840 lines
20 KiB
Plaintext
840 lines
20 KiB
Plaintext
// IW6 GSC SOURCE
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// Generated by https://github.com/xensik/gsc-tool
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setposemovement( var_0, var_1 )
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{
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if ( var_0 == "" )
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{
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if ( self.a.pose == "prone" && ( var_1 == "walk" || var_1 == "run" ) )
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var_0 = "crouch";
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else
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var_0 = self.a.pose;
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}
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if ( !isdefined( var_1 ) || var_1 == "" )
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var_1 = self.a.movement;
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[[ anim.setposemovementfnarray[var_0][var_1] ]]();
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}
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initposemovementfunctions()
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{
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anim.setposemovementfnarray["stand"]["stop"] = ::standstop_begin;
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anim.setposemovementfnarray["stand"]["walk"] = ::standwalk_begin;
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anim.setposemovementfnarray["stand"]["run"] = ::standrun_begin;
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anim.setposemovementfnarray["crouch"]["stop"] = ::crouchstop_begin;
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anim.setposemovementfnarray["crouch"]["walk"] = ::crouchwalk_begin;
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anim.setposemovementfnarray["crouch"]["run"] = ::crouchrun_begin;
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anim.setposemovementfnarray["prone"]["stop"] = ::pronestop_begin;
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anim.setposemovementfnarray["prone"]["walk"] = ::pronewalk_begin;
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anim.setposemovementfnarray["prone"]["run"] = ::pronerun_begin;
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}
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standstop_begin()
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{
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switch ( self.a.pose )
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{
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case "stand":
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switch ( self.a.movement )
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{
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case "stop":
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return 0;
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case "walk":
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standwalktostand();
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break;
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default:
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standruntostand();
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break;
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}
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break;
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case "crouch":
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switch ( self.a.movement )
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{
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case "stop":
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crouchtostand();
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break;
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case "walk":
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crouchwalktostand();
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break;
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default:
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crouchruntostand();
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break;
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}
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break;
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default:
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switch ( self.a.movement )
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{
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case "stop":
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pronetostand();
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break;
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default:
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pronetostand();
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break;
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}
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break;
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}
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return 1;
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}
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standwalk_begin()
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{
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switch ( self.a.pose )
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{
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case "stand":
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switch ( self.a.movement )
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{
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case "stop":
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blendintostandwalk();
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break;
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case "walk":
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return 0;
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default:
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blendintostandwalk();
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break;
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}
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break;
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case "crouch":
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switch ( self.a.movement )
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{
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case "stop":
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crouchtostandwalk();
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break;
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case "walk":
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blendintostandwalk();
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break;
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default:
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blendintostandwalk();
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break;
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}
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break;
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default:
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pronetostandwalk();
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break;
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}
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return 1;
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}
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standrun_begin()
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{
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switch ( self.a.pose )
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{
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case "stand":
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switch ( self.a.movement )
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{
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case "walk":
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case "stop":
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return blendintostandrun();
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default:
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return 0;
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}
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break;
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case "crouch":
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switch ( self.a.movement )
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{
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case "stop":
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return crouchtostandrun();
