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#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;
*/
}