IW4-Dump-Files/animscripts/run.gsc

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#include animscripts\Utility;
#include animscripts\Combat_Utility;
#include animscripts\SetPoseMovement;
#include common_scripts\utility;
#using_animtree( "generic_human" );
MoveRun()
{
desiredPose = [[ self.choosePoseFunc ]]( "stand" );
switch( desiredPose )
{
case "stand":
if ( BeginStandRun() )// returns false( and does nothing ) if we're already stand - running
return;
if ( isDefined( self.run_overrideanim ) )
{
animscripts\move::MoveStandMoveOverride( self.run_overrideanim, self.run_override_weights );
return;
}
if ( changeWeaponStandRun() )
return;
if ( ReloadStandRun() )
return;
if ( self animscripts\utility::IsInCombat() )
MoveStandCombatNormal();
else
MoveStandNoncombatNormal();
break;
case "crouch":
if ( BeginCrouchRun() )// returns false( and does nothing ) if we're already crouch - running
return;
if ( isDefined( self.crouchrun_combatanim ) )
MoveCrouchRunOverride();
else
MoveCrouchRunNormal();
break;
default:
assert( desiredPose == "prone" );
if ( BeginProneRun() )// returns false( and does nothing ) if we're already prone - running
return;
ProneCrawl();
break;
}
}
GetRunAnim()
{
if ( !isdefined( self.a.moveAnimSet ) )
return %run_lowready_F;
if ( !self.faceMotion )
{
if ( self.stairsState == "none" || abs( self getMotionAngle() ) > 45 )
return moveAnim( "move_f" );
}
if ( self.stairsState == "up" )
return moveAnim( "stairs_up" );
else if ( self.stairsState == "down" )
return moveAnim( "stairs_down" );
return moveAnim( "straight" );
}
GetCrouchRunAnim()
{
if ( !isdefined( self.a.moveAnimSet ) )
return %crouch_fastwalk_F;
return moveAnim( "crouch" );
}
ProneCrawl()
{
self.a.movement = "run";
self setflaggedanimknob( "runanim", moveAnim( "prone" ), 1, .3, self.moveplaybackrate );
animscripts\shared::DoNoteTracksForTime( 0.25, "runanim" );
}
InitRunNGun()
{
if ( !isdefined( self.runNGun ) )
{
self notify( "stop_move_anim_update" );
self.update_move_anim_type = undefined;
self clearanim( %combatrun_backward, 0.2 );
self clearanim( %combatrun_right, 0.2 );
self clearanim( %combatrun_left, 0.2 );
self clearanim( %w_aim_2, 0.2 );
self clearanim( %w_aim_4, 0.2 );
self clearanim( %w_aim_6, 0.2 );
self clearanim( %w_aim_8, 0.2 );
self.runNGun = true;
}
}
StopRunNGun()
{
if ( isdefined( self.runNGun ) )
{
self clearanim( %run_n_gun, 0.2 );
self.runNGun = undefined;
}
return false;
}
RunNGun( validTarget )
{
if ( validTarget )
{
enemyyaw = self GetPredictedYawToEnemy( 0.2 );
leftWeight = enemyyaw < 0;
}
else
{
enemyyaw = 0;
leftWeight = self.runNGunWeight < 0;
}
rightWeight = 1 - leftWeight;
maxRunNGunAngle = self.maxRunNGunAngle;
runNGunTransitionPoint = self.runNGunTransitionPoint;
runNGunIncrement = self.runNGunIncrement;
if ( !validTarget || ( squared( enemyyaw ) > maxRunNGunAngle * maxRunNGunAngle ) )
{
// phase out run n gun
self clearAnim( %add_fire, 0 );
if ( squared( self.runNGunWeight ) < runNGunIncrement * runNGunIncrement )
{
self.runNGunWeight = 0;
self.runNGun = undefined;
return false;
}
else if ( self.runNGunWeight > 0 )
{
self.runNGunWeight = self.runNGunWeight - runNGunIncrement;
}
else
{
self.runNGunWeight = self.runNGunWeight + runNGunIncrement;
}
}
else
{
newWeight = enemyyaw / maxRunNGunAngle;
diff = newWeight - self.runNGunWeight;
