// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool inithuman( var_0 ) { level.agent_funcs["alienHuman"] = []; level.agent_funcs["alienHuman"]["spawn"] = ::alienhumanspawn; level.agent_funcs["alienHuman"]["on_killed"] = ::alienhumankilled; level.agent_funcs["alienHuman"]["on_damaged"] = ::alienhumandamaged; level.agent_funcs["alienHuman"]["on_damaged_finished"] = ::alienhumandamagefinished; level.human_agent_anim_class = var_0; } alienhumanspawn( var_0, var_1, var_2, var_3, var_4 ) { var_5 = maps\mp\agents\_agent_common::connectnewagent( "alienHuman", "allies" ); if ( !isdefined( var_0 ) || !isdefined( var_1 ) ) { var_6 = var_5 [[ level.getspawnpoint ]](); var_0 = var_6.origin; var_1 = var_6.angles; } var_5 setmodel( var_2 ); var_5 show(); var_5 spawnagent( var_0, var_1, level.human_agent_anim_class ); var_5 scragentsetphysicsmode( "noclip" ); var_5 attach( var_3, "J_spine4" ); var_5.moveplaybackrate = 1.0; var_5.defaultmoveplaybackrate = 1.0; var_5.xyanimscale = 1.0; var_5 maps\mp\agents\_agent_utility::activateagent(); var_5.spawntime = gettime(); var_5.spawn_origin = var_0; var_5 scragentsetclipmode( "agent" ); var_5.maxhealth = 100; var_5.health = 100; var_5.ignoreme = !isdefined( var_4 ) || !var_4; return var_5; } checklocation() { var_0 = self.origin; for (;;) { var_1 = self.origin; var_2 = undefined; var_3 = 0.0; if ( isdefined( self.startanimtime ) && length( var_1 - var_0 ) > 0.1 ) { var_2 = self getanimentryname(); var_3 = ( gettime() - self.startanimtime ) / 1000.0; } wait 0.05; var_0 = var_1; } } playanimation( var_0, var_1, var_2, var_3 ) { self.startanimtime = gettime(); if ( !isdefined( var_2 ) ) var_2 = "end"; self scragentsetanimmode( "anim deltas" ); self scragentsetorientmode( "face angle abs", self.angles ); maps\mp\agents\_scriptedagents::playanimnuntilnotetrack( var_0, var_1, var_0, var_2, var_3 ); } alienhumandamaged( var_0, var_1, var_2, var_3, var_4, var_5, var_6, var_7, var_8, var_9 ) { return self [[ maps\mp\agents\_agent_utility::agentfunc( "on_damaged_finished" ) ]]( var_0, var_1, var_2, var_3, var_4, var_5, var_6, var_7, var_8, var_9 ); } alienhumandamagefinished( var_0, var_1, var_2, var_3, var_4, var_5, var_6, var_7, var_8, var_9 ) { self finishagentdamage( var_0, var_1, var_2, var_3, var_4, var_5, var_6, var_7, var_8, var_9, 0.0, 0 ); } alienhumankilled( var_0, var_1, var_2, var_3, var_4, var_5, var_6, var_7, var_8 ) { }