IW4-Dump-Files/maps/af_chase_anim.gsc

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#include animscripts\utility;
#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
#using_animtree( "generic_human" );
main_anim()
{
af_chase_anims_and_vo();
player_animations();
script_model_animations();
script_vehicle_animations();
player_body();
}
player_body()
{
level.scr_animtree[ "player_body" ] = #animtree;
level.scr_model[ "player_body" ] = "body_desert_tf141_assault_a";
level.scr_anim[ "player_body" ][ "price_wakeup" ] = %afchase_ending_player_body;
}
af_chase_anims_and_vo()
{
level.ai_root_anim = %root;
level.scr_anim[ "crawl_death_1" ][ "crawl" ] = %dying_crawl;
level.scr_anim[ "crawl_death_1" ][ "death" ][0] = %dying_crawl_death_v3;
level.scr_anim[ "crawl_death_1" ][ "blood_fx_rate" ] = .5;
// level.scr_anim[ "crawl_death_1" ][ "blood_fx" ] = "blood_drip";
level.scr_sound[ "generic" ][ "afchase_pri_zodiacnine" ] = "afchase_pri_zodiacnine";
level.scr_sound[ "generic" ][ "afchase_pri_gettingaway" ] = "afchase_pri_gettingaway";
level.scr_sound[ "generic" ][ "afchase_pri_gogogo" ] = "afchase_pri_gogogo";
level.scr_sound[ "generic" ][ "afchase_pri_cantlet" ] = "afchase_pri_cantlet";
level.scr_sound[ "generic" ][ "afchase_pri_losinghim" ] = "afchase_pri_losinghim";
level.scr_sound[ "generic" ][ "afchase_pri_aroundcorner" ] = "afchase_pri_aroundcorner";
level.scr_sound[ "generic" ][ "afchase_pri_getonboat" ] = "afchase_pri_getonboat";
level.scr_sound[ "generic" ][ "afchase_pri_drivingtheboat" ] = "afchase_pri_drivingtheboat";
level.scr_sound[ "generic" ][ "afchase_pri_anotherchance" ] = "afchase_pri_anotherchance";
level.scr_sound[ "generic" ][ "afchase_pri_wrongway" ] = "afchase_pri_wrongway";
level.scr_sound[ "generic" ][ "afchase_pri_turntoobjective" ] = "afchase_pri_turntoobjective";
level.scr_sound[ "generic" ][ "afchase_pri_wheregoing" ] = "afchase_pri_wheregoing";
level.scr_sound[ "generic" ][ "afchase_pri_enemysix" ] = "afchase_pri_enemysix";
level.scr_sound[ "generic" ][ "afchase_pri_zodiacsix" ] = "afchase_pri_zodiacsix";
level.scr_sound[ "generic" ][ "afchase_pri_evasive" ] = "afchase_pri_evasive";
level.scr_sound[ "generic" ][ "afchase_pri_enginesdead" ] = "afchase_pri_enginesdead";
level.scr_sound[ "generic" ][ "afchase_pri_behindrocks" ] = "afchase_pri_behindrocks";
level.scr_sound[ "generic" ][ "afchase_pri_miniguns" ] = "afchase_pri_miniguns";
level.scr_sound[ "generic" ][ "afchase_pri_shakeemoff" ] = "afchase_pri_shakeemoff";
level.scr_sound[ "generic" ][ "afchase_pri_threadtheneedle" ] = "afchase_pri_threadtheneedle";
level.scr_sound[ "generic" ][ "afchase_pri_enemyboats" ] = "afchase_pri_enemyboats";
level.scr_sound[ "generic" ][ "afchase_pri_openareas" ] = "afchase_pri_openareas";
level.scr_sound[ "generic" ][ "afchase_pri_dodgedodge" ] = "afchase_pri_dodgedodge";
level.scr_sound[ "generic" ][ "afchase_pri_leftleft" ] = "afchase_pri_leftleft";
level.scr_sound[ "generic" ][ "afchase_pri_rightright" ] = "afchase_pri_rightright";
level.scr_sound[ "generic" ][ "afchase_pri_left" ] = "afchase_pri_left";
level.scr_sound[ "generic" ][ "afchase_pri_right" ] = "afchase_pri_right";
level.scr_sound[ "generic" ][ "afchase_pri_rpgsonbridge" ] = "afchase_pri_rpgsonbridge";
level.scr_sound[ "generic" ][ "afchase_pri_otherside" ] = "afchase_pri_otherside";
level.scr_sound[ "generic" ][ "afchase_pri_technical" ] = "afchase_pri_technical";
level.scr_sound[ "generic" ][ "dialog_helicopter_six2" ] = "dialog_helicopter_six2";
level.scr_sound[ "generic" ][ "afchase_pri_dodgeheli" ] = "afchase_pri_dodgeheli";
level.scr_sound[ "generic" ][ "afchase_pri_gunsspinup" ] = "afchase_pri_gunsspinup";
level.scr_sound[ "generic" ][ "afchase_pri_steerclear" ] = "afchase_pri_steerclear";
level.scr_sound[ "generic" ][ "afchase_pri_rapidsahead" ] = "afchase_pri_rapidsahead";
level.scr_sound[ "generic" ][ "afchase_pri_fullpower" ] = "afchase_pri_fullpower";
level.scr_sound[ "generic" ][ "afchase_pri_thrucave" ] = "afchase_pri_thrucave";
level.scr_anim[ "generic" ][ "rapids_in" ] = %zodiac_rightside_rapids_trans_in;
level.scr_anim[ "generic" ][ "rapids_loop" ][ 0 ] = %zodiac_rightside_rapids_loopB;
level.scr_sound[ "generic" ][ "rapids_in" ] = "afchase_pri_rapidsahead";
level.scr_anim[ "generic" ][ "left_afchase_pri_gettingaway" ] = %zodiac_rightside_wave_short;
level.scr_anim[ "generic" ][ "left_afchase_pri_gogogo" ] = %zodiac_rightside_wave_short;
level.scr_anim[ "generic" ][ "left_afchase_pri_cantlet" ] = %zodiac_rightside_wave;
level.scr_anim[ "generic" ][ "left_afchase_pri_losinghim" ] = %zodiac_rightside_wave;
level.scr_anim[ "generic" ][ "left_afchase_pri_drivingtheboat" ] = %afchase_pri_drivingtheboat_R;
level.scr_anim[ "generic" ][ "left_afchase_pri_fullpower" ] = %zodiac_rightside_wave;