if ( abs( diff ) < runNGunTransitionPoint * 0.7 )
self.runNGunWeight = newWeight;
else if ( diff > 0 )
self.runNGunWeight = self.runNGunWeight + runNGunIncrement;
else
self.runNGunWeight = self.runNGunWeight - runNGunIncrement;
}
InitRunNGun();
absRunNGunWeight = abs( self.runNGunWeight );
if ( absRunNGunWeight > runNGunTransitionPoint )
{
weight = ( absRunNGunWeight - runNGunTransitionPoint ) / runNGunTransitionPoint;
weight = clamp( weight, 0, 1 );
self clearanim( self.runNGunAnims[ "F" ], 0.2 );
self setAnimLimited( self.runNGunAnims[ "L" ], ( 1.0 - weight ) * leftWeight, 0.2 );
self setAnimLimited( self.runNGunAnims[ "R" ], ( 1.0 - weight ) * rightWeight, 0.2 );
self setAnimLimited( self.runNGunAnims[ "LB" ], weight * leftWeight, 0.2 );
self setAnimLimited( self.runNGunAnims[ "RB" ], weight * rightWeight, 0.2 );
}
else
{
weight = clamp( absRunNGunWeight / runNGunTransitionPoint, 0, 1 );
self setAnimLimited( self.runNGunAnims[ "F" ], 1.0 - weight, 0.2 );
self setAnimLimited( self.runNGunAnims[ "L" ], weight * leftWeight, 0.2 );
self setAnimLimited( self.runNGunAnims[ "R" ], weight * rightWeight, 0.2 );
if ( runNGunTransitionPoint < 1 )
{
self clearanim( self.runNGunAnims[ "LB" ], 0.2 );
self clearanim( self.runNGunAnims[ "RB" ], 0.2 );
}
}
self setFlaggedAnimKnob( "runanim", %run_n_gun, 1, 0.3, 0.8 );
self.a.allowedPartialReloadOnTheRunTime = gettime() + 500;
if ( validTarget && isplayer( self.enemy ) )
self updatePlayerSightAccuracy();
return true;
}
RunNGun_Backward()
{
// we don't blend the running-backward animation because it
// doesn't blend well with the run-left and run-right animations.
// it's also easier to just play one animation than rework everything
// to consider the possibility of multiple "backwards" animations
InitRunNGun();
self setFlaggedAnimKnob( "runanim", %combatwalk_B, 1, 0.3, 0.8 );
if ( isplayer( self.enemy ) )
self updatePlayerSightAccuracy();
animscripts\shared::DoNoteTracksForTime( 0.2, "runanim" );
self thread stopShootWhileMovingThreads();
self clearAnim( %combatwalk_B, 0.2 );
}
ReactToBulletsInterruptCheck()
{
self endon( "killanimscript" );
while ( 1 )
{
wait 0.2;
if ( !isdefined( self.reactingToBullet ) )
break;
if ( !isdefined( self.pathGoalPos ) || distanceSquared( self.pathGoalPos, self.origin ) < squared( 80 ) )
{
EndRunningReactToBullets();
self notify( "interrupt_react_to_bullet" );
break;
}
}
}
EndRunningReactToBullets()
{
self orientmode( "face default" );
self.reactingToBullet = undefined;
self.requestReactToBullet = undefined;
}
RunningReactToBullets()
{
self.aim_while_moving_thread = undefined;
self notify( "end_face_enemy_tracking" );
/#
assert( !isdefined( self.trackLoopThread ) );
self.trackLoopThread = undefined;
#/
self endon( "interrupt_react_to_bullet" );
self.reactingToBullet = true;
self orientmode( "face motion" );
reactAnimIndex = randomint( anim.runningReactToBullets.size );
if ( reactAnimIndex == anim.lastRunningReactAnim )
reactAnimIndex = ( reactAnimIndex + 1 ) % anim.runningReactToBullets.size;
anim.lastRunningReactAnim = reactAnimIndex;
reactAnim = anim.runningReactToBullets[ reactAnimIndex ];
self setFlaggedAnimKnobRestart( "reactanim", reactAnim, 1, 0.5 );
self thread ReactToBulletsInterruptCheck();
self animscripts\shared::DoNoteTracks( "reactanim" );
EndRunningReactToBullets();
}
