nx1-gsc-dump/animscripts/civilian/civilian_init.gsc

74 lines
3.9 KiB
Plaintext

#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#include animscripts\shared;
#using_animtree( "generic_human" );
main()
{
animscripts\init::main();
if ( !isdefined( level._initialized_civilian_animations ) )
{
initCivilianAnims();
}
animscripts\civilian\civilian_init_common::civilian_init();
}
initCivilianAnims()
{
level._initialized_civilian_animations = true;
//put the default ones here:
level._scr_anim[ "default_civilian" ][ "run_combat" ] = [ %civilian_run_upright ];
level._scr_anim[ "default_civilian" ][ "run_hunched_combat" ] = [ %civilian_run_hunched_A, %civilian_run_hunched_C, %civilian_run_hunched_flinch ];
level._scr_anim[ "default_civilian" ][ "run_noncombat" ] = [ %civilian_walk_cool ];
level._scr_anim[ "default_civilian" ][ "run_hunched_weights" ] = get_cumulative_weights( [3, 3, 1] );
level._scr_anim[ "default_civilian" ][ "run_weights" ] = get_cumulative_weights( [ 1 ] );
level._scr_anim[ "default_civilian" ][ "idle_noncombat" ] = [ %unarmed_cowerstand_idle ];
level._scr_anim[ "default_civilian" ][ "idle_combat" ] = [ %casual_crouch_v2_idle, %unarmed_cowercrouch_idle_duck ];
level._scr_anim[ "default_civilian" ][ "dodge_left" ] = %civilian_briefcase_walk_dodge_L;
level._scr_anim[ "default_civilian" ][ "dodge_right" ] = %civilian_briefcase_walk_dodge_R;
level._scr_anim[ "default_civilian" ][ "react_stumble" ] = [ %run_react_stumble ];
//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] = %civilian_run_upright_turnL135;
level._scr_anim[ "default_civilian"]["run_combat_turn"][2] = %civilian_run_upright_turn180;
level._scr_anim[ "default_civilian"]["run_combat_turn"][3] = %civilian_run_upright_turnR135;
level._scr_anim[ "default_civilian"]["run_combat_turn"][4] = %civilian_run_upright_turnL90;
level._scr_anim[ "default_civilian"]["run_combat_turn"][6] = %civilian_run_upright_turnR90;
level._scr_anim[ "default_civilian"]["run_combat_turn"][7] = %civilian_run_upright_turnL45;
level._scr_anim[ "default_civilian"]["run_combat_turn"][9] = %civilian_run_upright_turnR45;
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][1] = %civilian_run_upright_turnL135;
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][2] = %civilian_run_upright_turn180;
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][3] = %civilian_run_upright_turnR135;
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][4] = %civilian_run_hunched_turnL90;
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][6] = %civilian_run_hunched_turnR90;
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][7] = %civilian_run_hunched_turnL45;
level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][9] = %civilian_run_hunched_turnR45;
//a more dramatic version. Randomly chosen from.
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][1] = [];
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][2] = [];
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][3] = [];
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][4] = [ %civilian_run_hunched_turnL90_slide, %civilian_run_hunched_turnL90_stumble ];
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][6] = [ %civilian_run_hunched_turnR90_slide, %civilian_run_hunched_turnR90_stumble ];
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][7] = [];
level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][9] = [];
//TagCC<NOTE>: not happy with this, but we don't have flashes around civilians on the moon,
//so I'm hesistent to mess with this just yet.
anim.civilianFlashedArray = [ %unarmed_cowerstand_react, %unarmed_cowercrouch_react_A, %unarmed_cowercrouch_react_B ];
}