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- // ======================================================= //
- // Action state machine for Mike Powell, the hero of MoH PC //
- // ======================================================= //
-
- // Authored by Carl glave and Michael Boon, 5-23-2000
-
- // The action state machine takes care of
- // a) all torso-only animations which are layer on top of leg animations
- // b) most full-body animations
- // c) which states are to take their full-body animations from the leg state
- // machine.
- // The states which control only torso animations have "movetype legs" and
- // animations under the token "action". This allows the leg state to continue
- // controlling the leg animations. The states which control the whole body have
- // movetype not legs and animations under the token "action". This overrides the
- // leg state machine. States such as STAND, below, which have "none" specified
- // as the torso animation, take the torso animation from the leg animaiton
- // specified in the legs state machine.
-
- //==============================================================================
- //==============================================================================
- //
- // Stand (really means not doing an action)
- //
- //==============================================================================
-
- state STAND
- {
- movetype legs
-
- camera behind
-
- entrycommands
- {
- viewmodelanim idle
- }
-
- action
- {
- none : default // no torso animation
- }
-
- states
- {
- KILLED : KILLED
-
- VEHICLE_START : IS_USING_VEHICLE
- TURRET_START : IS_USING_TURRET
-
- // if we're on a ladder, make sure we're climbing the ladder
- LADDER_IDLE_LEFT : ON_LADDER
-
- // Some grab and hang stuff will be implemented in the final game, probably
- // not all of this, but it's in here as a placeholder.
- // CLIMB_LADDER : ONGROUND +FORWARD !BACKWARD AT_LADDER
-
- // CLIMB_LADDER_IMPACT : !ONGROUND FORWARD !BACKWARD AT_LADDER // For grabbing onto walls when
- // flying through the air
-
- // Using objects is dictated by the object being used. The three objects
- // here are for objects which trigger interactive actions when touched,
- // for objects which the player uses (such as doors), and for when the
- // player tries to use an object that is not usable.
- // USE_USEANIM : ONGROUND TOUCHEDUSEANIM
- // USE_USEANIM : ONGROUND USE AT_USEANIM
- USE_LADDER : ONGROUND +USE AT_LADDER CHECK_HEIGHT "stand"
- // USE_LADDER : ONGROUND AT_LADDER // this is full auto use of ladders
- // latch onto ladder in mid-air
- USE_LADDER : +USE AT_LADDER CHECK_HEIGHT "stand" // can also latch onto a ladder in mid-air
- // auto use of ladder when at the bottom (AT_LADDER check is last because it does a trace)
- USE_LADDER : ONGROUND FORWARD LOOKING_UP "35" !PUTAWAYMAIN !NEW_WEAPON !RELOAD !ATTACK_PRIMARY !ATTACK_SECONDARY AT_LADDER CHECK_HEIGHT "stand"
- // auto use of ladder when at the top (AT_LADDER check is last because it does a trace)
- USE_LADDER : ONGROUND FORWARD !LOOKING_UP "-35" !PUTAWAYMAIN !NEW_WEAPON !RELOAD !ATTACK_PRIMARY !ATTACK_SECONDARY AT_LADDER CHECK_HEIGHT "stand"
- // GENERIC_USE : ONGROUND +USE
-
- // This is not functional for the prototype, but is here as a placeholder for
- // future functionality.
- // While the player can only fire weapons with his right hand, he can switch them
- // to his left if he wants to use an item with his left. Gameplay-wise, this should
- // be the same as putting the weapon away, but it will create a nice graphical "cool
- // factor" which is always good in computer games.
- // When we have two items out, the game code will flag them both as putaway, and we
- // need to put the right one away first, followed by the left.
- PUTAWAY_MAIN : PUTAWAYMAIN // Basic put weapon away move.