CustomRunningReactToBullets()
{
self.aim_while_moving_thread = undefined;
self notify( "end_face_enemy_tracking" );
/#
assert( !isdefined( self.trackLoopThread ) );
self.trackLoopThread = undefined;
#/
self.reactingToBullet = true;
self orientmode( "face motion" );
assert( isdefined( self.run_overrideBulletReact ) );
reactAnimIndex = randomint( self.run_overrideBulletReact.size );
reactAnim = self.run_overrideBulletReact[ reactAnimIndex ];
self setFlaggedAnimKnobRestart( "reactanim", reactAnim, 1, 0.5 );
self thread ReactToBulletsInterruptCheck();
self animscripts\shared::DoNoteTracks( "reactanim" );
EndRunningReactToBullets();
}
GetSprintAnim()
{
sprintAnim = undefined;
if ( isdefined( self.grenade ) )
sprintAnim = moveAnim( "sprint_short" );
if ( !isdefined( sprintAnim ) )
sprintAnim = moveAnim( "sprint" );
return sprintAnim;
}
ShouldSprint()
{
if ( isdefined( self.sprint ) )
return true;
if ( isdefined( self.grenade ) && isdefined( self.enemy ) && self.frontShieldAngleCos == 1 )
return ( distanceSquared( self.origin, self.enemy.origin ) > 300 * 300 );
return false;
}
ShouldSprintForVariation()
{
if ( isdefined( self.neverSprintForVariation ) )
return false;
if ( !self.faceMotion || self.stairsState != "none" )
return false;
time = gettime();
if ( isdefined( self.dangerSprintTime ) )
{
if ( time < self.dangerSprintTime )
return true;
// if already sprinted, don't do it again for at least 5 seconds
if ( time - self.dangerSprintTime < 6000 )
return false;
}
if ( !isdefined( self.enemy ) || !isSentient( self.enemy ) )
return false;
if ( randomInt( 100 ) < 25 && ( self lastKnownTime( self.enemy ) + 2000 ) > time )
{
self.dangerSprintTime = time + 2000 + randomint( 1000 );
return true;
}
return false;
}
GetMovePlaybackRate()
{
rate = self.moveplaybackrate;
if ( self.lookaheadHitsStairs && self.stairsState == "none" && self.lookaheadDist < 300 )
rate *= 0.75;
return rate;
}
MoveStandCombatNormal()
{
//self clearanim( %walk_and_run_loops, 0.2 );
rate = GetMovePlaybackRate();
self setanimknob( %combatrun, 1.0, 0.5, rate );
decidedAnimation = false;
if ( isdefined( self.requestReactToBullet ) && gettime() - self.requestReactToBullet < 100 && randomFloat( 1 ) < self.a.reactToBulletChance )
{
StopRunNGun();
RunningReactToBullets();
return;
}
if ( self ShouldSprint() )
{
self setFlaggedAnimKnob( "runanim", GetSprintAnim(), 1, 0.5 );
decidedAnimation = true;
}
else if ( isdefined( self.enemy ) && animscripts\move::MayShootWhileMoving() )
{
runShootWhileMovingThreads();
if ( !self.faceMotion )
{
self thread faceEnemyAimTracking();
}
else if ( ( self.shootStyle != "none" && !isdefined( self.noRunNGun ) ) )
{
self notify( "end_face_enemy_tracking" );
self.aim_while_moving_thread = undefined;
/#
assert( !isdefined( self.trackLoopThread ) );
self.trackLoopThread = undefined;
#/
if ( CanShootWhileRunningForward() )
{
decidedAnimation = self RunNGun( true );
}
else if ( CanShootWhileRunningBackward() )
{
self RunNGun_Backward();
return;
}
}
else if ( isdefined( self.runNGunWeight ) && self.runNGunWeight != 0 )
{
// can't shoot enemy anymore but still need to clear out runNGun
decidedAnimation = self RunNGun( false );
}
}
else if ( isdefined( self.runNGunWeight ) && self.runNGunWeight != 0 )
{
decidedAnimation = self RunNGun( false );
}
if ( !decidedAnimation )
{
StopRunNGun();
