IW4-Dump-Files/animscripts/init_move_transitions.gsc

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#include animscripts\Utility;
#include maps\_utility;
#include animscripts\Combat_utility;
#include common_scripts\Utility;
#using_animtree( "generic_human" );
init_move_transition_arrays()
{
if ( isdefined( anim.move_transition_arrays ) )
return;
anim.move_transition_arrays = 1;
anim.coverTrans = [];
anim.coverExit = [];
anim.maxDirections = [];
anim.excludeDir = [];
anim.traverseInfo = [];
anim.coverTransLongestDist = [];
anim.coverTransDist = [];
anim.coverExitDist = [];
// this is the distance moved to get around corner for 7, 8, 9 directions
anim.coverExitPostDist = [];
// this is the distance moved to get around corner for 7, 8, 9 directions
anim.coverTransPreDist = [];
anim.coverTransAngles = [];
anim.coverExitAngles = [];
anim.coverExitSplit = [];
anim.coverTransSplit = [];
anim.arrivalEndStance = [];
}
initMoveStartStopTransitions()
{
init_move_transition_arrays();
// TEMP, remove this flag
level.newArrivals = true;
transTypes = [];
transTypes[ 0 ] = "left";
transTypes[ 1 ] = "right";
transTypes[ 2 ] = "left_crouch";
transTypes[ 3 ] = "right_crouch";
transTypes[ 4 ] = "crouch";
transTypes[ 5 ] = "stand";
transTypes[ 6 ] = "exposed";
transTypes[ 7 ] = "exposed_crouch";
transTypes[ 8 ] = "stand_saw";
transTypes[ 9 ] = "prone_saw";
transTypes[ 10 ] = "crouch_saw";
transTypes[ 11 ] = "wall_over_40";
transTypes[ 12 ] = "right_cqb";
transTypes[ 13 ] = "right_crouch_cqb";
transTypes[ 14 ] = "left_cqb";
transTypes[ 15 ] = "left_crouch_cqb";
transTypes[ 16 ] = "exposed_cqb";
transTypes[ 17 ] = "exposed_crouch_cqb";
transTypes[ 18 ] = "heat";
transTypes[ 19 ] = "heat_left";
transTypes[ 20 ] = "heat_right";
lastCoverTrans = 6;
anim.approach_types = [];
anim.approach_types[ "Cover Left" ] = [];
anim.approach_types[ "Cover Left" ][ "stand" ] = "left";
anim.approach_types[ "Cover Left" ][ "crouch" ] = "left_crouch";
anim.maxDirections[ "Cover Left" ] = 9;
anim.excludeDir[ "Cover Left" ] = 9;
anim.approach_types[ "Cover Right" ] = [];
anim.approach_types[ "Cover Right" ][ "stand" ] = "right";
anim.approach_types[ "Cover Right" ][ "crouch" ] = "right_crouch";
anim.maxDirections[ "Cover Right" ] = 9;
anim.excludeDir[ "Cover Right" ] = 7;
anim.approach_types[ "Cover Crouch" ] = [];
anim.approach_types[ "Cover Crouch" ][ "stand" ] = "crouch";
anim.approach_types[ "Cover Crouch" ][ "crouch" ] = "crouch";
anim.approach_types[ "Conceal Crouch" ] = anim.approach_types[ "Cover Crouch" ];
anim.approach_types[ "Cover Crouch Window" ] = anim.approach_types[ "Cover Crouch" ];
anim.maxDirections[ "Cover Crouch" ] = 6;
anim.excludeDir[ "Cover Crouch" ] = -1;
anim.maxDirections[ "Conceal Crouch" ] = 6;
anim.excludeDir[ "Conceal Crouch" ] = -1;
anim.approach_types[ "Cover Stand" ] = [];
anim.approach_types[ "Cover Stand" ][ "stand" ] = "stand";
anim.approach_types[ "Cover Stand" ][ "crouch" ] = "stand";
anim.approach_types[ "Conceal Stand" ] = anim.approach_types[ "Cover Stand" ];
anim.maxDirections[ "Cover Stand" ] = 6;
anim.excludeDir[ "Cover Stand" ] = -1;
anim.maxDirections[ "Conceal Stand" ] = 6;
anim.excludeDir[ "Conceal Stand" ] = -1;
anim.approach_types[ "Cover Prone" ] = [];
anim.approach_types[ "Cover Prone" ][ "stand" ] = "exposed";
anim.approach_types[ "Cover Prone" ][ "crouch" ] = "exposed";
anim.approach_types[ "Conceal Prone" ] = anim.approach_types[ "Cover Prone" ];
anim.excludeDir[ "Conceal Prone" ] = -1;
anim.approach_types[ "Path" ] = [];
anim.approach_types[ "Path" ][ "stand" ] = "exposed";
anim.approach_types[ "Path" ][ "crouch" ] = "exposed_crouch";
anim.approach_types[ "Guard" ] = anim.approach_types[ "Path" ];
anim.approach_types[ "Ambush" ] = anim.approach_types[ "Path" ];
anim.approach_types[ "Scripted" ] = anim.approach_types[ "Path" ];
anim.approach_types[ "Exposed" ] = anim.approach_types[ "Path" ];
anim.isCombatPathNode[ "Guard" ] = true;
anim.isCombatPathNode[ "Ambush" ] = true;
anim.isCombatPathNode[ "Exposed" ] = true;
// used by level script to orient AI in certain ways at a node
anim.isCombatScriptNode[ "Guard" ] = true;
anim.isCombatScriptNode[ "Exposed" ] = true;
// CORNER TRANSITIONS ANIMS
// indicies indicate the keyboard numpad directions (8 is forward)
// 7 8 9
// 4 6 <- 5 is invalid
// 1 2 3
/*************************************************
* Entrance Animations
*************************************************/
anim.coverTrans[ "right" ][ 1 ] = %corner_standR_trans_IN_1;
anim.coverTrans[ "right" ][ 2 ] = %corner_standR_trans_IN_2;
anim.coverTrans[ "right" ][ 3 ] = %corner_standR_trans_IN_3;
anim.coverTrans[ "right" ][ 4 ] = %corner_standR_trans_IN_4;
anim.coverTrans[ "right" ][ 6 ] = %corner_standR_trans_IN_6;
//im.coverTrans[ "right" ][ 7 ] = can't approach from this direction;
anim.coverTrans[ "right" ][ 8 ] = %corner_standR_trans_IN_8;
anim.coverTrans[ "right" ][ 9 ] = %corner_standR_trans_IN_9;
anim.coverTrans[ "right_crouch" ][ 1 ] = %CornerCrR_trans_IN_ML;
anim.coverTrans[ "right_crouch" ][ 2 ] = %CornerCrR_trans_IN_M;
anim.coverTrans[ "right_crouch" ][ 3 ] = %CornerCrR_trans_IN_MR;
anim.coverTrans[ "right_crouch" ][ 4 ] = %CornerCrR_trans_IN_L;
anim.coverTrans[ "right_crouch" ][ 6 ] = %CornerCrR_trans_IN_R;
//im.coverTrans[ "right_crouch" ][ 7 ] = can't approach from this direction;