- RAISE_WEAPON : NEW_WEAPON
-
- RELOAD_WEAPON : RELOAD
-
- CHECK_MORTARRIFLE : +ATTACK_PRIMARY IS_WEAPON_ACTIVE "mainhand" "Gewehrgranate"
- CHECK_PRIMARY_ATTACK_SEMIAUTO : +ATTACK_PRIMARY IS_WEAPON_SEMIAUTO "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
- CHECK_PRIMARY_ATTACK_FULLAUTO : ATTACK_PRIMARY !IS_WEAPON_SEMIAUTO "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
- CHECK_SECONDARY_ATTACK : +ATTACK_SECONDARY
-
- // check for needing to restart the STAND state so that we can select a different
- // viewmodel anim (part of the viewmodel idle anim setting code)
- STAND : +CHECK_MOVEMENT_SPEED "mainhand"
- STAND : -CHECK_MOVEMENT_SPEED "mainhand"
- }
- }
-
- //==============================================================================
- //==============================================================================
- //
- // Primary Attacks - Full Auto
- //
- //==============================================================================
-
- state CHECK_PRIMARY_ATTACK_FULLAUTO
- {
- movetype legs
-
- action
- {
- none : default // stop torso animation
- }
-
- states
- {
- STAND : KILLED
-
- STAND : NEW_WEAPON
- STAND : RELOAD
- STAND : !IS_WEAPON_READY_TO_FIRE "mainhand"
-
- // ATTACK_PISTOL_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "pistol"
- // ATTACK_RIFLE_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "rifle"
- // CHARGE_ATTACK_GRENADE : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "grenade"
- ATTACK_SMG_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "smg"
- ATTACK_MG_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "mg"
- // ATTACK_ITEM_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "item"
-
- // STAND : IS_WEAPON_ACTIVE "Error" // Generates an error if no appropriate
- // attack state is chosen
- STAND : !ATTACK_PRIMARY
- }
- }
-
- state ATTACK_SMG_PRIMARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire 1
- }
-
- action
- {
- mp40_stand_run_fire : IS_WEAPON_ACTIVE "mainhand" "MP40" POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- mp40_crouch_run_fire : IS_WEAPON_ACTIVE "mainhand" "MP40" POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- mp40_crouch_fire : IS_WEAPON_ACTIVE "mainhand" "MP40" POSITION_TYPE "crouching"
- mp40_stand_fire : IS_WEAPON_ACTIVE "mainhand" "MP40"
-
- sten_stand_run_fire : IS_WEAPON_ACTIVE "mainhand" "Sten Mark II" POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- sten_crouch_run_fire : IS_WEAPON_ACTIVE "mainhand" "Sten Mark II" POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- sten_crouch_fire : IS_WEAPON_ACTIVE "mainhand" "Sten Mark II" POSITION_TYPE "crouching"
- sten_stand_fire : IS_WEAPON_ACTIVE "mainhand" "Sten Mark II"
-
- smg_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- smg_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- smg_crouch_fire : POSITION_TYPE "crouching"
- smg_stand_fire : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : !ATTACK_PRIMARY ANIMDONE_TORSO
- STAND : ANIMDONE_TORSO !IS_WEAPON_READY_TO_FIRE "mainhand"
- // STAND : RELOAD !ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
- STAND : RELOAD !ATTACK_PRIMARY
- // STAND : RELOAD !HAS_AMMO_IN_CLIP "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
-
- CHECK_PRIMARY_ATTACK_FULLAUTO : ATTACK_PRIMARY +IS_WEAPON_READY_TO_FIRE "mainhand"
- CHECK_PRIMARY_ATTACK_FULLAUTO : +ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
- }
- }
-
- state ATTACK_MG_PRIMARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire 1
- }
-
- action
- {
- mp44_stand_run_fire : IS_WEAPON_ACTIVE "mainhand" "StG 44" POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- mp44_crouch_run_fire : IS_WEAPON_ACTIVE "mainhand" "StG 44" POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- mp44_crouch_fire : IS_WEAPON_ACTIVE "mainhand" "StG 44" POSITION_TYPE "crouching"
- mp44_stand_fire : IS_WEAPON_ACTIVE "mainhand" "StG 44"
-
- mg_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- mg_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- mg_crouch_fire : POSITION_TYPE "crouching"
