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Incomplete SP dump provided by Louvenarde
This commit is contained in:
19
animscripts/civilian/civilian_flashed.gsc
Normal file
19
animscripts/civilian/civilian_flashed.gsc
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@ -0,0 +1,19 @@
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_anim;
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#include animscripts\shared;
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get_flashed_anim()
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{
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return anim.civilianFlashedArray[ randomint( anim.civilianFlashedArray.size ) ];
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}
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main()
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{
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flashDuration = self flashBangGetTimeLeftSec();
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if ( flashDuration <= 0 )
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return;
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animscripts\flashed::flashBangedLoop( get_flashed_anim(), flashDuration );
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}
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74
animscripts/civilian/civilian_init.gsc
Normal file
74
animscripts/civilian/civilian_init.gsc
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@ -0,0 +1,74 @@
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_anim;
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#include animscripts\shared;
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#using_animtree( "generic_human" );
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main()
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{
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animscripts\init::main();
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if ( !isdefined( level._initialized_civilian_animations ) )
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{
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initCivilianAnims();
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}
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animscripts\civilian\civilian_init_common::civilian_init();
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}
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initCivilianAnims()
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{
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level._initialized_civilian_animations = true;
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//put the default ones here:
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level._scr_anim[ "default_civilian" ][ "run_combat" ] = [ %civilian_run_upright ];
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level._scr_anim[ "default_civilian" ][ "run_hunched_combat" ] = [ %civilian_run_hunched_A, %civilian_run_hunched_C, %civilian_run_hunched_flinch ];
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level._scr_anim[ "default_civilian" ][ "run_noncombat" ] = [ %civilian_walk_cool ];
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level._scr_anim[ "default_civilian" ][ "run_hunched_weights" ] = get_cumulative_weights( [3, 3, 1] );
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level._scr_anim[ "default_civilian" ][ "run_weights" ] = get_cumulative_weights( [ 1 ] );
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level._scr_anim[ "default_civilian" ][ "idle_noncombat" ] = [ %unarmed_cowerstand_idle ];
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level._scr_anim[ "default_civilian" ][ "idle_combat" ] = [ %casual_crouch_v2_idle, %unarmed_cowercrouch_idle_duck ];
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level._scr_anim[ "default_civilian" ][ "dodge_left" ] = %civilian_briefcase_walk_dodge_L;
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level._scr_anim[ "default_civilian" ][ "dodge_right" ] = %civilian_briefcase_walk_dodge_R;
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level._scr_anim[ "default_civilian" ][ "react_stumble" ] = [ %run_react_stumble ];
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//7 9 <- 8 is invalid, it's straight.
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//4 6 <- 5 is invalid, it's not a turn.
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//1 2 3
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level._scr_anim[ "default_civilian"]["run_combat_turn"][1] = %civilian_run_upright_turnL135;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][2] = %civilian_run_upright_turn180;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][3] = %civilian_run_upright_turnR135;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][4] = %civilian_run_upright_turnL90;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][6] = %civilian_run_upright_turnR90;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][7] = %civilian_run_upright_turnL45;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][9] = %civilian_run_upright_turnR45;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][1] = %civilian_run_upright_turnL135;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][2] = %civilian_run_upright_turn180;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][3] = %civilian_run_upright_turnR135;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][4] = %civilian_run_hunched_turnL90;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][6] = %civilian_run_hunched_turnR90;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][7] = %civilian_run_hunched_turnL45;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][9] = %civilian_run_hunched_turnR45;
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//a more dramatic version. Randomly chosen from.
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][1] = [];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][2] = [];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][3] = [];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][4] = [ %civilian_run_hunched_turnL90_slide, %civilian_run_hunched_turnL90_stumble ];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][6] = [ %civilian_run_hunched_turnR90_slide, %civilian_run_hunched_turnR90_stumble ];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][7] = [];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][9] = [];
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//TagCC<NOTE>: not happy with this, but we don't have flashes around civilians on the moon,
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//so I'm hesistent to mess with this just yet.