anim.coverTrans[ "right_crouch" ][ 8 ] = %CornerCrR_trans_IN_F;
anim.coverTrans[ "right_crouch" ][ 9 ] = %CornerCrR_trans_IN_MF;
anim.coverTrans[ "right_cqb" ][ 1 ] = %corner_standR_trans_CQB_IN_1;
anim.coverTrans[ "right_cqb" ][ 2 ] = %corner_standR_trans_CQB_IN_2;
anim.coverTrans[ "right_cqb" ][ 3 ] = %corner_standR_trans_CQB_IN_3;
anim.coverTrans[ "right_cqb" ][ 4 ] = %corner_standR_trans_CQB_IN_4;
anim.coverTrans[ "right_cqb" ][ 6 ] = %corner_standR_trans_CQB_IN_6;
//im.coverTrans[ "right_cqb" ][ 7 ] = can't approach from this direction;
anim.coverTrans[ "right_cqb" ][ 8 ] = %corner_standR_trans_CQB_IN_8;
anim.coverTrans[ "right_cqb" ][ 9 ] = %corner_standR_trans_CQB_IN_9;
anim.coverTrans[ "right_crouch_cqb" ][ 1 ] = %CornerCrR_CQB_trans_IN_1;
anim.coverTrans[ "right_crouch_cqb" ][ 2 ] = %CornerCrR_CQB_trans_IN_2;
anim.coverTrans[ "right_crouch_cqb" ][ 3 ] = %CornerCrR_CQB_trans_IN_3;
anim.coverTrans[ "right_crouch_cqb" ][ 4 ] = %CornerCrR_CQB_trans_IN_4;
anim.coverTrans[ "right_crouch_cqb" ][ 6 ] = %CornerCrR_CQB_trans_IN_6;
//im.coverTrans[ "right_crouch_cqb" ][ 7 ] = can't approach from this direction;
anim.coverTrans[ "right_crouch_cqb" ][ 8 ] = %CornerCrR_CQB_trans_IN_8;
anim.coverTrans[ "right_crouch_cqb" ][ 9 ] = %CornerCrR_CQB_trans_IN_9;
anim.coverTrans[ "left" ][ 1 ] = %corner_standL_trans_IN_1;
anim.coverTrans[ "left" ][ 2 ] = %corner_standL_trans_IN_2;
anim.coverTrans[ "left" ][ 3 ] = %corner_standL_trans_IN_3;
anim.coverTrans[ "left" ][ 4 ] = %corner_standL_trans_IN_4;
anim.coverTrans[ "left" ][ 6 ] = %corner_standL_trans_IN_6;
anim.coverTrans[ "left" ][ 7 ] = %corner_standL_trans_IN_7;
anim.coverTrans[ "left" ][ 8 ] = %corner_standL_trans_IN_8;
//im.coverTrans[ "left" ][ 9 ] = can't approach from this direction;
anim.coverTrans[ "left_crouch" ][ 1 ] = %CornerCrL_trans_IN_ML;
anim.coverTrans[ "left_crouch" ][ 2 ] = %CornerCrL_trans_IN_M;
anim.coverTrans[ "left_crouch" ][ 3 ] = %CornerCrL_trans_IN_MR;
anim.coverTrans[ "left_crouch" ][ 4 ] = %CornerCrL_trans_IN_L;
anim.coverTrans[ "left_crouch" ][ 6 ] = %CornerCrL_trans_IN_R;
anim.coverTrans[ "left_crouch" ][ 7 ] = %CornerCrL_trans_IN_MF;
anim.coverTrans[ "left_crouch" ][ 8 ] = %CornerCrL_trans_IN_F;
//im.coverTrans[ "left_crouch" ][ 9 ] = can't approach from this direction;
anim.coverTrans[ "left_cqb" ][ 1 ] = %corner_standL_trans_CQB_IN_1;
anim.coverTrans[ "left_cqb" ][ 2 ] = %corner_standL_trans_CQB_IN_2;
anim.coverTrans[ "left_cqb" ][ 3 ] = %corner_standL_trans_CQB_IN_3;
anim.coverTrans[ "left_cqb" ][ 4 ] = %corner_standL_trans_CQB_IN_4;
anim.coverTrans[ "left_cqb" ][ 6 ] = %corner_standL_trans_CQB_IN_6;
anim.coverTrans[ "left_cqb" ][ 7 ] = %corner_standL_trans_CQB_IN_7;
anim.coverTrans[ "left_cqb" ][ 8 ] = %corner_standL_trans_CQB_IN_8;
//im.coverTrans[ "left_cqb" ][ 9 ] = can't approach from this direction;
anim.coverTrans[ "left_crouch_cqb" ][ 1 ] = %CornerCrL_CQB_trans_IN_1;
anim.coverTrans[ "left_crouch_cqb" ][ 2 ] = %CornerCrL_CQB_trans_IN_2;
anim.coverTrans[ "left_crouch_cqb" ][ 3 ] = %CornerCrL_CQB_trans_IN_3;
anim.coverTrans[ "left_crouch_cqb" ][ 4 ] = %CornerCrL_CQB_trans_IN_4;
anim.coverTrans[ "left_crouch_cqb" ][ 6 ] = %CornerCrL_CQB_trans_IN_6;
anim.coverTrans[ "left_crouch_cqb" ][ 7 ] = %CornerCrL_CQB_trans_IN_7;
anim.coverTrans[ "left_crouch_cqb" ][ 8 ] = %CornerCrL_CQB_trans_IN_8;
//im.coverTrans[ "left_crouch_cqb" ][ 9 ] = can't approach from this direction;
anim.coverTrans[ "crouch" ][ 1 ] = %covercrouch_run_in_ML;
anim.coverTrans[ "crouch" ][ 2 ] = %covercrouch_run_in_M;
anim.coverTrans[ "crouch" ][ 3 ] = %covercrouch_run_in_MR;
anim.coverTrans[ "crouch" ][ 4 ] = %covercrouch_run_in_L;
anim.coverTrans[ "crouch" ][ 6 ] = %covercrouch_run_in_R;
//im.coverTrans[ "crouch" ][ 7 ] = can't approach from this direction;
//im.coverTrans[ "crouch" ][ 8 ] = can't approach from this direction;
//im.coverTrans[ "crouch" ][ 9 ] = can't approach from this direction;
anim.coverTrans[ "stand" ][ 1 ] = %coverstand_trans_IN_ML;
anim.coverTrans[ "stand" ][ 2 ] = %coverstand_trans_IN_M;
anim.coverTrans[ "stand" ][ 3 ] = %coverstand_trans_IN_MR;
anim.coverTrans[ "stand" ][ 4 ] = %coverstand_trans_IN_L;
anim.coverTrans[ "stand" ][ 6 ] = %coverstand_trans_IN_R;
//im.coverTrans[ "stand" ][ 7 ] = can't approach from this direction;
//im.coverTrans[ "stand" ][ 8 ] = can't approach from this direction;
//im.coverTrans[ "stand" ][ 9 ] = can't approach from this direction;
anim.coverTrans[ "stand_saw" ][ 1 ] = %saw_gunner_runin_ML;
anim.coverTrans[ "stand_saw" ][ 2 ] = %saw_gunner_runin_M;
anim.coverTrans[ "stand_saw" ][ 3 ] = %saw_gunner_runin_MR;
anim.coverTrans[ "stand_saw" ][ 4 ] = %saw_gunner_runin_L;
anim.coverTrans[ "stand_saw" ][ 6 ] = %saw_gunner_runin_R;
anim.coverTrans[ "crouch_saw" ][ 1 ] = %saw_gunner_lowwall_runin_ML;
anim.coverTrans[ "crouch_saw" ][ 2 ] = %saw_gunner_lowwall_runin_M;
anim.coverTrans[ "crouch_saw" ][ 3 ] = %saw_gunner_lowwall_runin_MR;
anim.coverTrans[ "crouch_saw" ][ 4 ] = %saw_gunner_lowwall_runin_L;
anim.coverTrans[ "crouch_saw" ][ 6 ] = %saw_gunner_lowwall_runin_R;
anim.coverTrans[ "prone_saw" ][ 1 ] = %saw_gunner_prone_runin_ML;
anim.coverTrans[ "prone_saw" ][ 2 ] = %saw_gunner_prone_runin_M;
anim.coverTrans[ "prone_saw" ][ 3 ] = %saw_gunner_prone_runin_MR;
// we need 45 degree angle approaches for exposed...
