2024-02-13 13:20:49 +01:00

570 lines
16 KiB
Plaintext

// IW6 GSC SOURCE
// Generated by https://github.com/xensik/gsc-tool
initweapon( var_0 )
{
self.weaponinfo[var_0] = spawnstruct();
self.weaponinfo[var_0].position = "none";
self.weaponinfo[var_0].hasclip = 1;
if ( getweaponclipmodel( var_0 ) != "" )
self.weaponinfo[var_0].useclip = 1;
else
self.weaponinfo[var_0].useclip = 0;
}
isweaponinitialized( var_0 )
{
return isdefined( self.weaponinfo[var_0] );
}
setglobalaimsettings()
{
anim.covercrouchleanpitch = 55;
anim.aimyawdifffartolerance = 10;
anim.aimyawdiffclosedistsq = 4096;
anim.aimyawdiffclosetolerance = 45;
anim.aimpitchdifftolerance = 20;
anim.painyawdifffartolerance = 25;
anim.painyawdiffclosedistsq = anim.aimyawdiffclosedistsq;
anim.painyawdiffclosetolerance = anim.aimyawdiffclosetolerance;
anim.painpitchdifftolerance = 30;
anim.maxanglecheckyawdelta = 65;
anim.maxanglecheckpitchdelta = 65;
}
everusessecondaryweapon()
{
if ( animscripts\utility::isshotgun( self.secondaryweapon ) )
return 1;
if ( weaponclass( self.primaryweapon ) == "rocketlauncher" )
return 1;
return 0;
}
#using_animtree("generic_human");
main()
{
self.a = spawnstruct();
self.a.laseron = 0;
self.primaryweapon = self.weapon;
firstinit();
if ( self.primaryweapon == "" )
self.primaryweapon = "none";
if ( self.secondaryweapon == "" )
self.secondaryweapon = "none";
if ( self.sidearm == "" )
self.sidearm = "none";
initweapon( self.primaryweapon );
initweapon( self.secondaryweapon );
initweapon( self.sidearm );
self setdefaultaimlimits();
self.a.weaponpos["left"] = "none";
self.a.weaponpos["right"] = "none";
self.a.weaponpos["chest"] = "none";
self.a.weaponpos["back"] = "none";
self.a.weaponposdropping["left"] = "none";
self.a.weaponposdropping["right"] = "none";
self.a.weaponposdropping["chest"] = "none";
self.a.weaponposdropping["back"] = "none";
self.lastweapon = self.weapon;
self.root_anim = %root;
thread begingrenadetracking();
var_0 = animscripts\utility::usingrocketlauncher();
self.a.neverlean = var_0;
if ( var_0 )
thread animscripts\shared::rpgplayerrepulsor();
self.a.rockets = 3;
self.a.rocketvisible = 1;
self.a.pose = "stand";
self.a.grenadethrowpose = "stand";
self.a.movement = "stop";
self.a.state = "stop";
self.a.special = "none";
self.a.gunhand = "none";
self.a.prevputguninhandtime = -1;
self.dropweapon = 1;
self.minexposedgrenadedist = 750;
animscripts\shared::placeweaponon( self.primaryweapon, "right" );
if ( animscripts\utility::isshotgun( self.secondaryweapon ) )
animscripts\shared::placeweaponon( self.secondaryweapon, "back" );
self.a.needstorechamber = 0;
self.a.combatendtime = gettime();
self.a.lastenemytime = gettime();
self.a.suppressingenemy = 0;
self.a.disablelongdeath = !self isbadguy();
self.a.lookangle = 0;
self.a.paintime = 0;
self.a.lastshoottime = 0;
self.a.nextgrenadetrytime = 0;
self.a.reacttobulletchance = 0.8;
if ( self.team != "allies" )
self.has_no_ir = 1;
self.a.postscriptfunc = undefined;
self.a.stance = "stand";
self.chooseposefunc = animscripts\utility::choosepose;
self._animactive = 0;
self._lastanimtime = 0;
thread enemynotify();
self.baseaccuracy = 1;
self.a.misstime = 0;
self.a.nodeath = 0;
self.a.misstime = 0;
self.a.misstimedebounce = 0;
self.a.disablepain = 0;
self.accuracystationarymod = 1;
self.chatinitialized = 0;
self.sightpostime = 0;
self.sightposleft = 1;
self.needrecalculategoodshootpos = 1;
self.defaultturnthreshold = 55;
self.a.nextstandinghitdying = 0;
if ( !isdefined( self.script_forcegrenade ) )