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anim.civilianFlashedArray = [ %unarmed_cowerstand_react, %unarmed_cowercrouch_react_A, %unarmed_cowercrouch_react_B ];
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}
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229
animscripts/civilian/civilian_init_common.gsc
Normal file
229
animscripts/civilian/civilian_init_common.gsc
Normal file
@ -0,0 +1,229 @@
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_anim;
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#include animscripts\shared;
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#using_animtree( "generic_human" );
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civilian_init()
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{
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self.allowdeath = 1;
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self.disablearrivals = true;
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self.disableexits = true;
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self.neverEnableCQB = true;
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self.alwaysRunForward = true;
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self OrientMode( "face default" );
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self.combatmode = "no_cover";
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self.pushplayer = false;
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self pushplayer( false );
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self.a.reactToBulletChance = 1;
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// set the civilians animname to use defaults, or specific group if specified in radiant
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animName = undefined;
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if ( isdefined( self.civilian_walk_animation ) )
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{
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self.animname = self.civilian_walk_animation;
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self attachProps( self.civilian_walk_animation );
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self.alertLevel = "noncombat";
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startNonCombat();
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}
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else
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{
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self.animname = "default_civilian";
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self.alertLevel = "alert";
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startCombat();
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}
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self thread checkCombatState();
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// Make sure all required anims exist for this civilian, or set some defaults if they weren't specified
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assert( isdefined( level._scr_anim[ self.animname ][ "run_noncombat" ] ) );
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self.dropWeapon = false;
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self DropAIWeapon();
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self.saved = false;
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}
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attachProps( anime )
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{
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if ( isdefined( self.hasAttachedProps ) )
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return;
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initCivilianProps();
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prop_model = anim.civilianProps[ anime ];
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if ( isdefined( prop_model ) )
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{
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self attach( prop_model, "tag_inhand", true );
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self.hasAttachedProps = true;
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}
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}
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detachProps( anime )
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{
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if ( isdefined( self.hasAttachedProps ) )
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{
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self.hasAttachedProps = undefined;
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self detach( anim.civilianProps[ anime ], "tag_inhand" );
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}
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}
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initCivilianProps()
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{
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if ( isdefined( anim.civilianProps ) )
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return;
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anim.civilianProps = [];
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anim.civilianProps[ "civilian_briefcase_walk" ] = "com_metal_briefcase";
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anim.civilianProps[ "civilian_crazy_walk" ] = "electronics_pda";
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anim.civilianProps[ "civilian_cellphone_walk" ] = "com_cellphone_on";
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anim.civilianProps[ "sit_lunch_A" ] = "com_cellphone_on";
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anim.civilianProps[ "civilian_soda_walk" ] = "ma_cup_single_closed";
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anim.civilianProps[ "civilian_paper_walk" ] = "paper_memo";
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anim.civilianProps[ "civilian_coffee_walk" ] = "cs_coffeemug02";
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anim.civilianProps[ "civilian_pda_walk" ] = "electronics_pda";
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anim.civilianProps[ "reading1" ] = "open_book";
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anim.civilianProps[ "reading2" ] = "open_book";
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anim.civilianProps[ "texting_stand" ] = "electronics_pda";
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anim.civilianProps[ "texting_sit" ] = "electronics_pda";
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anim.civilianProps[ "smoking1" ] = "prop_cigarette";
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anim.civilianProps[ "smoking2" ] = "prop_cigarette";