- mg_stand_fire : default
- }
-
- states
- {
- STAND : KILLED
-
- // STAND : !ATTACK_PRIMARY ANIMDONE_TORSO
- // STAND : RELOAD !ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
-
- STAND : !ATTACK_PRIMARY ANIMDONE_TORSO
- STAND : ANIMDONE_TORSO !IS_WEAPON_READY_TO_FIRE "mainhand"
- // STAND : RELOAD !ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
- STAND : RELOAD !ATTACK_PRIMARY
- // STAND : RELOAD !HAS_AMMO_IN_CLIP "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
-
- CHECK_PRIMARY_ATTACK_FULLAUTO : ATTACK_PRIMARY +IS_WEAPON_READY_TO_FIRE "mainhand"
- CHECK_PRIMARY_ATTACK_FULLAUTO : +ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
- }
- }
-
- //==============================================================================
- //==============================================================================
- //
- // Primary Attacks - Semi-Auto
- //
- //==============================================================================
-
- state CHECK_PRIMARY_ATTACK_SEMIAUTO
- {
- movetype legs
-
- action
- {
- none : default // stop torso animation
- }
-
- states
- {
- STAND : KILLED
-
- STAND : NEW_WEAPON
- STAND : RELOAD
- STAND : !IS_WEAPON_READY_TO_FIRE "mainhand"
-
- ATTACK_PISTOL_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "pistol"
- ATTACK_RIFLE_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "rifle"
- CHARGE_ATTACK_GRENADE : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "grenade"
- ATTACK_ITEM_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "item"
- ATTACK_BAZOOKA_PRIMARY : IS_WEAPON_ACTIVE "mainhand" "Bazooka"
- ATTACK_BAZOOKA_PRIMARY : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"
- ATTACK_SHOTGUN_PRIMARY : IS_WEAPON_ACTIVE "mainhand" "Shotgun"
-
- // STAND : IS_WEAPON_ACTIVE "Error" // Generates an error if no appropriate
- // attack state is chosen
- STAND : !ATTACK_PRIMARY
- }
- }
-
- state ATTACK_RIFLE_PRIMARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire 1
- }
-
- action
- {
- // Fire from the hip when jogging,
- // from the shoulder when walking or standing
- rifle_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- rifle_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- rifle_stand_walk_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "walking"
- rifle_crouch_fire : POSITION_TYPE "crouching"
- rifle_stand_fire : default
- }
-
- states
- {
- STAND : KILLED
-
- // STAND : !ATTACK_PRIMARY ANIMDONE_TORSO
- ATTACK_SPRINGFIELD_RECHAMBER : ANIMDONE_TORSO IS_WEAPON_ACTIVE "mainhand" "Springfield '03 Sniper"
-
- ATTACK_RIFLE_RECHAMBER : ANIMDONE_TORSO IS_WEAPON_ACTIVE "mainhand" "Gewehrgranate"
- ATTACK_RIFLE_RECHAMBER : ANIMDONE_TORSO IS_WEAPON_ACTIVE "mainhand" "Mauser KAR 98K"
- ATTACK_RIFLE_RECHAMBER : ANIMDONE_TORSO IS_WEAPON_ACTIVE "mainhand" "KAR98 - Sniper"
- ATTACK_RIFLE_RECHAMBER : ANIMDONE_TORSO IS_WEAPON_ACTIVE "mainhand" "Mosin Nagant Rifle"
- ATTACK_RIFLE_RECHAMBER : ANIMDONE_TORSO IS_WEAPON_ACTIVE "mainhand" "Lee-Enfield"
- STAND : ANIMDONE_TORSO
- CHECK_PRIMARY_ATTACK_SEMIAUTO : +ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
- }
- }
-
- state ATTACK_SPRINGFIELD_RECHAMBER
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim rechamber
- // safezoom 0
- }
-
- // exitcommands
- // {
- // safezoom 1
- // }
-
- action
- {
- springfield_crouch_rechamber : POSITION_TYPE "crouching"
- springfield_stand_rechamber : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
- }
- }
-
- state ATTACK_RIFLE_RECHAMBER
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim rechamber
- // safezoom 0
- }
-
- // exitcommands
- // {
- // safezoom 1
- // }
-
- action
- {
- enfield_crouch_rechamber : POSITION_TYPE "crouching" IS_WEAPON_ACTIVE "mainhand" "Lee-Enfield"
- enfield_stand_rechamber : IS_WEAPON_ACTIVE "mainhand" "Lee-Enfield"
-
- mosin_crouch_rechamber : POSITION_TYPE "crouching" IS_WEAPON_ACTIVE "mainhand" "Mosin Nagant Rifle"
- mosin_stand_rechamber : IS_WEAPON_ACTIVE "mainhand" "Mosin Nagant Rifle"
