// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool init_anim_sets() { if ( isdefined( anim.archetypes ) ) return; anim.archetypes = []; anim.archetypes["soldier"] = []; animscripts\cover_left::init_animset_cover_left(); animscripts\cover_right::init_animset_cover_right(); animscripts\cover_prone::init_animset_cover_prone(); animscripts\cover_multi::init_animset_cover_multi(); animscripts\cover_wall::init_animset_cover_wall(); animscripts\reactions::init_animset_reactions(); animscripts\pain::init_animset_pain(); animscripts\death::init_animset_death(); animscripts\combat::init_animset_combat(); animscripts\move::init_animset_move(); animscripts\flashed::init_animset_flashed(); animscripts\stop::init_animset_idle(); animscripts\melee::init_animset_melee(); anim.animsets = spawnstruct(); anim.animsets.move = []; init_animset_default_stand(); init_animset_cqb_stand(); init_animset_pistol_stand(); init_animset_rpg_stand(); init_animset_shotgun_stand(); init_animset_heat_stand(); init_animset_default_crouch(); init_animset_rpg_crouch(); init_animset_shotgun_crouch(); init_animset_default_prone(); init_animset_run_move(); init_animset_walk_move(); init_animset_cqb_move(); init_animset_heat_run_move(); init_moving_turn_animations(); init_exposed_turn_animations(); init_animset_heat_reload(); init_grenade_animations(); init_animset_run_n_gun(); init_animset_ambush(); } registerarchetype( var_0, var_1, var_2 ) { init_anim_sets(); anim.archetypes[var_0] = var_1; if ( isdefined( var_1["flashed"] ) ) anim.flashanimindex[var_0] = 0; if ( isdefined( var_2 ) && var_2 ) animscripts\init_move_transitions::getsplittimes( var_0 ); } archetypeexists( var_0 ) { return isdefined( anim.archetypes[var_0] ); } #using_animtree("generic_human"); init_animset_run_move() { anim.initanimset = []; anim.initanimset["sprint"] = %sprint_loop_distant; anim.initanimset["sprint_short"] = %sprint1_loop; anim.initanimset["prone"] = %prone_crawl; anim.initanimset["straight"] = %run_lowready_f; anim.initanimset["straight_twitch"] = [ %run_twitch_guncheck, %run_twitch_aim_straight, %run_twitch_aim_above, %run_twitch_lookbehind_a, %run_twitch_lookbehind_b ]; anim.initanimset["move_f"] = %walk_forward; anim.initanimset["move_l"] = %walk_left; anim.initanimset["move_r"] = %walk_right; anim.initanimset["move_b"] = %walk_backward; anim.initanimset["crouch"] = %crouch_fastwalk_f; anim.initanimset["crouch_l"] = %crouch_fastwalk_l; anim.initanimset["crouch_r"] = %crouch_fastwalk_r; anim.initanimset["crouch_b"] = %crouch_fastwalk_b; anim.initanimset["stairs_up"] = %run_stairs_up; anim.initanimset["stairs_up_in"] = %run_stairs_up_in; anim.initanimset["stairs_up_out"] = %run_stairs_up_out; anim.initanimset["stairs_down"] = %traverse_stair_run_down; anim.initanimset["reload"] = [ %run_reload_a, %run_reload_b ]; anim.archetypes["soldier"]["run"] = anim.initanimset; } init_animset_heat_run_move() { anim.initanimset = anim.archetypes["soldier"]["run"]; anim.initanimset["straight"] = %heat_run_loop; anim.archetypes["soldier"]["heat_run"] = anim.initanimset; } init_animset_walk_move() { anim.initanimset = []; anim.initanimset["sprint"] = %sprint_loop_distant; anim.initanimset["sprint_short"] = %sprint1_loop; anim.initanimset["prone"] = %prone_crawl; anim.initanimset["straight"] = %cqb_walk_iw6; anim.initanimset["move_f"] = %cqb_walk_iw6; anim.initanimset["move_l"] = %walk_left; anim.initanimset["move_r"] = %walk_right; anim.initanimset["move_b"] = %walk_backward; anim.initanimset["crouch"] = %crouch_fastwalk_f; anim.initanimset["crouch_l"] = %crouch_fastwalk_l; anim.initanimset["crouch_r"] = %crouch_fastwalk_r; anim.initanimset["crouch_b"] = %crouch_fastwalk_b; anim.initanimset["aim_2"] = %walk_aim_2; anim.initanimset["aim_4"] = %walk_aim_4; anim.initanimset["aim_6"] = %walk_aim_6; anim.initanimset["aim_8"] = %walk_aim_8; anim.initanimset["stairs_up"] = %traverse_stair_run; anim.initanimset["stairs_down"] = %traverse_stair_run_down_01; anim.archetypes["soldier"]["walk"] = anim.initanimset; } init_animset_cqb_move() { anim.initanimset = []; anim.initanimset["sprint"] = %sprint_loop_distant; anim.initanimset["sprint_short"] = %sprint1_loop; anim.initanimset["straight"] = %run_cqb_f_search_v1; anim.initanimset["straight_twitch"] = [ %cqb_run_twitch_a_iw6, %cqb_run_twitch_b_iw6, %cqb_run_twitch_c_iw6, %cqb_run_twitch_d_iw6 ]; anim.initanimset["move_f"] = %cqb_walk_iw6; anim.initanimset["move_l"] = %walk_left; anim.initanimset["move_r"] = %walk_right; anim.initanimset["move_b"] = %walk_backward; anim.initanimset["aim_2"] = %cqb_run_aim_2; anim.initanimset["aim_4"] = %cqb_run_aim_4; anim.initanimset["aim_5"] = %cqb_run_aim_5; anim.initanimset["aim_6"] = %cqb_run_aim_6; anim.initanimset["aim_8"] = %cqb_run_aim_8; anim.initanimset["stairs_up"] = %traverse_stair_run; anim.initanimset["stairs_down_in"] = %cqb_stairs_down_in_m; anim.initanimset["stairs_down"] = %cqb_stairs_down; anim.initanimset["stairs_down_out"] = %cqb_stairs_down_out_m; anim.initanimset["shotgun_pullout"] = %shotgun_cqbrun_pullout; anim.initanimset["shotgun_putaway"] = %shotgun_cqbrun_putaway; anim.initanimset["reload"] = [ %cqb_run_reload_a_iw6, %cqb_run_reload_b_iw6 ]; anim.archetypes["soldier"]["cqb"] = anim.initanimset; } init_animset_pistol_stand() { anim.initanimset = []; anim.initanimset["add_aim_up"] = %pistol_stand_aim_8_add; anim.initanimset["add_aim_down"] = %pistol_stand_aim_2_add; anim.initanimset["add_aim_left"] = %pistol_stand_aim_4_add; anim.initanimset["add_aim_right"] = %pistol_stand_aim_6_add; anim.initanimset["straight_level"] = %pistol_stand_aim_5; anim.initanimset["fire"] = %pistol_stand_fire_a; anim.initanimset["single"] = animscripts\utility::array( %pistol_stand_fire_a ); anim.initanimset["reload"] = animscripts\utility::array( %pistol_stand_reload_a ); anim.initanimset["reload_crouchhide"] = []; anim.initanimset["exposed_idle"] = [ %exposed_idle_alert_v1, %exposed_idle_alert_v2, %exposed_idle_alert_v3 ]; set_animarray_standing_turns_pistol(); anim.initanimset["add_turn_aim_up"] = %pistol_stand_aim_8_alt; anim.initanimset["add_turn_aim_down"] = %pistol_stand_aim_2_alt; anim.initanimset["add_turn_aim_left"] = %pistol_stand_aim_4_alt; anim.initanimset["add_turn_aim_right"] = %pistol_stand_aim_6_alt; anim.archetypes["soldier"]["pistol_stand"] = anim.initanimset; } init_animset_rpg_stand() { anim.initanimset = []; anim.initanimset["add_aim_up"] = %rpg_stand_aim_8; anim.initanimset["add_aim_down"] = %rpg_stand_aim_2; anim.initanimset["add_aim_left"] = %rpg_stand_aim_4; anim.initanimset["add_aim_right"] = %rpg_stand_aim_6; anim.initanimset["straight_level"] = %rpg_stand_aim_5; anim.initanimset["fire"] = %rpg_stand_fire; anim.initanimset["single"] = [ %exposed_shoot_semi1 ]; anim.initanimset["reload"] = [ %rpg_stand_reload ]; anim.initanimset["reload_crouchhide"] = []; anim.initanimset["exposed_idle"] = [ %rpg_stand_idle ]; set_animarray_stance_change(); set_animarray_standing_turns(); set_animarray_add_turn_aims_stand(); anim.archetypes["soldier"]["rpg_stand"] = anim.initanimset; } init_animset_shotgun_stand() { anim.initanimset = []; anim.initanimset["add_aim_up"] = %shotgun_aim_8; anim.initanimset["add_aim_down"] = %shotgun_aim_2; anim.initanimset["add_aim_left"] = %shotgun_aim_4; anim.initanimset["add_aim_right"] = %shotgun_aim_6; anim.initanimset["straight_level"] = %shotgun_aim_5; anim.initanimset["fire"] = %exposed_shoot_auto_v3; anim.initanimset["single"] = [ %shotgun_stand_fire_1a, %shotgun_stand_fire_1b ]; set_animarray_burst_and_semi_fire_stand(); anim.initanimset["exposed_idle"] = [ %exposed_idle_alert_v1, %exposed_idle_alert_v2, %exposed_idle_alert_v3 ]; anim.initanimset["reload"] = [ %shotgun_stand_reload_a, %shotgun_stand_reload_b, %shotgun_stand_reload_c, %shotgun_stand_reload_c, %shotgun_stand_reload_c ]; anim.initanimset["reload_crouchhide"] = [ %shotgun_stand_reload_a, %shotgun_stand_reload_b ]; set_animarray_stance_change(); set_animarray_standing_turns(); set_animarray_add_turn_aims_stand(); anim.archetypes["soldier"]["shotgun_stand"] = anim.initanimset; } init_animset_cqb_stand() { anim.initanimset = []; anim.initanimset["add_aim_up"] = %cqb_stand_aim8; anim.initanimset["add_aim_down"] = %cqb_stand_aim2; anim.initanimset["add_aim_left"] = %cqb_stand_aim4; anim.initanimset["add_aim_right"] = %cqb_stand_aim6; anim.initanimset["straight_level"] = %cqb_stand_aim5; anim.initanimset["fire"] = %exposed_shoot_auto_v3; anim.initanimset["single"] = [ %exposed_shoot_semi1 ]; set_animarray_burst_and_semi_fire_stand(); anim.initanimset["exposed_idle"] = [ %exposed_idle_alert_v1, %exposed_idle_alert_v2, %exposed_idle_alert_v3 ]; anim.initanimset["reload"] = [ %cqb_stand_reload_steady ]; anim.initanimset["reload_crouchhide"] = [ %cqb_stand_reload_knee ]; set_animarray_stance_change(); set_animarray_standing_turns(); set_animarray_add_turn_aims_stand(); anim.archetypes["soldier"]["cqb_stand"] = anim.initanimset; } init_animset_heat_stand() { anim.initanimset = []; anim.initanimset["add_aim_up"] = %heat_stand_aim_8; anim.initanimset["add_aim_down"] = %heat_stand_aim_2; anim.initanimset["add_aim_left"] = %heat_stand_aim_4; anim.initanimset["add_aim_right"] = %heat_stand_aim_6; anim.initanimset["straight_level"] = %heat_stand_aim_5; anim.initanimset["fire"] = %heat_stand_fire_auto; anim.initanimset["single"] = animscripts\utility::array( %heat_stand_fire_single ); set_animarray_custom_burst_and_semi_fire_stand( %heat_stand_fire_burst ); anim.initanimset["exposed_idle"] = animscripts\utility::array( %heat_stand_idle, %heat_stand_scana, %heat_stand_scanb ); anim.initanimset["reload"] = animscripts\utility::array( %heat_exposed_reload ); anim.initanimset["reload_crouchhide"] = animscripts\utility::array(); set_animarray_stance_change(); anim.initanimset["turn_left_45"] = %heat_stand_turn_l; anim.initanimset["turn_left_90"] = %heat_stand_turn_l; anim.initanimset["turn_left_135"] = %heat_stand_turn_180; anim.initanimset["turn_left_180"] = %heat_stand_turn_180; anim.initanimset["turn_right_45"] = %heat_stand_turn_r; anim.initanimset["turn_right_90"] = %heat_stand_turn_r; anim.initanimset["turn_right_135"] = %heat_stand_turn_180; anim.initanimset["turn_right_180"] = %heat_stand_turn_180; set_animarray_add_turn_aims_stand(); anim.archetypes["soldier"]["heat_stand"] = anim.initanimset; } init_animset_heat_reload() { anim.initanimset = []; anim.initanimset["reload_cover_left"] = %heat_cover_reload_r; anim.initanimset["reload_cover_right"] = %heat_cover_reload_l; anim.initanimset["reload_default"] = %heat_cover_reload_l; anim.archetypes["soldier"]["heat_reload"] = anim.initanimset; } init_animset_default_stand() { anim.initanimset = []; anim.initanimset["add_aim_up"] = %exposed_aim_8; anim.initanimset["add_aim_down"] = %exposed_aim_2; anim.initanimset["add_aim_left"] = %exposed_aim_4; anim.initanimset["add_aim_right"] = %exposed_aim_6; anim.initanimset["straight_level"] = %exposed_aim_5; anim.initanimset["fire"] = %exposed_shoot_auto_v3; anim.initanimset["fire_corner"] = %exposed_shoot_auto_v2; anim.initanimset["single"] = animscripts\utility::array( %exposed_shoot_semi1 ); set_animarray_burst_and_semi_fire_stand(); anim.initanimset["exposed_idle"] = animscripts\utility::array( %exposed_idle_alert_v1, %exposed_idle_alert_v2, %exposed_idle_alert_v3 ); anim.initanimset["exposed_grenade"] = animscripts\utility::array( %exposed_grenadethrowb, %exposed_grenadethrowc ); anim.initanimset["reload"] = animscripts\utility::array( %exposed_reload ); anim.initanimset["reload_crouchhide"] = animscripts\utility::array( %exposed_reloadb ); set_animarray_stance_change(); set_animarray_standing_turns(); set_animarray_add_turn_aims_stand(); anim.archetypes["soldier"]["default_stand"] = anim.initanimset; } init_animset_default_crouch() { anim.initanimset = []; anim.initanimset["add_aim_up"] = %exposed_crouch_aim_8; anim.initanimset["add_aim_down"] = %exposed_crouch_aim_2; anim.initanimset["add_aim_left"] = %exposed_crouch_aim_4; anim.initanimset["add_aim_right"] = %exposed_crouch_aim_6; anim.initanimset["straight_level"] = %exposed_crouch_aim_5; anim.initanimset["fire"] = %exposed_crouch_shoot_auto_v2; anim.initanimset["single"] = animscripts\utility::array( %exposed_crouch_shoot_semi1 ); set_animarray_burst_and_semi_fire_crouch(); anim.initanimset["reload"] = animscripts\utility::array( %exposed_crouch_reload ); anim.initanimset["exposed_idle"] = animscripts\utility::array( %exposed_crouch_idle_alert_v1, %exposed_crouch_idle_alert_v2, %exposed_crouch_idle_alert_v3 ); set_animarray_stance_change(); set_animarray_crouching_turns(); set_animarray_add_turn_aims_crouch(); anim.archetypes["soldier"]["default_crouch"] = anim.initanimset; } init_animset_rpg_crouch() { anim.initanimset = []; anim.initanimset["add_aim_up"] = %rpg_crouch_aim_8; anim.initanimset["add_aim_down"] = %rpg_crouch_aim_2; anim.initanimset["add_aim_left"] = %rpg_crouch_aim_4; anim.initanimset["add_aim_right"] = %rpg_crouch_aim_6; anim.initanimset["straight_level"] = %rpg_crouch_aim_5; anim.initanimset["fire"] = %rpg_crouch_fire; anim.initanimset["single"] = [ %rpg_crouch_fire ]; anim.initanimset["reload"] = [ %rpg_crouch_reload ]; anim.initanimset["exposed_idle"] = [ %rpg_crouch_idle ]; set_animarray_stance_change(); set_animarray_crouching_turns(); set_animarray_add_turn_aims_crouch(); anim.archetypes["soldier"]["rpg_crouch"] = anim.initanimset; } init_animset_shotgun_crouch() { anim.initanimset = []; anim.initanimset["add_aim_up"] = %exposed_crouch_aim_8; anim.initanimset["add_aim_down"] = %exposed_crouch_aim_2; anim.initanimset["add_aim_left"] = %exposed_crouch_aim_4; anim.initanimset["add_aim_right"] = %exposed_crouch_aim_6; anim.initanimset["straight_level"] = %exposed_crouch_aim_5; anim.initanimset["fire"] = %exposed_crouch_shoot_auto_v2; anim.initanimset["single"] = [ %shotgun_crouch_fire ]; set_animarray_burst_and_semi_fire_crouch(); anim.initanimset["reload"] = [ %shotgun_crouch_reload ]; anim.initanimset["exposed_idle"] = [ %exposed_crouch_idle_alert_v1, %exposed_crouch_idle_alert_v2, %exposed_crouch_idle_alert_v3 ]; set_animarray_stance_change(); set_animarray_crouching_turns(); set_animarray_add_turn_aims_crouch(); anim.archetypes["soldier"]["shotgun_crouch"] = anim.initanimset; } init_animset_default_prone() { anim.initanimset = []; anim.initanimset["add_aim_up"] = %prone_aim_8_add; anim.initanimset["add_aim_down"] = %prone_aim_2_add; anim.initanimset["add_aim_left"] = %prone_aim_4_add; anim.initanimset["add_aim_right"] = %prone_aim_6_add; anim.initanimset["straight_level"] = %prone_aim_5; anim.initanimset["fire"] = %prone_fire_1; anim.initanimset["single"] = [ %prone_fire_1 ]; anim.initanimset["reload"] = [ %prone_reload ]; anim.initanimset["burst2"] = %prone_fire_burst; anim.initanimset["burst3"] = %prone_fire_burst; anim.initanimset["burst4"] = %prone_fire_burst; anim.initanimset["burst5"] = %prone_fire_burst; anim.initanimset["burst6"] = %prone_fire_burst; anim.initanimset["semi2"] = %prone_fire_burst; anim.initanimset["semi3"] = %prone_fire_burst; anim.initanimset["semi4"] = %prone_fire_burst; anim.initanimset["semi5"] = %prone_fire_burst; anim.initanimset["exposed_idle"] = [ %exposed_crouch_idle_alert_v1, %exposed_crouch_idle_alert_v2, %exposed_crouch_idle_alert_v3 ]; set_animarray_stance_change(); anim.archetypes["soldier"]["default_prone"] = anim.initanimset; } init_animset_complete_custom_stand( var_0 ) { self.combatstandanims = var_0; } init_animset_custom_stand( var_0, var_1, var_2, var_3 ) { anim.initanimset = animscripts\utility::lookupanimarray( "default_stand" ); if ( isdefined( var_1 ) ) anim.initanimset["straight_level"] = var_1; if ( isdefined( var_0 ) ) { anim.initanimset["fire"] = var_0; anim.initanimset["single"] = animscripts\utility::array( var_0 ); set_animarray_custom_burst_and_semi_fire_stand( var_0 ); } if ( isdefined( var_2 ) ) anim.initanimset["exposed_idle"] = animscripts\utility::array( var_2 ); if ( isdefined( var_3 ) ) { anim.initanimset["reload"] = animscripts\utility::array( var_3 ); anim.initanimset["reload_crouchhide"] = animscripts\utility::array( var_3 ); } self.combatstandanims = anim.initanimset; } init_animset_complete_custom_crouch( var_0 ) { self.combatcrouchanims = var_0; } init_animset_custom_crouch( var_0, var_1, var_2 ) { anim.initanimset = animscripts\utility::lookupanimarray( "default_crouch" ); if ( isdefined( var_0 ) ) { anim.initanimset["fire"] = var_0; anim.initanimset["single"] = animscripts\utility::array( var_0 ); set_animarray_custom_burst_and_semi_fire_crouch( var_0 ); } if ( isdefined( var_1 ) ) anim.initanimset["exposed_idle"] = animscripts\utility::array( var_1 ); if ( isdefined( var_2 ) ) anim.initanimset["reload"] = animscripts\utility::array( var_2 ); self.combatcrouchanims = anim.initanimset; } clear_custom_animset() { self.custommoveanimset = undefined; self.customidleanimset = undefined; self.combatstandanims = undefined; self.combatcrouchanims = undefined; } set_animarray_standing_turns_pistol( var_0 ) { anim.initanimset["turn_left_45"] = %pistol_stand_turn45l; anim.initanimset["turn_left_90"] = %pistol_stand_turn90l; anim.initanimset["turn_left_135"] = %pistol_stand_turn90l; anim.initanimset["turn_left_180"] = %pistol_stand_turn180l; anim.initanimset["turn_right_45"] = %pistol_stand_turn45r; anim.initanimset["turn_right_90"] = %pistol_stand_turn90r; anim.initanimset["turn_right_135"] = %pistol_stand_turn90r; anim.initanimset["turn_right_180"] = %pistol_stand_turn180l; } set_animarray_standing_turns() { anim.initanimset["turn_left_45"] = %exposed_tracking_turn45l; anim.initanimset["turn_left_90"] = %exposed_tracking_turn90l; anim.initanimset["turn_left_135"] = %exposed_tracking_turn135l; anim.initanimset["turn_left_180"] = %exposed_tracking_turn180l; anim.initanimset["turn_right_45"] = %exposed_tracking_turn45r; anim.initanimset["turn_right_90"] = %exposed_tracking_turn90r; anim.initanimset["turn_right_135"] = %exposed_tracking_turn135r; anim.initanimset["turn_right_180"] = %exposed_tracking_turn180r; } set_animarray_crouching_turns() { anim.initanimset["turn_left_45"] = %exposed_crouch_turn_90_left; anim.initanimset["turn_left_90"] = %exposed_crouch_turn_90_left; anim.initanimset["turn_left_135"] = %exposed_crouch_turn_180_left; anim.initanimset["turn_left_180"] = %exposed_crouch_turn_180_left; anim.initanimset["turn_right_45"] = %exposed_crouch_turn_90_right; anim.initanimset["turn_right_90"] = %exposed_crouch_turn_90_right; anim.initanimset["turn_right_135"] = %exposed_crouch_turn_180_right; anim.initanimset["turn_right_180"] = %exposed_crouch_turn_180_right; } set_animarray_stance_change() { anim.initanimset["crouch_2_stand"] = %exposed_crouch_2_stand; anim.initanimset["crouch_2_prone"] = %crouch_2_prone; anim.initanimset["stand_2_crouch"] = %exposed_stand_2_crouch; anim.initanimset["stand_2_prone"] = %stand_2_prone; anim.initanimset["prone_2_crouch"] = %prone_2_crouch; anim.initanimset["prone_2_stand"] = %prone_2_stand; } set_animarray_burst_and_semi_fire_stand() { anim.initanimset["burst2"] = %exposed_shoot_burst3; anim.initanimset["burst3"] = %exposed_shoot_burst3; anim.initanimset["burst4"] = %exposed_shoot_burst4; anim.initanimset["burst5"] = %exposed_shoot_burst5; anim.initanimset["burst6"] = %exposed_shoot_burst6; anim.initanimset["semi2"] = %exposed_shoot_semi2; anim.initanimset["semi3"] = %exposed_shoot_semi3; anim.initanimset["semi4"] = %exposed_shoot_semi4; anim.initanimset["semi5"] = %exposed_shoot_semi5; } set_animarray_custom_burst_and_semi_fire_stand( var_0 ) { anim.initanimset["burst2"] = var_0; anim.initanimset["burst3"] = var_0; anim.initanimset["burst4"] = var_0; anim.initanimset["burst5"] = var_0; anim.initanimset["burst6"] = var_0; anim.initanimset["semi2"] = var_0; anim.initanimset["semi3"] = var_0; anim.initanimset["semi4"] = var_0; anim.initanimset["semi5"] = var_0; } set_animarray_burst_and_semi_fire_crouch() { anim.initanimset["burst2"] = %exposed_crouch_shoot_burst3; anim.initanimset["burst3"] = %exposed_crouch_shoot_burst3; anim.initanimset["burst4"] = %exposed_crouch_shoot_burst4; anim.initanimset["burst5"] = %exposed_crouch_shoot_burst5; anim.initanimset["burst6"] = %exposed_crouch_shoot_burst6; anim.initanimset["semi2"] = %exposed_crouch_shoot_semi2; anim.initanimset["semi3"] = %exposed_crouch_shoot_semi3; anim.initanimset["semi4"] = %exposed_crouch_shoot_semi4; anim.initanimset["semi5"] = %exposed_crouch_shoot_semi5; } set_animarray_custom_burst_and_semi_fire_crouch( var_0 ) { anim.initanimset["burst2"] = var_0; anim.initanimset["burst3"] = var_0; anim.initanimset["burst4"] = var_0; anim.initanimset["burst5"] = var_0; anim.initanimset["burst6"] = var_0; anim.initanimset["semi2"] = var_0; anim.initanimset["semi3"] = var_0; anim.initanimset["semi4"] = var_0; anim.initanimset["semi5"] = var_0; } set_animarray_add_turn_aims_stand() { anim.initanimset["add_turn_aim_up"] = %exposed_turn_aim_8; anim.initanimset["add_turn_aim_down"] = %exposed_turn_aim_2; anim.initanimset["add_turn_aim_left"] = %exposed_turn_aim_4; anim.initanimset["add_turn_aim_right"] = %exposed_turn_aim_6; } set_animarray_add_turn_aims_crouch() { anim.initanimset["add_turn_aim_up"] = %exposed_crouch_turn_aim_8; anim.initanimset["add_turn_aim_down"] = %exposed_crouch_turn_aim_2; anim.initanimset["add_turn_aim_left"] = %exposed_crouch_turn_aim_4; anim.initanimset["add_turn_aim_right"] = %exposed_crouch_turn_aim_6; } set_animarray_standing() { if ( animscripts\utility::usingsidearm() ) self.a.array = animscripts\utility::lookupanimarray( "pistol_stand" ); else if ( isdefined( self.combatstandanims ) ) self.a.array = self.combatstandanims; else if ( isdefined( self.heat ) ) self.a.array = animscripts\utility::lookupanimarray( "heat_stand" ); else if ( animscripts\utility::usingrocketlauncher() ) self.a.array = animscripts\utility::lookupanimarray( "rpg_stand" ); else if ( isdefined( self.weapon ) && animscripts\utility::weapon_pump_action_shotgun() ) self.a.array = animscripts\utility::lookupanimarray( "shotgun_stand" ); else if ( animscripts\utility::iscqbwalking() ) self.a.array = animscripts\utility::lookupanimarray( "cqb_stand" ); else self.a.array = animscripts\utility::lookupanimarray( "default_stand" ); } set_animarray_crouching() { if ( animscripts\utility::usingsidearm() ) animscripts\shared::placeweaponon( self.primaryweapon, "right" ); if ( isdefined( self.combatcrouchanims ) ) self.a.array = self.combatcrouchanims; else if ( animscripts\utility::usingrocketlauncher() ) self.a.array = animscripts\utility::lookupanimarray( "rpg_crouch" ); else if ( isdefined( self.weapon ) && animscripts\utility::weapon_pump_action_shotgun() ) self.a.array = animscripts\utility::lookupanimarray( "shotgun_crouch" ); else self.a.array = animscripts\utility::lookupanimarray( "default_crouch" ); } set_animarray_prone() { if ( animscripts\utility::usingsidearm() ) animscripts\shared::placeweaponon( self.primaryweapon, "right" ); self.a.array = animscripts\utility::lookupanimarray( "default_prone" ); } init_moving_turn_animations() { anim.initanimset = []; anim.initanimset[0] = %run_turn_180; anim.initanimset[1] = %run_turn_l135; anim.initanimset[2] = %run_turn_l90; anim.initanimset[3] = %run_turn_l45; anim.initanimset[5] = %run_turn_r45; anim.initanimset[6] = %run_turn_r90; anim.initanimset[7] = %run_turn_r135; anim.initanimset[8] = %run_turn_180; anim.archetypes["soldier"]["run_turn"] = anim.initanimset; anim.initanimset = []; anim.initanimset[0] = %cqb_walk_turn_2; anim.initanimset[1] = %cqb_walk_turn_1; anim.initanimset[2] = %cqb_walk_turn_4; anim.initanimset[3] = %cqb_walk_turn_7; anim.initanimset[5] = %cqb_walk_turn_9; anim.initanimset[6] = %cqb_walk_turn_6; anim.initanimset[7] = %cqb_walk_turn_3; anim.initanimset[8] = %cqb_walk_turn_2; anim.archetypes["soldier"]["cqb_turn"] = anim.initanimset; anim.initanimset = []; anim.initanimset[0] = %cqb_run_turn_180_iw6; anim.initanimset[1] = %cqb_run_turn_l135_iw6; anim.initanimset[2] = %cqb_run_turn_l90_iw6; anim.initanimset[3] = %cqb_run_turn_l45_iw6; anim.initanimset[5] = %cqb_run_turn_r45_iw6; anim.initanimset[6] = %cqb_run_turn_r90_iw6; anim.initanimset[7] = %cqb_run_turn_r135_iw6; anim.initanimset[8] = %cqb_run_turn_180_iw6; anim.archetypes["soldier"]["cqb_run_turn"] = anim.initanimset; } init_exposed_turn_animations() { anim.initanimset = []; anim.initanimset["turn_left_45"] = %exposed_tracking_turn45l; anim.initanimset["turn_left_90"] = %exposed_tracking_turn90l; anim.initanimset["turn_left_135"] = %exposed_tracking_turn135l; anim.initanimset["turn_left_180"] = %exposed_tracking_turn180l; anim.initanimset["turn_right_45"] = %exposed_tracking_turn45r; anim.initanimset["turn_right_90"] = %exposed_tracking_turn90r; anim.initanimset["turn_right_135"] = %exposed_tracking_turn135r; anim.initanimset["turn_right_180"] = %exposed_tracking_turn180r; anim.archetypes["soldier"]["exposed_turn"] = anim.initanimset; anim.initanimset = []; anim.initanimset["turn_left_45"] = %exposed_crouch_turn_90_left; anim.initanimset["turn_left_90"] = %exposed_crouch_turn_90_left; anim.initanimset["turn_left_135"] = %exposed_crouch_turn_180_left; anim.initanimset["turn_left_180"] = %exposed_crouch_turn_180_left; anim.initanimset["turn_right_45"] = %exposed_crouch_turn_90_right; anim.initanimset["turn_right_90"] = %exposed_crouch_turn_90_right; anim.initanimset["turn_right_135"] = %exposed_crouch_turn_180_right; anim.initanimset["turn_right_180"] = %exposed_crouch_turn_180_right; anim.archetypes["soldier"]["exposed_turn_crouch"] = anim.initanimset; } init_grenade_animations() { anim.initanimset = []; anim.initanimset["cower_squat"] = %exposed_squat_down_grenade_f; anim.initanimset["cower_squat_idle"] = %exposed_squat_idle_grenade_f; anim.initanimset["cower_dive_back"] = %exposed_dive_grenade_b; anim.initanimset["cower_dive_front"] = %exposed_dive_grenade_f; anim.initanimset["return_throw_short"] = [ %grenade_return_running_throw_forward, %grenade_return_standing_throw_forward_1 ]; anim.initanimset["return_throw_long"] = [ %grenade_return_running_throw_forward, %grenade_return_standing_throw_overhand_forward ]; anim.initanimset["return_throw_default"] = [ %grenade_return_standing_throw_overhand_forward ]; anim.archetypes["soldier"]["grenade"] = anim.initanimset; } init_animset_run_n_gun() { anim.initanimset = []; anim.initanimset["F"] = %run_n_gun_f; anim.initanimset["L"] = %run_n_gun_l; anim.initanimset["R"] = %run_n_gun_r; anim.initanimset["LB"] = %run_n_gun_l_120; anim.initanimset["RB"] = %run_n_gun_r_120; anim.initanimset["move_back"] = %combatwalk_b; anim.archetypes["soldier"]["run_n_gun"] = anim.initanimset; } setup_run_n_gun() { self.maxrunngunangle = 130; self.runnguntransitionpoint = 0.461538; self.runngunincrement = 0.3; } init_animset_ambush() { anim.initanimset = []; anim.initanimset["move_l"] = %combatwalk_l; anim.initanimset["move_r"] = %combatwalk_r; anim.initanimset["move_b"] = %combatwalk_b; anim.archetypes["soldier"]["ambush"] = anim.initanimset; } set_ambush_sidestep_anims() { self.a.moveanimset["move_l"] = animscripts\utility::lookupanim( "ambush", "move_l" ); self.a.moveanimset["move_r"] = animscripts\utility::lookupanim( "ambush", "move_r" ); self.a.moveanimset["move_b"] = animscripts\utility::lookupanim( "ambush", "move_b" ); } heat_reload_anim() { if ( self.weapon != self.primaryweapon ) return animscripts\utility::animarraypickrandom( "reload" ); if ( isdefined( self.node ) ) { if ( self nearclaimnodeandangle() ) { var_0 = undefined; if ( self.node.type == "Cover Left" ) var_0 = animscripts\utility::lookupanim( "heat_reload", "reload_cover_left" ); else if ( self.node.type == "Cover Right" ) var_0 = animscripts\utility::lookupanim( "heat_reload", "reload_cover_right" ); if ( isdefined( var_0 ) ) return var_0; } } return animscripts\utility::lookupanim( "heat_reload", "reload_default" ); }