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}
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startNonCombat()
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{
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self.turnRate = 0.2;
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// dodge animations
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if ( isdefined( self.civilian_walk_animation ) )
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{
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dodgeLeft = level._scr_anim[ "default_civilian" ][ "dodge_left" ];
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dodgeRight = level._scr_anim[ "default_civilian" ][ "dodge_right" ];
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if ( isdefined( level._scr_anim[ self.animname ][ "dodge_left" ] ) )
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dodgeLeft = level._scr_anim[ self.animname ][ "dodge_left" ];
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if ( isdefined( level._scr_anim[ self.animname ][ "dodge_right" ] ) )
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dodgeRight = level._scr_anim[ self.animname ][ "dodge_right" ];
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self animscripts\move::setDodgeAnims( dodgeLeft, dodgeRight );
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}
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// move turn animations
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if ( isdefined( level._scr_anim[ self.animname ][ "turn_left_90" ] ) )
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{
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assert( isdefined( level._scr_anim[ self.animname ][ "turn_right_90" ] ) );
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self.pathTurnAnimOverrideFunc = animscripts\civilian\civilian_move::civilian_nonCombatMoveTurn;
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self.pathTurnAnimBlendTime = 0.1;
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self enable_turnAnims();
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}
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else
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{
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self disable_turnAnims();
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}
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self.run_overrideanim = level._scr_anim[ self.animname ][ "run_noncombat" ];
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self.walk_overrideanim = self.run_overrideanim;
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self.run_overrideBulletReact = undefined;
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if ( self.animname == "default_civilian" )
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{
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self.run_override_weights = level._scr_anim[ self.animname ][ "run_weights_noncombat" ];
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self.walk_override_weights = self.run_override_weights;
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}
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}
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startCombat()
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{
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self notify( "combat" );
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self animscripts\move::clearDodgeAnims();
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self.pathTurnAnimBlendTime = undefined;
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self enable_turnAnims();
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self.turnRate = 0.3;
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standing_run = randomint( 3 ) < 1;
|
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if ( isdefined( self.force_civilian_stand_run ) )
|
||||
{
|
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standing_run = true;
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}
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else
|
||||
if ( isdefined( self.force_civilian_hunched_run ) )
|
||||
{
|
||||
standing_run = false;
|
||||
}
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||||
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||||
if ( standing_run )
|
||||
{
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self.pathTurnAnimOverrideFunc = animscripts\civilian\civilian_move::civilian_combatMoveTurn;
|
||||
|
||||
self.run_overrideanim = level._scr_anim[ "default_civilian" ][ "run_combat" ];
|
||||
self.run_override_weights = level._scr_anim[ "default_civilian" ][ "run_weights" ];
|
||||
|
||||
//now check if this animset defines it's own anims
|
||||
if ( IsDefined( level._scr_anim[ self.animname ][ "run_combat" ] ) )
|
||||
{
|
||||
self.run_overrideanim = level._scr_anim[ self.animname ][ "run_combat" ];
|
||||
self.run_override_weights = level._scr_anim[ self.animname ][ "run_weights" ];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
self.pathTurnAnimOverrideFunc = animscripts\civilian\civilian_move::civilian_combatHunchedMoveTurn;
|
||||
|
||||
self.run_overrideanim = level._scr_anim[ "default_civilian" ][ "run_hunched_combat" ];
|
||||
self.run_override_weights = level._scr_anim[ "default_civilian" ][ "run_hunched_weights" ];
|
||||
|
||||
//now check if this animset defines it's own anims
|
||||
if ( IsDefined( level._scr_anim[ self.animname ][ "run_hunched_combat" ] ) )
|
||||
{
|
||||
self.run_overrideanim = level._scr_anim[ self.animname ][ "run_hunched_combat" ];
|
||||
self.run_override_weights = level._scr_anim[ self.animname ][ "run_hunched_weights" ];
|
||||
}
|
||||
}
|
||||
|
||||
self.run_overrideBulletReact = level._scr_anim[ "default_civilian" ][ "react_stumble" ];
|
||||
|
||||
//now check if this animset defines it's own anims
|
||||
if ( IsDefined( level._scr_anim[ self.animname ][ "react_stumble" ] ) )
|
||||
{
|
||||
self.run_overrideBulletReact = level._scr_anim[ self.animname ][ "react_stumble" ];
|
||||
}
|
||||
|
||||
self.walk_overrideanim = self.run_overrideanim;
|
||||
self.walk_override_weights = self.run_override_weights;
|
||||
|
||||
detachProps( self.civilian_walk_animation );
|
||||
}
|
||||
|
||||
|
||||
checkCombatState()
|
||||
{
|
||||
self endon( "death" );
|
||||
|
||||
wasInCombat = ( self.alertLevelInt > 1 );
|
||||
|
||||
while ( 1 )
|
||||
{
|
||||
isInCombat = ( self.alertLevelInt > 1 );
|
||||
|
||||
if ( wasInCombat && !isInCombat )
|
||||
startNonCombat();
|
||||
else if ( !wasInCombat && isInCombat )
|
||||
startCombat();
|
||||
|
||||
wasInCombat = isInCombat;
|
||||
|
||||
wait 0.05; // TEMP make this an alert level change wait when code is in.
