IW4-Dump-Files/animscripts/traverse/window_2.gsc

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#include animscripts\traverse\shared;
#using_animtree( "generic_human" );
main()
{
if ( self.type == "dog" )
dog_wall_and_window_hop( "wallhop", 40 );
else
self advancedWindowTraverse( %windowclimb, 35 );
}
advancedWindowTraverse( traverseAnim, normalHeight )
{
// 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" );// So he doesn't get stuck if the wall is a little too high
// orient to the Negotiation start node
startnode = self getnegotiationstartnode();
assert( isdefined( startnode ) );
self OrientMode( "face angle", startnode.angles[ 1 ] );
realHeight = startnode.traverse_height - startnode.origin[ 2 ];
self setFlaggedAnimKnoballRestart( "traverse", traverseAnim, %body, 1, 0.15, 1 );
// self waittillmatch("traverse", "gravity on");
// keeps the actor from sinking in to the ground or from levitating to some extent.
wait 0.7;
self thread teleportThread( realHeight - normalHeight );
wait 0.9;
// wait 1.6;
self traverseMode( "gravity" );
self animscripts\shared::DoNoteTracks( "traverse" );
}