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default:
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return blendintostandrun();
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}
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break;
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default:
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pronetostandrun();
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break;
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}
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return 1;
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}
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crouchstop_begin()
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{
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switch ( self.a.pose )
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{
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case "stand":
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switch ( self.a.movement )
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{
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case "stop":
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standtocrouch();
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break;
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case "walk":
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standwalktocrouch();
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break;
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case "run":
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standruntocrouch();
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break;
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default:
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}
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break;
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case "crouch":
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switch ( self.a.movement )
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{
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case "stop":
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break;
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case "walk":
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crouchwalktocrouch();
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break;
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case "run":
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crouchruntocrouch();
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break;
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default:
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}
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break;
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case "prone":
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pronetocrouch();
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break;
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default:
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}
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}
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crouchwalk_begin()
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{
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switch ( self.a.pose )
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{
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case "stand":
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switch ( self.a.movement )
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{
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case "stop":
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blendintocrouchwalk();
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break;
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case "walk":
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blendintocrouchwalk();
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break;
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default:
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blendintocrouchwalk();
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break;
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}
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break;
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case "crouch":
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switch ( self.a.movement )
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{
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case "stop":
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crouchtocrouchwalk();
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break;
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case "walk":
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return 0;
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default:
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blendintocrouchwalk();
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break;
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}
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break;
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default:
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pronetocrouchwalk();
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break;
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}
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return 1;
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}
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crouchrun_begin()
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{
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switch ( self.a.pose )
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{
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case "stand":
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switch ( self.a.movement )
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{
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case "stop":
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blendintocrouchrun();
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break;
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default:
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blendintocrouchrun();
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break;
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}
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break;
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case "crouch":
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switch ( self.a.movement )
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{
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case "stop":
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crouchtocrouchrun();
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break;
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case "walk":
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blendintocrouchrun();
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break;
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default:
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return 0;
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}
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break;
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default:
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pronetocrouchrun();
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break;
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}
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return 1;
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}
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pronestop_begin()
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{
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switch ( self.a.pose )
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{
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case "stand":
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switch ( self.a.movement )
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{
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case "stop":
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standtoprone();
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break;
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case "walk":
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standtoprone();
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break;
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case "run":
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crouchruntoprone();
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break;
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default:
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}
