// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool building_fall_slide_setup() { common_scripts\utility::flag_init( "left_pressed" ); common_scripts\utility::flag_init( "right_pressed" ); } #using_animtree("player"); building_fall_anim_rig() { level.base_falling_hands_anim = %cornered_building_fall_slide_player; level.base_falling_legs_anim = %cornered_building_fall_slide_player_viewleg; var_0 = level.fall_arms_and_legs[0]; var_1 = level.fall_arms_and_legs[1]; var_2 = common_scripts\utility::getstruct( "fall_animnode", "targetname" ); var_3 = maps\_utility::spawn_anim_model( "player_bldg_fall" ); var_2 thread maps\_anim::anim_first_frame_solo( var_3, "cornered_building_fall_slide_player" ); var_3 hide(); level.fall_path_rig = var_3; var_2 thread maps\_anim::anim_single_solo( var_3, "cornered_building_fall_slide_player" ); var_2 thread maps\_anim::anim_single_solo( var_0, "cornered_building_fall_slide_player" ); var_0 setanim( %cornered_building_fall_slide_player_l, 0.01, 0 ); var_0 setanim( %cornered_building_fall_slide_player_r, 0.01, 0 ); var_2 thread maps\_anim::anim_single_solo( var_1, "cornered_building_fall_slide_player" ); var_1 setanim( %cornered_building_fall_slide_player_viewleg_l, 0.01, 0 ); var_1 setanim( %cornered_building_fall_slide_player_viewleg_r, 0.01, 0 ); thread input_monitor(); thread player_play_anims( var_0, var_1 ); } input_monitor() { level.player endon( "death" ); level endon( "fall_slide_ending" ); for (;;) { var_0 = level.player getnormalizedmovement(); if ( var_0[1] >= 0.15 ) { common_scripts\utility::flag_clear( "left_pressed" ); common_scripts\utility::flag_set( "right_pressed" ); } else if ( var_0[1] <= -0.15 ) { common_scripts\utility::flag_clear( "right_pressed" ); common_scripts\utility::flag_set( "left_pressed" ); } else { common_scripts\utility::flag_clear( "left_pressed" ); common_scripts\utility::flag_clear( "right_pressed" ); } common_scripts\utility::waitframe(); } } player_play_anims( var_0, var_1 ) { level.player endon( "death" ); level endon( "fall_slide_ending" ); var_2 = 1.45; var_3 = 1.45; for (;;) { if ( common_scripts\utility::flag( "left_pressed" ) ) { var_0 setanim( %cornered_building_fall_slide_player_l, 1, var_2 ); var_1 setanim( %cornered_building_fall_slide_player_viewleg_l, 1, var_2 ); var_0 setanim( level.base_falling_hands_anim, 0.01, var_2 ); var_1 setanim( level.base_falling_legs_anim, 0.01, var_2 ); var_0 setanim( %cornered_building_fall_slide_player_r, 0.01, var_3 ); var_1 setanim( %cornered_building_fall_slide_player_viewleg_r, 0.01, var_3 ); common_scripts\utility::flag_waitopen( "left_pressed" ); var_0 setanim( level.base_falling_hands_anim, 1, var_3 ); var_1 setanim( level.base_falling_legs_anim, 1, var_3 ); var_0 setanim( %cornered_building_fall_slide_player_l, 0.01, var_3 ); var_1 setanim( %cornered_building_fall_slide_player_viewleg_l, 0.01, var_3 ); var_0 setanim( %cornered_building_fall_slide_player_r, 0.01, var_3 ); var_1 setanim( %cornered_building_fall_slide_player_viewleg_r, 0.01, var_3 ); continue; } if ( common_scripts\utility::flag( "right_pressed" ) ) { var_0 setanim( %cornered_building_fall_slide_player_r, 1, var_2 ); var_1 setanim( %cornered_building_fall_slide_player_viewleg_r, 1, var_2 ); var_0 setanim( level.base_falling_hands_anim, 0.01, var_2 ); var_1 setanim( level.base_falling_legs_anim, 0.01, var_2 ); var_0 setanim( %cornered_building_fall_slide_player_l, 0.01, var_3 ); var_1 setanim( %cornered_building_fall_slide_player_viewleg_l, 0.01, var_3 ); common_scripts\utility::flag_waitopen( "right_pressed" ); var_0 setanim( level.base_falling_hands_anim, 1, var_3 ); var_1 setanim( level.base_falling_legs_anim, 1, var_3 ); var_0 setanim( %cornered_building_fall_slide_player_r, 0.01, var_3 ); var_1 setanim( %cornered_building_fall_slide_player_viewleg_r, 0.01, var_3 ); var_0 setanim( %cornered_building_fall_slide_player_l, 0.01, var_3 ); var_1 setanim( %cornered_building_fall_slide_player_viewleg_l, 0.01, var_3 ); continue; } common_scripts\utility::flag_wait_any( "left_pressed", "right_pressed" ); } }