level.scr_anim[ "generic" ][ "right_afchase_pri_gettingaway" ] = %zodiac_leftside_wave;
level.scr_anim[ "generic" ][ "right_afchase_pri_gogogo" ] = %zodiac_leftside_wave;
level.scr_anim[ "generic" ][ "right_afchase_pri_cantlet" ] = %zodiac_leftside_wave;
level.scr_anim[ "generic" ][ "right_afchase_pri_losinghim" ] = %zodiac_leftside_wave;
level.scr_anim[ "generic" ][ "right_afchase_pri_drivingtheboat" ] = %afchase_pri_drivingtheboat_L;
level.scr_anim[ "generic" ][ "right_afchase_pri_fullpower" ] = %zodiac_leftside_wave;
level.scr_sound[ "generic" ][ "right_afchase_pri_gettingaway" ] = "afchase_pri_gettingaway";
level.scr_sound[ "generic" ][ "right_afchase_pri_gogogo" ] = "afchase_pri_gogogo";
level.scr_sound[ "generic" ][ "right_afchase_pri_cantlet" ] = "afchase_pri_cantlet";
// level.scr_face[ "generic" ][ "right_afchase_pri_cantlet" ] = %afchase_pri_cantlet;
level.scr_sound[ "generic" ][ "right_afchase_pri_losinghim" ] = "afchase_pri_losinghim";
level.scr_sound[ "generic" ][ "right_afchase_pri_drivingtheboat" ] = "afchase_pri_drivingtheboat";
// level.scr_face[ "generic" ][ "right_afchase_pri_drivingtheboat" ] = %afchase_pri_drivingtheboat;
level.scr_sound[ "generic" ][ "right_afchase_pri_fullpower" ] = "afchase_pri_fullpower";
level.scr_sound[ "generic" ][ "left_afchase_pri_gettingaway" ] = "afchase_pri_gettingaway";
level.scr_sound[ "generic" ][ "left_afchase_pri_gogogo" ] = "afchase_pri_gogogo";
level.scr_sound[ "generic" ][ "left_afchase_pri_cantlet" ] = "afchase_pri_cantlet";
// level.scr_face[ "generic" ][ "left_afchase_pri_cantlet" ] = %afchase_pri_cantlet;
level.scr_sound[ "generic" ][ "left_afchase_pri_losinghim" ] = "afchase_pri_losinghim";
level.scr_sound[ "generic" ][ "left_afchase_pri_drivingtheboat" ] = "afchase_pri_drivingtheboat";
// level.scr_face[ "generic" ][ "left_afchase_pri_drivingtheboat" ] = %afchase_pri_drivingtheboat;
level.scr_sound[ "generic" ][ "left_afchase_pri_fullpower" ] = "afchase_pri_fullpower";
level.scr_anim[ "generic" ][ "price_into_boat" ] = %zodiac_jumpin;
level.scr_anim[ "generic" ][ "standby" ] = %walk_CQB_F;
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_12" ] = "TF_pri_callout_targetclock_12";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_1" ] = "TF_pri_callout_targetclock_1";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_2" ] = "TF_pri_callout_targetclock_2";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_3" ] = "TF_pri_callout_targetclock_3";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_4" ] = "TF_pri_callout_targetclock_4";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_5" ] = "TF_pri_callout_targetclock_5";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_6" ] = "TF_pri_callout_targetclock_6";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_7" ] = "TF_pri_callout_targetclock_7";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_8" ] = "TF_pri_callout_targetclock_8";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_9" ] = "TF_pri_callout_targetclock_9";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_10" ] = "TF_pri_callout_targetclock_10";
level.scr_sound[ "generic" ][ "TF_pri_callout_targetclock_11" ] = "TF_pri_callout_targetclock_11";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_12" ] = "TF_pri_callout_yourclock_12";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_1" ] = "TF_pri_callout_yourclock_1";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_2" ] = "TF_pri_callout_yourclock_2";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_3" ] = "TF_pri_callout_yourclock_3";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_4" ] = "TF_pri_callout_yourclock_4";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_5" ] = "TF_pri_callout_yourclock_5";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_6" ] = "TF_pri_callout_yourclock_6";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_7" ] = "TF_pri_callout_yourclock_7";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_8" ] = "TF_pri_callout_yourclock_8";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_9" ] = "TF_pri_callout_yourclock_9";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_10" ] = "TF_pri_callout_yourclock_10";
level.scr_sound[ "generic" ][ "TF_pri_callout_yourclock_11" ] = "TF_pri_callout_yourclock_11";
level.scr_anim[ "shepherd" ][ "turn_buckle_idle" ][ 0 ] = %afchase_ending_shepherd_turnbuckle_idle;
level.scr_anim[ "shepherd" ][ "turn_buckle_idleb" ][ 0 ] = %afchase_ending_shepherd_turnbuckle_idleB;
level.scr_anim[ "shepherd" ][ "turn_buckle" ] = %afchase_ending_shepherd_turnbuckle;
level.scr_anim[ "shepherd" ][ "turn_buckle_alt" ] = %afchase_ending_shepherd_turnbuckle_alt;