anim.coverTrans[ "exposed" ] = [];// need this or it chokes on the next line due to assigning undefined...
anim.coverTrans[ "exposed" ][ 1 ] = %CQB_stop_1;
anim.coverTrans[ "exposed" ][ 2 ] = %run_2_stand_F_6;
anim.coverTrans[ "exposed" ][ 3 ] = %CQB_stop_3;
anim.coverTrans[ "exposed" ][ 4 ] = %run_2_stand_90L;
anim.coverTrans[ "exposed" ][ 6 ] = %run_2_stand_90R;
anim.coverTrans[ "exposed" ][ 7 ] = %CQB_stop_7;
anim.coverTrans[ "exposed" ][ 8 ] = %run_2_stand_180L;
anim.coverTrans[ "exposed" ][ 9 ] = %CQB_stop_9;
anim.coverTrans[ "exposed_crouch" ] = [];// need this or it chokes on the next line due to assigning undefined...
anim.coverTrans[ "exposed_crouch" ][ 1 ] = %CQB_crouch_stop_1;
anim.coverTrans[ "exposed_crouch" ][ 2 ] = %run_2_crouch_F;
anim.coverTrans[ "exposed_crouch" ][ 3 ] = %CQB_crouch_stop_3;
anim.coverTrans[ "exposed_crouch" ][ 4 ] = %run_2_crouch_90L;
anim.coverTrans[ "exposed_crouch" ][ 6 ] = %run_2_crouch_90R;
anim.coverTrans[ "exposed_crouch" ][ 7 ] = %CQB_crouch_stop_7;
anim.coverTrans[ "exposed_crouch" ][ 8 ] = %run_2_crouch_180L;
anim.coverTrans[ "exposed_crouch" ][ 9 ] = %CQB_crouch_stop_9;
anim.coverTrans[ "exposed_cqb" ] = [];// need this or it chokes on the next line due to assigning undefined...
anim.coverTrans[ "exposed_cqb" ][ 1 ] = %CQB_stop_1;
anim.coverTrans[ "exposed_cqb" ][ 2 ] = %CQB_stop_2; // %CQB_stop_2_signal
anim.coverTrans[ "exposed_cqb" ][ 3 ] = %CQB_stop_3;
anim.coverTrans[ "exposed_cqb" ][ 4 ] = %CQB_stop_4;
anim.coverTrans[ "exposed_cqb" ][ 6 ] = %CQB_stop_6;
anim.coverTrans[ "exposed_cqb" ][ 7 ] = %CQB_stop_7;
anim.coverTrans[ "exposed_cqb" ][ 8 ] = %CQB_stop_8;
anim.coverTrans[ "exposed_cqb" ][ 9 ] = %CQB_stop_9;
anim.coverTrans[ "exposed_crouch_cqb" ] = [];// need this or it chokes on the next line due to assigning undefined...
anim.coverTrans[ "exposed_crouch_cqb" ][ 1 ] = %CQB_crouch_stop_1;
anim.coverTrans[ "exposed_crouch_cqb" ][ 2 ] = %CQB_crouch_stop_2;
anim.coverTrans[ "exposed_crouch_cqb" ][ 3 ] = %CQB_crouch_stop_3;
anim.coverTrans[ "exposed_crouch_cqb" ][ 4 ] = %CQB_crouch_stop_4;
anim.coverTrans[ "exposed_crouch_cqb" ][ 6 ] = %CQB_crouch_stop_6;
anim.coverTrans[ "exposed_crouch_cqb" ][ 7 ] = %CQB_crouch_stop_7;
anim.coverTrans[ "exposed_crouch_cqb" ][ 8 ] = %CQB_crouch_stop_8;
anim.coverTrans[ "exposed_crouch_cqb" ][ 9 ] = %CQB_crouch_stop_9;
anim.coverTrans[ "heat" ] = [];// need this or it chokes on the next line due to assigning undefined...