-
- svt_crouch_rechamber : POSITION_TYPE "crouching" IS_WEAPON_ACTIVE "mainhand" "SVT 40"
- svt_stand_rechamber : IS_WEAPON_ACTIVE "mainhand" "SVT 40"
-
- kar98_crouch_rechamber : POSITION_TYPE "crouching"
- kar98_stand_rechamber : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
- }
- }
-
- state ATTACK_PISTOL_PRIMARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire 1
- }
-
- action
- {
- // Fire from the hip when jogging, from the shoulder when
- // walking, or standing
-
- pistol_silenced_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running" IS_WEAPON_ACTIVE "mainhand" "Hi-Standard Silenced"
- pistol_silenced_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running" IS_WEAPON_ACTIVE "mainhand" "Hi-Standard Silenced"
- pistol_silenced_crouch_fire : POSITION_TYPE "crouching" IS_WEAPON_ACTIVE "mainhand" "Hi-Standard Silenced"
- pistol_silenced_stand_fire : IS_WEAPON_ACTIVE "mainhand" "Hi-Standard Silenced"
-
- pistol_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- pistol_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- pistol_crouch_fire : POSITION_TYPE "crouching"
- pistol_stand_fire : default
- }
-
- states
- {
- STAND : KILLED
-
- // STAND : !ATTACK_PRIMARY ANIMDONE_TORSO
- STAND : ANIMDONE_TORSO
- CHECK_PRIMARY_ATTACK_SEMIAUTO : +ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
-
- // allow pistol whip immediatly after firing
- ATTACK_PISTOL_SECONDARY : +ATTACK_SECONDARY IS_WEAPON_READY_TO_FIRE "mainhand"
- }
- }
-
- state ATTACK_ITEM_PRIMARY
- {
- movetype legs
-
- entrycommands
- {
- weaponcommand mainhand anim fire
- }
-
- states
- {
- STAND : KILLED
-
- STAND : !ATTACK_PRIMARY
- CHECK_PRIMARY_ATTACK_SEMIAUTO : +ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
- }
- }
-
- state ATTACK_BAZOOKA_PRIMARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire 1
- }
-
- action
- {
- bazooka_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- bazooka_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- bazooka_crouch_fire : POSITION_TYPE "crouching"
- bazooka_stand_fire : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : !ATTACK_PRIMARY ANIMDONE_TORSO
- CHECK_PRIMARY_ATTACK_SEMIAUTO : +ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
- }
- }
-
- state ATTACK_SHOTGUN_PRIMARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire 1
- }
-
- action
- {
- shotgun_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- shotgun_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- shotgun_crouch_fire : POSITION_TYPE "crouching"
- shotgun_stand_fire : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : !ATTACK_PRIMARY ANIMDONE_TORSO
- CHECK_PRIMARY_ATTACK_SEMIAUTO : +ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
- }
- }
-
- //==============================================================================
- //==============================================================================
- //
- // Secondary Attacks (Always Semi-Auto fire)
- //
- //==============================================================================
- state CHECK_SECONDARY_ATTACK
- {
- movetype legs
-
- action
- {
- none : default // no torso animation
- }
-
- states
- {
- STAND : KILLED
-
- // STAND : RELOAD
- STAND : !HAS_AMMO_IN_CLIP "mainhand" "secondary"
-
- ATTACK_PISTOL_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "pistol" "secondary"
-
- CHECK_SECONDARY_MORTARRIFLE : IS_WEAPON_ACTIVE "mainhand" "Gewehrgranate"
- ATTACK_RIFLE_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "rifle" "secondary" IS_WEAPON_ACTIVE "mainhand" "M1 Garand"
- ATTACK_RIFLE_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "rifle" "secondary" IS_WEAPON_ACTIVE "mainhand" "Mauser KAR 98K"
- ATTACK_RIFLE_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "rifle" "secondary" IS_WEAPON_ACTIVE "mainhand" "Lee-Enfield"
- ATTACK_RIFLE_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "rifle" "secondary" IS_WEAPON_ACTIVE "mainhand" "Mosin Nagant Rifle"
-