// addNotetrack_attach( "shepherd", "attach_knife", "weapon_parabolic_knife", "TAG_INHAND", "turn_buckle" );
// addNotetrack_customFunction( "shepherd", "detach_knife" , ::knife_in_player , "turn_buckle");
level.scr_anim[ "shepherd" ][ "gun_monologue" ] = %afchase_ending_shepherd_gun_monologue;
//addNotetrack_customFunction( "shepherd", "bullets" , ::bullets_notify , "gun_monologue");
// what are you waiting for mactavish
level.scr_sound[ "shepherd" ][ "afchase_shp_waitingfor" ] = "afchase_shp_waitingfor";
level.scr_sound[ "shepherd" ][ "afchase_shp_digtwograves" ] = "afchase_shp_digtwograves";
level.scr_sound[ "shepherd" ][ "afchase_shp_goahead" ] = "afchase_shp_goahead";
level.scr_sound[ "shepherd" ][ "afchase_shp_couldntdoit" ] = "afchase_shp_couldntdoit";
level.scr_sound[ "shepherd" ][ "afchase_shp_goodwarrior" ] = "afchase_shp_goodwarrior";
level.scr_sound[ "shepherd" ][ "afchase_shp_extrastep" ] = "afchase_shp_extrastep";
level.scr_sound[ "shepherd" ][ "afchase_shp_necessary" ] = "afchase_shp_necessary";
level.scr_anim[ "shepherd" ][ "gun_drop" ] = %afchase_ending_shepherd_gun_drop;// 4.233
addNotetrack_customFunction( "shepherd", "fire", ::gun_fire, "gun_drop" );
level.scr_anim[ "shepherd" ][ "gun_kick" ] = %afchase_ending_shepherd_gun_kick;
level.scr_anim[ "shepherd" ][ "knife_moment" ] = %afchase_ending_shepherd_knife_moment;
level.scr_anim[ "shepherd" ][ "price_wakeup" ] = %afchase_shepherd_wakeup;
level.scr_anim[ "shepherd" ][ "fight" ] = %afchase_fightC_Shepherd;
level.scr_anim[ "shepherd" ][ "fight_B" ] = %afchase_fightB_price;
level.scr_anim[ "shepherd" ][ "fight_B2" ] = %afchase_fightB_price_short;
level.scr_anim[ "shepherd" ][ "fight_C" ] = %afchase_fightC_price;
level.scr_anim[ "shepherd" ][ "fight_C2" ] = %afchase_fightC_shepherd; //_short;
level.scr_anim[ "shepherd" ][ "fight_D2" ] = %afchase_fightD2_Shepherd;
level.scr_anim[ "shepherd" ][ "fight_D3" ] = %afchase_fightD3_Shepherd;
level.scr_anim[ "shepherd" ][ "fight_D3_swapped" ] = %afchase_fightD3_price;
level.scr_anim[ "shepherd" ][ "fight_E" ] = %afchase_fightE_Shepherd;
level.scr_anim[ "shepherd" ][ "prone_stand" ] = %hunted_pronehide_2_stand_v3;
// afchase_fightC_Shepherd_short
// afchase_fightC_Price_short
// afchase_fightB_Shepherd_short
// afchase_fightB_Price_short
level.scr_anim[ "price" ][ "fight_E_loop" ][ 0 ] = %afchase_fightE_Price_punchloop;
level.scr_anim[ "shepherd" ][ "fight_E_loop" ][ 0 ] = %afchase_fightE_Shepherd_punchloop;
add_fighte_animsounds();
level.scr_anim[ "shepherd" ][ "wakeup" ] = %afchase_shepherd_wakeup;
level.scr_anim[ "price" ][ "gun_drop" ] = %afchase_ending_price_gun_drop;// 4.233
level.scr_anim[ "price" ][ "gun_kick_price" ] = %afchase_ending_price_gun_kick;
level.scr_anim[ "price" ][ "knife_moment" ] = %afchase_ending_price_knife_moment;
level.scr_anim[ "price" ][ "price_wakeup" ] = %afchase_price_wakeup;
level.scr_sound[ "price" ][ "price_wakeup" ] = "scn_afchase_wakeup_price_foley";
addNotetrack_sound( "price", "dialog1", "price_wakeup", "afchase_pri_soap1" );
addNotetrack_sound( "price", "dialog2", "price_wakeup", "afchase_pri_soap2" );
level.scr_anim[ "price" ][ "fight" ] = %afchase_fightC_Price;
level.scr_anim[ "price" ][ "fight_B" ] = %afchase_fightB_shepherd;
level.scr_anim[ "price" ][ "fight_B2" ] = %afchase_fightB_shepherd_short;
level.scr_anim[ "price" ][ "fight_C" ] = %afchase_fightC_shepherd;
level.scr_anim[ "price" ][ "fight_C2" ] = %afchase_fightC_Price; //_short;
level.scr_anim[ "price" ][ "fight_D2" ] = %afchase_fightD2_Price;
level.scr_anim[ "price" ][ "fight_D3" ] = %afchase_fightD3_Price;
level.scr_anim[ "price" ][ "fight_D3_swapped" ] = %afchase_fightD3_shepherd;
level.scr_anim[ "price" ][ "fight_E" ] = %afchase_fightE_Price;
level.scr_anim[ "generic" ][ "zodiac_rapids_sniper" ] = %zodiac_rapids_sniper;
level.scr_anim[ "generic" ][ "zodiac_rapids_sniper_aimidle" ][ 0 ] = %zodiac_rapids_sniper_aimidle;
level.scr_anim[ "generic" ][ "zodiac_rapids_sniper_fire" ] = %zodiac_rapids_sniper_fire;
level.scr_anim[ "generic" ][ "zodiac_rapids_sniper_waterfall" ] = %zodiac_rapids_sniper_waterfall;
addNotetrack_sound( "generic", "dialog_afchase_pri_backup", "zodiac_rapids_sniper_waterfall", "afchase_pri_backup" );
level.scr_anim[ "generic" ][ "zodiac_rapids_sniper_rapididle" ][ 0 ] = %zodiac_rapids_sniper_rapididle;
level.scr_anim[ "price" ][ "walk_off" ] = %afchase_price_walkoff;
level.scr_sound[ "price" ][ "walk_off" ] = "scn_afchase_walkoff_foley_stereo";
addNotetrack_sound( "price", "dialog1", "walk_off", "afchase_pri_holdfornow" );
addNotetrack_sound( "price", "dialog2", "walk_off", "afchase_pri_toldyou" );
addNotetrack_sound( "price", "dialog3", "walk_off", "afchase_pri_soapouttahere" );
level.scr_sound[ "price" ][ "afchase_pri_holdfornow" ] = "afchase_pri_holdfornow";