if ( isdefined( self.requestReactToBullet ) && gettime() - self.requestReactToBullet < 100 && self.a.reactToBulletChance != 0 )
{
RunningReactToBullets();
return;
}
if ( ShouldSprintForVariation() )
runAnim = moveAnim( "sprint_short" );
else
runAnim = GetRunAnim();
self setFlaggedAnimKnobLimited( "runanim", runAnim, 1, 0.1, 1, true );
self SetMoveNonForwardAnims( moveAnim( "move_b" ), moveAnim( "move_l" ), moveAnim( "move_r" ), self.sideStepRate );
// Play the appropriately weighted run animations for the direction he's moving
self thread SetCombatStandMoveAnimWeights( "run" );
}
animscripts\shared::DoNoteTracksForTime( 0.2, "runanim" );
self thread stopShootWhileMovingThreads();
}
faceEnemyAimTracking()
{
self notify( "want_aim_while_moving" );
assert( isdefined( self.aim_while_moving_thread ) == isdefined( self.trackLoopThread ) );
assertex( !isdefined( self.trackLoopThread ) || (self.trackLoopThreadType == "faceEnemyAimTracking"), self.trackLoopThreadType );
if ( isdefined( self.aim_while_moving_thread ) )
return;
self.aim_while_moving_thread = true;
/#
self.trackLoopThread = thisthread;
self.trackLoopThreadType = "faceEnemyAimTracking";
#/
self endon( "killanimscript" );
self endon( "end_face_enemy_tracking" );
self setDefaultAimLimits();
self setAnimLimited( %walk_aim_2 );
self setAnimLimited( %walk_aim_4 );
self setAnimLimited( %walk_aim_6 );
self setAnimLimited( %walk_aim_8 );
self animscripts\shared::trackLoop( %w_aim_2, %w_aim_4, %w_aim_6, %w_aim_8 );
}
endFaceEnemyAimTracking()
{
self.aim_while_moving_thread = undefined;
self notify( "end_face_enemy_tracking" );
/#
assert( !isdefined( self.trackLoopThread ) );
self.trackLoopThread = undefined;
#/
}
runShootWhileMovingThreads()
{
self notify( "want_shoot_while_moving" );
if ( isdefined( self.shoot_while_moving_thread ) )
return;
self.shoot_while_moving_thread = true;
self thread RunDecideWhatAndHowToShoot();
self thread RunShootWhileMoving();
}
stopShootWhileMovingThreads()// we don't stop them if we shoot while moving again
{
self endon( "killanimscript" );
self endon( "want_shoot_while_moving" );
self endon( "want_aim_while_moving" );
wait .05;
self notify( "end_shoot_while_moving" );
self notify( "end_face_enemy_tracking" );
self.shoot_while_moving_thread = undefined;
self.aim_while_moving_thread = undefined;
/#
assert( !isdefined( self.trackLoopThread ) );
self.trackLoopThread = undefined;
#/
self.runNGun = undefined;
}
RunDecideWhatAndHowToShoot()
{
self endon( "killanimscript" );
self endon( "end_shoot_while_moving" );
self animscripts\shoot_behavior::decideWhatAndHowToShoot( "normal" );
}
RunShootWhileMoving()
{
self endon( "killanimscript" );
self endon( "end_shoot_while_moving" );
self animscripts\move::shootWhileMoving();
}
aimedSomewhatAtEnemy()
{
weaponAngles = self getMuzzleAngle();
anglesToShootPos = vectorToAngles( self.enemy getShootAtPos() - self getMuzzlePos() );
if ( AbsAngleClamp180( weaponAngles[ 1 ] - anglesToShootPos[ 1 ] ) > 15 )
return false;
return AbsAngleClamp180( weaponAngles[ 0 ] - anglesToShootPos[ 0 ] ) <= 20;
}
CanShootWhileRunningForward()
{
// continue runNGun if runNGunWeight != 0
if ( ( !isdefined( self.runNGunWeight ) || self.runNGunWeight == 0 ) && abs( self getMotionAngle() ) > self.maxRunNGunAngle )
return false;
return true;
}
CanShootWhileRunningBackward()
