#include common_scripts\utility; #include maps\_utility; #include maps\_anim; #include animscripts\shared; #using_animtree( "generic_human" ); main() { animscripts\init::main(); if ( !isdefined( level._initialized_civilian_animations ) ) { initCivilianAnims(); } animscripts\civilian\civilian_init_common::civilian_init(); } initCivilianAnims() { level._initialized_civilian_animations = true; //put the default ones here: level._scr_anim[ "default_civilian" ][ "run_combat" ] = [ %civilian_run_upright ]; level._scr_anim[ "default_civilian" ][ "run_hunched_combat" ] = [ %civilian_run_hunched_A, %civilian_run_hunched_C, %civilian_run_hunched_flinch ]; level._scr_anim[ "default_civilian" ][ "run_noncombat" ] = [ %civilian_walk_cool ]; level._scr_anim[ "default_civilian" ][ "run_hunched_weights" ] = get_cumulative_weights( [3, 3, 1] ); level._scr_anim[ "default_civilian" ][ "run_weights" ] = get_cumulative_weights( [ 1 ] ); level._scr_anim[ "default_civilian" ][ "idle_noncombat" ] = [ %unarmed_cowerstand_idle ]; level._scr_anim[ "default_civilian" ][ "idle_combat" ] = [ %casual_crouch_v2_idle, %unarmed_cowercrouch_idle_duck ]; level._scr_anim[ "default_civilian" ][ "dodge_left" ] = %civilian_briefcase_walk_dodge_L; level._scr_anim[ "default_civilian" ][ "dodge_right" ] = %civilian_briefcase_walk_dodge_R; level._scr_anim[ "default_civilian" ][ "react_stumble" ] = [ %run_react_stumble ]; //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] = %civilian_run_upright_turnL135; level._scr_anim[ "default_civilian"]["run_combat_turn"][2] = %civilian_run_upright_turn180; level._scr_anim[ "default_civilian"]["run_combat_turn"][3] = %civilian_run_upright_turnR135; level._scr_anim[ "default_civilian"]["run_combat_turn"][4] = %civilian_run_upright_turnL90; level._scr_anim[ "default_civilian"]["run_combat_turn"][6] = %civilian_run_upright_turnR90; level._scr_anim[ "default_civilian"]["run_combat_turn"][7] = %civilian_run_upright_turnL45; level._scr_anim[ "default_civilian"]["run_combat_turn"][9] = %civilian_run_upright_turnR45; level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][1] = %civilian_run_upright_turnL135; level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][2] = %civilian_run_upright_turn180; level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][3] = %civilian_run_upright_turnR135; level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][4] = %civilian_run_hunched_turnL90; level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][6] = %civilian_run_hunched_turnR90; level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][7] = %civilian_run_hunched_turnL45; level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][9] = %civilian_run_hunched_turnR45; //a more dramatic version. Randomly chosen from. level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][1] = []; level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][2] = []; level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][3] = []; level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][4] = [ %civilian_run_hunched_turnL90_slide, %civilian_run_hunched_turnL90_stumble ]; level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][6] = [ %civilian_run_hunched_turnR90_slide, %civilian_run_hunched_turnR90_stumble ]; level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][7] = []; level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][9] = []; //TagCC: not happy with this, but we don't have flashes around civilians on the moon, //so I'm hesistent to mess with this just yet. anim.civilianFlashedArray = [ %unarmed_cowerstand_react, %unarmed_cowercrouch_react_A, %unarmed_cowercrouch_react_B ]; }