#include maps\_utility; #include common_scripts\utility; #include maps\_anim; #include maps\_vehicle; #using_animtree( "vehicles" ); player_viewhands_minigun( turret ) { /* viewhands = spawn_anim_model( "suburban_hands", turret getTagOrigin( "tag_player" ) ); viewhands.angles = turret getTagAngles( "tag_player" ); viewhands linkto( turret, "tag_player" ); viewhands setAnim( viewhands getanim( "idle_L" ), 1, 0, 1 ); viewhands setAnim( viewhands getanim( "idle_R" ), 1, 0, 1 ); viewhands thread player_viewhands_minigun_hand( "LEFT" ); viewhands thread player_viewhands_minigun_hand( "RIGHT" ); */ turret useAnimTree( #animtree ); turret.animname = "suburban_hands"; turret attach( "viewhands_player_us_army", "tag_player" ); turret setAnim( %player_suburban_minigun_idle_L, 1, 0, 1 ); turret setAnim( %player_suburban_minigun_idle_R, 1, 0, 1 ); //turret setAnim( %player_blackhawk_minigun_turret_idle_L, 1, 0, 1 ); //change to NX version //turret setAnim( %player_blackhawk_minigun_turret_idle_R, 1, 0, 1 ); //change to NX version turret thread player_viewhands_minigun_hand( "LEFT" ); turret thread player_viewhands_minigun_hand( "RIGHT" ); } #using_animtree( "vehicles" ); anim_minigun_hands() { level._scr_animtree[ "suburban_hands" ] = #animtree; level._scr_model[ "suburban_hands" ] = "viewhands_player_us_army"; level._scr_anim[ "suburban_hands" ][ "idle_L" ] = %player_suburban_minigun_idle_L; level._scr_anim[ "suburban_hands" ][ "idle_R" ] = %player_suburban_minigun_idle_R; level._scr_anim[ "suburban_hands" ][ "idle2fire_L" ] = %player_suburban_minigun_idle2fire_L; level._scr_anim[ "suburban_hands" ][ "idle2fire_R" ] = %player_suburban_minigun_idle2fire_R; level._scr_anim[ "suburban_hands" ][ "fire2idle_L" ] = %player_suburban_minigun_fire2idle_L; level._scr_anim[ "suburban_hands" ][ "fire2idle_R" ] = %player_suburban_minigun_fire2idle_R; level._scr_anim[ "suburban_hands" ][ "puton_L" ] = %player_blackhawk_minigun_turret_hud_puton_L; level._scr_anim[ "suburban_hands" ][ "puton_R" ] = %player_blackhawk_minigun_turret_hud_puton_R; level._scr_anim[ "suburban_hands" ][ "takeoff_L" ] = %player_blackhawk_minigun_turret_hud_takeoff_L; level._scr_anim[ "suburban_hands" ][ "takeoff_R" ] = %player_blackhawk_minigun_turret_hud_takeoff_R; //level._scr_anim[ "suburban_hands" ][ "idle_L" ] = %player_blackhawk_minigun_turret_idle_L; //change to NX version //level._scr_anim[ "suburban_hands" ][ "idle_R" ] = %player_blackhawk_minigun_turret_idle_R; //change to NX version //level._scr_anim[ "suburban_hands" ][ "idle2fire_L" ] = %player_blackhawk_minigun_turret_idle2fire_L; //change to NX version //level._scr_anim[ "suburban_hands" ][ "idle2fire_R" ] = %player_blackhawk_minigun_turret_idle2fire_R; //change to NX version //level._scr_anim[ "suburban_hands" ][ "fire2idle_L" ] = %player_blackhawk_minigun_turret_fire2idle_L; //change to NX version //level._scr_anim[ "suburban_hands" ][ "fire2idle_R" ] = %player_blackhawk_minigun_turret_fire2idle_R; //change to NX version // // } player_viewhands_minigun_hand( hand ) { self endon( "death" ); checkFunc = undefined; if ( hand == "LEFT" ) checkFunc = ::spinButtonPressed; else if ( hand == "RIGHT" ) checkFunc = ::fireButtonPressed; assert( isdefined( checkFunc ) ); for(;;) { if( level._player [[checkFunc]]() ) { thread player_viewhands_minigun_presed( hand ); while( level._player [[checkFunc]]() ) wait 0.05; } else { thread player_viewhands_minigun_idle( hand ); while( !level._player [[checkFunc]]() ) wait 0.05; } } } spinButtonPressed() { if ( level._player AdsButtonPressed() ) return true; if ( level._player AttackButtonPressed() ) return true; return false; } fireButtonPressed() { return level._player AttackButtonPressed(); } player_viewhands_minigun_idle( hand ) { animHand = undefined; if ( hand == "LEFT" ) animHand = "L"; else if ( hand == "RIGHT" ) animHand = "R"; assert( isdefined( animHand ) ); self clearAnim( self getanim( "idle2fire_" + animHand ), 0.2 ); self setFlaggedAnimRestart( "anim", self getanim( "fire2idle_" + animHand ) ); self waittillmatch( "anim", "end" ); self clearAnim( self getanim( "fire2idle_" + animHand ), 0.2 ); self setAnim( self getanim( "idle_" + animHand ) ); } player_viewhands_minigun_presed( hand ) { animHand = undefined; if ( hand == "LEFT" ) animHand = "L"; else if ( hand == "RIGHT" ) animHand = "R"; assert( isdefined( animHand ) ); self clearAnim( self getanim( "idle_" + animHand ), 0.07 ); //made it twice faster self setAnim( self getanim( "idle2fire_" + animHand ) ); }