IW4-Dump-Files/maps/_drone_ai.gsc

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#include maps\_utility;
#include common_scripts\utility;
#using_animtree( "generic_human" );
init()
{
// drone type specific stuff
level.drone_anims[ "allies" ][ "stand" ][ "idle" ] = %casual_stand_idle;
level.drone_anims[ "allies" ][ "stand" ][ "run" ] = %run_lowready_F_relative;
level.drone_anims[ "allies" ][ "stand" ][ "death" ] = %exposed_death;
//allies
level.drone_anims[ "allies" ][ "covercrouch" ][ "idle" ][ 0 ] = %covercrouch_hide_idle;
level.drone_anims[ "allies" ][ "covercrouch" ][ "idle" ][ 1 ] = %covercrouch_twitch_1;
level.drone_anims[ "allies" ][ "covercrouch" ][ "idle" ][ 2 ] = %covercrouch_twitch_2;
level.drone_anims[ "allies" ][ "covercrouch" ][ "idle" ][ 3 ] = %covercrouch_twitch_3;
level.drone_anims[ "allies" ][ "covercrouch" ][ "idle" ][ 4 ] = %covercrouch_hide_look;
level.drone_anims[ "allies" ][ "covercrouch" ][ "hide_2_aim" ] = %covercrouch_hide_2_aim;
level.drone_anims[ "allies" ][ "covercrouch" ][ "aim_2_hide" ] = %covercrouch_aim_2_hide;
level.drone_anims[ "allies" ][ "covercrouch" ][ "reload" ] = %covercrouch_reload_hide;
level.drone_anims[ "allies" ][ "covercrouch" ][ "fire" ] = %covercrouch_aim5;
level.drone_anims[ "allies" ][ "covercrouch" ][ "death" ] = %covercrouch_death_1;
//level.drone_anims[ "allies" ][ "covercrouch" ][ "arrival" ] = %covercrouch_run_in_M;
level.drone_anims[ "allies" ][ "coverstand" ][ "idle" ][ 0 ] = %coverstand_hide_idle;
level.drone_anims[ "allies" ][ "coverstand" ][ "idle" ][ 1 ] = %coverstand_look_quick;
level.drone_anims[ "allies" ][ "coverstand" ][ "idle" ][ 2 ] = %coverstand_look_quick_v2;
level.drone_anims[ "allies" ][ "coverstand" ][ "idle" ][ 3 ] = %coverstand_hide_idle_twitch04;
level.drone_anims[ "allies" ][ "coverstand" ][ "idle" ][ 4 ] = %coverstand_hide_idle_twitch05;
level.drone_anims[ "allies" ][ "coverstand" ][ "hide_2_aim" ] = %coverstand_hide_2_aim;
level.drone_anims[ "allies" ][ "coverstand" ][ "aim_2_hide" ] = %coverstand_aim_2_hide;
level.drone_anims[ "allies" ][ "coverstand" ][ "reload" ] = %coverstand_reloadA;
level.drone_anims[ "allies" ][ "coverstand" ][ "fire" ] = %exposed_aim_5;
level.drone_anims[ "allies" ][ "coverstand" ][ "death" ] = %coverstand_death_left;
//level.drone_anims[ "allies" ][ "coverstand" ][ "arrival" ] = %coverstand_trans_IN_M;
level.drone_anims[ "allies" ][ "coverleftstand" ][ "idle" ][ 0 ] = %corner_standL_alert_idle;
level.drone_anims[ "allies" ][ "coverleftstand" ][ "idle" ][ 1 ] = %corner_standL_alert_twitch01;
level.drone_anims[ "allies" ][ "coverleftstand" ][ "idle" ][ 2 ] = %corner_standL_alert_twitch02;
level.drone_anims[ "allies" ][ "coverleftstand" ][ "idle" ][ 3 ] = %corner_standL_alert_twitch03;
level.drone_anims[ "allies" ][ "coverleftstand" ][ "idle" ][ 4 ] = %corner_standL_alert_twitch04;
level.drone_anims[ "allies" ][ "coverleftstand" ][ "hide_2_aim" ] = %corner_standL_trans_alert_2_B_v2;
level.drone_anims[ "allies" ][ "coverleftstand" ][ "aim_2_hide" ] = %corner_standL_trans_B_2_alert_v2;
level.drone_anims[ "allies" ][ "coverleftstand" ][ "reload" ] = %corner_standL_reload_v1;
level.drone_anims[ "allies" ][ "coverleftstand" ][ "fire" ] = %exposed_aim_5;
level.drone_anims[ "allies" ][ "coverleftstand" ][ "death" ] = %corner_standL_deathB;
//level.drone_anims[ "allies" ][ "coverleftstand" ][ "arrival" ] = %corner_standL_trans_IN_2;