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break;
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case "crouch":
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switch ( self.a.movement )
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{
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case "stop":
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crouchtoprone();
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break;
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case "walk":
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crouchtoprone();
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break;
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case "run":
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crouchruntoprone();
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break;
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default:
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}
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break;
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case "prone":
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switch ( self.a.movement )
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{
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case "stop":
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break;
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case "walk":
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case "run":
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pronecrawltoprone();
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break;
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default:
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}
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break;
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default:
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}
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}
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pronewalk_begin()
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{
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switch ( self.a.pose )
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{
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case "stand":
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switch ( self.a.movement )
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{
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case "stop":
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standtopronewalk();
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break;
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default:
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crouchruntopronewalk();
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break;
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}
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break;
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case "crouch":
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switch ( self.a.movement )
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{
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case "stop":
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crouchtopronewalk();
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break;
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default:
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crouchruntopronewalk();
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break;
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}
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break;
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default:
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switch ( self.a.movement )
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{
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case "stop":
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pronetopronerun();
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break;
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default:
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self.a.movement = "walk";
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return 0;
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}
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break;
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}
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return 1;
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}
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pronerun_begin()
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{
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switch ( self.a.pose )
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{
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case "stand":
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switch ( self.a.movement )
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{
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case "stop":
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standtopronerun();
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break;
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default:
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crouchruntopronerun();
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break;
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}
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break;
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case "crouch":
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switch ( self.a.movement )
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{
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case "stop":
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crouchtopronerun();
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break;
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default:
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crouchruntopronerun();
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break;
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}
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break;
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default:
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switch ( self.a.movement )
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{
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case "stop":
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pronetopronerun();
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break;
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default:
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self.a.movement = "run";
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return 0;
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}
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break;
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}
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return 1;
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}
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#using_animtree("generic_human");
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playblendtransition( var_0, var_1, var_2, var_3 )
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{
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var_4 = gettime() + var_1 * 1000;
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if ( isarray( var_0 ) )
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var_0 = var_0[randomint( var_0.size )];
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self setflaggedanimknoball( "blendTransition", var_0, %body, 1, var_1, 1 );
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animscripts\notetracks::donotetracksfortime( var_1 / 2, "blendTransition" );
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self.a.pose = var_2;
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self.a.movement = var_3;
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var_5 = ( var_4 - gettime() ) / 1000;
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if ( var_5 < 0.05 )
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var_5 = 0.05;
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animscripts\notetracks::donotetracksfortime( var_5, "blendTransition" );
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}
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playtransitionstandwalk( var_0, var_1 )
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{
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playtransitionanimation( var_0, "stand", "walk", var_1 );
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}
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standwalktostand()
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{
