#include maps\_anim; #include maps\_utility; #using_animtree( "script_model" ); main() { //level.scr_anim[ "chair" ][ "chair_react" ] = %parabolic_guard_sleeper_react_chair; //level.scr_animtree[ "chair" ] = #animtree; //level.scr_model[ "chair" ] = "com_folding_chair"; level.scr_animtree[ "hiding_door" ] = #animtree; level.scr_model[ "hiding_door" ] = "com_door_01_handleleft"; level.scr_anim[ "hiding_door" ][ "close" ] = %doorpeek_close_door; level.scr_anim[ "hiding_door" ][ "death_1" ] = %doorpeek_deathA_door; level.scr_anim[ "hiding_door" ][ "death_2" ] = %doorpeek_deathB_door; level.scr_anim[ "hiding_door" ][ "fire_1" ] = %doorpeek_fireA_door; level.scr_anim[ "hiding_door" ][ "fire_2" ] = %doorpeek_fireB_door; level.scr_anim[ "hiding_door" ][ "fire_3" ] = %doorpeek_fireC_door; level.scr_anim[ "hiding_door" ][ "peek" ] = %doorpeek_idle_door; level.scr_anim[ "hiding_door" ][ "grenade" ] = %doorpeek_grenade_door; level.scr_anim[ "hiding_door" ][ "idle" ][ 0 ] = %doorpeek_idle_door; level.scr_anim[ "hiding_door" ][ "jump" ] = %doorpeek_jump_door; level.scr_anim[ "hiding_door" ][ "kick" ] = %doorpeek_kick_door; level.scr_anim[ "hiding_door" ][ "open" ] = %doorpeek_open_door; precachemodel( level.scr_model[ "hiding_door" ] ); addNotetrack_sound( "hiding_door", "sound door death", "any", "scn_doorpeek_door_open_death" ); addNotetrack_sound( "hiding_door", "sound door open", "any", "scn_doorpeek_door_open" ); addNotetrack_sound( "hiding_door", "sound door slam", "any", "scn_doorpeek_door_slam" ); main_guy(); thread notetracks(); } #using_animtree( "generic_human" ); main_guy() { level.scr_anim[ "hiding_door_guy" ][ "close" ] = %doorpeek_close; level.scr_anim[ "hiding_door_guy" ][ "death_1" ] = %doorpeek_deathA; level.scr_anim[ "hiding_door_guy" ][ "death_2" ] = %doorpeek_deathB; level.scr_anim[ "hiding_door_guy" ][ "fire_1" ] = %doorpeek_fireA; level.scr_anim[ "hiding_door_guy" ][ "fire_2" ] = %doorpeek_fireB; level.scr_anim[ "hiding_door_guy" ][ "fire_3" ] = %doorpeek_fireC; level.scr_anim[ "hiding_door_guy" ][ "peek" ] = %doorpeek_idle; level.scr_anim[ "hiding_door_guy" ][ "grenade" ] = %doorpeek_grenade; level.scr_anim[ "hiding_door_guy" ][ "idle" ][ 0 ] = %doorpeek_idle; level.scr_anim[ "hiding_door_guy" ][ "jump" ] = %doorpeek_jump; level.scr_anim[ "hiding_door_guy" ][ "kick" ] = %doorpeek_kick; level.scr_anim[ "hiding_door_guy" ][ "open" ] = %doorpeek_open; } notetracks() { wait 0.05; maps\_anim::addNotetrack_customFunction( "hiding_door_guy", "grenade_throw", maps\_hiding_door::hiding_door_guy_grenade_throw ); }