level.drone_anims[ "allies" ][ "coverrightstand" ][ "idle" ][ 0 ] = %corner_standR_alert_idle;
level.drone_anims[ "allies" ][ "coverrightstand" ][ "idle" ][ 1 ] = %corner_standR_alert_twitch01;
level.drone_anims[ "allies" ][ "coverrightstand" ][ "idle" ][ 2 ] = %corner_standR_alert_twitch02;
level.drone_anims[ "allies" ][ "coverrightstand" ][ "idle" ][ 3 ] = %corner_standR_alert_twitch04;
level.drone_anims[ "allies" ][ "coverrightstand" ][ "hide_2_aim" ] = %corner_standR_trans_alert_2_B;
level.drone_anims[ "allies" ][ "coverrightstand" ][ "aim_2_hide" ] = %corner_standR_trans_B_2_alert;
level.drone_anims[ "allies" ][ "coverrightstand" ][ "reload" ] = %corner_standR_reload_v1;
level.drone_anims[ "allies" ][ "coverrightstand" ][ "fire" ] = %exposed_aim_5;
level.drone_anims[ "allies" ][ "coverrightstand" ][ "death" ] = %corner_standR_deathB;
//level.drone_anims[ "allies" ][ "coverrightstand" ][ "arrival" ] = %corner_standR_trans_IN_2;
level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "idle" ][ 0 ] = %CornerCrR_alert_idle;
level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "idle" ][ 1 ] = %CornerCrR_alert_twitch_v1;
level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "idle" ][ 2 ] = %CornerCrR_alert_twitch_v2;
level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "idle" ][ 3 ] = %CornerCrR_alert_twitch_v3;
level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "hide_2_aim" ] = %CornerCrR_alert_2_lean;
level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "aim_2_hide" ] = %CornerCrR_lean_2_alert;
level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "reload" ] = %CornerCrR_reloadA;
level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "death" ] = %exposed_crouch_death_fetal;
//level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "arrival" ] = %CornerCrR_trans_IN_M;
level.drone_anims[ "allies" ][ "coverguard" ][ "idle" ][ 0 ] = %exposed_crouch_idle_twitch_v2;
level.drone_anims[ "allies" ][ "coverguard" ][ "idle" ][ 1 ] = %exposed_crouch_idle_twitch_v3;
level.drone_anims[ "allies" ][ "coverguard" ][ "reload" ] = %exposed_crouch_reload;
level.drone_anims[ "allies" ][ "coverguard" ][ "fire" ] = %exposed_crouch_aim_5;
level.drone_anims[ "allies" ][ "coverguard" ][ "death" ] = %exposed_crouch_death_fetal;
//level.drone_anims[ "allies" ][ "coverguard" ][ "arrival" ] = %run_2_crouch_F;
level.drone_anims[ "allies" ][ "coverprone" ][ "idle" ][ 0 ] = %prone_reaction_A;
level.drone_anims[ "allies" ][ "coverprone" ][ "idle" ][ 1 ] = %prone_twitch_ammocheck;
level.drone_anims[ "allies" ][ "coverprone" ][ "idle" ][ 2 ] = %prone_twitch_scan;
level.drone_anims[ "allies" ][ "coverprone" ][ "idle" ][ 3 ] = %prone_twitch_look;
level.drone_anims[ "allies" ][ "coverprone" ][ "idle" ][ 4 ] = %prone_twitch_lookup;
level.drone_anims[ "allies" ][ "coverprone" ][ "hide_2_aim" ] = %prone_2_crouch;
level.drone_anims[ "allies" ][ "coverprone" ][ "aim_2_hide" ] = %crouch_2_prone;
level.drone_anims[ "allies" ][ "coverprone" ][ "reload" ] = %prone_reload;
level.drone_anims[ "allies" ][ "coverprone" ][ "fire" ] = %prone_fire_1;
level.drone_anims[ "allies" ][ "coverprone" ][ "fire_exposed" ] = %exposed_crouch_aim_5; //special case for when prone guys occassionally stand up to fire
level.drone_anims[ "allies" ][ "coverprone" ][ "death" ] = %saw_gunner_prone_death;
//level.drone_anims[ "allies" ][ "coverprone" ][ "arrival" ] = %crouchrun2prone_straight;
//axis
level.drone_anims[ "axis" ][ "stand" ][ "idle" ] = %casual_stand_idle;