{
if ( 180 - abs( self getMotionAngle() ) >= 45 )
return false;
enemyyaw = self GetPredictedYawToEnemy( 0.2 );
if ( abs( enemyyaw ) > 30 )
return false;
return true;
}
CanShootWhileRunning()
{
return animscripts\move::MayShootWhileMoving() && isdefined( self.enemy ) && ( CanShootWhileRunningForward() || CanShootWhileRunningBackward() );
}
GetPredictedYawToEnemy( lookAheadTime )
{
assert( isdefined( self.enemy ) );
selfPredictedPos = self.origin;
moveAngle = self.angles[ 1 ] + self getMotionAngle();
selfPredictedPos += ( cos( moveAngle ), sin( moveAngle ), 0 ) * length( self.velocity ) * lookAheadTime;
yaw = self.angles[ 1 ] - VectorToYaw( self.enemy.origin - selfPredictedPos );
yaw = AngleClamp180( yaw );
return yaw;
}
MoveStandNoncombatNormal()
{
self endon( "movemode" );
self clearanim( %combatrun, 0.6 );
rate = GetMovePlaybackRate();
self setanimknoball( %combatrun, %body, 1, 0.2, rate );
if ( self ShouldSprint() )
runAnim = GetSprintAnim();
else
runAnim = GetRunAnim();
if ( self.stairsState == "none" )
transTime = 0.3; // 0.3 because it pops when the AI goes from combat to noncombat
else
transTime = 0.1; // need to transition to stairs quickly
self setflaggedanimknob( "runanim", runAnim, 1, transTime, 1, true );
self SetMoveNonForwardAnims( moveAnim( "move_b" ), moveAnim( "move_l" ), moveAnim( "move_r" ) );
self thread SetCombatStandMoveAnimWeights( "run" );
animscripts\shared::DoNoteTracksForTime( 0.2, "runanim" );
}
MoveCrouchRunOverride()
{
self endon( "movemode" );
self setflaggedanimknoball( "runanim", self.crouchrun_combatanim, %body, 1, 0.4, self.moveplaybackrate );
animscripts\shared::DoNoteTracks( "runanim" );
}
MoveCrouchRunNormal()
{
self endon( "movemode" );
// Play the appropriately weighted crouchrun animations for the direction he's moving
forward_anim = GetCrouchRunAnim();
self setanimknob( forward_anim, 1, 0.4 );
self thread UpdateMoveAnimWeights( "crouchrun", forward_anim, %crouch_fastwalk_B, %crouch_fastwalk_L, %crouch_fastwalk_R );
self setflaggedanimknoball( "runanim", %crouchrun, %body, 1, 0.2, self.moveplaybackrate );
animscripts\shared::DoNoteTracksForTime( 0.2, "runanim" );
}
ReloadStandRun()
{
reloadIfEmpty = isdefined( self.a.allowedPartialReloadOnTheRunTime ) && self.a.allowedPartialReloadOnTheRunTime > gettime();
reloadIfEmpty = reloadIfEmpty || ( isdefined( self.enemy ) && distanceSquared( self.origin, self.enemy.origin ) < 256 * 256 );
if ( reloadIfEmpty )
{
if ( !self NeedToReload( 0 ) )
return false;
}
else
{
if ( !self NeedToReload( .5 ) )
return false;
}
if ( isdefined( self.grenade ) )
return false;
if ( !self.faceMotion || self.stairsState != "none" )
return false;
// if not allowed to shoot, not allowed to reload
if ( isdefined( self.dontShootWhileMoving ) || isdefined( self.noRunReload ) )
return false;
if ( self CanShootWhileRunning() && !self NeedToReload( 0 ) )
return false;
if ( !isdefined( self.pathGoalPos ) || distanceSquared( self.origin, self.pathGoalPos ) < 256 * 256 )
return false;
motionAngle = AngleClamp180( self getMotionAngle() );
// want to be running forward; otherwise we won't see the animation play!
if ( abs( motionAngle ) > 25 )
return false;
if ( !usingRifleLikeWeapon() )
return false;
// need to restart the run cycle because the reload animation has to be played from start to finish!
