nx1-gsc-dump/animscripts/cover_right.gsc

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#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;
}