- ATTACK_SMG_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "smg" "secondary" IS_WEAPON_ACTIVE "mainhand" "Thompson"
- ATTACK_SMG_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "smg" "secondary" IS_WEAPON_ACTIVE "mainhand" "MP40"
- ATTACK_SMG_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "smg" "secondary" IS_WEAPON_ACTIVE "mainhand" "Sten Mark II"
- ATTACK_SMG_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "smg" "secondary" IS_WEAPON_ACTIVE "mainhand" "PPSH SMG"
-
- ATTACK_MG_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "mg" "secondary" IS_WEAPON_ACTIVE "mainhand" "BAR"
- ATTACK_MG_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "mg" "secondary" IS_WEAPON_ACTIVE "mainhand" "StG 44"
-
- ATTACK_HEAVY_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "heavy" "secondary" IS_WEAPON_ACTIVE "mainhand" "Shotgun"
-
- CHARGE_ATTACK_GRENADE_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "grenade" "secondary"
-
- PUT_AWAY_ITEM : IS_WEAPON_ACTIVE "mainhand" "Spy Camera"
- PUT_AWAY_ITEM : IS_WEAPON_ACTIVE "mainhand" "Binoculars"
- ATTACK_ITEM_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "item" "secondary"
-
- STAND : default
- }
- }
-
- // Pistol whip for silent kills
- state ATTACK_PISTOL_SECONDARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire_secondary 1
- }
-
- action
- {
- pistol_butt : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
- }
- }
-
- state CHECK_MORTARRIFLE
- {
- movetype legs
-
- action
- {
- none : default // stop torso animation
- }
-
- states
- {
- STAND : KILLED
-
- STAND : NEW_WEAPON
- STAND : RELOAD
- ATTACK_KAR98MORTAR_PRIMARY : IS_WEAPON_READY_TO_FIRE "mainhand" WEAPON_CURRENT_FIRE_ANIM "mainhand" "0"
- ATTACK_KAR98MORTAR_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "heavy" "secondary" WEAPON_CURRENT_FIRE_ANIM "mainhand" "1"
- STAND : !ATTACK_PRIMARY
- }
- }
-
- state CHECK_SECONDARY_MORTARRIFLE
- {
- movetype legs
-
- action
- {
- none : default // stop torso animation
- }
-
- states
- {
- STAND : KILLED
-
- STAND : NEW_WEAPON
- STAND : RELOAD
- ATTACK_KAR98MORTAR_PREPARE : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "heavy" "secondary" WEAPON_CURRENT_FIRE_ANIM "mainhand" "0"
- ATTACK_KAR98MORTAR_SECONDARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "heavy" "secondary" WEAPON_CURRENT_FIRE_ANIM "mainhand" "1"
- STAND : !ATTACK_PRIMARY
- }
- }
-
-
- state ATTACK_KAR98MORTAR_PRIMARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire 1
- }
-
- action
- {
- // Fire from the hip when jogging,
- // from the shoulder when walking or standing
- rifle_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- rifle_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- rifle_stand_walk_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "walking"
- rifle_crouch_fire : POSITION_TYPE "crouching"
- rifle_stand_fire : default
- }
-
- states
- {
- STAND : KILLED
- ATTACK_RIFLE_RECHAMBER : ANIMDONE_TORSO
- }
- }
-
- state ATTACK_KAR98MORTAR_SECONDARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire 1
- weaponcommand mainhand surface kar98Gren_proj +nodraw
- }
-
- exitcommands
- {
- weaponcommand mainhand setcurrentfireanim 0
- }
-
- action
- {
- // Fire from the hip when jogging,
- // from the shoulder when walking or standing
- mortarrifle_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running"
- mortarrifle_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
- mortarrifle_stand_walk_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "walking"
- mortarrifle_crouch_fire : POSITION_TYPE "crouching"
- mortarrifle_stand_fire : default
- }
-
- states
- {
- STAND : KILLED
- ATTACK_RIFLE_RECHAMBER : ANIMDONE_TORSO
- }
- }
-
- state ATTACK_KAR98MORTAR_PREPARE
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire_secondary 1
- weaponcommand mainhand setcurrentfireanim 1
- weaponcommand mainhand anim attachgrenade
- }
- exitcommands
- {
- weaponcommand mainhand surface kar98Gren_proj -nodraw
- }
-
- action
- {
- mortarrifle_attachmortar : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- }