level.drone_anims[ "axis" ][ "stand" ][ "run" ] = %run_lowready_F_relative;
level.drone_anims[ "axis" ][ "stand" ][ "death" ] = %exposed_death;
level.drone_anims[ "axis" ][ "covercrouch" ][ "idle" ][ 0 ] = %covercrouch_hide_idle;
level.drone_anims[ "axis" ][ "covercrouch" ][ "idle" ][ 1 ] = %covercrouch_twitch_1;
level.drone_anims[ "axis" ][ "covercrouch" ][ "idle" ][ 2 ] = %covercrouch_twitch_2;
level.drone_anims[ "axis" ][ "covercrouch" ][ "idle" ][ 3 ] = %covercrouch_twitch_3;
level.drone_anims[ "axis" ][ "covercrouch" ][ "idle" ][ 4 ] = %covercrouch_hide_look;
level.drone_anims[ "axis" ][ "covercrouch" ][ "hide_2_aim" ] = %covercrouch_hide_2_aim;
level.drone_anims[ "axis" ][ "covercrouch" ][ "aim_2_hide" ] = %covercrouch_aim_2_hide;
level.drone_anims[ "axis" ][ "covercrouch" ][ "reload" ] = %covercrouch_reload_hide;
level.drone_anims[ "axis" ][ "covercrouch" ][ "fire" ] = %covercrouch_aim5;
level.drone_anims[ "axis" ][ "covercrouch" ][ "death" ] = %covercrouch_death_1;
//level.drone_anims[ "axis" ][ "covercrouch" ][ "arrival" ] = %covercrouch_run_in_M;
level.drone_anims[ "axis" ][ "coverstand" ][ "idle" ][ 0 ] = %coverstand_hide_idle;
level.drone_anims[ "axis" ][ "coverstand" ][ "idle" ][ 1 ] = %coverstand_look_quick;
level.drone_anims[ "axis" ][ "coverstand" ][ "idle" ][ 2 ] = %coverstand_look_quick_v2;
level.drone_anims[ "axis" ][ "coverstand" ][ "idle" ][ 3 ] = %coverstand_hide_idle_twitch04;
level.drone_anims[ "axis" ][ "coverstand" ][ "idle" ][ 4 ] = %coverstand_hide_idle_twitch05;
level.drone_anims[ "axis" ][ "coverstand" ][ "hide_2_aim" ] = %coverstand_hide_2_aim;
level.drone_anims[ "axis" ][ "coverstand" ][ "aim_2_hide" ] = %coverstand_aim_2_hide;
level.drone_anims[ "axis" ][ "coverstand" ][ "reload" ] = %coverstand_reloadA;
level.drone_anims[ "axis" ][ "coverstand" ][ "fire" ] = %exposed_aim_5;
level.drone_anims[ "axis" ][ "coverstand" ][ "death" ] = %coverstand_death_left;
//level.drone_anims[ "axis" ][ "coverstand" ][ "arrival" ] = %coverstand_trans_IN_M;
level.drone_anims[ "axis" ][ "coverleftstand" ][ "idle" ][ 0 ] = %corner_standL_alert_idle;
level.drone_anims[ "axis" ][ "coverleftstand" ][ "idle" ][ 1 ] = %corner_standL_alert_twitch01;
level.drone_anims[ "axis" ][ "coverleftstand" ][ "idle" ][ 2 ] = %corner_standL_alert_twitch02;
level.drone_anims[ "axis" ][ "coverleftstand" ][ "idle" ][ 3 ] = %corner_standL_alert_twitch03;
level.drone_anims[ "axis" ][ "coverleftstand" ][ "idle" ][ 4 ] = %corner_standL_alert_twitch04;
level.drone_anims[ "axis" ][ "coverleftstand" ][ "hide_2_aim" ] = %corner_standL_trans_alert_2_B_v2;
level.drone_anims[ "axis" ][ "coverleftstand" ][ "aim_2_hide" ] = %corner_standL_trans_B_2_alert_v2;
level.drone_anims[ "axis" ][ "coverleftstand" ][ "reload" ] = %corner_standL_reload_v1;
level.drone_anims[ "axis" ][ "coverleftstand" ][ "fire" ] = %exposed_aim_5;
level.drone_anims[ "axis" ][ "coverleftstand" ][ "death" ] = %corner_standL_deathB;
//level.drone_anims[ "axis" ][ "coverleftstand" ][ "arrival" ] = %corner_standL_trans_IN_2;
level.drone_anims[ "axis" ][ "coverrightstand" ][ "idle" ][ 0 ] = %corner_standR_alert_idle;
level.drone_anims[ "axis" ][ "coverrightstand" ][ "idle" ][ 1 ] = %corner_standR_alert_twitch01;
level.drone_anims[ "axis" ][ "coverrightstand" ][ "idle" ][ 2 ] = %corner_standR_alert_twitch02;
level.drone_anims[ "axis" ][ "coverrightstand" ][ "idle" ][ 3 ] = %corner_standR_alert_twitch04;