|
||||
}
|
||||
}
|
133
animscripts/civilian/civilian_move.gsc
Normal file
133
animscripts/civilian/civilian_move.gsc
Normal file
@ -0,0 +1,133 @@
|
||||
#include animscripts\Utility;
|
||||
|
||||
#using_animtree( "generic_human" );
|
||||
|
||||
main()
|
||||
{
|
||||
animscripts\move::main();
|
||||
}
|
||||
|
||||
|
||||
civilian_nonCombatMoveTurn( angleDiff )
|
||||
{
|
||||
assert( isdefined( level._scr_anim[ self.animname ][ "turn_left_90" ] ) );
|
||||
assert( isdefined( level._scr_anim[ self.animname ][ "turn_right_90" ] ) );
|
||||
|
||||
turnAnim = undefined;
|
||||
|
||||
if ( angleDiff < -60 && angleDiff > -120 )
|
||||
turnAnim = level._scr_anim[ self.animname ][ "turn_left_90" ];
|
||||
|
||||
if ( angleDiff > 60 && angleDiff < 120 )
|
||||
turnAnim = level._scr_anim[ self.animname ][ "turn_right_90" ];
|
||||
|
||||
if ( isdefined( turnAnim ) && animscripts\move::pathChange_canDoTurnAnim( turnAnim ) )
|
||||
return turnAnim;
|
||||
else
|
||||
return undefined;
|
||||
}
|
||||
|
||||
//7 9 <- 8 is invalid, it's straight.
|
||||
//4 6 <- 5 is invalid, it's not a turn.
|
||||
//1 2 3
|
||||
civilian_combatMoveTurn( angleDiff )
|
||||
{
|
||||
turnDir = -1;
|
||||
turnAnim = undefined;
|
||||
|
||||
if ( angleDiff < -22.5 )
|
||||
{
|
||||
if ( angleDiff > -45 )
|
||||
turnDir = 7;
|
||||
else if ( angleDiff > -112.5 )
|
||||
turnDir = 4;
|
||||
else if ( angleDiff > -157.5 )
|
||||
turnDir = 1;
|
||||
else
|
||||
turnDir = 2;
|
||||
}
|
||||
else if ( angleDiff > 22.5 )
|
||||
{
|
||||
if ( angleDiff < 45 )
|
||||
turnDir = 9;
|
||||
else if ( angleDiff < 112.5 )
|
||||
turnDir = 6;
|
||||
else if ( angleDiff < 157.5 )
|
||||
turnDir = 3;
|
||||
else
|
||||
turnDir = 2;
|
||||
}
|
||||
|
||||
if ( IsDefined(level._scr_anim[ self.animname ])
|
||||
&& IsDefined(level._scr_anim[ self.animname ][ "run_combat_turn" ])
|
||||
&& IsDefined(level._scr_anim[ self.animname ][ "run_combat_turn" ][turnDir]) )
|
||||
{
|
||||
turnAnim = level._scr_anim[ self.animname ][ "run_combat_turn" ][turnDir];
|
||||
}
|
||||
|
||||
if ( IsDefined( turnAnim ) && animscripts\move::pathChange_canDoTurnAnim( turnAnim ) )
|
||||
return turnAnim;
|
||||
else
|
||||
return undefined;
|
||||
}
|
||||
|
||||
|
||||
civilian_combatHunchedMoveTurn( angleDiff )
|
||||
{
|
||||
turnDir = -1;
|
||||
turnAnim = undefined;
|
||||
largeTurnAnim = undefined;
|
||||
|
||||
if ( angleDiff < -22.5 )
|
||||
{
|
||||
if ( angleDiff > -45 )
|
||||
turnDir = 7;
|
||||
else if ( angleDiff > -112.5 )
|
||||
turnDir = 4;
|
||||
else if ( angleDiff > -157.5 )
|
||||
turnDir = 1;
|
||||
else
|
||||
turnDir = 2;
|
||||
}
|
||||
else if ( angleDiff > 22.5 )
|
||||
{
|
||||
if ( angleDiff < 45 )
|
||||
turnDir = 9;
|
||||
else if ( angleDiff < 112.5 )
|
||||
turnDir = 6;
|
||||
else if ( angleDiff < 157.5 )
|
||||
turnDir = 3;
|
||||
else
|
||||
turnDir = 2;
|
||||
}
|
||||
|
||||
if ( IsDefined(level._scr_anim[ self.animname ])