- }
-
-
-
- state ATTACK_RIFLE_SECONDARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire_secondary 1
- }
-
- action
- {
- rifle_butt : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- }
- }
-
- state ATTACK_SMG_SECONDARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire_secondary 1
- }
-
- action
- {
- mp40_butt : IS_WEAPON_ACTIVE "mainhand" "MP40"
- sten_butt : IS_WEAPON_ACTIVE "mainhand" "Sten Mark II"
- smg_butt : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
- }
- }
-
- state ATTACK_MG_SECONDARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire_secondary 1
- }
-
- action
- {
- mp44_butt : IS_WEAPON_ACTIVE "mainhand" "StG 44"
- mg_butt : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
- }
- }
-
- state ATTACK_HEAVY_SECONDARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire_secondary 1
- }
-
- action
- {
- shotgun_butt : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
- }
- }
-
- // put away the item and pull out the last active weapon
- state PUT_AWAY_ITEM
- {
- entrycommands
- {
- // deactivateweapon righthand
- commanddelay 0.05 uselast
- }
-
- states
- {
- STAND : default
- }
-
- // exitcommands
- // {
- // uselast
- // }
- }
-
- state ATTACK_ITEM_SECONDARY
- {
- movetype legs
-
- entrycommands
- {
- weaponcommand mainhand anim secondaryfire
- }
-
- states
- {
- STAND : KILLED
-
- STAND : !ATTACK_PRIMARY
- CHECK_PRIMARY_ATTACK_SEMIAUTO : +ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
- }
- }
-
- //==============================================================================
- //==============================================================================
- //
- // Primary Charge Up Attacks (grenades)
- //
- //==============================================================================
-
- state CHARGE_ATTACK_GRENADE
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim charge
- }
-
- action
- {
- steilhandgranate_crouch_charge : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching"
- steilhandgranate_stand_charge : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
-
- // nebelhandgranate_crouch_charge : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate" POSITION_TYPE "crouching"
- nebelhandgranate_stand_charge : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate"
-
- // nebelhandgranate_crouch_charge : IS_WEAPON_ACTIVE "mainhand" "RDG-1 Smoke Grenade" POSITION_TYPE "crouching"
- // nebelhandgranate_stand_charge : IS_WEAPON_ACTIVE "mainhand" "RDG-1 Smoke Grenade"
-
- // nebelhandgranate_crouch_charge : IS_WEAPON_ACTIVE "mainhand" "M18 Smoke Grenade" POSITION_TYPE "crouching"
- // nebelhandgranate_stand_charge : IS_WEAPON_ACTIVE "mainhand" "M18 Smoke Grenade"
-
- grenade_crouch_charge : POSITION_TYPE "crouching"
- grenade_stand_charge : default
- }
-
- states
- {
- // drop a grenade when he gets hit
- // RELEASE_ATTACK_GRENADE : KILLED
- RELEASE_KILLED_FRAG : KILLED
- RELEASE_ATTACK_GRENADE : !ATTACK_PRIMARY MIN_CHARGE_TIME_MET "mainhand"
- }
- }
-
- state RELEASE_ATTACK_GRENADE
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire
- }
-
- action
- {
- steilhandgranate_crouch_fire : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching"
- steilhandgranate_stand_fire : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
-
- steilhandgranate_crouch_fire : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate" POSITION_TYPE "crouching"
- steilhandgranate_stand_fire : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate"
-
- steilhandgranate_crouch_fire : IS_WEAPON_ACTIVE "mainhand" "RDG-1 Smoke Grenade" POSITION_TYPE "crouching"
- steilhandgranate_stand_fire : IS_WEAPON_ACTIVE "mainhand" "RDG-1 Smoke Grenade"
-
- steilhandgranate_crouch_fire : IS_WEAPON_ACTIVE "mainhand" "M18 Smoke Grenade" POSITION_TYPE "crouching"
- steilhandgranate_stand_fire : IS_WEAPON_ACTIVE "mainhand" "M18 Smoke Grenade"
-
- grenade_crouch_fire : POSITION_TYPE "crouching"
- grenade_stand_fire : default
- }
-
- states
- {
