugheight = 15;
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#/
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}
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}
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getanimdirection( damageyaw )
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{
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if ( damageyaw > 135 || damageyaw <= -135 )
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{
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return "front";
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}
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else
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{
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if ( damageyaw > 45 && damageyaw <= 135 )
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{
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return "right";
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}
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else
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{
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if ( damageyaw > -45 && damageyaw <= 45 )
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{
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return "back";
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}
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else
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{
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return "left";
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}
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}
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}
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return "front";
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}
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setfootstepeffect( name, fx )
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{
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/#
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assert( isDefined( name ), "Need to define the footstep surface type." );
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#/
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/#
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assert( isDefined( fx ), "Need to define the mud footstep effect." );
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#/
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if ( !isDefined( anim.optionalstepeffects ) )
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{
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anim.optionalstepeffects = [];
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}
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anim.optionalstepeffects[ anim.optionalstepeffects.size ] = name;
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level._effect[ "step_" + name ] = fx;
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}
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