|
||||
&& IsDefined(level._scr_anim[ self.animname ][ "run_combat_hunched_large_turn" ])
|
||||
&& IsDefined(level._scr_anim[ self.animname ][ "run_combat_hunched_large_turn" ][turnDir]) )
|
||||
{
|
||||
largeTurns = level._scr_anim[ self.animname ][ "run_combat_hunched_large_turn" ][turnDir];
|
||||
if ( largeTurns.size > 0 )
|
||||
{
|
||||
largeTurnAnim = largeTurns[RandomInt(largeTurns.size)];
|
||||
}
|
||||
else
|
||||
{
|
||||
largeTurnAnim = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
if ( IsDefined( largeTurnAnim ) && ( RandomInt( 3 ) < 2 ) && animscripts\move::pathChange_canDoTurnAnim( largeTurnAnim ) )
|
||||
return largeTurnAnim;
|
||||
|
||||
if ( IsDefined(level._scr_anim[ self.animname ])
|
||||
&& IsDefined(level._scr_anim[ self.animname ][ "run_combat_hunched_turn" ])
|
||||
&& IsDefined(level._scr_anim[ self.animname ][ "run_combat_hunched_turn" ][turnDir]) )
|
||||
{
|
||||
turnAnim = level._scr_anim[ self.animname ][ "run_combat_hunched_turn" ][turnDir];
|
||||
}
|
||||
|
||||
if ( isdefined( turnAnim ) && animscripts\move::pathChange_canDoTurnAnim( turnAnim ) )
|
||||
return turnAnim;
|
||||
else
|
||||
return undefined;
|
||||
}
|
4
animscripts/civilian/civilian_scripted.gsc
Normal file
4
animscripts/civilian/civilian_scripted.gsc
Normal file
@ -0,0 +1,4 @@
|
||||
main()
|
||||
{
|
||||
animscripts\scripted::main();
|
||||
}
|
76
animscripts/civilian/lunar/civilian_init.gsc
Normal file
76
animscripts/civilian/lunar/civilian_init.gsc
Normal file
@ -0,0 +1,76 @@
|
||||
#include common_scripts\utility;
|
||||
#include maps\_utility;
|
||||
#include maps\_anim;
|
||||
#include animscripts\shared;
|
||||
|
||||
|
||||
#using_animtree( "generic_human" );
|
||||
|
||||
main()
|
||||
{
|
||||
animscripts\lunar\init::main();
|
||||
|
||||
if ( !isdefined( level._initialized_civilian_animations ) )
|
||||
{
|
||||
initCivilianAnims();
|
||||
}
|
||||
|
||||
animscripts\civilian\civilian_init_common::civilian_init();
|
||||
|
||||
}
|
||||
|
||||
initCivilianAnims()
|
||||
{
|
||||
level._initialized_civilian_animations = true;
|
||||
|
||||
|
||||
level._scr_anim[ "default_civilian" ][ "run_combat" ] = [ %tp_moon_civ_run_combat ];
|
||||
level._scr_anim[ "default_civilian" ][ "run_weights" ] = common_scripts\utility::get_cumulative_weights( [ 1 ] );
|
||||
|
||||
level._scr_anim[ "default_civilian" ][ "run_noncombat" ] = [ %tp_moon_civ_run_noncombat ];
|
||||
|
||||
level._scr_anim[ "default_civilian" ][ "run_hunched_combat" ] = [ %tp_moon_civ_run_hunched_combat_A, %tp_moon_civ_run_hunched_combat_B, %tp_moon_civ_run_hunched_combat_C ];
|
||||
level._scr_anim[ "default_civilian" ][ "run_hunched_weights" ] = common_scripts\utility::get_cumulative_weights( [ 1, 1, 1 ] );
|
||||
|
||||
level._scr_anim[ "default_civilian" ][ "idle_noncombat" ] = [ %tp_moon_civ_idle_noncombat ];
|
||||
