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74 lines
3.9 KiB
Plaintext
74 lines
3.9 KiB
Plaintext
#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_anim;
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#include animscripts\shared;
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#using_animtree( "generic_human" );
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main()
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{
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animscripts\init::main();
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if ( !isdefined( level._initialized_civilian_animations ) )
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{
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initCivilianAnims();
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}
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animscripts\civilian\civilian_init_common::civilian_init();
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}
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initCivilianAnims()
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{
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level._initialized_civilian_animations = true;
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//put the default ones here:
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level._scr_anim[ "default_civilian" ][ "run_combat" ] = [ %civilian_run_upright ];
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level._scr_anim[ "default_civilian" ][ "run_hunched_combat" ] = [ %civilian_run_hunched_A, %civilian_run_hunched_C, %civilian_run_hunched_flinch ];
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level._scr_anim[ "default_civilian" ][ "run_noncombat" ] = [ %civilian_walk_cool ];
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level._scr_anim[ "default_civilian" ][ "run_hunched_weights" ] = get_cumulative_weights( [3, 3, 1] );
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level._scr_anim[ "default_civilian" ][ "run_weights" ] = get_cumulative_weights( [ 1 ] );
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level._scr_anim[ "default_civilian" ][ "idle_noncombat" ] = [ %unarmed_cowerstand_idle ];
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level._scr_anim[ "default_civilian" ][ "idle_combat" ] = [ %casual_crouch_v2_idle, %unarmed_cowercrouch_idle_duck ];
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level._scr_anim[ "default_civilian" ][ "dodge_left" ] = %civilian_briefcase_walk_dodge_L;
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level._scr_anim[ "default_civilian" ][ "dodge_right" ] = %civilian_briefcase_walk_dodge_R;
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level._scr_anim[ "default_civilian" ][ "react_stumble" ] = [ %run_react_stumble ];
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//7 9 <- 8 is invalid, it's straight.
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//4 6 <- 5 is invalid, it's not a turn.
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//1 2 3
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level._scr_anim[ "default_civilian"]["run_combat_turn"][1] = %civilian_run_upright_turnL135;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][2] = %civilian_run_upright_turn180;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][3] = %civilian_run_upright_turnR135;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][4] = %civilian_run_upright_turnL90;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][6] = %civilian_run_upright_turnR90;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][7] = %civilian_run_upright_turnL45;
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level._scr_anim[ "default_civilian"]["run_combat_turn"][9] = %civilian_run_upright_turnR45;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][1] = %civilian_run_upright_turnL135;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][2] = %civilian_run_upright_turn180;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][3] = %civilian_run_upright_turnR135;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][4] = %civilian_run_hunched_turnL90;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][6] = %civilian_run_hunched_turnR90;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][7] = %civilian_run_hunched_turnL45;
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level._scr_anim[ "default_civilian"]["run_combat_hunched_turn"][9] = %civilian_run_hunched_turnR45;
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//a more dramatic version. Randomly chosen from.
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][1] = [];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][2] = [];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][3] = [];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][4] = [ %civilian_run_hunched_turnL90_slide, %civilian_run_hunched_turnL90_stumble ];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][6] = [ %civilian_run_hunched_turnR90_slide, %civilian_run_hunched_turnR90_stumble ];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][7] = [];
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level._scr_anim[ "default_civilian"]["run_combat_hunched_large_turn"][9] = [];
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//TagCC<NOTE>: not happy with this, but we don't have flashes around civilians on the moon,
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//so I'm hesistent to mess with this just yet.
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anim.civilianFlashedArray = [ %unarmed_cowerstand_react, %unarmed_cowercrouch_react_A, %unarmed_cowercrouch_react_B ];
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} |