level.scr_sound[ "price" ][ "afchase_pri_toldyou" ] = "afchase_pri_toldyou";
level.scr_sound[ "price" ][ "afchase_pri_soapouttahere" ] = "afchase_pri_soapouttahere";
level.scr_sound[ "nikolai" ][ "afchase_nkl_lookingforus" ] = "afchase_nkl_lookingforus";
level.scr_sound[ "nikolai" ][ "afchase_nkl_knowaplace" ] = "afchase_nkl_knowaplace";
level.scr_anim[ "nikolai" ][ "walk_off" ] = %afchase_nikolai_walkoff;
addNotetrack_dialogue( "nikolai", "dialog", "walk_off", "afchase_nkl_lookingforus" );
addNotetrack_dialogue( "nikolai", "dialog", "walk_off", "afchase_nkl_knowaplace" );
level.scr_anim[ "generic" ][ "civilian_crawl_1" ] = %civilian_crawl_1;
level.scr_anim[ "generic" ][ "civilian_crawl_2" ] = %civilian_crawl_2;
level.scr_anim[ "generic" ][ "dying_crawl" ] = %dying_crawl;
level.scr_anim[ "impaled" ][ "idle" ][ 0 ] = %afchase_impaled_guy_idle;
level.scr_anim[ "impaled" ][ "react" ] = %afchase_impaled_guy_react;
level.scr_anim[ "impaled" ][ "react_death" ] = %afchase_impaled_guy_react_end;
level.scr_anim[ "impaled" ][ "react_loop" ][0] = %afchase_impaled_guy_react_idle;
// level.scr_anim[ "impaled" ][ "react" ] = %afchase_impaled_guy_reactB;
level.scr_anim[ "impaled" ][ "death" ] = %afchase_impaled_guy_knife_death;
level.scr_anim[ "impaled" ][ "aim_controller" ] = %afchase_impaled_additive;
level.scr_anim[ "impaled" ][ "aim_6" ] = %afchase_impaled_guy_aim6;
level.scr_anim[ "impaled" ][ "aim_4" ] = %afchase_impaled_guy_aim4;
level.scr_anim[ "shepherd" ][ "flee" ] = %afchase_shepherd_flee;
level.scr_anim[ "shepherd" ][ "run" ] = %afchase_shepherd_flee_loop;
level.scr_anim[ "shepherd" ][ "knifepull_throw_kill" ] = %afchase_Shepherd_dies;
level.scr_anim[ "price" ][ "knifepull_throw_kill" ] = %afchase_price_Shepherd_dies;
addNotetrack_sound( "shepherd" , "bodyfall large" , "knifepull_throw_kill" , "scn_afchase_shepherd_death_bodyfall" );
addNotetrack_customFunction( "shepherd", "slowmo_early", ::shepherd_slowmo );
addNotetrack_customFunction( "shepherd", "slowmo", ::shepherd_slowmo );
addNotetrack_customFunction( "shepherd", "settle", ::shepherd_slowmo_ends );
addNotetrack_customFunction( "impaled", "click", ::click );
addNotetrack_customFunction( "impaled", "stop_aim", ::stop_aim, "react_death" );
addNotetrack_customFunction( "impaled", "start_aim", ::start_aim, "react" );
addNotetrack_customFunction( "impaled", "pistol_pickup", ::delete_glock );
//footstep fx
addNotetrack_customFunction( "shepherd", "footstep_right_large", ::right_footstep_fx );
addNotetrack_customFunction( "shepherd", "footstep_left_large", ::left_footstep_fx );
addNotetrack_customFunction( "shepherd", "footstep_right_small", ::right_footstep_small_fx );
addNotetrack_customFunction( "shepherd", "footstep_left_small", ::left_footstep_small_fx );
addNotetrack_customFunction( "price", "footstep_right_large", ::right_footstep_fx );
addNotetrack_customFunction( "price", "footstep_left_large", ::left_footstep_fx );
addNotetrack_customFunction( "price", "footstep_right_small", ::right_footstep_small_fx );
addNotetrack_customFunction( "price", "footstep_left_small", ::left_footstep_small_fx );
addNotetrack_customFunction( "nikolai", "footstep_right_large", ::right_footstep_fx, "walk_off" );
addNotetrack_customFunction( "nikolai", "footstep_left_large", ::left_footstep_fx, "walk_off" );
addNotetrack_customFunction( "nikolai", "footstep_right_small", ::right_footstep_small_fx, "walk_off" );
addNotetrack_customFunction( "nikolai", "footstep_left_small", ::left_footstep_small_fx, "walk_off" );
//body fall fx
addNotetrack_customFunction( "shepherd", "bodyfall large", ::bodyfall_fx );
addNotetrack_customFunction( "shepherd", "bodyfall small", ::bodyfall_fx );
addNotetrack_customFunction( "price", "bodyfall large", ::bodyfall_fx );
addNotetrack_customFunction( "price", "bodyfall small", ::bodyfall_fx );
// level.scr_sound[ "generic" ][ "zodiac_rapids_sniper" ] = "afchase_pri_holdsteady";
level.scr_sound[ "generic" ][ "afchase_pri_steady1" ] = "afchase_pri_steady1";
level.scr_sound[ "generic" ][ "afchase_pri_steady2" ] = "afchase_pri_steady2";
// Five years ago, I lost 30,000 men in the blink of an eye<79><65>and the world just fuckin' watched.
level.scr_sound[ "shepherd" ][ "afchase_shp_fiveyearsago" ] = "afchase_shp_fiveyearsago";
// Tomorrow...there will be no shortage of volunteers...no shortage of patriots.
level.scr_sound[ "shepherd" ][ "afchase_shp_noshortage" ] = "afchase_shp_noshortage";
// I know you understand<6E>
level.scr_sound[ "shepherd" ][ "afchase_shp_iknow" ] = "afchase_shp_iknow";
// Avatar One, gimme a sitrep, over! self waittill( "trigger" );
level.scr_radio[ "afchase_shp_sitrep" ] = "afchase_shp_sitrep";
// I have Warhorse 5-1 standing by. Pave Low's downriver sir.