// the goal is to play it only when we're near the end of the run cycle.
if ( !runLoopIsNearBeginning() )
return false;
// call in a separate function so we can cleanup if we get an endon
ReloadStandRunInternal();
// notify "abort_reload" in case the reload didn't finish, maybe due to "movemode" notify. works with handleDropClip() in shared.gsc
self notify( "abort_reload" );
self orientmode( "face default" );
return true;
}
ReloadStandRunInternal()
{
self endon( "movemode" );
self orientmode( "face motion" );
flagName = "reload_" + getUniqueFlagNameIndex();
self setFlaggedAnimKnobAllRestart( flagName, %run_lowready_reload, %body, 1, 0.25 );
self.update_move_front_bias = true;
self SetMoveNonForwardAnims( moveAnim( "move_b" ), moveAnim( "move_l" ), moveAnim( "move_r" ) );
self thread SetCombatStandMoveAnimWeights( "run" );
animscripts\shared::DoNoteTracks( flagName );
self.update_move_front_bias = undefined;
}
runLoopIsNearBeginning()
{
// there are actually 3 loops (left foot, right foot) in one animation loop.
animfraction = self getAnimTime( %walk_and_run_loops );
loopLength = getAnimLength( %run_lowready_F ) / 3.0;
animfraction *= 3.0;
if ( animfraction > 3 )
animfraction -= 2.0;
else if ( animfraction > 2 )
animfraction -= 1.0;
if ( animfraction < .15 / loopLength )
return true;
if ( animfraction > 1 - .3 / loopLength )
return true;
return false;
}
SetMoveNonForwardAnims( backAnim, leftAnim, rightAnim, rate )
{
if ( !isdefined( rate ) )
rate = 1;
self setAnimKnobLimited( backAnim, 1, 0.1, rate, true );
self setAnimKnobLimited( leftAnim, 1, 0.1, rate, true );
self setAnimKnobLimited( rightAnim, 1, 0.1, rate, true );
}
SetCombatStandMoveAnimWeights( moveAnimType )
{
UpdateMoveAnimWeights( moveAnimType, %combatrun_forward, %combatrun_backward, %combatrun_left, %combatrun_right );
}
UpdateMoveAnimWeights( moveAnimType, frontAnim, backAnim, leftAnim, rightAnim )
{
if ( isdefined( self.update_move_anim_type ) && self.update_move_anim_type == moveAnimType )
return;
self notify( "stop_move_anim_update" );
self.update_move_anim_type = moveAnimType;
self.wasFacingMotion = undefined;
self endon( "killanimscript" );
self endon( "move_interrupt" );
self endon( "stop_move_anim_update" );
for ( ;; )
{
UpdateRunWeightsOnce( frontAnim, backAnim, leftAnim, rightAnim );
wait .05;
waittillframeend;
}
}
UpdateRunWeightsOnce( frontAnim, backAnim, leftAnim, rightAnim )
{
//assert( !isdefined( self.runNGun ) || isdefined( self.update_move_front_bias ) );
if ( self.faceMotion && !self shouldCQB() && !isdefined( self.update_move_front_bias ) )
{
// once you start to face motion, don't need to change weights
if ( !isdefined( self.wasFacingMotion ) )
{
self.wasFacingMotion = 1;
self setanim( frontAnim, 1, 0.2, 1, true );
self setanim( backAnim, 0, 0.2, 1, true );
self setanim( leftAnim, 0, 0.2, 1, true );
self setanim( rightAnim, 0, 0.2, 1, true );
}
}
else
{
self.wasFacingMotion = undefined;
// Play the appropriately weighted animations for the direction he's moving.
