#include maps\_utility; #include animscripts\Combat_utility; #include animscripts\utility; #using_animtree( "generic_human" ); // (Note that animations called left are used with right corner nodes, and vice versa.) main() { self.animArrayFuncs = []; self.animArrayFuncs[ "hiding" ][ "stand" ] = ::set_animarray_standing_right; self.animArrayFuncs[ "hiding" ][ "crouch" ] = ::set_animarray_crouching_right; if ( IsDefined( self.customAnimFunc ) && IsDefined( self.customAnimFunc[ "cover_right" ] ) ) { if ( IsDefined( self.customAnimFunc[ "cover_right" ][ "stand" ] ) ) { self.animArrayFuncs[ "hiding" ][ "stand" ] = self.customAnimFunc[ "cover_right" ][ "stand" ]; } if ( IsDefined( self.customAnimFunc[ "cover_right" ][ "crouch" ] ) ) { self.animArrayFuncs[ "hiding" ][ "crouch" ] = self.customAnimFunc[ "cover_right" ][ "crouch" ]; } } self endon( "killanimscript" ); animscripts\utility::initialize( "cover_right" ); animscripts\corner::corner_think( "right", -90 ); } end_script() { animscripts\corner::end_script_corner(); animscripts\cover_behavior::end_script( "right" ); } set_animarray_standing_right() /* void */ { assert( IsDefined(anim.coverRightStand)); self.hideYawOffset = -90; self.a.array = anim.coverRightStand; } set_animarray_crouching_right() { assert( IsDefined(anim.coverRightCrouch)); self.hideYawOffset = -90; self.a.array = anim.coverRightCrouch; }