anim.coverTrans[ "heat" ][ 1 ] = %heat_approach_1;
anim.coverTrans[ "heat" ][ 2 ] = %heat_approach_2;
anim.coverTrans[ "heat" ][ 3 ] = %heat_approach_3;
anim.coverTrans[ "heat" ][ 4 ] = %heat_approach_4;
anim.coverTrans[ "heat" ][ 6 ] = %heat_approach_6;
//anim.coverTrans[ "heat" ][ 7 ] = %heat_approach_8;
anim.coverTrans[ "heat" ][ 8 ] = %heat_approach_8;
//anim.coverTrans[ "heat" ][ 9 ] = %heat_approach_8;
anim.coverTrans[ "heat_left" ] = [];
anim.coverTrans[ "heat_right" ] = [];
/*************************************************
* Step in position Animations
*************************************************/
anim.coverStepInAnim = [];
anim.coverStepInAnim[ "right" ] = %corner_standR_trans_B_2_alert;
anim.coverStepInAnim[ "right_crouch" ] = %CornerCrR_trans_B_2_alert;
anim.coverStepInAnim[ "left" ] = %corner_standL_trans_B_2_alert_v2;
anim.coverStepInAnim[ "left_crouch" ] = %CornerCrL_trans_B_2_alert;
anim.coverStepInAnim[ "crouch" ] = %covercrouch_aim_2_hide;
anim.coverStepInAnim[ "stand" ] = %coverstand_aim_2_hide;
anim.coverStepInOffsets = [];
anim.coverStepInAngles = [];
for( i = 0; i < lastCoverTrans; i++ )
{
trans = transTypes[i];
anim.coverStepInOffsets[ trans ] = getMoveDelta( anim.coverStepInAnim[ trans ], 0, 1 );
anim.coverStepInAngles[ trans ] = getAngleDelta( anim.coverStepInAnim[ trans ], 0, 1 );
}
anim.coverStepInAngles[ "right" ] += 90;
anim.coverStepInAngles[ "right_crouch" ] += 90;
anim.coverStepInAngles[ "left" ] -= 90;
anim.coverStepInAngles[ "left_crouch" ] -= 90;
/*************************************************
* Traverse Animations
*************************************************/
anim.coverTrans[ "wall_over_96" ][ 1 ] = %traverse90_IN_ML;
anim.coverTrans[ "wall_over_96" ][ 2 ] = %traverse90_IN_M;
anim.coverTrans[ "wall_over_96" ][ 3 ] = %traverse90_IN_MR;
anim.traverseInfo[ "wall_over_96" ][ "height" ] = 96;
anim.coverTrans[ "wall_over_40" ][ 1 ] = %traverse_window_M_2_run;
anim.coverTrans[ "wall_over_40" ][ 2 ] = %traverse_window_M_2_run;
anim.coverTrans[ "wall_over_40" ][ 3 ] = %traverse_window_M_2_run;
/*
anim.coverTrans["wall_over_40"][1] = %traverse40_IN_ML;
anim.coverTrans["wall_over_40"][2] = %traverse40_IN_M;
anim.coverTrans["wall_over_40"][3] = %traverse40_IN_MR;
*/
/*************************************************
* Exit Animations
*************************************************/
anim.coverExit[ "right" ][ 1 ] = %corner_standR_trans_OUT_1;
anim.coverExit[ "right" ][ 2 ] = %corner_standR_trans_OUT_2;
anim.coverExit[ "right" ][ 3 ] = %corner_standR_trans_OUT_3;
anim.coverExit[ "right" ][ 4 ] = %corner_standR_trans_OUT_4;
anim.coverExit[ "right" ][ 6 ] = %corner_standR_trans_OUT_6;
//im.coverExit[ "right" ][ 7 ] = can't approach from this direction;
anim.coverExit[ "right" ][ 8 ] = %corner_standR_trans_OUT_8;
anim.coverExit[ "right" ][ 9 ] = %corner_standR_trans_OUT_9;
anim.coverExit[ "right_crouch" ][ 1 ] = %CornerCrR_trans_OUT_ML;
anim.coverExit[ "right_crouch" ][ 2 ] = %CornerCrR_trans_OUT_M;
anim.coverExit[ "right_crouch" ][ 3 ] = %CornerCrR_trans_OUT_MR;
anim.coverExit[ "right_crouch" ][ 4 ] = %CornerCrR_trans_OUT_L;
anim.coverExit[ "right_crouch" ][ 6 ] = %CornerCrR_trans_OUT_R;
//im.coverExit[ "right_crouch" ][ 7 ] = can't approach from this direction;
anim.coverExit[ "right_crouch" ][ 8 ] = %CornerCrR_trans_OUT_F;
anim.coverExit[ "right_crouch" ][ 9 ] = %CornerCrR_trans_OUT_MF;
anim.coverExit[ "right_cqb" ][ 1 ] = %corner_standR_trans_CQB_OUT_1;
anim.coverExit[ "right_cqb" ][ 2 ] = %corner_standR_trans_CQB_OUT_2;
anim.coverExit[ "right_cqb" ][ 3 ] = %corner_standR_trans_CQB_OUT_3;
anim.coverExit[ "right_cqb" ][ 4 ] = %corner_standR_trans_CQB_OUT_4;
anim.coverExit[ "right_cqb" ][ 6 ] = %corner_standR_trans_CQB_OUT_6;
//im.coverExit[ "right_cqb" ][ 7 ] = can't approach from this direction;
anim.coverExit[ "right_cqb" ][ 8 ] = %corner_standR_trans_CQB_OUT_8;
anim.coverExit[ "right_cqb" ][ 9 ] = %corner_standR_trans_CQB_OUT_9;
anim.coverExit[ "right_crouch_cqb" ][ 1 ] = %CornerCrR_CQB_trans_OUT_1;
anim.coverExit[ "right_crouch_cqb" ][ 2 ] = %CornerCrR_CQB_trans_OUT_2;
anim.coverExit[ "right_crouch_cqb" ][ 3 ] = %CornerCrR_CQB_trans_OUT_3;
anim.coverExit[ "right_crouch_cqb" ][ 4 ] = %CornerCrR_CQB_trans_OUT_4;
anim.coverExit[ "right_crouch_cqb" ][ 6 ] = %CornerCrR_CQB_trans_OUT_6;
//im.coverExit[ "right_crouch_cqb" ][ 7 ] = can't approach from this direction;
anim.coverExit[ "right_crouch_cqb" ][ 8 ] = %CornerCrR_CQB_trans_OUT_8;
anim.coverExit[ "right_crouch_cqb" ][ 9 ] = %CornerCrR_CQB_trans_OUT_9;
anim.coverExit[ "left" ][ 1 ] = %corner_standL_trans_OUT_1;
anim.coverExit[ "left" ][ 2 ] = %corner_standL_trans_OUT_2;
anim.coverExit[ "left" ][ 3 ] = %corner_standL_trans_OUT_3;
anim.coverExit[ "left" ][ 4 ] = %corner_standL_trans_OUT_4;
anim.coverExit[ "left" ][ 6 ] = %corner_standL_trans_OUT_6;
anim.coverExit[ "left" ][ 7 ] = %corner_standL_trans_OUT_7;
anim.coverExit[ "left" ][ 8 ] = %corner_standL_trans_OUT_8;
//im.coverExit[ "left" ][ 9 ] = can't approach from this direction;
anim.coverExit[ "left_crouch" ][ 1 ] = %CornerCrL_trans_OUT_ML;
anim.coverExit[ "left_crouch" ][ 2 ] = %CornerCrL_trans_OUT_M;
anim.coverExit[ "left_crouch" ][ 3 ] = %CornerCrL_trans_OUT_MR;
anim.coverExit[ "left_crouch" ][ 4 ] = %CornerCrL_trans_OUT_L;
anim.coverExit[ "left_crouch" ][ 6 ] = %CornerCrL_trans_OUT_R;