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self.a.movement = "stop";
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}
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standwalktocrouch()
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{
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standwalktostand();
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standtocrouch();
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}
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standruntostand()
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{
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self.a.movement = "stop";
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}
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standruntocrouch()
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{
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self.a.movement = "stop";
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self.a.pose = "crouch";
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}
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playblendtransitionstandrun( var_0 )
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{
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var_1 = 0.3;
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if ( self.a.movement != "stop" )
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{
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self endon( "movemode" );
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var_1 = 1.0;
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}
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playblendtransition( var_0, var_1, "stand", "run" );
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}
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blendintostandrun()
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{
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if ( !self.facemotion )
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{
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self.a.movement = "run";
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self.a.pose = "stand";
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return 0;
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}
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if ( isdefined( self.run_overrideanim ) )
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{
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playblendtransitionstandrun( self.run_overrideanim );
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return 1;
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}
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var_0 = 0.1;
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if ( self.a.movement != "stop" && self.stairsstate == "none" )
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var_0 = 0.5;
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if ( isdefined( self.sprint ) )
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self setanimknoblimited( animscripts\utility::getmoveanim( "sprint" ), 1, var_0, 1 );
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else
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self setanimknoblimited( animscripts\run::getrunanim(), 1, var_0, 1 );
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animscripts\run::setmovenonforwardanims( animscripts\utility::getmoveanim( "move_b" ), animscripts\utility::getmoveanim( "move_l" ), animscripts\utility::getmoveanim( "move_r" ), self.sidesteprate );
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thread animscripts\run::setcombatstandmoveanimweights( "run" );
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wait 0.05;
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playblendtransitionstandrun( %combatrun );
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return 1;
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}
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blendintostandwalk()
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{
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if ( self.a.movement != "stop" )
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self endon( "movemode" );
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if ( !isdefined( self.alwaysrunforward ) && self.a.pose != "prone" )
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animscripts\run::setmovenonforwardanims( animscripts\utility::getmoveanim( "move_b" ), animscripts\utility::getmoveanim( "move_l" ), animscripts\utility::getmoveanim( "move_r" ) );
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self.a.pose = "stand";
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self.a.movement = "walk";
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}
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crouchtostand()
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{
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var_0 = 1;
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if ( isdefined( self.faststand ) )
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{
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var_0 = 1.8;
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self.faststand = undefined;
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}
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if ( animscripts\utility::usingsidearm() )
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playtransitionanimation( %pistol_crouchaimstraight2stand, "stand", "stop", undefined, var_0 );
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else
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{
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animscripts\utility::randomizeidleset();
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playtransitionanimation( %crouch2stand, "stand", "stop", undefined, var_0 );
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}
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}
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crouchtocrouchwalk()
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{
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blendintocrouchwalk();
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}
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crouchtostandwalk()
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{
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crouchtocrouchwalk();
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blendintostandwalk();
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}
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crouchwalktocrouch()
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{
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self.a.movement = "stop";
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}
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crouchwalktostand()
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{
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crouchwalktocrouch();
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crouchtostand();
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}
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crouchruntocrouch()
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{
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self.a.movement = "stop";
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}
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crouchruntostand()
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{
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crouchruntocrouch();
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crouchtostand();
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}
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crouchtocrouchrun()
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{
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blendintocrouchrun();
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}
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crouchtostandrun()
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{
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return blendintostandrun();
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}
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blendintocrouchrun()
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{
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if ( isdefined( self.crouchrun_combatanim ) )
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playblendtransition( self.crouchrun_combatanim, 0.6, "crouch", "run" );
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else
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{
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self setanimknob( %crouchrun, 1, 0.4, self.moveplaybackrate );
