275 lines
6.8 KiB
Plaintext
275 lines
6.8 KiB
Plaintext
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// "Stop" makes the character not walk, run or fight. He can be standing, crouching or lying
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// prone; he can be alert or idle.
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#include animscripts\combat_utility;
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#include animscripts\Utility;
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#include animscripts\SetPoseMovement;
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#using_animtree( "generic_human" );
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main()
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{
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if ( isdefined( self.no_ai ) )
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return;
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if ( isdefined( self.onSnowMobile ) )
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{
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animscripts\snowmobile::main();
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return;
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}
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self notify( "stopScript" );
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self endon( "killanimscript" );
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/#
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if ( getdebugdvar( "anim_preview" ) != "" )
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return;
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#/
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[[ self.exception[ "stop_immediate" ] ]]();
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// We do the exception_stop script a little late so that the AI has some animation they're playing
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// otherwise they'd go into basepose.
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thread delayedException();
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animscripts\utility::initialize( "stop" );
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specialIdleLoop();
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self randomizeIdleSet();
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self thread setLastStoppedTime();
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self thread animscripts\reactions::reactionsCheckLoop();
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transitionedToIdle = isdefined( self.customIdleAnimSet );
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if ( !transitionedToIdle )
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{
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if ( self.a.weaponPos[ "right" ] == "none" && self.a.weaponPos[ "left" ] == "none" )
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transitionedToIdle = true;
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else if ( AngleClamp180( self getMuzzleAngle()[ 0 ] ) > 20 )
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transitionedToIdle = true;
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}
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for ( ;; )
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{
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desiredPose = getDesiredIdlePose();
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if ( desiredPose == "prone" )
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{
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transitionedToIdle = true;
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self ProneStill();
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}
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else
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{
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assertex( desiredPose == "crouch" || desiredPose == "stand", desiredPose );
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if ( self.a.pose != desiredPose )
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{
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self clearAnim( %root, 0.3 );
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transitionedToIdle = false;
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}
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self SetPoseMovement( desiredPose, "stop" );
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if ( !transitionedToIdle )
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{
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self transitionToIdle( desiredPose, self.a.idleSet );
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transitionedToIdle = true;
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}
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else
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{
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self playIdle( desiredPose, self.a.idleSet );
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}
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}
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}
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}
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setLastStoppedTime()
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{
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self endon( "death" );
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self waittill( "killanimscript" );
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self.lastStoppedTime = gettime();
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}
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specialIdleLoop()
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{
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self endon( "stop_specialidle" );
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if ( isdefined( self.specialIdleAnim ) )
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{
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idleAnimArray = self.specialIdleAnim;
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self.specialIdleAnim = undefined;
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self notify( "clearing_specialIdleAnim" );
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self animmode( "gravity" );
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self orientmode( "face current" );
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self clearAnim( %root, .2 );
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while ( 1 )
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{
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self setflaggedanimrestart( "special_idle", idleAnimArray[ randomint( idleAnimArray.size ) ], 1, 0.2, 1 );
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self waittillmatch( "special_idle", "end" );
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}
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}
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}
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getDesiredIdlePose()
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{
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myNode = animscripts\utility::GetClaimedNode();
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if ( isDefined( myNode ) )
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{
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myNodeAngle = myNode.angles[ 1 ];
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myNodeType = myNode.type;
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}
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else
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{
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myNodeAngle = self.desiredAngle;
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myNodeType = "node was undefined";
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}
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self animscripts\face::SetIdleFace( anim.alertface );
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// Find out if we should be standing, crouched or prone
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desiredPose = animscripts\utility::choosePose();
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if ( myNodeType == "Cover Stand" || myNodeType == "Conceal Stand" )
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{
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// At cover_stand nodes, we don't want to crouch since it'll most likely make our gun go through the wall.
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desiredPose = animscripts\utility::choosePose( "stand" );
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}
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else if ( myNodeType == "Cover Crouch" || myNodeType == "Conceal Crouch" )
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{
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// We should crouch at concealment crouch nodes.
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desiredPose = animscripts\utility::choosePose( "crouch" );
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}
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else if ( myNodeType == "Cover Prone" || myNodeType == "Conceal Prone" )
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{
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// We should go prone at prone nodes.