anim.coverExit[ "left_crouch" ][ 7 ] = %CornerCrL_trans_OUT_MF;
anim.coverExit[ "left_crouch" ][ 8 ] = %CornerCrL_trans_OUT_F;
//im.coverExit[ "left_crouch" ][ 9 ] = can't approach from this direction;
anim.coverExit[ "left_cqb" ][ 1 ] = %corner_standL_trans_CQB_OUT_1;
anim.coverExit[ "left_cqb" ][ 2 ] = %corner_standL_trans_CQB_OUT_2;
anim.coverExit[ "left_cqb" ][ 3 ] = %corner_standL_trans_CQB_OUT_3;
anim.coverExit[ "left_cqb" ][ 4 ] = %corner_standL_trans_CQB_OUT_4;
anim.coverExit[ "left_cqb" ][ 6 ] = %corner_standL_trans_CQB_OUT_6;
anim.coverExit[ "left_cqb" ][ 7 ] = %corner_standL_trans_CQB_OUT_7;
anim.coverExit[ "left_cqb" ][ 8 ] = %corner_standL_trans_CQB_OUT_8;
//im.coverExit[ "left_cqb" ][ 9 ] = can't approach from this direction;
anim.coverExit[ "left_crouch_cqb" ][ 1 ] = %CornerCrL_CQB_trans_OUT_1;
anim.coverExit[ "left_crouch_cqb" ][ 2 ] = %CornerCrL_CQB_trans_OUT_2;
anim.coverExit[ "left_crouch_cqb" ][ 3 ] = %CornerCrL_CQB_trans_OUT_3;
anim.coverExit[ "left_crouch_cqb" ][ 4 ] = %CornerCrL_CQB_trans_OUT_4;
anim.coverExit[ "left_crouch_cqb" ][ 6 ] = %CornerCrL_CQB_trans_OUT_6;
anim.coverExit[ "left_crouch_cqb" ][ 7 ] = %CornerCrL_CQB_trans_OUT_7;
anim.coverExit[ "left_crouch_cqb" ][ 8 ] = %CornerCrL_CQB_trans_OUT_8;
//im.coverExit[ "left_crouch_cqb" ][ 9 ] = can't approach from this direction;
anim.coverExit[ "crouch" ][ 1 ] = %covercrouch_run_out_ML;
anim.coverExit[ "crouch" ][ 2 ] = %covercrouch_run_out_M;
anim.coverExit[ "crouch" ][ 3 ] = %covercrouch_run_out_MR;
anim.coverExit[ "crouch" ][ 4 ] = %covercrouch_run_out_L;
anim.coverExit[ "crouch" ][ 6 ] = %covercrouch_run_out_R;
//im.coverExit[ "crouch" ][ 7 ] = can't approach from this direction;
//im.coverExit[ "crouch" ][ 8 ] = can't approach from this direction;
//im.coverExit[ "crouch" ][ 9 ] = can't approach from this direction;
anim.coverExit[ "stand" ][ 1 ] = %coverstand_trans_OUT_ML;
anim.coverExit[ "stand" ][ 2 ] = %coverstand_trans_OUT_M;
anim.coverExit[ "stand" ][ 3 ] = %coverstand_trans_OUT_MR;
anim.coverExit[ "stand" ][ 4 ] = %coverstand_trans_OUT_L;
anim.coverExit[ "stand" ][ 6 ] = %coverstand_trans_OUT_R;
//im.coverExit[ "stand" ][ 7 ] = can't approach from this direction;
//im.coverExit[ "stand" ][ 8 ] = can't approach from this direction;
//im.coverExit[ "stand" ][ 9 ] = can't approach from this direction;
anim.coverExit[ "stand_saw" ][ 1 ] = %saw_gunner_runout_ML;
anim.coverExit[ "stand_saw" ][ 2 ] = %saw_gunner_runout_M;
anim.coverExit[ "stand_saw" ][ 3 ] = %saw_gunner_runout_MR;
anim.coverExit[ "stand_saw" ][ 4 ] = %saw_gunner_runout_L;
anim.coverExit[ "stand_saw" ][ 6 ] = %saw_gunner_runout_R;
// anim.coverExit["prone_saw" ][1] = %saw_gunner_prone_runout_ML;
anim.coverExit[ "prone_saw" ][ 2 ] = %saw_gunner_prone_runout_M;
// anim.coverExit["prone_saw" ][3] = %saw_gunner_prone_runout_MR;
anim.coverExit[ "prone_saw" ][ 4 ] = %saw_gunner_prone_runout_L;
anim.coverExit[ "prone_saw" ][ 6 ] = %saw_gunner_prone_runout_R;
// anim.coverExit["prone_saw" ][7] = %saw_gunner_prone_runout_F; // need this anim or a way to exclude it
anim.coverExit[ "prone_saw" ][ 8 ] = %saw_gunner_prone_runout_F;
anim.coverExit[ "crouch_saw" ][ 1 ] = %saw_gunner_lowwall_runout_ML;
anim.coverExit[ "crouch_saw" ][ 2 ] = %saw_gunner_lowwall_runout_M;
anim.coverExit[ "crouch_saw" ][ 3 ] = %saw_gunner_lowwall_runout_MR;
anim.coverExit[ "crouch_saw" ][ 4 ] = %saw_gunner_lowwall_runout_L;
anim.coverExit[ "crouch_saw" ][ 6 ] = %saw_gunner_lowwall_runout_R;
// we need 45 degree angle exits for exposed...
anim.coverExit[ "exposed" ] = [];// need this or it chokes on the next line due to assigning undefined...
anim.coverExit[ "exposed" ][ 1 ] = %CQB_start_1;
anim.coverExit[ "exposed" ][ 2 ] = %stand_2_run_180L;
anim.coverExit[ "exposed" ][ 3 ] = %CQB_start_3;
anim.coverExit[ "exposed" ][ 4 ] = %stand_2_run_L;
anim.coverExit[ "exposed" ][ 6 ] = %stand_2_run_R;
anim.coverExit[ "exposed" ][ 7 ] = %CQB_start_7;
anim.coverExit[ "exposed" ][ 8 ] = %surprise_start_v1; // %stand_2_run_F_2;
anim.coverExit[ "exposed" ][ 9 ] = %CQB_start_9;
anim.coverExit[ "exposed_crouch" ] = [];// need this or it chokes on the next line due to assigning undefined...
anim.coverExit[ "exposed_crouch" ][ 1 ] = %CQB_crouch_start_1;
anim.coverExit[ "exposed_crouch" ][ 2 ] = %crouch_2run_180;
anim.coverExit[ "exposed_crouch" ][ 3 ] = %CQB_crouch_start_3;
anim.coverExit[ "exposed_crouch" ][ 4 ] = %crouch_2run_L;
anim.coverExit[ "exposed_crouch" ][ 6 ] = %crouch_2run_R;
anim.coverExit[ "exposed_crouch" ][ 7 ] = %CQB_crouch_start_7;
anim.coverExit[ "exposed_crouch" ][ 8 ] = %crouch_2run_F;
anim.coverExit[ "exposed_crouch" ][ 9 ] = %CQB_crouch_start_9;
anim.coverExit[ "exposed_cqb" ] = [];// need this or it chokes on the next line due to assigning undefined...
anim.coverExit[ "exposed_cqb" ][ 1 ] = %CQB_start_1;
anim.coverExit[ "exposed_cqb" ][ 2 ] = %CQB_start_2;
anim.coverExit[ "exposed_cqb" ][ 3 ] = %CQB_start_3;
anim.coverExit[ "exposed_cqb" ][ 4 ] = %CQB_start_4;
anim.coverExit[ "exposed_cqb" ][ 6 ] = %CQB_start_6;
anim.coverExit[ "exposed_cqb" ][ 7 ] = %CQB_start_7;
anim.coverExit[ "exposed_cqb" ][ 8 ] = %CQB_start_8;
anim.coverExit[ "exposed_cqb" ][ 9 ] = %CQB_start_9;
anim.coverExit[ "exposed_crouch_cqb" ] = [];// need this or it chokes on the next line due to assigning undefined...