self.script_forcegrenade = 0;
setupuniqueanims();
animscripts\weaponlist::refillclip();
self.lastenemysighttime = 0;
self.combattime = 0;
self.suppressed = 0;
self.suppressedtime = 0;
if ( self.team == "allies" )
self.suppressionthreshold = 0.5;
else
self.suppressionthreshold = 0.0;
if ( self.team == "allies" )
self.randomgrenaderange = 0;
else
self.randomgrenaderange = 256;
self.ammocheatinterval = 8000;
self.ammocheattime = 0;
animscripts\animset::setup_run_n_gun();
self.exception = [];
self.exception["corner"] = 1;
self.exception["cover_crouch"] = 1;
self.exception["stop"] = 1;
self.exception["stop_immediate"] = 1;
self.exception["move"] = 1;
self.exception["exposed"] = 1;
self.exception["corner_normal"] = 1;
var_1 = getarraykeys( self.exception );
for ( var_2 = 0; var_2 < var_1.size; var_2++ )
common_scripts\utility::clear_exception( var_1[var_2] );
self.reacquire_state = 0;
thread setnameandrank_andaddtosquad();
self.shouldconserveammotime = 0;
if ( !isdefined( level.disablemonitorflash ) )
thread animscripts\combat_utility::monitorflash();
thread ondeath();
}
weapons_with_ir( var_0 )
{
var_1[0] = "m4_grenadier";
var_1[1] = "m4_grunt";
var_1[2] = "m4_silencer";
var_1[3] = "m4m203";
if ( !isdefined( var_0 ) )
return 0;
for ( var_2 = 0; var_2 < var_1.size; var_2++ )
{
if ( issubstr( var_0, var_1[var_2] ) )
return 1;
}
return 0;
}
setnameandrank_andaddtosquad()
{
self endon( "death" );
if ( !isdefined( level.loadoutcomplete ) )
level waittill( "loadout complete" );
maps\_names::get_name();
thread animscripts\squadmanager::addtosquad();
}
pollallowedstancesthread()
{
for (;;)
{
if ( self isstanceallowed( "stand" ) )
{
var_0[0] = "stand allowed";
var_1[0] = ( 0, 1, 0 );
}
else
{
var_0[0] = "stand not allowed";
var_1[0] = ( 1, 0, 0 );
}
if ( self isstanceallowed( "crouch" ) )
{
var_0[1] = "crouch allowed";
var_1[1] = ( 0, 1, 0 );
}
else
{
var_0[1] = "crouch not allowed";
var_1[1] = ( 1, 0, 0 );
}
if ( self isstanceallowed( "prone" ) )
{
var_0[2] = "prone allowed";
var_1[2] = ( 0, 1, 0 );
}
else
{
var_0[2] = "prone not allowed";
var_1[2] = ( 1, 0, 0 );
}
var_2 = self getshootatpos() + ( 0, 0, 30 );
var_3 = ( 0, 0, -10 );
for ( var_4 = 0; var_4 < var_0.size; var_4++ )
var_5 = ( var_2[0] + var_3[0] * var_4, var_2[1] + var_3[1] * var_4, var_2[2] + var_3[2] * var_4 );
wait 0.05;
}
}
setupuniqueanims()
{
if ( !isdefined( self.animplaybackrate ) || !isdefined( self.moveplaybackrate ) )
set_anim_playback_rate();
}
set_anim_playback_rate()
{
self.animplaybackrate = 0.9 + randomfloat( 0.2 );
self.movetransitionrate = 0.9 + randomfloat( 0.2 );
self.moveplaybackrate = 1;
self.sidesteprate = 1.35;
}
infiniteloop( var_0, var_1, var_2, var_3 )
{
anim waittill( "new exceptions" );
}
empty( var_0, var_1, var_2, var_3 )
{
}
enemynotify()
{
self endon( "death" );
if ( 1 )
return;
for (;;)
{
self waittill( "enemy" );
if ( !isalive( self.enemy ) )
continue;
while ( isplayer( self.enemy ) )
{
if ( animscripts\utility::hasenemysightpos() )
level.lastplayersighted = gettime();
wait 2;
}
}
}
initwindowtraverse()
{
level.window_down_height[0] = -36.8552;
level.window_down_height[1] = -27.0095;
level.window_down_height[2] = -15.5981;
level.window_down_height[3] = -4.37769;
level.window_down_height[4] = 17.7776;
level.window_down_height[5] = 59.8499;
level.window_down_height[6] = 104.808;
level.window_down_height[7] = 152.325;
level.window_down_height[8] = 201.052;
level.window_down_height[9] = 250.244;
