nx1-gsc-dump/animscripts/cover_left.gsc

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