level.scr_radio[ "afchase_uav_downriver" ] = "afchase_uav_downriver";
// Copy that! Warhorse 5-1, be advised, we're comin' in hot!
level.scr_radio[ "afchase_shp_comininhot" ] = "afchase_shp_comininhot";
// Roger - dropping the hatch - keep it above 30 knots and watch the vertical clearance.
level.scr_radio[ "afchase_plp_above30knots" ] = "afchase_plp_above30knots";
// You know what they say about revenge<67>you better be ready to dig two graves<65>
level.scr_sound[ "generic" ][ "afchase_shp_digtwograves" ] = "afchase_shp_digtwograves";
// Go ahead and end it. It won't change anything.
level.scr_sound[ "generic" ][ "afchase_shp_goahead" ] = "afchase_shp_goahead";
// Hmph. I knew you couldn't do it<69>
level.scr_sound[ "generic" ][ "afchase_shp_couldntdoit" ] = "afchase_shp_couldntdoit";
// You're a good warrior<6F>
level.scr_sound[ "generic" ][ "afchase_shp_goodwarrior" ] = "afchase_shp_goodwarrior";
// <20>but you could never take that extra step<65>
level.scr_sound[ "generic" ][ "afchase_shp_extrastep" ] = "afchase_shp_extrastep";
// <20>to do what was absolutely necessary.
level.scr_sound[ "generic" ][ "afchase_shp_necessary" ] = "afchase_shp_necessary";
}
shepherd_death_fx( guy )
{
tag = "J_EyeBall_LE";
tag_origin = spawn_tag_origin();
tag_origin LinkTo( level.shepherd, tag, (0,0,0), (0,90,0) ); // pitch yaw roll
//tag_origin thread maps\_debug::drawtagforever( "tag_origin" );
PlayFXOnTag( getfx( "blood_sheperd_eye_geotrail" ), tag_origin, "tag_origin" );
spurts = 3;
for ( i=0; i<spurts; i++ )
{
PlayFXOnTag( getfx( "blood_sheperd_eye" ), tag_origin, "tag_origin" );
wait randomfloatrange( 0.1, 0.15 );
}
}
shepherd_slowmo( guy )
{
// level.fov_ent moveto( (65,0,0), blend_out_time, blend_out_time * 0.5, blend_out_time * 0.5 );
// println( 1 );
// wait( 0.2 );
// slowmo_start();
// slowmo_setspeed_slow( 0.15 );
// slowmo_setlerptime_in( 0 );
// slowmo_lerp_in();
}
shepherd_slowmo_ends( guy )
{
// wait( 0.85 );
slowmo_start();
slowmo_setspeed_slow( 0.33 );
slowmo_setlerptime_in( 0 );
slowmo_lerp_in();
wait 2;
slowmo_setlerptime_out( 1 );
slowmo_lerp_out();
slowmo_end();
}
blend_to_ending_dof_fov( blend_out_time )
{
if ( !isdefined( blend_out_time ) )
blend_out_time = 14;
maps\af_chase_knife_fight_code::blend_to_ending_dof( blend_out_time );
level.fov_ent moveto( (65,0,0), blend_out_time, blend_out_time * 0.5, blend_out_time * 0.5 );
}
delete_glock( guy )
{
if ( IsDefined( level.glock ) )
level.glock Delete();
origin = guy GetTagOrigin( "tag_weapon_right" );
angles = guy GetTagAngles( "tag_weapon_right" );
PrintLn( " // origin and angles for the gun on the ground" );
PrintLn( " gun_org = ( " + origin[ 0 ] + ", " + origin[ 1 ] + ", " + origin[ 2 ] + " );" );
PrintLn( " gun_ang = ( " + angles[ 0 ] + ", " + angles[ 1 ] + ", " + angles[ 2 ] + " );" );
PrintLn( " " );
}
start_aim( guy )
{
guy thread impaled_aims_at_player();
}
impaled_aims_at_player()
{
self endon( "death" );
self endon( "stop_aim" );
controller = self getanim( "aim_controller" );
left_anim = self getanim( "aim_6" );
right_anim = self getanim( "aim_4" );
range = 45;
self SetAnim( controller, 1, 0.2, 1 );
for ( ;; )
{
right = AnglesToRight( self.angles );
othervec = VectorNormalize( level.player.origin - self.origin );
forward = AnglesToForward( self.angles );
right = AnglesToRight( self.angles );
forward_dot = VectorDot( forward, othervec );
right_dot = VectorDot( right, othervec );
//println( " ");
//println( "forward dot " + forward_dot );
//println( "right dot " + right_dot );
degrees = ACos( forward_dot );
//println( "degrees " + degrees );
degrees = abs( degrees );
weight = 0;
if ( right_dot > 0 )
{
if ( degrees > range )
degrees = range;
weight = degrees / range;
self SetAnim( left_anim, weight, 0.2, 1 );
self SetAnim( right_anim, 1 - weight, 0.2, 1 );
}
else
{
degrees += 10;
if ( degrees > range )
degrees = range;
weight = degrees / range;
self SetAnim( right_anim, weight, 0.2, 1 );
self SetAnim( left_anim, 1 - weight, 0.2, 1 );
}
//forward = AnglesToForward( self.angles );
//Line( self.origin, self.origin + forward * 150, (1,0,0) );
//Line( self.origin, level.player.origin, (1,1,1) );
//Print3d( self.origin, degrees, (1,1,0), 1, 1 );
//Print3d( self.origin + (0,0,30), weight, (1,1,1), 1, 1 );
wait( 0.05 );
}
}
price_aims_at_end_heli()
{
self endon( "death" );
self endon( "stop_aim" );
controller = self getanim( "aim_controller" );
left_anim = self getanim( "aim_4" );
right_anim = self getanim( "aim_6" );
range = 45;
self SetAnim( controller, 1, 0.2, 1 );
for ( ;; )
{
right = AnglesToRight( self.angles );
othervec = VectorNormalize( level.player.origin - self.origin );
forward = AnglesToForward( self.angles );
right = AnglesToRight( self.angles );
forward_dot = VectorDot( forward, othervec );
