IW4-Dump-Files/animscripts/civilian/civilian_init.gsc

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#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#include animscripts\shared;
#using_animtree( "generic_human" );
main()
{
animscripts\init::main();
civilian_init();
}
civilian_init()
{
self.allowdeath = 1;
self.disablearrivals = true;
self.disableexits = true;
self.neverEnableCQB = true;
self.alwaysRunForward = true;
self OrientMode( "face default" );
self.combatmode = "no_cover";
self.pushplayer = false;
self pushplayer( false );
self.a.reactToBulletChance = 1;
if ( !isdefined( level.initialized_civilian_animations ) )
{
level.initialized_civilian_animations = true;
level.scr_anim[ "default_civilian" ][ "run_combat" ][ 0 ] = %civilian_run_upright;
level.scr_anim[ "default_civilian" ][ "run_hunched_combat" ][ 0 ] = %civilian_run_hunched_A;
level.scr_anim[ "default_civilian" ][ "run_hunched_combat" ][ 1 ] = %civilian_run_hunched_C;
level.scr_anim[ "default_civilian" ][ "run_hunched_combat" ][ 2 ] = %civilian_run_hunched_flinch;
//%civilian_run_hunched_B;
//%civilian_run_hunched_dodge;
level.scr_anim[ "default_civilian" ][ "run_noncombat" ][ 0 ] = %civilian_walk_cool;
weights = [];
weights[ 0 ] = 3;
weights[ 1 ] = 3;
weights[ 2 ] = 1;
//weights[ 3 ] = 1;
//weights[ 4 ] = 1;
level.scr_anim[ "default_civilian" ][ "run_hunched_weights" ] = get_cumulative_weights( weights );
weights = [];
weights[ 0 ] = 1;
level.scr_anim[ "default_civilian" ][ "run_weights" ] = get_cumulative_weights( weights );
level.scr_anim[ "default_civilian" ][ "idle_noncombat" ][ 0 ] = %unarmed_cowerstand_idle;
//level.scr_anim[ "default_civilian" ][ "idle_noncombat" ][ 1 ] = %unarmed_cowerstand_pointidle;
level.scr_anim[ "default_civilian" ][ "idle_combat" ][ 0 ] = %casual_crouch_v2_idle;
level.scr_anim[ "default_civilian" ][ "idle_combat" ][ 1 ] = %unarmed_cowercrouch_idle_duck;
// this animations look bad
//level.scr_anim[ "default_civilian" ][ "idle_combat" ][ 0 ] = %unarmed_crouch_idle1;
//level.scr_anim[ "default_civilian" ][ "idle_combat" ][ 1 ] = %unarmed_crouch_twitch1;
anim.civilianFlashedArray[ 0 ] = %unarmed_cowerstand_react;
anim.civilianFlashedArray[ 1 ] = %unarmed_cowercrouch_react_A;
anim.civilianFlashedArray[ 2 ] = %unarmed_cowercrouch_react_B;
}
// set the civilians animname to use defaults, or specific group if specified in radiant
animName = undefined;
if ( isdefined( self.civilian_walk_animation ) )
{
self.animname = self.civilian_walk_animation;
self attachProps( self.civilian_walk_animation );
self.alertLevel = "noncombat";
startNonCombat();
}
else
{
self.animname = "default_civilian";
self.alertLevel = "alert";
startCombat();
}
self thread checkCombatState();
// Make sure all required anims exist for this civilian, or set some defaults if they weren't specified
assert( isdefined( level.scr_anim[ self.animname ][ "run_noncombat" ] ) );
self.dropWeapon = false;
self DropAIWeapon();
self.saved = false;
}
attachProps( anime )
{
if ( isdefined( self.hasAttachedProps ) )
return;
initCivilianProps();
prop_model = anim.civilianProps[ anime ];
if ( isdefined( prop_model ) )
{
self attach( prop_model, "tag_inhand", true );
self.hasAttachedProps = true;
}
}
detachProps( anime )
{
if ( isdefined( self.hasAttachedProps ) )
{
self.hasAttachedProps = undefined;
self detach( anim.civilianProps[ anime ], "tag_inhand" );
}
}
initCivilianProps()
{
if ( isdefined( anim.civilianProps ) )
return;
anim.civilianProps = [];
anim.civilianProps[ "civilian_briefcase_walk" ] = "com_metal_briefcase";