anim.coverExit[ "exposed_crouch_cqb" ][ 1 ] = %CQB_crouch_start_1;
anim.coverExit[ "exposed_crouch_cqb" ][ 2 ] = %CQB_crouch_start_2;
anim.coverExit[ "exposed_crouch_cqb" ][ 3 ] = %CQB_crouch_start_3;
anim.coverExit[ "exposed_crouch_cqb" ][ 4 ] = %CQB_crouch_start_4;
anim.coverExit[ "exposed_crouch_cqb" ][ 6 ] = %CQB_crouch_start_6;
anim.coverExit[ "exposed_crouch_cqb" ][ 7 ] = %CQB_crouch_start_7;
anim.coverExit[ "exposed_crouch_cqb" ][ 8 ] = %CQB_crouch_start_8;
anim.coverExit[ "exposed_crouch_cqb" ][ 9 ] = %CQB_crouch_start_9;
anim.coverExit[ "heat" ] = [];
anim.coverExit[ "heat" ][ 1 ] = %heat_exit_1;
anim.coverExit[ "heat" ][ 2 ] = %heat_exit_2;
anim.coverExit[ "heat" ][ 3 ] = %heat_exit_3;
anim.coverExit[ "heat" ][ 4 ] = %heat_exit_4;
anim.coverExit[ "heat" ][ 6 ] = %heat_exit_6; //%heat_exit_6a
anim.coverExit[ "heat" ][ 7 ] = %heat_exit_7;
anim.coverExit[ "heat" ][ 8 ] = %heat_exit_8; //%heat_exit_8a
anim.coverExit[ "heat" ][ 9 ] = %heat_exit_9;
anim.coverExit[ "heat_left" ] = [];
anim.coverExit[ "heat_left" ][ 1 ] = %heat_exit_1;
anim.coverExit[ "heat_left" ][ 2 ] = %heat_exit_2;
anim.coverExit[ "heat_left" ][ 3 ] = %heat_exit_3;
anim.coverExit[ "heat_left" ][ 4 ] = %heat_exit_4;
anim.coverExit[ "heat_left" ][ 6 ] = %heat_exit_6;
anim.coverExit[ "heat_left" ][ 7 ] = %heat_exit_8L;
anim.coverExit[ "heat_left" ][ 8 ] = %heat_exit_8L;
anim.coverExit[ "heat_left" ][ 9 ] = %heat_exit_8R;
anim.coverExit[ "heat_right" ] = [];
anim.coverExit[ "heat_right" ][ 1 ] = %heat_exit_1;
anim.coverExit[ "heat_right" ][ 2 ] = %heat_exit_2;
anim.coverExit[ "heat_right" ][ 3 ] = %heat_exit_3;
anim.coverExit[ "heat_right" ][ 4 ] = %heat_exit_4;
anim.coverExit[ "heat_right" ][ 6 ] = %heat_exit_6;
anim.coverExit[ "heat_right" ][ 7 ] = %heat_exit_8L;
anim.coverExit[ "heat_right" ][ 8 ] = %heat_exit_8R;
anim.coverExit[ "heat_right" ][ 9 ] = %heat_exit_8R;
for ( i = 1; i <= 6; i++ )
{
if ( i == 5 )
continue;
for ( j = 0; j < transTypes.size; j++ )
{
trans = transTypes[ j ];
if ( isdefined( anim.coverTrans[ trans ][ i ] ) )
{
anim.coverTransDist [ trans ][ i ] = getMoveDelta( anim.coverTrans[ trans ][ i ], 0, 1 );
anim.coverTransAngles[ trans ][ i ] = getAngleDelta( anim.coverTrans[ trans ][ i ], 0, 1 );
}
if ( isdefined( anim.coverExit [ trans ] ) && isdefined( anim.coverExit [ trans ][ i ] ) )
{
// get exit dist only to code_move
if ( animHasNotetrack( anim.coverExit[ trans ][ i ], "code_move" ) )
codeMoveTime = getNotetrackTimes( anim.coverExit[ trans ][ i ], "code_move" )[ 0 ];
else
codeMoveTime = 1;
anim.coverExitDist [ trans ][ i ] = getMoveDelta( anim.coverExit [ trans ][ i ], 0, codeMoveTime );
anim.coverExitAngles [ trans ][ i ] = getAngleDelta( anim.coverExit [ trans ][ i ], 0, 1 );
}
}
}
for ( j = 0; j < transTypes.size; j++ )
{
trans = transTypes[ j ];
anim.coverTransLongestDist[ trans ] = 0;
for ( i = 1; i <= 6; i++ )
{
if ( i == 5 || !isdefined( anim.coverTrans[ trans ][ i ] ) )
continue;
lengthSq = lengthSquared( anim.coverTransDist[ trans ][ i ] );
if ( anim.coverTransLongestDist[ trans ] < lengthSq )
anim.coverTransLongestDist[ trans ] = lengthSq;
}
anim.coverTransLongestDist[ trans ] = sqrt( anim.coverTransLongestDist[ trans ] );
}
anim.exposedTransition[ "exposed" ] = true;
anim.exposedTransition[ "exposed_crouch" ] = true;
anim.exposedTransition[ "exposed_cqb" ] = true;
anim.exposedTransition[ "exposed_crouch_cqb" ] = true;
anim.exposedTransition[ "heat" ] = true;
anim.longestExposedApproachDist = 0;
foreach ( trans, transType in anim.exposedTransition )
{
for ( i = 7; i <= 9; i++ )
{
if ( isdefined( anim.coverTrans[ trans ][ i ] ) )
{
anim.coverTransDist [ trans ][ i ] = getMoveDelta( anim.coverTrans[ trans ][ i ], 0, 1 );
anim.coverTransAngles[ trans ][ i ] = getAngleDelta( anim.coverTrans[ trans ][ i ], 0, 1 );
}
if ( isdefined( anim.coverExit [ trans ][ i ] ) )
{
// get exit dist only to code_move
assert( animHasNotetrack( anim.coverExit[ trans ][ i ], "code_move" ) );
codeMoveTime = getNotetrackTimes( anim.coverExit[ trans ][ i ], "code_move" )[ 0 ];
anim.coverExitDist [ trans ][ i ] = getMoveDelta( anim.coverExit [ trans ][ i ], 0, codeMoveTime );
anim.coverExitAngles [ trans ][ i ] = getAngleDelta( anim.coverExit [ trans ][ i ], 0, 1 );
}
}
for ( i = 1; i <= 9; i++ )
{
if ( !isdefined( anim.coverTrans[ trans ][ i ] ) )
continue;
len = length( anim.coverTransDist[ trans ][ i ] );
if ( len > anim.longestExposedApproachDist )
anim.longestExposedApproachDist = len;
}
}
// the FindBestSplitTime calls below are used to find these values.
