iw6-scripts/animscripts/shark/shark_death.gsc
2024-02-13 13:20:49 +01:00

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// IW6 GSC SOURCE
// Generated by https://github.com/xensik/gsc-tool
#using_animtree("animals");
main()
{
self clearanim( %root, 0.2 );
var_0 = spawn( "script_model", self.origin );
var_0.angles = self.angles;
var_0 setmodel( self.model );
var_0 useanimtree( #animtree );
var_0 hide();
self linkto( var_0 );
var_0 find_available_collision_model();
if ( randomintrange( 0, 100 ) < 50 )
{
var_1 = %shark_death_1;
var_2 = %shark_death_loop_1;
var_3 = %shark_death_settle_1;
}
else
{
var_1 = %shark_death_2;
var_2 = %shark_death_loop_2;
var_3 = %shark_death_settle_2;
}
self setanimknobrestart( var_1, 1, 0, 1 );
var_4 = getanimlength( var_1 );
playfxontag( level._effect["swim_ai_death_blood"], var_0, "j_spineupper" );
var_5 = [ "j_tail1", "j_spineupper", "j_tail2", "j_fin_le", "j_fin_ri", "j_head", "j_jaw" ];
foreach ( var_7 in var_5 )
playfxontag( level._effect["water_bubbles_wide_sm_lp"], var_0, var_7 );
var_9 = 1;
var_0 moveto( var_0.origin - ( 0, 0, 1000 ), 100, 0, 100 );
while ( var_9 )
{
var_10 = bullettracepassed( var_0.origin, var_0.origin - ( 0, 0, 10 ), 1, self );
var_11 = bullettracepassed( var_0.origin, var_0.origin - ( 0, 0, 10 ), 1, level.player );
if ( !var_10 && !var_11 )
var_9 = 0;
wait 0.05;
}
self setanimknobrestart( var_3, 1, 0, 1 );
var_0 moveto( var_0.origin - ( 0, 0, 10 ), 5, 0, 5 );
foreach ( var_7 in var_5 )
{
stopfxontag( level._effect["water_bubbles_wide_sm_lp"], var_0, var_7 );
wait 0.05;
}
wait 50;
var_0 return_collision_model();
var_0 delete();
self delete();
}
find_available_collision_model()
{
if ( !isdefined( level.shark_collsions ) )
return;
for ( var_0 = 0; var_0 < level.shark_collsions.size; var_0++ )
{
if ( level.shark_collsions[var_0].is_available )
{
level.shark_collsions[var_0].is_available = 0;
level.shark_collsions[var_0] solid();
level.shark_collsions[var_0].origin = self.origin;
level.shark_collsions[var_0].angles = self.angles;
level.shark_collsions[var_0] linkto( self );
self.shark_collision_model = level.shark_collsions[var_0];
foreach ( var_2 in level.players )
var_2 thread track_collision_with_player( level.shark_collsions[var_0] );
break;
}
}
}
track_collision_with_player( var_0 )
{
var_0 endon( "released" );
for (;;)
{
if ( self istouching( var_0 ) )
{
var_0 notsolid();
return;
}
wait 0.1;
}
}
return_collision_model()
{
if ( !isdefined( level.shark_collsions ) || !isdefined( self.shark_collision_model ) )
return;
self.shark_collision_model notify( "released" );
self.shark_collision_model unlink();
self.shark_collision_model notsolid();
self.shark_collision_model.origin = self.shark_collision_model.original_origin;
self.shark_collision_model.is_available = 1;
}