level.window_down_height[10] = 298.971;
level.window_down_height[11] = 330.681;
}
firstinit()
{
if ( isdefined( anim.notfirsttime ) )
return;
anim.notfirsttime = 1;
animscripts\animset::init_anim_sets();
anim.usefacialanims = 0;
maps\_load::init_level_players();
level.player.invul = 0;
level.nextgrenadedrop = randomint( 3 );
level.lastplayersighted = 100;
anim.defaultexception = ::empty;
initdeveloperdvars();
setdvar( "scr_expDeathMayMoveCheck", "on" );
maps\_names::setup_names();
anim.animflagnameindex = 0;
animscripts\init_move_transitions::initmovestartstoptransitions();
anim.combatmemorytimeconst = 10000;
anim.combatmemorytimerand = 6000;
initgrenades();
initadvancetoenemy();
if ( !isdefined( anim.optionalstepeffectfunction ) )
{
anim.optionalstepeffectsmallfunction = animscripts\notetracks::playfootstepeffectsmall;
anim.optionalstepeffectfunction = animscripts\notetracks::playfootstepeffect;
}
if ( !isdefined( anim.optionalstepeffects ) )
anim.optionalstepeffects = [];
if ( !isdefined( anim.optionalstepeffectssmall ) )
anim.optionalstepeffectssmall = [];
if ( !isdefined( anim.shootenemywrapper_func ) )
anim.shootenemywrapper_func = animscripts\utility::shootenemywrapper_shootnotify;
if ( !isdefined( anim.shootposwrapper_func ) )
anim.shootposwrapper_func = animscripts\utility::shootposwrapper;
anim.fire_notetrack_functions["scripted"] = animscripts\notetracks::fire_straight;
anim.fire_notetrack_functions["cover_right"] = animscripts\notetracks::shootnotetrack;
anim.fire_notetrack_functions["cover_left"] = animscripts\notetracks::shootnotetrack;
anim.fire_notetrack_functions["cover_crouch"] = animscripts\notetracks::shootnotetrack;
anim.fire_notetrack_functions["cover_stand"] = animscripts\notetracks::shootnotetrack;
anim.fire_notetrack_functions["move"] = animscripts\notetracks::shootnotetrack;
animscripts\notetracks::registernotetracks();
if ( !isdefined( level.flag ) )
common_scripts\utility::init_flags();
maps\_gameskill::setskill();
level.painai = undefined;
animscripts\setposemovement::initposemovementfunctions();
animscripts\face::initlevelface();
anim.burstfirenumshots = animscripts\utility::array( 1, 2, 2, 2, 3, 3, 3, 3, 4, 4, 5 );
anim.fastburstfirenumshots = animscripts\utility::array( 2, 3, 3, 3, 4, 4, 4, 5, 5 );
anim.semifirenumshots = animscripts\utility::array( 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5, 5 );
anim.badplaces = [];
anim.badplaceint = 0;
anim.player = getentarray( "player", "classname" )[0];
initbattlechatter();
initwindowtraverse();
animscripts\cqb::setupcqbpointsofinterest();
initdeaths();
setglobalaimsettings();
anim.lastcarexplosiontime = -100000;
setuprandomtable();
level.player thread animscripts\combat_utility::watchreloading();
thread aiturnnotifies();
}
initdeveloperdvars()
{
}
initbattlechatter()
{
animscripts\squadmanager::init_squadmanager();
anim.player thread animscripts\squadmanager::addplayertosquad();
animscripts\battlechatter::init_battlechatter();
anim.player thread animscripts\battlechatter_ai::addtosystem();
anim thread animscripts\battlechatter::bcsdebugwaiter();
}
initdeaths()
{
anim.numdeathsuntilcrawlingpain = randomintrange( 0, 15 );
anim.numdeathsuntilcornergrenadedeath = randomintrange( 0, 10 );
anim.nextcrawlingpaintime = gettime() + randomintrange( 0, 20000 );
anim.nextcrawlingpaintimefromlegdamage = gettime() + randomintrange( 0, 10000 );
anim.nextcornergrenadedeathtime = gettime() + randomintrange( 0, 15000 );
}
initgrenades()
{
