iw6-scripts/maps/player_scripted_anim_util.gsc
2024-02-13 13:20:49 +01:00

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// IW6 GSC SOURCE
// Generated by https://github.com/xensik/gsc-tool
waittill_trigger_activate_looking_at( var_0, var_1, var_2, var_3, var_4, var_5 )
{
var_0 endon( "valid_trigger" );
var_6 = 1;
if ( !isdefined( var_2 ) )
var_2 = 0.8;
if ( isdefined( var_3 ) && var_3 )
var_6 = undefined;
var_7 = isdefined( var_4 ) && var_4;
var_0 thread _trigger_handle_triggering( var_7 );
for (;;)
{
if ( isdefined( var_0.force_off ) && var_0.force_off )
var_0 common_scripts\utility::trigger_off();
else if ( level.player getstance() == "prone" )
var_0 common_scripts\utility::trigger_off();
else if ( level.player player_looking_at_relative( var_1.origin, var_2, var_6, level.player, var_5 ) )
var_0 common_scripts\utility::trigger_on();
else
var_0 common_scripts\utility::trigger_off();
wait 0.1;
}
}
_trigger_handle_triggering( var_0 )
{
self endon( "death" );
for (;;)
{
self waittill( "trigger" );
var_1 = !level.player ismeleeing();
var_2 = !level.player issprintsliding();
var_3 = level.player isonground() || level.player islinked();
var_4 = !isdefined( self.force_off ) || !self.force_off;
var_5 = level.player getstance() != "prone";
var_6 = !level.player isthrowinggrenade();
if ( var_4 && var_1 && var_2 && var_3 && var_5 && var_6 )
break;
}
self notify( "valid_trigger" );
if ( var_0 )
self delete();
else
common_scripts\utility::trigger_off();
}
player_looking_at_relative( var_0, var_1, var_2, var_3, var_4 )
{
if ( !isdefined( var_1 ) )
var_1 = 0.8;
var_5 = maps\_utility::get_player_from_self();
var_6 = var_5 geteye();
var_7 = vectortoangles( var_0 - var_6 );
var_8 = anglestoforward( var_7 );
var_9 = var_5 getplayerangles();
if ( isdefined( var_4 ) )
var_9 = combineangles( var_4.angles, var_9 );
var_10 = anglestoforward( var_9 );
var_11 = vectordot( var_8, var_10 );
if ( var_11 < var_1 )
return 0;
if ( isdefined( var_2 ) )
return 1;
var_12 = bullettrace( var_0, var_6, 0, var_3 );
return var_12["fraction"] == 1;
}