// all of this is for corner nodes.
anim.coverTransSplit[ "left" ][ 7 ] = 0.369369;// delta of( 35.5356, 3.27114, 0 )
anim.coverTransSplit[ "left_crouch" ][ 7 ] = 0.319319; // delta of (32.2281, 0.356673, 0)
anim.coverTransSplit[ "left_cqb" ][ 7 ] = 0.451451; // delta of (33.1115, 1.05645, 0)
anim.coverTransSplit[ "left_crouch_cqb" ][ 7 ] = 0.246246; // delta of (34.2986, 2.32586, 0)
anim.coverExitSplit[ "left" ][ 7 ] = 0.547548;// delta of( 37.5652, 5.61999, 0 )
anim.coverExitSplit[ "left_crouch" ][ 7 ] = 0.593594;// delta of( 35.9166, 3.88091, 0 )
anim.coverExitSplit[ "left_cqb" ][ 7 ] = 0.702703; // delta of (32.9692, 0.881301, 0)
anim.coverExitSplit[ "left_crouch_cqb" ][ 7 ] = 0.718719; // delta of (33.6642, 1.70904, 0)
anim.coverExitSplit[ "heat_left" ][ 7 ] = 0.42;
anim.coverTransSplit[ "left" ][ 8 ] = 0.525526;// delta of( 32.9863, 0.925748, 0 )
anim.coverTransSplit[ "left_crouch" ][ 8 ] = 0.428428;// delta of( 38.4125, 6.445, 0 )
anim.coverTransSplit[ "left_cqb" ][ 8 ] = 0.431431; // delta of (34.0755, 2.01125, 0)
anim.coverTransSplit[ "left_crouch_cqb" ][ 8 ] = 0.33033; // delta of (35.8107, 3.70985, 0)
anim.coverExitSplit[ "left" ][ 8 ] = 0.614615;// delta of( 34.298, 2.26239, 0 )
anim.coverExitSplit[ "left_crouch" ][ 8 ] = 0.451451; // delta of (33.0388, 0.964628, 0)
anim.coverExitSplit[ "left_cqb" ][ 8 ] = 0.451451; // delta of (33.0388, 0.964628, 0)
anim.coverExitSplit[ "left_crouch_cqb" ][ 8 ] = 0.603604; // delta of (33.0797, 1.14774, 0)
anim.coverExitSplit[ "heat_left" ][ 8 ] = 0.42;
anim.coverTransSplit[ "right" ][ 8 ] = 0.458458;// delta of( 35.6571, 3.63511, 0 )
anim.coverTransSplit[ "right_crouch" ][ 8 ] = 0.248248; // delta of (34.6368, 2.67554, 0)
anim.coverTransSplit[ "right_cqb" ][ 8 ] = 0.458458; // delta of (35.6571, 3.63511, 0)
anim.coverTransSplit[ "right_crouch_cqb" ][ 8 ] = 0.311311; // delta of (34.2736, 2.32471, 0)
anim.coverExitSplit[ "right" ][ 8 ] = 0.457457;// delta of( 36.3085, 4.34586, 0 )
anim.coverExitSplit[ "right_crouch" ][ 8 ] = 0.545546; // delta of (33.1181, 1.14301, -0.0001)
anim.coverExitSplit[ "right_cqb" ][ 8 ] = 0.540541; // delta of (33.0089, 1.0005, 0)
anim.coverExitSplit[ "right_crouch_cqb" ][ 8 ] = 0.399399; // delta of (34.7739, 2.41176, 0)
anim.coverExitSplit[ "heat_right" ][ 8 ] = 0.4;
anim.coverTransSplit[ "right" ][ 9 ] = 0.546547;// delta of( 37.7732, 5.76641, 0 )
anim.coverTransSplit[ "right_crouch" ][ 9 ] = 0.2002; // delta of (36.3871, 4.39434, 0)
anim.coverTransSplit[ "right_cqb" ][ 9 ] = 0.546547;// delta of( 37.7732, 5.76641, 0 )
anim.coverTransSplit[ "right_crouch_cqb" ][ 9 ] = 0.232232; // delta of (35.8102, 3.81592, 0)
anim.coverExitSplit[ "right" ][ 9 ] = 0.483483; // delta of (35.251, 3.31115, 0)
anim.coverExitSplit[ "right_crouch" ][ 9 ] = 0.493493; // delta of (34.4959, 2.45688, -0.0001)
anim.coverExitSplit[ "right_cqb" ][ 9 ] = 0.565566; // delta of (35.4487, 3.42926, 0)
anim.coverExitSplit[ "right_crouch_cqb" ][ 9 ] = 0.518519; // delta of (35.4592, 1.47273, 0)
anim.coverExitSplit[ "heat_right" ][ 9 ] = 0.4;
/#
setDvarIfUninitialized( "scr_findsplittimes", "0" );
#/
splitArrivals = [];
splitArrivals[ "left" ] = 1;
splitArrivals[ "left_crouch" ] = 1;
splitArrivals[ "left_crouch_cqb" ] = 1;
splitArrivals[ "left_cqb" ] = 1;
splitExits = [];
splitExits[ "left" ] = 1;
splitExits[ "left_crouch" ] = 1;
splitExits[ "left_crouch_cqb" ] = 1;
splitExits[ "left_cqb" ] = 1;
splitExits[ "heat_left" ] = 1;
GetSplitTimes( 7, 8, false, splitArrivals, splitExits );
splitArrivals = [];
splitArrivals[ "right" ] = 1;
splitArrivals[ "right_crouch" ] = 1;
splitArrivals[ "right_cqb" ] = 1;
splitArrivals[ "right_crouch_cqb" ] = 1;
splitExits = [];
splitExits[ "right" ] = 1;
splitExits[ "right_crouch" ] = 1;
splitExits[ "right_cqb" ] = 1;
splitExits[ "right_crouch_cqb" ] = 1;
splitExits[ "heat_right" ] = 1;
GetSplitTimes( 8, 9, true, splitArrivals, splitExits );
/#
//thread checkApproachAngles( transTypes );
#/
anim.arrivalEndStance["left"] = "stand";
anim.arrivalEndStance["left_cqb"] = "stand";
anim.arrivalEndStance["right"] = "stand";
anim.arrivalEndStance["right_cqb"] = "stand";
anim.arrivalEndStance["stand"] = "stand";
anim.arrivalEndStance["stand_saw"] = "stand";
anim.arrivalEndStance["exposed"] = "stand";
anim.arrivalEndStance["exposed_cqb"] = "stand";
anim.arrivalEndStance["heat"] = "stand";
anim.arrivalEndStance["left_crouch"] = "crouch";
anim.arrivalEndStance["left_crouch_cqb"] = "crouch";
anim.arrivalEndStance["right_crouch"] = "crouch";
anim.arrivalEndStance["right_crouch_cqb"] = "crouch";
anim.arrivalEndStance["crouch_saw"] = "crouch";
anim.arrivalEndStance["crouch"] = "crouch";
anim.arrivalEndStance["exposed_crouch"] = "crouch";
anim.arrivalEndStance["exposed_crouch_cqb"] = "crouch";
anim.arrivalEndStance["prone_saw"] = "prone";
anim.requiredExitStance[ "Cover Stand" ] = "stand";
anim.requiredExitStance[ "Conceal Stand" ] = "stand";
anim.requiredExitStance[ "Cover Crouch" ] = "crouch";
anim.requiredExitStance[ "Conceal Crouch" ] = "crouch";
}
GetSplitTimes( begin, end, isRightSide, splitArrivals, splitExits )
{
for ( i = begin; i <= end; i++ )
{
foreach ( type, val in splitArrivals )
{
anim.coverTransPreDist[ type ][ i ] = getMoveDelta( anim.coverTrans[ type ][ i ], 0, getTransSplitTime( type, i ) );