level.drone_anims[ "axis" ][ "coverrightstand" ][ "hide_2_aim" ] = %corner_standR_trans_alert_2_B;
level.drone_anims[ "axis" ][ "coverrightstand" ][ "aim_2_hide" ] = %corner_standR_trans_B_2_alert;
level.drone_anims[ "axis" ][ "coverrightstand" ][ "reload" ] = %corner_standR_reload_v1;
level.drone_anims[ "axis" ][ "coverrightstand" ][ "fire" ] = %exposed_aim_5;
level.drone_anims[ "axis" ][ "coverrightstand" ][ "death" ] = %corner_standR_deathB;
//level.drone_anims[ "axis" ][ "coverrightstand" ][ "arrival" ] = %corner_standR_trans_IN_2;
level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "idle" ][ 0 ] = %CornerCrR_alert_idle;
level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "idle" ][ 1 ] = %CornerCrR_alert_twitch_v1;
level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "idle" ][ 2 ] = %CornerCrR_alert_twitch_v2;
level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "idle" ][ 3 ] = %CornerCrR_alert_twitch_v3;
level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "hide_2_aim" ] = %CornerCrR_alert_2_lean;
level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "aim_2_hide" ] = %CornerCrR_lean_2_alert;
level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "reload" ] = %CornerCrR_reloadA;
level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "death" ] = %exposed_crouch_death_fetal;
//level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "arrival" ] = %CornerCrR_trans_IN_M;
level.drone_anims[ "axis" ][ "coverguard" ][ "idle" ][ 0 ] = %exposed_crouch_idle_twitch_v2;
level.drone_anims[ "axis" ][ "coverguard" ][ "idle" ][ 1 ] = %exposed_crouch_idle_twitch_v3;
level.drone_anims[ "axis" ][ "coverguard" ][ "reload" ] = %exposed_crouch_reload;
level.drone_anims[ "axis" ][ "coverguard" ][ "fire" ] = %exposed_crouch_aim_5;
level.drone_anims[ "axis" ][ "coverguard" ][ "death" ] = %exposed_crouch_death_fetal;
//level.drone_anims[ "axis" ][ "coverguard" ][ "arrival" ] = %run_2_crouch_F;
level.drone_anims[ "axis" ][ "coverprone" ][ "idle" ][ 0 ] = %prone_reaction_A;
level.drone_anims[ "axis" ][ "coverprone" ][ "idle" ][ 1 ] = %prone_twitch_ammocheck;
level.drone_anims[ "axis" ][ "coverprone" ][ "idle" ][ 2 ] = %prone_twitch_scan;
level.drone_anims[ "axis" ][ "coverprone" ][ "idle" ][ 3 ] = %prone_twitch_look;
level.drone_anims[ "axis" ][ "coverprone" ][ "idle" ][ 4 ] = %prone_twitch_lookup;
level.drone_anims[ "axis" ][ "coverprone" ][ "hide_2_aim" ] = %prone_2_crouch;
level.drone_anims[ "axis" ][ "coverprone" ][ "aim_2_hide" ] = %crouch_2_prone;
level.drone_anims[ "axis" ][ "coverprone" ][ "reload" ] = %prone_reload;
level.drone_anims[ "axis" ][ "coverprone" ][ "fire" ] = %prone_fire_1;
level.drone_anims[ "axis" ][ "coverprone" ][ "fire_exposed" ] = %exposed_crouch_aim_5; //special case for when prone guys occassionally stand up to fire
level.drone_anims[ "axis" ][ "coverprone" ][ "death" ] = %saw_gunner_prone_death;
//level.drone_anims[ "axis" ][ "coverprone" ][ "arrival" ] = %crouchrun2prone_straight;
//team3 (?)
level.drone_anims[ "team3" ][ "stand" ][ "idle" ] = %casual_stand_idle;
level.drone_anims[ "team3" ][ "stand" ][ "run" ] = %run_lowready_F_relative;
level.drone_anims[ "team3" ][ "stand" ][ "death" ] = %exposed_death;
//muzzleflashes, etc
level._effect[ "ak47_muzzleflash" ] = loadfx( "muzzleflashes/ak47_flash_wv" );
level._effect[ "m16_muzzleflash" ] = loadfx( "muzzleflashes/m16_flash_wv" );
// init the generic drone script
maps\_drone::initGlobals();
}