IW4-Dump-Files/maps/_stealth_anims.gsc

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main()
{
humans();
dogs();
}
#using_animtree( "generic_human" );
humans()
{
// every stealth level has this anim and it's required by stealth behavior
level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
level.scr_anim[ "generic" ][ "_stealth_patrol_jog" ] = %patrol_jog;
level.scr_anim[ "generic" ][ "_stealth_patrol_walk" ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "_stealth_combat_jog" ] = %combat_jog;
level.scr_anim[ "generic" ][ "_stealth_patrol_cqb" ] = %walk_CQB_F;
if ( !isdefined( level.scr_anim[ "generic" ][ "_stealth_patrol_search_a" ] ) )
{
level.scr_anim[ "generic" ][ "_stealth_patrol_search_a" ] = %patrol_boredwalk_lookcycle_A;
level.scr_anim[ "generic" ][ "_stealth_patrol_search_b" ] = %patrol_boredwalk_lookcycle_B;
}
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_short" ] = %exposed_idle_twitch_v4;
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_long" ] = %patrol_bored_react_walkstop_short;
level.scr_anim[ "generic" ][ "_stealth_look_around" ][ 0 ] = %patrol_bored_react_look_v1;
level.scr_anim[ "generic" ][ "_stealth_look_around" ][ 1 ] = %patrol_bored_react_look_v2;
level.scr_anim[ "generic" ][ "_stealth_behavior_saw_corpse" ] = %exposed_idle_twitch_v4;
//1 is the animation that looks the best at the closest range (fast reaction )...and slower
//reactions get added down the line
level.scr_anim[ "generic" ][ "_stealth_behavior_generic1" ] = %patrol_bored_react_look_advance;
level.scr_anim[ "generic" ][ "_stealth_behavior_generic2" ] = %patrol_bored_react_look_retreat;
level.scr_anim[ "generic" ][ "_stealth_behavior_generic3" ] = %patrol_bored_react_walkstop;
level.scr_anim[ "generic" ][ "_stealth_behavior_generic4" ] = %patrol_bored_react_walkstop_short;
//find a body FROM a walk jog or run
//level.scr_anim[ "generic" ][ "_stealth_find_walk" ] = %patrol_boredwalk_find;
level.scr_anim[ "generic" ][ "_stealth_find_jog" ] = %patrol_boredjog_find;
//level.scr_anim[ "generic" ][ "_stealth_find_run" ] = %patrol_boredrun_find;
level.scr_anim[ "generic" ][ "_stealth_find_stand" ] = %patrol_bored_react_look_v2;
//FRIENDLY STUFF
level.scr_anim[ "generic" ][ "_stealth_prone_idle" ][ 0 ] = %prone_aim_idle;
level.scr_anim[ "generic" ][ "_stealth_prone_stop" ] = %prone_crawl_2_prone;
level.scr_anim[ "generic" ][ "_stealth_prone_start" ] = %prone_2_prone_crawl;
level.scr_anim[ "generic" ][ "_stealth_prone_2_run_roll" ] = %hunted_pronehide_2_stand_v4;
}
#using_animtree( "dog" );
dogs()
{
level.scr_anim[ "generic" ][ "_stealth_dog_sleeping" ][ 0 ] = %german_shepherd_sleeping;
level.scr_anim[ "generic" ][ "_stealth_dog_stop" ] = %german_shepherd_run_stop;
level.scr_anim[ "generic" ][ "_stealth_dog_find" ] = %german_shepherd_run_flashbang;
level.scr_anim[ "generic" ][ "_stealth_dog_howl" ] = %german_shepherd_attackidle_bark;
level.scr_anim[ "generic" ][ "_stealth_dog_saw_corpse" ] = %german_shepherd_attackidle_bark;
level.scr_anim[ "generic" ][ "_stealth_dog_growl" ] = %german_shepherd_attackidle_growl;
level.scr_anim[ "generic" ][ "_stealth_dog_wakeup_fast" ] = %german_shepherd_wakeup_fast;
level.scr_anim[ "generic" ][ "_stealth_dog_wakeup_slow" ] = %german_shepherd_wakeup_slow;
}