#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; */ }