#include maps\_utility; #include maps\_anim; #include common_scripts\utility; #using_animtree( "generic_human" ); main( dialogue_array ) { if ( isdefined( dialogue_array ) ) { level.dynamic_run_speed_dialogue = dialogue_array; foreach ( value in dialogue_array ) { level.scr_radio[ value ] = value; } } level.scr_anim[ "generic" ][ "DRS_sprint" ] = %sprint1_loop; level.scr_anim[ "generic" ][ "DRS_combat_jog" ] = %combat_jog;// patrol_jog; level.scr_anim[ "generic" ][ "DRS_run_2_stop" ] = %run_2_crouch_F; // run_2_stand_F_6; level.scr_anim[ "generic" ][ "DRS_stop_idle" ][ 0 ] = %exposed_crouch_aim_5; // stand_aim_straight; // casual_stand_idle // level.scr_anim[ "generic" ][ "DRS_moveup" ] = % stand_exposed_wave_move_up; level.scr_anim[ "generic" ][ "signal_go" ] = %CQB_stand_wave_go_v1; level.drs_ahead_test = maps\_utility_code::dynamic_run_ahead_test; }