animWeights = animscripts\utility::QuadrantAnimWeights( self getMotionAngle() );
if ( isdefined( self.update_move_front_bias ) )
{
animWeights[ "back" ] = 0.0;
if ( animWeights[ "front" ] < .2 )
animWeights[ "front" ] = .2;
}
self setanim( frontAnim, animWeights[ "front" ], 0.2, 1, true );
self setanim( backAnim, animWeights[ "back" ], 0.2, 1, true );
self setanim( leftAnim, animWeights[ "left" ], 0.2, 1, true );
self setanim( rightAnim, animWeights[ "right" ], 0.2, 1, true );
}
}
// change our weapon while running if we want to and can
changeWeaponStandRun()
{
// right now this only handles shotguns, but it could do other things too
wantShotgun = ( isdefined( self.wantShotgun ) && self.wantShotgun );
usingShotgun = isShotgun( self.weapon );
if ( wantShotgun == usingShotgun )
return false;
if ( !isdefined( self.pathGoalPos ) || distanceSquared( self.origin, self.pathGoalPos ) < 256 * 256 )
return false;
if ( usingSidearm() )
return false;
assert( self.weapon == self.primaryweapon || self.weapon == self.secondaryweapon );
if ( self.weapon == self.primaryweapon )
{
if ( !wantShotgun )
return false;
if ( isShotgun( self.secondaryweapon ) )
return false;
}
else
{
assert( self.weapon == self.secondaryweapon );
if ( wantShotgun )
return false;
if ( isShotgun( self.primaryweapon ) )
return false;
}
// want to be running forward; otherwise we won't see the animation play!
motionAngle = AngleClamp180( self getMotionAngle() );
if ( abs( motionAngle ) > 25 )
return false;
if ( !runLoopIsNearBeginning() )
return false;
if ( wantShotgun )
shotgunSwitchStandRunInternal( "shotgunPullout", %shotgun_CQBrun_pullout, "gun_2_chest", "none", self.secondaryweapon, "shotgun_pickup" );
else
shotgunSwitchStandRunInternal( "shotgunPutaway", %shotgun_CQBrun_putaway, "gun_2_back", "back", self.primaryweapon, "shotgun_pickup" );
self notify( "switchEnded" );
return true;
}
shotgunSwitchStandRunInternal( flagName, switchAnim, dropGunNotetrack, putGunOnTag, newGun, pickupNewGunNotetrack )
{
self endon( "movemode" );
self setFlaggedAnimKnobAllRestart( flagName, switchAnim, %body, 1, 0.25 );
self.update_move_front_bias = true;
self SetMoveNonForwardAnims( moveAnim( "move_b" ), moveAnim( "move_l" ), moveAnim( "move_r" ) );
self thread SetCombatStandMoveAnimWeights( "run" );
self thread watchShotgunSwitchNotetracks( flagName, dropGunNotetrack, putGunOnTag, newGun, pickupNewGunNotetrack );
animscripts\shared::DoNoteTracksForTimeIntercept( getAnimLength( switchAnim ) - 0.25, flagName, ::interceptNotetracksForWeaponSwitch );
self.update_move_front_bias = undefined;
}
interceptNotetracksForWeaponSwitch( notetrack )
{
if ( notetrack == "gun_2_chest" || notetrack == "gun_2_back" )
return true;// "don't do the default behavior for this notetrack"
}
watchShotgunSwitchNotetracks( flagName, dropGunNotetrack, putGunOnTag, newGun, pickupNewGunNotetrack )
{
self endon( "killanimscript" );
self endon( "movemode" );
self endon( "switchEnded" );
self waittillmatch( flagName, dropGunNotetrack );
animscripts\shared::placeWeaponOn( self.weapon, putGunOnTag );
self thread shotgunSwitchFinish( newGun );
self waittillmatch( flagName, pickupNewGunNotetrack );
self notify( "complete_weapon_switch" );
}
shotgunSwitchFinish( newGun )
{
self endon( "death" );
self waittill_any( "killanimscript", "movemode", "switchEnded", "complete_weapon_switch" );
self.lastweapon = self.weapon;
animscripts\shared::placeWeaponOn( newGun, "right" );
assert( self.weapon == newGun );// placeWeaponOn should have handled this
// reset ammo (assume fully loaded weapon)
self.bulletsInClip = weaponClipSize( self.weapon );
}