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

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#include animscripts\traverse\shared;
#include maps\_utility;
#using_animtree( "generic_human" );
main()
{
traverseAnim = %windowclimb_fall;
landAnim = %windowclimb_land;
normalHeight = 35;
// do not do code prone in this script
self.desired_anim_pose = "crouch";
animscripts\utility::UpdateAnimPose();
self endon( "killanimscript" );
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 );
thread animscripts\shared::DoNoteTracksForever( "traverse", "stop_traverse_notetracks" );
// keeps the actor from sinking in to the ground or from levitating to some extent.
wait 1.5;
angles = ( 0, startnode.angles[ 1 ], 0 );
forward = anglestoforward( angles );
forward = vector_multiply( forward, 85 );
trace = bullettrace( startnode.origin + forward, startnode.origin + forward + ( 0, 0, -500 ), false, undefined );
// thread showLine(startnode.origin + forward, trace["position"]);
endheight = trace[ "position" ][ 2 ];
finaldif = startnode.origin[ 2 ] - endheight;
heightChange = 0;
for ( i = 0;i < level.window_down_height.size;i++ )
{
if ( finaldif < level.window_down_height[ i ] )
continue;
heightChange = finaldif - level.window_down_height[ i ];
}
assertEx( heightChange > 0, "window_jump at " + startnode.origin + " is too high off the ground" );
// heightChange -= 0;
self thread teleportThread( heightChange * - 1 );
// thread printerdebugger(heightchange, trace["position"]);
oldheight = self.origin[ 2 ];
change = 0;
level.traverseFall = [];
for ( ;; )
{
/*
/#
thread printer(self.origin);
#/
*/
change = oldheight - self.origin[ 2 ];
if ( self.origin[ 2 ] - change < endheight )// predict when he's about to hit the ground
{
break;
}
oldheight = self.origin[ 2 ];
wait( 0.05 );
}
if ( isdefined( self.groundtype ) )
self playsound( "Land_" + self.groundtype );
self notify( "stop_traverse_notetracks" );
self setFlaggedAnimKnoballRestart( "traverse", landAnim, %body, 1, 0.15, 1 );
// self waittillmatch("traverse", "gravity on");
self traverseMode( "gravity" );
self animscripts\shared::DoNoteTracks( "traverse" );
// wait 0.9;
}
printer( org )
{
level notify( "print_this_" + org );
level endon( "print_this_" + org );
for ( ;; )
{
print3d( org, ".", ( 1, 1, 1 ), 5 );
wait( 0.05 );
}
}
showline( start, end )
{
for ( ;; )
{
line( start, end + ( -1, -1, -1 ), ( 1, 0, 0 ) );
wait( 0.05 );
}
}
printerdebugger( msg, org )
{
level notify( "prrint_this_" + org );
level endon( "prrint_this_" + org );
for ( ;; )
{
print3d( org, msg, ( 1, 1, 1 ), 5 );
wait( 0.05 );
}
}
/*
/#
dif = startNode.origin[2] - self.origin[2];
included = false;
for (i=0;i<level.traverseFall.size;i++)
{
if (level.traverseFall[i] != dif)
continue;
included = true;
break;
}
if (!includeD)
level.traverseFall[level.traverseFall.size] = dif;
if (getdebugdvar("debug_traversefall") != "")
{
setdvar("debug_traversefall", "");
for (i=0;i<level.traverseFall.size;i++)
println (" level.window_down_height[", i, "] = ", level.traverseFall[i], ";");
}
#/
*/