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Incomplete SP dump provided by Louvenarde
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75
animscripts/ec_lgv/stand.gsc
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75
animscripts/ec_lgv/stand.gsc
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#include maps\_utility;
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#include common_scripts\utility;
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#using_animtree( "generic_human" );
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// self = the guy using the turret
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main()
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{
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turret = self getTurret();
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self.desired_anim_pose = "stand";
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animscripts\utility::UpdateAnimPose();
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// .primaryTurretAnim is used by code so don't change this variable name
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self.primaryTurretAnim = %LGVGunner_aim;
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self.additiveTurretRotateLeft = %nx_tp_chinese_lgv_gunner_aim_2_add;
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self.additiveTurretRotateRight = %nx_tp_chinese_lgv_gunner_aim_4_add;
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self.additiveRotateRoot = %additive_LGVGunner_aim_leftright;
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self.additiveTurretIdle = %nx_tp_chinese_lgv_gunner_idle;
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self.additiveTurretDriveIdle = %nx_tp_chinese_lgv_gunner_driveidle;
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self.additiveTurretFire = %nx_tp_chinese_lgv_gunner_fire;
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self.additiveUsegunRoot = %additive_LGVGunner_usegun;
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self.turretDeathAnimRoot = %LGVGunner_death;
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self.turretDeathAnim = %nx_tp_chinese_lgv_gunner_death;
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self.turretPainAnims[ 0 ] = %nx_tp_chinese_lgv_gunner_pain;
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self.turretReloadAnim = %nx_tp_chinese_lgv_gunner_rechamber;
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self.turretSpecialAnimsRoot = %LGVGunner;
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arr = [];
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arr[ "nx_tp_chinese_lgv_gunner_rechamber" ] = %nx_tp_chinese_lgv_gunner_rechamber;
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self.turretSpecialAnims = arr;
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turret setup_turret_anims();
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self thread animscripts\hummer_turret\minigun_code::main( turret );
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// Setting verious parameters for LGV turret after minigun_code::main, which sets it to hummer values.
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shots_per_second = turret GetTurretShotsPerSecondAI();
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if ( shots_per_second > 0.0 )
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{
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turret.fireInterval = 1.0 / shots_per_second;
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}
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turret.secsOfFiringBeforeReload = 15.0;
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turret.reloadDuration = 2.17;
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turret.centerTurretForReload = true;
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turret.extraFireTime_min = 0;
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turret.extraFireTime_max = 1;
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turret.wait_duration_after_aiming_before_firing = 0.2;
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turret thread reload_fx();
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}
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#using_animtree( "vehicles" );
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setup_turret_anims()
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{
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self UseAnimTree( #animtree );
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self.passenger2turret_anime = %nx_vh_chinese_lgv_gunner_mount_turret;
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self.turret2passenger_anime = %nx_vh_chinese_lgv_gunner_getout_turret;
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}
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reload_fx()
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{
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for (;;)
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{
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self waittill( "starting_reload" );
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playFXOnTag( level._effect[ "nx_chinese_lgv_turret_steam" ], self, "tag_origin" );
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playFXOnTag( level._effect[ "nx_chinese_lgv_turret_steam_muzzle" ], self, "tag_flash" );
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}
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}
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