right_dot = VectorDot( right, othervec );
//println( " ");
//println( "forward dot " + forward_dot );
//println( "right dot " + right_dot );
degrees = ACos( forward_dot );
//println( "degrees " + degrees );
degrees = abs( degrees );
weight = 0;
if ( right_dot > 0 )
{
if ( degrees > range )
degrees = range;
weight = degrees / range;
self SetAnim( left_anim, weight, 0.2, 1 );
self SetAnim( right_anim, 1 - weight, 0.2, 1 );
}
else
{
degrees += 10;
if ( degrees > range )
degrees = range;
weight = degrees / range;
self SetAnim( right_anim, weight, 0.2, 1 );
self SetAnim( left_anim, 1 - weight, 0.2, 1 );
}
//forward = AnglesToForward( self.angles );
//Line( self.origin, self.origin + forward * 150, (1,0,0) );
//Line( self.origin, level.player.origin, (1,1,1) );
//Print3d( self.origin, degrees, (1,1,0), 1, 1 );
//Print3d( self.origin + (0,0,30), weight, (1,1,1), 1, 1 );
wait( 0.05 );
}
}
stop_aim( guy )
{
guy notify( "stop_aim" );
}
click( guy )
{
guy.clicks++;
if ( guy.clicks >= 6 )
{
if ( randomint( 100 ) > 50 )
return;
}
org = guy GetTagOrigin( "tag_inhand" );
play_sound_in_space( "scn_afchase_dryfire_pistol_npc", org );
}
#using_animtree( "player" );
player_animations()
{
level.scr_animtree[ "player_rig" ] = #animtree;
level.scr_model[ "player_rig" ] = "viewhands_player_tf141";
level.scr_anim[ "player_rig" ][ "wakeup" ] = %player_afchase_ending_wakeup;
level.scr_anim[ "player_rig" ][ "prethrow" ] = %player_afchase_ending_knife_throw_soon;
level.scr_anim[ "player_rig" ][ "turn_buckle" ] = %player_afchase_ending_turnbuckle;
addNotetrack_detach( "player_rig", "vision_effect" , "weapon_commando_knife", "TAG_WEAPON_LEFT", "turn_buckle" );
addNotetrack_customFunction( "player_rig", "rumble", ::rumble_bash, "turn_buckle" );
addNotetrack_customFunction( "player_rig", "vision_effect", ::face_slam, "turn_buckle" );
addNotetrack_customFunction( "player_rig", "fadeout", ::fade_out, "turn_buckle" );
level.scr_anim[ "player_rig" ][ "turn_buckle_alt" ] = %player_afchase_ending_turnbuckle_alt;
addNotetrack_detach( "player_rig", "vision_effect" , "weapon_commando_knife", "TAG_WEAPON_LEFT", "turn_buckle_alt" );
addNotetrack_customFunction( "player_rig", "rumble", ::rumble_bash, "turn_buckle_alt" );
addNotetrack_customFunction( "player_rig", "vision_effect", ::face_slam, "turn_buckle_alt" );
addNotetrack_customFunction( "player_rig", "fadeout", ::fade_out, "turn_buckle_alt" );
level.scr_anim[ "player_rig" ][ "gun_drop_player" ] = %player_afchase_ending_gun_drop;
level.scr_anim[ "player_rig" ][ "gun_kick" ] = %player_afchase_ending_gun_kick;
addNotetrack_customFunction( "player_rig", "rumble", maps\af_chase_knife_fight_code::fade_out_gun_kick, "gun_kick" );
addNotetrack_customFunction( "player_rig", "vision_effect", ::face_stomp, "gun_kick" );
// addNotetrack_customFunction( "player_rig", "fadeout" , maps\af_chase_knife_fight_code::fade_out_gun_kick, "gun_kick" );
level.scr_anim[ "player_rig" ][ "knife_moment" ] = %player_afchase_ending_knife_moment;
level.scr_anim[ "player_rig" ][ "gun_monologue" ] = %player_afchase_ending_monologue;
addNotetrack_customFunction( "player_rig", "dof", maps\af_chase_knife_fight_code::dof_to_gun, "gun_monologue" );
// addNotetrack_detach( "player_rig" , "switch_model", "weapon_parabolic_knife" , "TAG_INHAND" , anime );
level.scr_anim[ "player_rig" ][ "walk_off" ] = %player_afchase_walkoff;
level.scr_anim[ "player_rig" ][ "gun_crawl_00" ] = %player_afchase_ending_gun_crawl_00;
level.scr_anim[ "player_rig" ][ "gun_crawl_01" ] = %player_afchase_ending_gun_crawl_01;
level.scr_anim[ "player_rig" ][ "gun_crawl_02" ] = %player_afchase_ending_gun_crawl_02;
level.scr_anim[ "player_rig" ][ "gun_crawl_03" ] = %player_afchase_ending_gun_crawl_03;
level.scr_anim[ "player_rig" ][ "gun_crawl_04" ] = %player_afchase_ending_gun_crawl_04;
level.scr_anim[ "player_rig" ][ "gun_crawl_05" ] = %player_afchase_ending_gun_crawl_05;
level.scr_anim[ "player_rig" ][ "gun_crawl_06" ] = %player_afchase_ending_gun_crawl_06;
level.scr_anim[ "player_rig" ][ "gun_crawl_00_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_00;
level.scr_anim[ "player_rig" ][ "gun_crawl_01_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_01;
level.scr_anim[ "player_rig" ][ "gun_crawl_02_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_02;
level.scr_anim[ "player_rig" ][ "gun_crawl_03_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_03;
level.scr_anim[ "player_rig" ][ "gun_crawl_04_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_04;
level.scr_anim[ "player_rig" ][ "gun_crawl_05_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_05;
level.scr_anim[ "player_rig" ][ "gun_crawl_06_idle" ][ 0 ] = %player_afchase_ending_gun_crawl_idle_06;
