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Text File  |  2002-10-21  |  4.0 KB  |  188 lines

  1.  
  2. //println "prone.scr"
  3.  
  4. waitexec anim/smoking.scr::SmokeRemoveCigarette
  5.  
  6. start:
  7.  
  8. switch (self.position)
  9. {
  10.     stand:
  11.     walk:
  12.     run:
  13.         switch (self.weapongroup)
  14.         {
  15.             pistol:
  16.             rifle:
  17.             mp40:
  18.             mp44:
  19.             bar:
  20.             thompson:
  21.                 self.blendtime = 0.5
  22.                 self setmotionanim (self.weapongroup + "_crouch_alert")
  23.                 wait self.blendtime
  24.  
  25.                 self.position = crouch
  26.                 self.weaponpos = up
  27.  
  28.                 self.blendtime = 0.1
  29.                 self setmotionanim (self.weapongroup + "_crouchtoprone")
  30.                 self waittill flaggedanimdone
  31.                 self.position = prone
  32.  
  33.                 if (self.ground == beach)
  34.                 {
  35.                     self.blendtime = 0.5
  36.                     self setmotionanim shingle_idle
  37.                     self waittill flaggedanimdone
  38.                 }
  39.                 else
  40.                 {
  41.                     self.blendtime = 0.1
  42.                     self setupperanim (self.weapongroup + "_prone_aim")
  43.                     self setmotionanim (self.weapongroup + "_prone_legs")
  44.                     wait self.blendtime
  45.                 }
  46.                 break
  47.  
  48.             unarmed:
  49.             bazooka:
  50.                 self setmotionanim rifle_crouch_alert
  51.                 //self waittill flaggedanimdone
  52.                 wait 0.5
  53.                 self.position = crouch
  54.                 break
  55.  
  56.             default:
  57.                 self.position = prone
  58.                 println "^~^~^ Prone stand default case for " self.weapongroup " - fix prone.scr"
  59.                 break
  60.         }
  61.         goto start
  62.  
  63.     crouch:
  64.     crouchwalk:
  65.     crouchrun:
  66.         // Play an animation to make him get down to prone
  67.         // (Would be cool if the run case involved diving...)
  68.         switch (self.weapongroup)
  69.         {
  70.             pistol:
  71.             rifle:
  72.             mp40:
  73.             mp44:
  74.             bar:
  75.             thompson:
  76.                 self.weaponpos = up
  77.  
  78.                 self.blendtime = 0.25
  79.                 self setmotionanim (self.weapongroup + "_crouchtoprone")
  80.                 self waittill flaggedanimdone
  81.                 self.position = prone
  82.  
  83.                 if (self.ground == beach)
  84.                 {
  85.                     self.blendtime = 0.50
  86.                     self setmotionanim shingle_idle
  87.                     wait self.blendtime
  88.                 }
  89.                 else
  90.                 {
  91.                     self.blendtime = 0.20
  92.                     self setupperanim (self.weapongroup + "_prone_aim")
  93.                     self setmotionanim (self.weapongroup + "_prone_legs")
  94.                     wait self.blendtime
  95.                 }
  96.                 break
  97.  
  98.             unarmed:
  99.             bazooka:
  100.                 self setmotionanim rifle_crouch_alert
  101.                 self waittill flaggedanimdone
  102.                 break
  103.  
  104.             default:
  105.                 println "^~^~^ Crouch -> Prone/Default Case (shouldn't happen)"
  106.                 break
  107.         }
  108.  
  109.         self.position = prone
  110.         goto start
  111.  
  112.     prone:
  113.     pronewalk:
  114.         switch (self.weapongroup)
  115.         {
  116.             pistol:
  117.             rifle:
  118.             mp40:
  119.             mp44:
  120.             bar:
  121.             thompson:
  122.             grenade:
  123.                 //println "Prone/Hold Rifle or SMG"
  124.                 //println self.ground
  125.                 if (self.ground == beach)
  126.                 {
  127.                     self setmotionanim (shingle_idle)
  128.                     self waittill flaggedanimdone
  129.                 }
  130.                 else if (self.weaponpos == up)
  131.                 {
  132.                     self setupperanim (self.weapongroup + "_prone_aim")
  133.                     self setmotionanim (self.weapongroup + "_prone_legs")
  134.                     wait self.blendtime
  135.                 }
  136.                 else
  137.                 {
  138.                     // Need a good animation for this...
  139.                     self setupperanim (self.weapongroup + "_prone_aim")
  140.                     self setmotionanim (self.weapongroup + "_prone_legs")
  141.                     wait self.blendtime
  142.                 }
  143.                 self.position = prone
  144.                 break
  145.  
  146.             bazooka:
  147.                 self setmotionanim rifle_crouch_alert
  148.                 self waittill flaggedanimdone
  149.                 self.position = crouch
  150.                 break
  151.  
  152.             unarmed:
  153.                 if (self.ground == beach)
  154.                 {
  155.                     self setmotionanim (shingle_idle)
  156.                     self waittill flaggedanimdone
  157.                 }
  158.                 else
  159.                 {
  160.                     self setmotionanim (self.weapongroup + "_prone_legs")
  161.                     self waittill flaggedanimdone
  162.                 }
  163.                 break
  164.  
  165.             default:
  166.                 println ("^~^~^ Prone Idle/Default case for "+self.weapongroup+" weapon group - fix prone.scr")
  167.                 self setupperanim (self.weapongroup + "_prone_aim")
  168.                 self setmotionanim (rifle_prone_legs)
  169.                 wait self.blendtime
  170.                 self.position = prone
  171.                 break
  172.         }
  173.         break
  174.  
  175.     knees:
  176.     floor:
  177.     crawl:
  178.         // We're incapacitated, so we can't go prone.  If we can get to crouch then we can go
  179.         // prone from there.  Crouch handles all the niceties of making the pain look cool.
  180.         waitexec anim/crouch.scr::transition
  181.         goto start
  182.  
  183.     default:
  184.         // I think I handled every case, so this is an error case
  185.         println "^~^~^ Unknown position in prone.scr, fix prone.scr"
  186.         break
  187. }
  188.