for ( var_0 = 0; var_0 < level.players.size; var_0++ )
{
var_1 = level.players[var_0];
var_1.grenadetimers["fraggrenade"] = randomintrange( 1000, 20000 );
var_1.grenadetimers["flash_grenade"] = randomintrange( 1000, 20000 );
var_1.grenadetimers["double_grenade"] = randomintrange( 1000, 60000 );
var_1.numgrenadesinprogresstowardsplayer = 0;
var_1.lastgrenadelandednearplayertime = -1000000;
var_1.lastfraggrenadetoplayerstart = -1000000;
var_1 thread setnextplayergrenadetime();
}
anim.grenadetimers["AI_fraggrenade"] = randomintrange( 0, 20000 );
anim.grenadetimers["AI_flash_grenade"] = randomintrange( 0, 20000 );
anim.grenadetimers["AI_smoke_grenade_american"] = randomintrange( 0, 20000 );
animscripts\combat_utility::initgrenadethrowanims();
}
initadvancetoenemy()
{
level.lastadvancetoenemytime = [];
level.lastadvancetoenemytime["axis"] = 0;
level.lastadvancetoenemytime["allies"] = 0;
level.lastadvancetoenemytime["team3"] = 0;
level.lastadvancetoenemytime["neutral"] = 0;
level.lastadvancetoenemydest = [];
level.lastadvancetoenemydest["axis"] = ( 0, 0, 0 );
level.lastadvancetoenemydest["allies"] = ( 0, 0, 0 );
level.lastadvancetoenemydest["team3"] = ( 0, 0, 0 );
level.lastadvancetoenemydest["neutral"] = ( 0, 0, 0 );
level.lastadvancetoenemysrc = [];
level.lastadvancetoenemysrc["axis"] = ( 0, 0, 0 );
level.lastadvancetoenemysrc["allies"] = ( 0, 0, 0 );
level.lastadvancetoenemysrc["team3"] = ( 0, 0, 0 );
level.lastadvancetoenemysrc["neutral"] = ( 0, 0, 0 );
level.lastadvancetoenemyattacker = [];
level.advancetoenemygroup = [];
level.advancetoenemygroup["axis"] = 0;
level.advancetoenemygroup["allies"] = 0;
level.advancetoenemygroup["team3"] = 0;
level.advancetoenemygroup["neutral"] = 0;
level.advancetoenemyinterval = 30000;
level.advancetoenemygroupmax = 3;
}
aiturnnotifies()
{
var_0 = 0;
var_1 = 3;
for (;;)
{
var_2 = getaiarray();
if ( var_2.size == 0 )
{
wait 0.05;
var_0 = 0;
continue;
}
for ( var_3 = 0; var_3 < var_2.size; var_3++ )
{
if ( !isdefined( var_2[var_3] ) )
continue;
var_2[var_3] notify( "do_slow_things" );
var_0++;
if ( var_0 == var_1 )
{
wait 0.05;
var_0 = 0;
}
}
}
}
setnextplayergrenadetime()
{
waittillframeend;
if ( isdefined( self.gs.playergrenaderangetime ) )
{
var_0 = int( self.gs.playergrenaderangetime * 0.7 );
if ( var_0 < 1 )
var_0 = 1;
self.grenadetimers["fraggrenade"] = randomintrange( 0, var_0 );
self.grenadetimers["flash_grenade"] = randomintrange( 0, var_0 );
}
if ( isdefined( self.gs.playerdoublegrenadetime ) )
{
var_0 = int( self.gs.playerdoublegrenadetime );
var_1 = int( var_0 / 2 );
if ( var_0 <= var_1 )
var_0 = var_1 + 1;
self.grenadetimers["double_grenade"] = randomintrange( var_1, var_0 );
}
}
begingrenadetracking()
{
if ( isdefined( level.disablegrenadetracking ) )
return;
self endon( "death" );
for (;;)
{
self waittill( "grenade_fire", var_0, var_1 );
var_0 thread maps\_utility::grenade_earthquake();
}
}
setuprandomtable()
{
anim.randominttablesize = 60;
anim.randominttable = [];
for ( var_0 = 0; var_0 < anim.randominttablesize; var_0++ )
anim.randominttable[var_0] = var_0;
for ( var_0 = 0; var_0 < anim.randominttablesize; var_0++ )
{
var_1 = randomint( anim.randominttablesize );
var_2 = anim.randominttable[var_0];
anim.randominttable[var_0] = anim.randominttable[var_1];
anim.randominttable[var_1] = var_2;
}
}
ondeath()
{
if ( isdefined( level.disablestrangeondeath ) )
return;
self waittill( "death" );
if ( !isdefined( self ) )
{
if ( isdefined( self.a.usingturret ) )
self.a.usingturret delete();
}
}