level.scr_anim[ "player_rig" ][ "knifepull_grab_01" ] = %player_afchase_ending_knife_grab_01;
level.scr_anim[ "player_rig" ][ "knifepull_grab_02" ] = %player_afchase_ending_knife_grab_02;
level.scr_anim[ "player_rig" ][ "knifepull_grab_03" ] = %player_afchase_ending_knife_grab_03;
level.scr_anim[ "player_rig" ][ "knifepull_passout" ] = %player_afchase_ending_knife_passout;
level.scr_anim[ "player_rig" ][ "knifepull_pull_01" ] = %player_afchase_ending_knife_pull_01;
level.scr_anim[ "player_rig" ][ "knifepull_pull_02" ] = %player_afchase_ending_knife_pull_02;
level.scr_anim[ "player_rig" ][ "knifepull_pull_03" ] = %player_afchase_ending_knife_pull_03;
level.scr_anim[ "player_rig" ][ "knifepull_pullout_flip" ] = %player_afchase_ending_knife_pullout_2_flip;
addNotetrack_customFunction( "player_rig", "blood", ::player_pulls_knife_out, "knifepull_pullout_flip" );
addNotetrack_customFunction( "player_rig", "right_hand", ::right_hand_impact_fx );
addNotetrack_customFunction( "player_rig", "left_hand", ::left_hand_impact_fx );
level.scr_anim[ "player_rig" ][ "knifepull_pullout_flip_idle" ][ 0 ] = %player_afchase_ending_knife_pullout_2_flip_idle;
level.scr_anim[ "player_rig" ][ "knifepull_throw" ] = %player_afchase_ending_knife_throw;
level.scr_anim[ "player_rig" ][ "knifepull_throw_kill" ] = %player_afchase_ending_knife_throw_kill;
level.scr_anim[ "player_rig" ][ "price_wakeup" ] = %player_afchase_ending_wakeup_end;
level.scr_anim[ "player_rig" ][ "pull_additive_root" ] = %player_pull_additive;
level.scr_anim[ "player_rig" ][ "pull_additive" ] = %player_afchase_ending_knife_pull_02_add;
}
player_pulls_knife_out( player )
{
player_pulls_knife_from_chest( 3 );
}
player_pulls_knife_from_chest( time )
{
level.player PlayRumbleOnEntity( "damage_heavy" );
level notify ( "stop_random_breathing_sounds" );
flag_set( "stop_heart" );
flag_clear( "player_heartbeat_sound" );
// level.player ShellShock( "af_chase_ending_pulling_knife_later", time );
set_vision_set( "aftermath_nodesat", time );
//set_vision_set( "af_chase_ending_final", time );
level.player ShellShock( "slowview", 5000 );
}
face_slam( guy )
{
level.player PlayRumbleOnEntity( "damage_light" );
// maps\af_chase_knife_fight_code::shellshock_very_long( "af_chase_turn_buckle_slam" );
overlay = maps\af_chase_knife_fight_code::get_white_overlay();
overlay.alpha = 1;
overlay FadeOverTime( 1.0 );
overlay.alpha = 0.0;
level.player stopshellshock();
SetBlur( 0 , 2 );
level.player set_vision_set( "af_chase_ending_noshock" );
level.player PlayRumbleOnEntity( "damage_heavy" );
}
face_stomp( guy )
{
level.player PlayRumbleOnEntity( "damage_heavy" );
level.player DoDamage( 50 / level.player.damageMultiplier, level.player.origin );
level.player thread play_sound_on_entity( "face_stomp" );
maps\af_chase_knife_fight_code::shellshock_very_long( "af_chase_turn_buckle_slam" );
level.player PlayRumbleOnEntity( "damage_heavy" );
wait 0.05;
level.player setnormalhealth( 1 );
}
#using_animtree( "script_model" );
script_model_animations()
{
level.scr_animtree[ "gun_model" ] = #animtree;
level.scr_model[ "gun_model" ] = "weapon_colt_anaconda_animated";
level.scr_anim[ "gun_model" ][ "gun_drop" ] = %afchase_ending_revolver_gun_drop;
level.scr_anim[ "gun_model" ][ "gun_kick_gun" ] = %afchase_ending_revolver_gun_kick;
level.scr_anim[ "gun_model" ][ "gun_monologue" ] = %afchase_ending_revolver_gun_monologue;
//addNotetrack_customFunction( "gun_model", "bullets" , ::bullets_notify , "gun_monologue");
//addNotetrack_customFunction( "knife", "blood" , ::blood_from_player, "turnbuckle" );
addNotetrack_customFunction( "gun_model", "bullets", ::shelleject_fx, "gun_monologue" );
level.scr_model[ "knife" ] = "weapon_commando_knife";
level.scr_animtree[ "knife" ] = #animtree;
level.scr_anim[ "knife" ][ "turn_buckle" ] = %afchase_ending_knife_gun_turnbuckle;
// addNotetrack_customFunction( "knife", "blood", ::knife_in_player, "turn_buckle" );
// Prep work for the stab fx, knife model anim still needs to be hookedup
addNotetrack_customFunction( "knife", "blood", ::playerstabbed_fx, "turn_buckle" );
level.scr_anim[ "knife" ][ "turn_buckle_alt" ] = %afchase_ending_knife_gun_turnbuckle_alt;
// addNotetrack_customFunction( "knife", "blood", ::knife_in_player, "turn_buckle_alt" );
// Prep work for the stab fx, knife model anim still needs to be hookedup
addNotetrack_customFunction( "knife", "blood", ::playerstabbed_fx, "turn_buckle_alt" );
level.scr_anim[ "knife" ][ "gun_drop" ] = %afchase_ending_knife_gun_drop;
level.scr_anim[ "knife" ][ "gun_monologue" ] = %afchase_ending_knife_gun_monologue;
level.scr_anim[ "knife" ][ "knifepull_grab_01" ] = %afchase_ending_knife_grab_01;
level.scr_anim[ "knife" ][ "knifepull_grab_02" ] = %afchase_ending_knife_grab_02;
