99 lines
2.9 KiB
Plaintext
99 lines
2.9 KiB
Plaintext
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#include maps\_utility;
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#include common_scripts\utility;
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#using_animtree( "generic_human" );
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main()
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{
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level.scr_anim[ "dead_guy" ][ "death1" ] = %exposed_death_nerve;
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level.scr_anim[ "dead_guy" ][ "death2" ] = %exposed_death_falltoknees;
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level.scr_anim[ "dead_guy" ][ "death3" ] = %exposed_death_headtwist;
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level.scr_anim[ "dead_guy" ][ "death4" ] = %exposed_crouch_death_twist;
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level.scr_anim[ "dead_guy" ][ "death5" ] = %exposed_crouch_death_fetal;
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level.scr_anim[ "dead_guy" ][ "death6" ] = %death_sitting_pose_v1;
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level.scr_anim[ "dead_guy" ][ "death7" ] = %death_sitting_pose_v2;
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level.scr_anim[ "dead_guy" ][ "death8" ] = %death_pose_on_desk;
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level.scr_anim[ "dead_guy" ][ "death9" ] = %death_pose_on_window;
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level.scr_animtree[ "dead_guy" ] = #animtree;
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level.dead_body_count = 1;
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// 6 corpses are retained after savegame load, so make sure
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// we have room to simulate all corpses plus our deadbody counts
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maxSim = getdvarint( "ragdoll_max_simulating" ) - 6;
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if ( maxSim > 0 )
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level.max_number_of_dead_bodies = maxSim;
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else
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level.max_number_of_dead_bodies = 0;
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struct = spawnstruct();
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struct.bodies = [];
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// triggers can spawn bodies
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run_thread_on_targetname( "trigger_body", ::trigger_body, struct );
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// spawn preplaced bodies with no trigger
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run_thread_on_targetname( "dead_body", ::spawn_dead_body, struct );
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}
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trigger_body( struct )
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{
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self waittill( "trigger" );
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targets = getentarray( self.target, "targetname" );
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array_thread( targets, ::spawn_dead_body, struct );
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}
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spawn_dead_body( struct )
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{
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if ( !getdvarint( "ragdoll_enable" ) && isdefined( self.script_parameters ) && self.script_parameters == "require_ragdoll" )
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return;
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if ( level.max_number_of_dead_bodies == 0 )
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return;
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index = undefined;
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if ( isdefined( self.script_index ) )
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{
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index = self.script_index;
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}
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else
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{
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level.dead_body_count++ ;
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if ( level.dead_body_count > 3 )
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level.dead_body_count = 1;
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index = level.dead_body_count;
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}
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model = spawn( "script_model", ( 0, 0, 0 ) );
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model.origin = self.origin;
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model.angles = self.angles;
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model.animname = "dead_guy";
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model assign_animtree();
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struct que_body( model );
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model [[ level.scr_deadbody[ index ] ]]();
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assertex( isdefined( self.script_noteworthy ), "Dead guy needs script_noteworthy death1 through 5" );
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if ( !isdefined( self.script_trace ) )
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{
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trace = bullettrace( model.origin + ( 0, 0, 5 ), model.origin + ( 0, 0, -64 ), false, undefined );
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model.origin = trace[ "position" ];
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}
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model setflaggedanim( "flag", model getanim( self.script_noteworthy ), 1, 0, 1 );
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model waittillmatch( "flag", "end" );
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if ( !isdefined( self.script_start ) )
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model startragdoll();
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}
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que_body( model )
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{
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self.bodies[ self.bodies.size ] = model;
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if ( self.bodies.size <= level.max_number_of_dead_bodies )
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return;
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self.bodies[ 0 ] delete();
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self.bodies = array_removeUndefined( self.bodies );
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}
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