IW4-Dump-Files/animscripts/traverse/ladder_up.gsc

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// ladder_up.gsc
// Climbs a ladder of any height by using a looping animation, and gets off at the top.
#using_animtree( "generic_human" );
main()
{
// do not do code prone in this script
self.desired_anim_pose = "crouch";
animscripts\utility::UpdateAnimPose();
self endon( "killanimscript" );
// self traverseMode("nogravity");
self traverseMode( "noclip" );
climbAnim = %ladder_climbup;
endAnim = %ladder_climboff;
// orient to the Negotiation start node
startnode = self getnegotiationstartnode();
assert( isdefined( startnode ) );
self OrientMode( "face angle", startnode.angles[ 1 ] );
self setFlaggedAnimKnoballRestart( "climbanim", climbAnim, %body, 1, .1, 1 );
endAnimDelta = GetMoveDelta( endAnim, 0, 1 );
endNode = self getnegotiationendnode();
assert( isdefined( endnode ) );
endPos = endnode.origin - endAnimDelta + ( 0, 0, 1 ); // 1 unit padding
cycleDelta = GetMoveDelta( climbAnim, 0, 1 );
climbRate = cycleDelta[ 2 ] / getanimlength( climbAnim );
//("ladder_up: about to start climbing. Height to climb: " + (endAnimDelta[2] + endPos[2] - self.origin[2]) );#/
climbingTime = ( endPos[ 2 ] - self.origin[ 2 ] ) / climbRate;
if ( climbingTime > 0 )
{
self.allowpain = true;
self animscripts\shared::DoNoteTracksForTime( climbingTime, "climbanim" );
// println ("elapsed ", (gettime() - timer) * 0.001);
self setFlaggedAnimKnoballRestart( "climbanim", endAnim, %body, 1, .1, 1 );
self animscripts\shared::DoNoteTracks( "climbanim" );
}
self traverseMode( "gravity" );
self.a.movement = "run";
self.a.pose = "crouch";
//("ladder_up: all done");#/
}