level.scr_anim[ "knife" ][ "knifepull_grab_03" ] = %afchase_ending_knife_grab_03;
level.scr_anim[ "knife" ][ "knifepull_passout" ] = %afchase_ending_knife_passout;
level.scr_anim[ "knife" ][ "knifepull_pull_01" ] = %afchase_ending_knife_pull_01;
level.scr_anim[ "knife" ][ "knifepull_pull_02" ] = %afchase_ending_knife_pull_02;
level.scr_anim[ "knife" ][ "knifepull_pull_03" ] = %afchase_ending_knife_pull_03;
level.scr_anim[ "knife" ][ "knifepull_pullout_flip" ] = %afchase_ending_knife_pullout_2_flip;
level.scr_anim[ "knife" ][ "knifepull_pullout_flip_idle" ][ 0 ] = %afchase_ending_knife_pullout_2_flip_idle;
level.scr_anim[ "knife" ][ "knifepull_throw" ] = %afchase_ending_knife_throw;
level.scr_anim[ "knife" ][ "knifepull_throw_kill" ] = %afchase_ending_knife_throw_kill;
addNotetrack_customFunction( "knife", "blood", ::playerstabbed_fx, "turn_buckle" );
addNotetrack_customFunction( "knife", "knife_in_eye", ::shepherd_death_fx, "knifepull_throw_kill" );
addNotetrack_customFunction( "knife", "knife_out", ::playerstabbed_fx, "knifepull_pullout_flip" );
level.scr_anim[ "rotation" ][ "z_down" ] = %rotate_Z_L;
level.scr_anim[ "knife" ][ "prethrow" ] = %afchase_ending_knife_throw_soon;
}
rumble_bash( guy )
{
level.player PlayRumbleOnEntity( "damage_heavy" );
}
fade_out( guy )
{
flag_set( "turn_buckle_fadeout" );
}
#using_animtree( "vehicles" );
script_vehicle_animations()
{
level.scr_anim[ "littlebird" ][ "walk_off" ] = %afchase_chopper_landing;
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_right" ] = %AFchase_waterfall_zodiac_R;
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_left" ] = %AFchase_waterfall_zodiac_L;
level.scr_anim[ "zodiac_player" ][ "waterfall_over" ] = %AFchase_waterfall_zodiac_fall;
// level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_add" ] = %zodiac_waterfall_add;
// level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall" ] = %zodiac_waterfall;
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_add_left" ] = %zodiac_waterfall_add_left;
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_left" ] = %AFchase_waterfall_player_zodiac_add_L;
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_add_right" ] = %zodiac_waterfall_add_right;
level.scr_anim[ "zodiac_player" ][ "zodiac_waterfall_right" ] = %AFchase_waterfall_player_zodiac_add_R;
//whole scene.
level.scr_anim[ "zodiac_player" ][ "sniper_waterfall" ] = %AFchase_waterfall_player_zodiac;
level.scr_anim[ "pavelow" ][ "sniper_waterfall" ] = %AFchase_waterfall_pavelow;
level.scr_anim[ "pavelow" ][ "sniper_waterfall_idle" ][0] = %AFchase_waterfall_pavelow_idle;
// addNotetrack_flag( "zodiac_player" , "steady_1" , "price_steady1" , "sniper_waterfall" );
// addNotetrack_flag( "zodiac_player" , "steady_2" , "price_steady2" , "sniper_waterfall" );
// addNotetrack_flag( "zodiac_player" , "steady_3" , "price_steady3" , "sniper_waterfall" );
addNotetrack_flag( "zodiac_player" , "shoot" , "price_steady_shoot" , "sniper_waterfall" );
}
bullets_notify( guy )
{
level notify( "bullets" );
}
playerstabbed_fx( knife )
{
maps\af_chase_knife_fight_code::swap_knife();
//IPrintLnBold( "Suirt Squirt" );
PlayFXOnTag( getfx( "player_stabbed" ), knife, "TAG_FX" );
}
shelleject_fx( gun )
{
//IPrintLnBold( "Bullets" );
PlayFXOnTag( getfx( "revolver_bullets" ), gun, "J_Cylinder_Spin" );
}
right_footstep_fx( guy )
{
//iprintlnbold( "right" );
PlayFXOnTag( getfx( "footstep_dust_sandstorm_runner" ), guy, "J_Ball_RI" );
}
left_footstep_fx( guy )
{
//iprintlnbold( "left" );
PlayFXOnTag( getfx( "footstep_dust_sandstorm_runner" ), guy, "J_Ball_LE" );
}
right_footstep_small_fx( guy )
{
//iprintlnbold( "right" );
PlayFXOnTag( getfx( "footstep_dust_sandstorm_small_runner" ), guy, "J_Ball_RI" );
}
left_footstep_small_fx( guy )
{
//iprintlnbold( "left" );
PlayFXOnTag( getfx( "footstep_dust_sandstorm_small_runner" ), guy, "J_Ball_LE" );
}
right_hand_impact_fx( guy )
{
//iprintlnbold( "right" );
PlayFXOnTag( getfx( "crawl_dust_sandstorm_runner" ), guy, "J_Mid_RI_2" );
}
left_hand_impact_fx( guy )
{
//iprintlnbold( "left" );
PlayFXOnTag( getfx( "crawl_dust_sandstorm_runner" ), guy, "J_Mid_LE_2" );
}
bodyfall_fx( guy )
{
//iprintlnbold( "body" );
PlayFXOnTag( getfx( "bodyfall_dust_sandstorm_large_runner" ), guy, "J_SpineUpper" );
}
gun_fire( guy )
{
maps\af_chase_knife_fight_code::fire_gun();
time = 0.5;
level.fov_ent MoveTo( ( 40, 0, 0 ), time, 0, time );
}
add_fighte_animsounds()
{
level.scr_animSound[ "price" ][ "0fight_E_loop" ] = "scn_afchase_e_loop_price_foley";
level.scr_animSound[ "shepherd" ][ "0fight_E_loop" ] = "scn_afchase_e_loop_shep_foley";
}
remove_fighte_animsounds()
{
level.scr_animSound[ "price" ][ "0fight_E_loop" ] = undefined;
level.scr_animSound[ "shepherd" ][ "0fight_E_loop" ] = undefined;
}