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thread animscripts\run::updatemoveanimweights( "crouchrun", animscripts\utility::getmoveanim( "crouch" ), animscripts\utility::getmoveanim( "crouch_b" ), animscripts\utility::getmoveanim( "crouch_l" ), animscripts\utility::getmoveanim( "crouch_r" ) );
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wait 0.05;
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playblendtransition( %crouchrun, 0.4, "crouch", "run" );
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}
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}
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pronetocrouchrun()
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{
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self orientmode( "face current" );
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animscripts\utility::exitpronewrapper( 1.0 );
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pronelegsstraighttree( 0.2 );
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animscripts\cover_prone::updatepronewrapper( 0.1 );
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playtransitionanimation( %prone_2_crouch, "crouch", "run", animscripts\run::getcrouchrunanim() );
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}
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pronetostandrun()
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{
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pronetocrouchrun();
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blendintostandrun();
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}
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pronetocrouchwalk()
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{
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pronetocrouchrun();
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blendintocrouchwalk();
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}
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blendintocrouchwalk()
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{
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if ( isdefined( self.crouchrun_combatanim ) )
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{
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self setanimknoball( self.crouchrun_combatanim, %body, 1, 0.4 );
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playblendtransition( self.crouchrun_combatanim, 0.6, "crouch", "walk" );
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self notify( "BlendIntoCrouchWalk" );
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}
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else
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{
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self setanimknob( %crouchrun, 1, 0.4, self.moveplaybackrate );
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thread animscripts\run::updatemoveanimweights( "crouchrun", animscripts\utility::getmoveanim( "crouch" ), animscripts\utility::getmoveanim( "crouch_b" ), animscripts\utility::getmoveanim( "crouch_l" ), animscripts\utility::getmoveanim( "crouch_r" ) );
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wait 0.05;
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playblendtransition( %crouchrun, 0.4, "crouch", "run" );
|
|
}
|
|
}
|
|
|
|
standtocrouch()
|
|
{
|
|
animscripts\utility::randomizeidleset();
|
|
var_0 = 1;
|
|
|
|
if ( isdefined( self.fastcrouch ) )
|
|
{
|
|
var_0 = 1.8;
|
|
self.fastcrouch = undefined;
|
|
}
|
|
|
|
playtransitionanimation( %exposed_stand_2_crouch, "crouch", "stop", undefined, var_0 );
|
|
}
|
|
|
|
pronetocrouch()
|
|
{
|
|
animscripts\utility::randomizeidleset();
|
|
self orientmode( "face current" );
|
|
animscripts\utility::exitpronewrapper( 1.0 );
|
|
pronelegsstraighttree( 0.1 );
|
|
animscripts\cover_prone::updatepronewrapper( 0.1 );
|
|
playtransitionanimation( %prone_2_crouch, "crouch", "stop" );
|
|
}
|
|
|
|
pronetostand()
|
|
{
|
|
self orientmode( "face current" );
|
|
animscripts\utility::exitpronewrapper( 1.0 );
|
|
pronelegsstraighttree( 0.1 );
|
|
animscripts\cover_prone::updatepronewrapper( 0.1 );
|
|
playtransitionanimation( %prone_2_stand, "stand", "stop" );
|
|
}
|
|
|
|
pronetostandwalk()
|
|
{
|
|
pronetocrouch();
|
|
crouchtocrouchwalk();
|
|
blendintostandwalk();
|
|
}
|
|
|
|
pronetopronemove( var_0 )
|
|
{
|
|
pronelegsstraighttree( 0.1 );
|
|
playtransitionanimation( %prone_2_prone_crawl, "prone", var_0, %prone_crawl );
|
|
animscripts\cover_prone::updatepronewrapper( 0.1 );
|
|
}
|
|
|
|
pronetopronerun()
|
|
{
|
|
pronetopronemove( "run" );
|
|
}
|
|
|
|
pronecrawltoprone()
|
|
{
|
|
pronelegsstraighttree( 0.1 );
|
|
animscripts\cover_prone::updatepronewrapper( 0.1 );
|
|
playtransitionanimation( %prone_crawl_2_prone, "prone", "stop" );
|
|
}
|
|
|
|
crouchtoprone()
|
|
{
|
|
self setproneanimnodes( -45, 45, %prone_legs_down, %exposed_aiming, %prone_legs_up );
|
|
animscripts\utility::enterpronewrapper( 1.0 );
|
|
pronelegsstraighttree( 0.3 );
|
|
animscripts\cover_prone::updatepronewrapper( 0.1 );
|
|
playtransitionanimation( %crouch_2_prone, "prone", "stop" );
|
|
}
|
|
|
|
crouchtopronewalk()
|
|
{
|
|
crouchtoprone();
|
|
pronetopronerun();
|
|
}
|
|
|
|
crouchtopronerun()
|
|
{
|
|
crouchtoprone();
|
|
pronetopronerun();
|
|
}
|
|
|
|
standtoprone()
|
|
{
|
|
self endon( "entered_poseprone" );
|
|
var_0 = 0.5;
|
|
thread playtransitionanimationthread_withoutwaitsetstates( %stand_2_prone, "prone", "stop", undefined, var_0 );
|
|
self waittillmatch( "transAnimDone2", "anim_pose = \"crouch\"" );
|
|
waittillframeend;
|
|
self setproneanimnodes( -45, 45, %prone_legs_down, %exposed_aiming, %prone_legs_up );
|
|
animscripts\utility::enterpronewrapper( var_0 );
|
|
self.a.movement = "stop";
|
|
animscripts\cover_prone::updatepronewrapper( 0.1 );
|
|
self waittillmatch( "transAnimDone2", "end" );
|
|
pronelegsstraighttree( 0.2 );
|
|
self setanim( %prone_aim_idle, 1, 0.1 );
|
|
}
|
|
|
|
standtopronewalk()
|
|
{
|
|
standtoprone();
|
|
pronetopronerun();
|
|
}
|
|
|
|
standtopronerun()
|
|
{
|
|
standtoprone();
|
|
pronetopronerun();
|
|
}
|
|
|
|
crouchruntoprone()
|
|
{
|
|
var_0 = 0.5;
|
|
self setproneanimnodes( -45, 45, %prone_legs_down, %exposed_aiming, %prone_legs_up );
|
|
animscripts\utility::enterpronewrapper( var_0 );
|
|
pronelegsstraighttree( 0.2 );
|
|
animscripts\cover_prone::updatepronewrapper( 0.1 );
|
|
var_1 = animscripts\utility::getquadrant( self getmotionangle() );
|
|
var_2 = %crouch_2_prone;
|
|
var_3 = getmovedelta( var_2, 0, 1 );
|
|
var_4 = self localtoworldcoords( var_3 );
|
|
|
|
if ( self maymovetopoint( var_4 ) )
|
|
playtransitionanimation( var_2, "prone", "stop", undefined, var_0 );
|
|
else
|
|
playtransitionanimation( %crouch_2_prone_firing, "prone", "stop", undefined, var_0 );
|
|
}
|
|
|
|
crouchruntopronewalk()
|
|
{
|
|
crouchruntoprone();
|
|
pronetopronerun();
|
|
}
|
|
|
|
crouchruntopronerun()
|
|
{
|
|
crouchruntoprone();
|
|
pronetopronerun();
|
|
}
|
|
|
|
playtransitionanimationthread_withoutwaitsetstates( var_0, var_1, var_2, var_3, var_4 )
|
|
{
|
|
self endon( "killanimscript" );
|
|
self endon( "entered_pose" + var_1 );
|
|
playtransitionanimationfunc( var_0, var_1, var_2, var_3, var_4, 0 );
|
|
}
|
|
|
|
playtransitionanimation( var_0, var_1, var_2, var_3, var_4 )
|
|
{
|
|
playtransitionanimationfunc( var_0, var_1, var_2, var_3, var_4, 1 );
|
|
}
|
|
|
|
playtransitionanimationfunc( var_0, var_1, var_2, var_3, var_4, var_5 )
|
|
{
|
|
if ( !isdefined( var_4 ) )
|
|
var_4 = 1;
|
|
|
|
if ( var_5 )
|
|
thread waitsetstates( getanimlength( var_0 ) / 2.0, "killtimerscript", var_1 );
|
|
|
|
self setflaggedanimknoballrestart( "transAnimDone2", var_0, %body, 1, 0.2, var_4 );
|
|
|
|
if ( !isdefined( self.a.pose ) )
|
|
self.pose = "undefined";
|
|
|
|
if ( !isdefined( self.a.movement ) )
|
|
self.movement = "undefined";
|
|
|
|
var_6 = "";
|
|
animscripts\shared::donotetracks( "transAnimDone2", undefined, var_6 );
|
|
self notify( "killtimerscript" );
|
|
self.a.pose = var_1;
|
|
self notify( "entered_pose" + var_1 );
|
|
self.a.movement = var_2;
|
|
|
|
if ( isdefined( var_3 ) )
|
|
self setanimknoball( var_3, %body, 1, 0.3, var_4 );
|
|
}
|
|
|
|
waitsetstates( var_0, var_1, var_2 )
|
|
{
|
|
self endon( "killanimscript" );
|
|
self endon( "death" );
|
|
self endon( var_1 );
|
|
var_3 = self.a.pose;
|
|
wait( var_0 );
|
|
|
|
if ( var_3 != "prone" && var_2 == "prone" )
|
|
{
|
|
animscripts\cover_prone::updatepronewrapper( 0.1 );
|
|
animscripts\utility::enterpronewrapper( 1.0 );
|
|
}
|
|
else if ( var_3 == "prone" && var_2 != "prone" )
|
|
{
|
|
animscripts\utility::exitpronewrapper( 1.0 );
|
|
self orientmode( "face default" );
|
|
}
|
|
}
|
|
|
|
pronelegsstraighttree( var_0 )
|
|
{
|
|
self setanimknoball( %prone_legsstraight, %body, 1, var_0, 1 );
|
|
}
|