anim.civilianProps[ "civilian_crazy_walk" ] = "electronics_pda";
anim.civilianProps[ "civilian_cellphone_walk" ] = "com_cellphone_on";
anim.civilianProps[ "sit_lunch_A" ] = "com_cellphone_on";
anim.civilianProps[ "civilian_soda_walk" ] = "ma_cup_single_closed";
anim.civilianProps[ "civilian_paper_walk" ] = "paper_memo";
anim.civilianProps[ "civilian_coffee_walk" ] = "cs_coffeemug02";
anim.civilianProps[ "civilian_pda_walk" ] = "electronics_pda";
anim.civilianProps[ "reading1" ] = "open_book";
anim.civilianProps[ "reading2" ] = "open_book";
anim.civilianProps[ "texting_stand" ] = "electronics_pda";
anim.civilianProps[ "texting_sit" ] = "electronics_pda";
anim.civilianProps[ "smoking1" ] = "prop_cigarette";
anim.civilianProps[ "smoking2" ] = "prop_cigarette";
}
startNonCombat()
{
self.turnRate = 0.2;
// dodge animations
if ( isdefined( self.civilian_walk_animation ) )
{
dodgeLeft = %civilian_briefcase_walk_dodge_L;
dodgeRight = %civilian_briefcase_walk_dodge_R;
if ( isdefined( level.scr_anim[ self.animname ][ "dodge_left" ] ) )
dodgeLeft = level.scr_anim[ self.animname ][ "dodge_left" ];
if ( isdefined( level.scr_anim[ self.animname ][ "dodge_right" ] ) )
dodgeRight = level.scr_anim[ self.animname ][ "dodge_right" ];
self animscripts\move::setDodgeAnims( dodgeLeft, dodgeRight );
}
// move turn animations
if ( isdefined( level.scr_anim[ self.animname ][ "turn_left_90" ] ) )
{
assert( isdefined( level.scr_anim[ self.animname ][ "turn_right_90" ] ) );
self.pathTurnAnimOverrideFunc = animscripts\civilian\civilian_move::civilian_nonCombatMoveTurn;
self.pathTurnAnimBlendTime = 0.1;
self enable_turnAnims();
}
else
{
self disable_turnAnims();
}
self.run_overrideanim = level.scr_anim[ self.animname ][ "run_noncombat" ];
self.walk_overrideanim = self.run_overrideanim;
self.run_overrideBulletReact = undefined;
if ( self.animname == "default_civilian" )
{
self.run_override_weights = level.scr_anim[ self.animname ][ "run_weights_noncombat" ];
self.walk_override_weights = self.run_override_weights;
}
}
startCombat()
{
self notify( "combat" );
self animscripts\move::clearDodgeAnims();
self.pathTurnAnimBlendTime = undefined;
self enable_turnAnims();
self.turnRate = 0.3;
standing_run = randomint( 3 ) < 1;
if ( isdefined( self.force_civilian_stand_run ) )
{
standing_run = true;
}
else
if ( isdefined( self.force_civilian_hunched_run ) )
{
standing_run = false;
}
if ( standing_run )
{
self.pathTurnAnimOverrideFunc = animscripts\civilian\civilian_move::civilian_combatMoveTurn;
self.run_overrideanim = level.scr_anim[ "default_civilian" ][ "run_combat" ];
self.run_override_weights = level.scr_anim[ "default_civilian" ][ "run_weights" ];
}
else
{
self.pathTurnAnimOverrideFunc = animscripts\civilian\civilian_move::civilian_combatHunchedMoveTurn;
self.run_overrideanim = level.scr_anim[ "default_civilian" ][ "run_hunched_combat" ];
self.run_override_weights = level.scr_anim[ "default_civilian" ][ "run_hunched_weights" ];
}
self.run_overrideBulletReact = [];
self.run_overrideBulletReact[0] = %run_react_stumble;
self.walk_overrideanim = self.run_overrideanim;
self.walk_override_weights = self.run_override_weights;
detachProps( self.civilian_walk_animation );
}
checkCombatState()
{
self endon( "death" );
wasInCombat = ( self.alertLevelInt > 1 );
while ( 1 )
{
isInCombat = ( self.alertLevelInt > 1 );
if ( wasInCombat && !isInCombat )
startNonCombat();
else if ( !wasInCombat && isInCombat )
startCombat();
wasInCombat = isInCombat;
wait 0.05; // TEMP make this an alert level change wait when code is in.
}
}