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Incomplete SP dump provided by Louvenarde
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48
animscripts/technical/stand.gsc
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48
animscripts/technical/stand.gsc
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#using_animtree( "generic_human" );
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main()
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{
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// do not do code prone in this script
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self.desired_anim_pose = "stand";
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animscripts\utility::UpdateAnimPose();
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// It'd be nice if I had an animation to get to stand without moving...
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self.a.movement = "stop";
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turret = self getTurret();
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turret thread turretInit( self );
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self.primaryTurretAnim = %technicalGunner_aim;
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self.additiveTurretIdle = %technical_turret_driveidle;
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self.additiveTurretFire = %technical_turret_firing;
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self.painFunction = ::technical_pain;
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self.deathAnim = %technical_turret_death;
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thread animscripts\saw\common::main( turret );
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}
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technical_pain()
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{
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self setFlaggedAnimKnobAllRestart( "painanim", %technical_turret_pain, %body, 1, .1, 1 );
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self animscripts\shared::DoNoteTracks( "painanim" );
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}
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//=====================================
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#using_animtree( "mg42" );
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turretInit( owner )
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{
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self.leftArc = 180;
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self.rightArc = 180;
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self UseAnimTree( #animtree );
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self.additiveTurretIdle = %saw_gunner_idle_mg;
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self.additiveTurretFire = %saw_gunner_firing_mg_add;
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self endon( "death" );
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owner waittill( "killanimscript" );// code
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self stopUseAnimTree();
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}
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