level._scr_anim[ "default_civilian" ][ "idle_combat" ] = [ %tp_moon_civ_idle_combat_A, %tp_moon_civ_idle_combat_B ];
|
||||
level._scr_anim[ "default_civilian" ][ "dodge_left" ] = %tp_moon_civ_dodge_L;
|
||||
level._scr_anim[ "default_civilian" ][ "dodge_right" ] = %tp_moon_civ_dodge_R;
|
||||
level._scr_anim[ "default_civilian" ][ "react_stumble" ] = [ %tp_moon_civ_react_stumble ];
|
||||
|
||||
level._scr_anim[ "default_civilian" ][ "turn_left_90" ] = %tp_moon_civ_run_noncombat_turn_L90;
|
||||
level._scr_anim[ "default_civilian" ][ "turn_right_90" ] = %tp_moon_civ_run_noncombat_turn_R90;
|
||||
|
||||
//7 9 <- 8 is invalid, it's straight.
|
||||
//4 6 <- 5 is invalid, it's not a turn.
|
||||
//1 2 3
|
||||
level._scr_anim[ "default_civilian"]["run_combat_turn"][1] = %tp_moon_civ_run_combat_turn_L135;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_turn"][2] = %tp_moon_civ_run_combat_turn_180;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_turn"][3] = %tp_moon_civ_run_combat_turn_R135;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_turn"][4] = %tp_moon_civ_run_combat_turn_L90;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_turn"][6] = %tp_moon_civ_run_combat_turn_R90;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_turn"][7] = %tp_moon_civ_run_combat_turn_L45;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_turn"][9] = %tp_moon_civ_run_combat_turn_R45;
|
||||
|
||||
|
||||
|
||||
//define these if we want hunched turns, they aren't required though.
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][1] = %tp_moon_civ_run_combat_turn_L135;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][2] = %tp_moon_civ_run_combat_turn_180;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][3] = %tp_moon_civ_run_combat_turn_R135;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][4] = %tp_moon_civ_run_combat_hunched_turnL90;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][6] = %tp_moon_civ_run_combat_hunched_turnR90;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][7] = %tp_moon_civ_run_combat_hunched_turnL45;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][9] = %tp_moon_civ_run_combat_hunched_turnR45;
|
||||
/*
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][1] = undefined;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][2] = undefined;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][3] = undefined;
|
||||
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][4] = [ %tp_moon_civ_run_combat_hunched_large_turnL90_slide, %tp_moon_civ_run_combat_hunched_large_turnL90_stumble ];
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][6] = [ %tp_moon_civ_run_combat_hunched_large_turnR90_slide, %tp_moon_civ_run_combat_hunched_large_turnR90_stumble ];
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][7] = undefined;
|
||||
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][9] = undefined;
|
||||
*/
|
||||
}
|
||||
|
Reference in New Issue
Block a user