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- //-----
- // Runto_casual
- //-----
- // Basic run, without trying to duck or dive or shoot or anything like that. It also makes sure you're standing up first.
-
- //println "runto_casual.scr"
-
- //=================================================
- //=================================================
- start:
- waitexec anim/default_inithandler.scr
- waitexec anim/smoking.scr::SmokeRemoveCigarette
- self weaponcommand mainhand attachtohand mainhand
-
- //make sure we are standing...
- waitexec anim/stand.scr::transition
-
- self.position = run
-
- while (1)
- {
- self.blendtime = 0.30
-
- switch (self.weapongroup)
- {
- pistol:
- rifle:
- mp40:
- mp44:
- bar:
- thompson:
- unarmed:
- bazooka:
- if (self.ground == water)
- {
- self setmotionanim run_rifle_water
- self waittill flaggedanimdone
- }
- else if (self.ground == beach)
- {
- self setmotionanim run_rifle_gundown_beach
- self waittill flaggedanimdone
- }
- else if (self.normal_health < 60) // TODO, should be 30, but it'd never fire.
- {
- if (self.movedir != (0 0 0))
- {
- //println "Run.scr using motion blend for injure run with movedir: " self.movedir
- waitexec anim/motionblend.scr::PlayAnim (self.weapongroup + "_injurerun_")
- }
- else
- {
- //println "Run.scr with **NO** motion blend for INJURE RUN"
- self setmotionanim (self.weapongroup + "_injurerun_forward")
- self waittill flaggedanimdone
- }
- }
- else
- {
- if (self.movedir != (0 0 0))
- {
- //println "Run.scr using motion blend with movedir: " self.movedir
- waitexec anim/motionblend.scr::PlayAnim (self.weapongroup + "_run_")
- }
- else
- {
- //println "Run.scr with **NO** motion blend"
- self setmotionanim (self.weapongroup + "_run_forward")
- self waittill flaggedanimdone
- }
- }
-
- break
-
- default:
- println "Run default case for " self.weapongroup " weapongroup - fix Run.scr"
- self setmotionanim rifle_run_forward
- self waittill flaggedanimdone
- break
- }
- }
- end
-