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- //-------------
- // Crouch_walk
- //-------------
- // Walk while crouching. If not crouching, be sure to crouch first.
-
- //println "Entering crouch_walk.scr"
-
- //=================================================
- //=================================================
- start:
-
- waitexec anim/default_inithandler.scr
- waitexec anim/smoking.scr::SmokeRemoveCigarette
-
- //make sure we are crouching...
- // If you're crouching, just start crouch-running. If you're walking or running, don't
- // bother stopping in order to crouch down, just crouch while you continue to move.
- waitexec anim/crouch.scr::transition
-
- self.position = crouchwalk
-
- while (1)
- {
- self.blendtime = 0.30
-
- switch (self.weapongroup)
- {
- pistol:
- self setmotionanim pistol_crouchwalk
- self waittill flaggedanimdone
- break
- rifle:
- mp40:
- mp44:
- bar:
- thompson:
- bazooka:
- if (self.movedir != (0 0 0))
- {
- //println "Crouchwalk.scr using motion blend with movedir: " self.movedir
- waitexec anim/motionblend.scr::PlayAnim "walk_crouch_"
- }
- else
- {
- //println "Crouchwalk.scr with **NO** motion blend"
- self setmotionanim walk_crouch_forward
- self waittill flaggedanimdone
- }
- break
-
- grenade:
- unarmed:
- if (self.movedir != (0 0 0))
- {
- //println "Crouchwalk.scr using motion blend with movedir: " self.movedir
- waitexec anim/motionblend.scr::PlayAnim (self.weapongroup + "_crouch_walk_")
- }
- else
- {
- //println "Crouchwalk.scr with **NO** motion blend"
- self setmotionanim (self.weapongroup + "_crouch_walk_forward")
- self waittill flaggedanimdone
- }
- break
-
- default:
- println "CrouchWalk default case for " self.weapongroup " weapongroup - fix Crouchwalk.scr"
- self setmotionanim unarmed_crouch_walk_forward
- self waittill flaggedanimdone
- break
- }
- }
-
- end
-