home *** CD-ROM | disk | FTP | other *** search
-
- //println "prone.scr"
-
- waitexec anim/smoking.scr::SmokeRemoveCigarette
-
- start:
-
- switch (self.position)
- {
- stand:
- walk:
- run:
- switch (self.weapongroup)
- {
- pistol:
- rifle:
- mp40:
- mp44:
- bar:
- thompson:
- self.blendtime = 0.5
- self setmotionanim (self.weapongroup + "_crouch_alert")
- wait self.blendtime
-
- self.position = crouch
- self.weaponpos = up
-
- self.blendtime = 0.1
- self setmotionanim (self.weapongroup + "_crouchtoprone")
- self waittill flaggedanimdone
- self.position = prone
-
- if (self.ground == beach)
- {
- self.blendtime = 0.5
- self setmotionanim shingle_idle
- self waittill flaggedanimdone
- }
- else
- {
- self.blendtime = 0.1
- self setupperanim (self.weapongroup + "_prone_aim")
- self setmotionanim (self.weapongroup + "_prone_legs")
- wait self.blendtime
- }
- break
-
- unarmed:
- bazooka:
- self setmotionanim rifle_crouch_alert
- //self waittill flaggedanimdone
- wait 0.5
- self.position = crouch
- break
-
- default:
- self.position = prone
- println "^~^~^ Prone stand default case for " self.weapongroup " - fix prone.scr"
- break
- }
- goto start
-
- crouch:
- crouchwalk:
- crouchrun:
- // Play an animation to make him get down to prone
- // (Would be cool if the run case involved diving...)
- switch (self.weapongroup)
- {
- pistol:
- rifle:
- mp40:
- mp44:
- bar:
- thompson:
- self.weaponpos = up
-
- self.blendtime = 0.25
- self setmotionanim (self.weapongroup + "_crouchtoprone")
- self waittill flaggedanimdone
- self.position = prone
-
- if (self.ground == beach)
- {
- self.blendtime = 0.50
- self setmotionanim shingle_idle
- wait self.blendtime
- }
- else
- {
- self.blendtime = 0.20
- self setupperanim (self.weapongroup + "_prone_aim")
- self setmotionanim (self.weapongroup + "_prone_legs")
- wait self.blendtime
- }
- break
-
- unarmed:
- bazooka:
- self setmotionanim rifle_crouch_alert
- self waittill flaggedanimdone
- break
-
- default:
- println "^~^~^ Crouch -> Prone/Default Case (shouldn't happen)"
- break
- }
-
- self.position = prone
- goto start
-
- prone:
- pronewalk:
- switch (self.weapongroup)
- {
- pistol:
- rifle:
- mp40:
- mp44:
- bar:
- thompson:
- grenade:
- //println "Prone/Hold Rifle or SMG"
- //println self.ground
- if (self.ground == beach)
- {
- self setmotionanim (shingle_idle)
- self waittill flaggedanimdone
- }
- else if (self.weaponpos == up)
- {
- self setupperanim (self.weapongroup + "_prone_aim")
- self setmotionanim (self.weapongroup + "_prone_legs")
- wait self.blendtime
- }
- else
- {
- // Need a good animation for this...
- self setupperanim (self.weapongroup + "_prone_aim")
- self setmotionanim (self.weapongroup + "_prone_legs")
- wait self.blendtime
- }
- self.position = prone
- break
-
- bazooka:
- self setmotionanim rifle_crouch_alert
- self waittill flaggedanimdone
- self.position = crouch
- break
-
- unarmed:
- if (self.ground == beach)
- {
- self setmotionanim (shingle_idle)
- self waittill flaggedanimdone
- }
- else
- {
- self setmotionanim (self.weapongroup + "_prone_legs")
- self waittill flaggedanimdone
- }
- break
-
- default:
- println ("^~^~^ Prone Idle/Default case for "+self.weapongroup+" weapon group - fix prone.scr")
- self setupperanim (self.weapongroup + "_prone_aim")
- self setmotionanim (rifle_prone_legs)
- wait self.blendtime
- self.position = prone
- break
- }
- break
-
- knees:
- floor:
- crawl:
- // We're incapacitated, so we can't go prone. If we can get to crouch then we can go
- // prone from there. Crouch handles all the niceties of making the pain look cool.
- waitexec anim/crouch.scr::transition
- goto start
-
- default:
- // I think I handled every case, so this is an error case
- println "^~^~^ Unknown position in prone.scr, fix prone.scr"
- break
- }
-