anim.coverTransDist [ type ][ i ] = getMoveDelta( anim.coverTrans[ type ][ i ], 0, 1 ) - anim.coverTransPreDist[ type ][ i ];
anim.coverTransAngles [ type ][ i ] = getAngleDelta( anim.coverTrans[ type ][ i ], 0, 1 );
}
foreach ( type, val in splitExits )
{
anim.coverExitDist [ type ][ i ] = getMoveDelta( anim.coverExit [ type ][ i ], 0, getExitSplitTime( type, i ) );
anim.coverExitPostDist[ type ][ i ] = getMoveDelta( anim.coverExit [ type ][ i ], 0, 1 ) - anim.coverExitDist[ type ][ i ];
anim.coverExitAngles [ type ][ i ] = getAngleDelta( anim.coverExit [ type ][ i ], 0, 1 );
}
/#
if ( getdebugdvar( "scr_findsplittimes" ) != "0" )
{
foreach ( type, val in splitArrivals )
{
if ( isSubStr( type, "heat" ) )
continue;
FindBestSplitTime( anim.coverTrans[ type ][ i ], true, isRightSide, "anim.coverTransSplit[ \"" + type + "\" ][ " + i + " ]", type + " arrival in dir " + i );
AssertIsValidSplitDelta( DeltaRotate( anim.coverTransDist[ type ][ i ], 180 - anim.coverTransAngles[ type ][ i ] ), isRightSide, type + " arrival in dir " + i );
}
foreach ( type, val in splitExits )
{
if ( isSubStr( type, "heat" ) )
continue;
FindBestSplitTime( anim.coverExit [ type ][ i ], false, isRightSide, "anim.coverExitSplit[ \"" + type + "\" ][ " + i + " ]", type + " exit in dir " + i );
AssertIsValidSplitDelta( anim.coverExitDist[ type ][ i ], isRightSide, type + " exit in dir " + i );
}
}
#/
}
}
/#
FindBestSplitTime( exitanim, isapproach, isright, arrayname, debugname )
{
angleDelta = getAngleDelta( exitanim, 0, 1 );
fullDelta = getMoveDelta( exitanim, 0, 1 );
numiter = 1000;
bestsplit = -1;
bestvalue = -100000000;
bestdelta = ( 0, 0, 0 );
for ( i = 0; i < numiter; i++ )
{
splitTime = 1.0 * i / ( numiter - 1 );
delta = getMoveDelta( exitanim, 0, splitTime );
if ( isapproach )
delta = DeltaRotate( fullDelta - delta, 180 - angleDelta );
if ( isright )
delta = ( delta[ 0 ], 0 - delta[ 1 ], delta[ 2 ] );
val = min( delta[ 0 ] - 32, delta[ 1 ] );
if ( val > bestvalue || bestsplit < 0 )
{
bestvalue = val;
bestsplit = splitTime;
bestdelta = delta;
}
}
if ( bestdelta[ 0 ] < 32 || bestdelta[ 1 ] < 0 )
{
println( "^0 ^1" + debugname + " has no valid split time available! Best was at " + bestsplit + ", delta of " + bestdelta );
return;
}
//println("^0 ^2" + debugname + " has best split time at " + bestsplit + ", delta of " + bestdelta );
println( "^0 ^2" + arrayname + " = " + bestsplit + "; // delta of " + bestdelta );
}
DeltaRotate( delta, yaw )
{
cosine = cos( yaw );
sine = sin( yaw );
return( delta[ 0 ] * cosine - delta[ 1 ] * sine, delta[ 1 ] * cosine + delta[ 0 ] * sine, 0 );
}
AssertIsValidSplitDelta( delta, isRightSide, debugname )
{
if ( isRightSide )
delta = ( delta[ 0 ], 0 - delta[ 1 ], delta[ 2 ] );
// in a delta, x is forward and y is left
// assert the delta goes out far enough from the node
if ( delta[ 0 ] < 32 )
println( "^0 ^1" + debugname + " doesn't go out from the node far enough in the given split time (delta = " + delta + ")" );
// assert the delta doesn't go into the wall
if ( delta[ 1 ] < 0 )
println( "^0 ^1" + debugname + " goes into the wall during the given split time (delta = " + delta + ")" );
}
checkApproachAngles( transTypes )
{
idealTransAngles[ 1 ] = 45;
idealTransAngles[ 2 ] = 0;
idealTransAngles[ 3 ] = -45;
idealTransAngles[ 4 ] = 90;
idealTransAngles[ 6 ] = -90;
idealTransAngles[ 7 ] = 135;
idealTransAngles[ 8 ] = 180;
idealTransAngles[ 9 ] = -135;
wait .05;
for ( i = 1; i <= 9; i++ )
{
for ( j = 0; j < transTypes.size; j++ )
{
trans = transTypes[ j ];
idealAdd = 0;
if ( trans == "left" || trans == "left_crouch" )
idealAdd = 90;
else if ( trans == "right" || trans == "right_crouch" )
idealAdd = -90;
if ( isdefined( anim.coverTransAngles[ trans ][ i ] ) )
{
correctAngle = AngleClamp180( idealTransAngles[ i ] + idealAdd );
actualAngle = AngleClamp180( anim.coverTransAngles[ trans ][ i ] );
if ( AbsAngleClamp180( actualAngle - correctAngle ) > 7 )
{
println( "^1Cover approach animation has bad yaw delta: anim.coverTrans[\"" + trans + "\"][" + i + "]; is ^2" + actualAngle + "^1, should be closer to ^2" + correctAngle + "^1." );
}
}
}
}
for ( i = 1; i <= 9; i++ )
{
for ( j = 0; j < transTypes.size; j++ )
{
trans = transTypes[ j ];
idealAdd = 0;
if ( trans == "left" || trans == "left_crouch" )
idealAdd = 90;
else if ( trans == "right" || trans == "right_crouch" )
idealAdd = -90;
if ( isdefined( anim.coverExitAngles[ trans ][ i ] ) )
{
correctAngle = AngleClamp180( -1 * ( idealTransAngles[ i ] + idealAdd + 180 ) );
actualAngle = AngleClamp180( anim.coverExitAngles[ trans ][ i ] );
if ( AbsAngleClamp180( actualAngle - correctAngle ) > 7 )
{
println( "^1Cover exit animation has bad yaw delta: anim.coverTrans[\"" + trans + "\"][" + i + "]; is ^2" + actualAngle + "^1, should be closer to ^2" + correctAngle + "^1." );
}
}
}
}
}
#/
getExitSplitTime( approachType, dir )
{
return anim.coverExitSplit[ approachType ][ dir ];
/*exitAnim = anim.coverExit[ approachType ][ dir ];
exitAlignTimes = getNotetrackTimes( exitAnim, "exit_align" );
assert( exitAlignTimes.size == 1 );
if ( exitAlignTimes.size == 0 )
return .5;
return exitAlignTimes[0];*/
}
getTransSplitTime( approachType, dir )
{
return anim.coverTransSplit[ approachType ][ dir ];
}