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desiredPose = animscripts\utility::choosePose( "prone" );
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}
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return desiredPose;
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}
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transitionToIdle( pose, idleSet )
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{
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if ( self isCQBWalking() && self.a.pose == "stand" )
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pose = "stand_cqb";
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if ( isdefined( anim.idleAnimTransition[ pose ] ) )
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{
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assert( isdefined( anim.idleAnimTransition[ pose ][ "in" ] ) );
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// idles and transitions should have no tag origin movement
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//self animmode( "zonly_physics", false );
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idleAnim = anim.idleAnimTransition[ pose ][ "in" ];
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self setFlaggedAnimKnobAllRestart( "idle_transition", idleAnim, %body, 1, .2, self.animplaybackrate );
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self animscripts\shared::DoNoteTracks( "idle_transition" );
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//self animmode( "normal", false );
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}
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}
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playIdle( pose, idleSet )
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{
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if ( self isCQBWalking() && self.a.pose == "stand" )
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pose = "stand_cqb";
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idleAddAnim = undefined;
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if ( isdefined( self.customIdleAnimSet ) && isdefined( self.customIdleAnimSet[ pose ] ) )
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{
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idleAnim = self.customIdleAnimSet[ pose ];
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additive = pose + "_add";
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if ( isdefined( self.customIdleAnimSet[ additive ] ) )
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idleAddAnim = self.customIdleAnimSet[ additive ];
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}
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else
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{
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idleSet = idleSet % anim.idleAnimArray[ pose ].size;
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idleAnim = anim_array( anim.idleAnimArray[ pose ][ idleSet ], anim.idleAnimWeights[ pose ][ idleSet ] );
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}
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transTime = 0.2;
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if ( gettime() == self.a.scriptStartTime )
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transTime = 0.5;
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if ( isdefined( idleAddAnim ) )
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{
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self setAnimKnobAll( idleAnim, %body, 1, transTime, 1 );
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self setAnim( %add_idle );
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self setFlaggedAnimKnobAllRestart( "idle", idleAddAnim, %add_idle, 1, transTime, self.animplaybackrate );
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}
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else
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{
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self setFlaggedAnimKnobAllRestart( "idle", idleAnim, %body, 1, transTime, self.animplaybackrate );
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}
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self animscripts\shared::DoNoteTracks( "idle" );
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}
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ProneStill()
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{
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if ( self.a.pose != "prone" )
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{
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anim_array[ "stand_2_prone" ] = %stand_2_prone;
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anim_array[ "crouch_2_prone" ] = %crouch_2_prone;
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transAnim = anim_array[ self.a.pose + "_2_prone" ];
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assertex( isdefined( transAnim ), self.a.pose );
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assert( animHasNotetrack( transAnim, "anim_pose = \"prone\"" ) );
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self setFlaggedAnimKnobAllRestart( "trans", transAnim, %body, 1, .2, 1.0 );
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animscripts\shared::DoNoteTracks( "trans" );
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assert( self.a.pose == "prone" );
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self.a.movement = "stop";
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self setProneAnimNodes( -45, 45, %prone_legs_down, %exposed_modern, %prone_legs_up );
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return;// in case we need to change our pose again for whatever reason
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}
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self thread UpdateProneThread();
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if ( randomint( 10 ) < 3 )
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{
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twitches = [];
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twitches[ 0 ] = %prone_twitch_ammocheck;
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twitches[ 1 ] = %prone_twitch_look;
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twitches[ 2 ] = %prone_twitch_scan;
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twitches[ 3 ] = %prone_twitch_lookfast;
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twitches[ 4 ] = %prone_twitch_lookup;
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//twitches[ 1 ] = %prone_twitch_ammocheck2;
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//twitches[ 6 ] = %prone_twitch_scan2;
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twitchAnim = twitches[ randomint( twitches.size ) ];
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self setFlaggedAnimKnobAll( "prone_idle", twitchAnim, %exposed_modern, 1, 0.2 );
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}
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else
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{
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self setAnimKnobAll( %prone_aim_5, %exposed_modern, 1, 0.2 );
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self setFlaggedAnimKnob( "prone_idle", %prone_idle, 1, 0.2 );// ( additive idle on top )
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}
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self waittillmatch( "prone_idle", "end" );
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self notify( "kill UpdateProneThread" );
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}
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UpdateProneThread()
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{
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self endon( "killanimscript" );
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self endon( "kill UpdateProneThread" );
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for ( ;; )
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{
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self animscripts\cover_prone::UpdateProneWrapper( 0.1 );
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wait 0.1;
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}
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}
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delayedException()
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{
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self endon( "killanimscript" );
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wait( 0.05 );
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[[ self.exception[ "stop" ] ]]();
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}
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