- RELEASE_KILLED_FRAG : KILLED MIN_CHARGE_TIME_MET "mainhand" // killed before the grenade was released
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
- }
- }
-
- state CHARGE_ATTACK_GRENADE_SECONDARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim charge
- }
-
- action
- {
- steilhandgranate_crouch_charge_secondary : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching"
- steilhandgranate_stand_charge_secondary : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
-
- // nebelhandgranate_crouch_charge_secondary : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate" POSITION_TYPE "crouching"
- nebelhandgranate_stand_charge_secondary : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate"
-
- // nebelhandgranate_crouch_charge_secondary : IS_WEAPON_ACTIVE "mainhand" "RDG-1 Smoke Grenade" POSITION_TYPE "crouching"
- // nebelhandgranate_stand_charge_secondary : IS_WEAPON_ACTIVE "mainhand" "RDG-1 Smoke Grenade"
-
- // nebelhandgranate_crouch_charge_secondary : IS_WEAPON_ACTIVE "mainhand" "M18 Smoke Grenade" POSITION_TYPE "crouching"
- // nebelhandgranate_stand_charge_secondary : IS_WEAPON_ACTIVE "mainhand" "M18 Smoke Grenade"
-
- grenade_crouch_charge_secondary : POSITION_TYPE "crouching"
- grenade_stand_charge_secondary : default
- }
-
- states
- {
- // RELEASE_ATTACK_GRENADE_SECONDARY : PAIN // This would make the player
- // drop a grenade when he gets hit
- // RELEASE_ATTACK_GRENADE_SECONDARY : KILLED
- RELEASE_KILLED_FRAG : KILLED
- RELEASE_ATTACK_GRENADE_SECONDARY : !ATTACK_SECONDARY MIN_CHARGE_TIME_MET "mainhand"
- }
- }
-
- state RELEASE_ATTACK_GRENADE_SECONDARY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim fire
- }
-
- action
- {
- steilhandgranate_crouch_fire_secondary : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching"
- steilhandgranate_stand_fire_secondary : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
-
- steilhandgranate_crouch_fire_secondary : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate" POSITION_TYPE "crouching"
- steilhandgranate_stand_fire_secondary : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate"
-
- steilhandgranate_crouch_fire_secondary : IS_WEAPON_ACTIVE "mainhand" "RDG-1 Smoke Grenade" POSITION_TYPE "crouching"
- steilhandgranate_stand_fire_secondary : IS_WEAPON_ACTIVE "mainhand" "RDG-1 Smoke Grenade"
-
- steilhandgranate_crouch_fire_secondary : IS_WEAPON_ACTIVE "mainhand" "M18 Smoke Grenade" POSITION_TYPE "crouching"
- steilhandgranate_stand_fire_secondary : IS_WEAPON_ACTIVE "mainhand" "M18 Smoke Grenade"
-
- grenade_crouch_fire_secondary : POSITION_TYPE "crouching"
- grenade_stand_fire_secondary : default
- }
-
- states
- {
- RELEASE_KILLED_FRAG : KILLED MIN_CHARGE_TIME_MET "mainhand" // killed before the grenade was released
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
- }
- }
-
- // killed while charging a frag grenade
- state RELEASE_KILLED_FRAG
- {
- entrycommands
- {
- charge mainhand secondary // prep to drop the grenade
- releasefire mainhand secondary // drop the grenade
- }
-
- states
- {
- STAND : default
- }
- }
-
-
- //==============================================================================
- //==============================================================================
- //
- // PUTAWAY
- //
- //==============================================================================
-
- state PUTAWAY_MAIN
- {
- // movetype legs
-
- entrycommands
- {
- zoomoff
- viewmodelanim putaway
- }
-
- states
- {
- // don't go through the putaway anim if
- // we're switching to another weapon
- // only do if g_immediateswitch is set
- PUTAWAY_SKIPANIM : IMMEDIATE_SWITCH NEW_WEAPON
-
- PUTAWAY_PISTOL : IS_WEAPONCLASS_ACTIVE "mainhand" "pistol"
- PUTAWAY_RIFLE : IS_WEAPONCLASS_ACTIVE "mainhand" "rifle"
- PUTAWAY_RIFLE : IS_WEAPON_ACTIVE "mainhand" "Gewehrgranate"
- PUTAWAY_GRENADE : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade"
- PUTAWAY_SMG : IS_WEAPONCLASS_ACTIVE "mainhand" "smg"
- PUTAWAY_MG : IS_WEAPONCLASS_ACTIVE "mainhand" "mg"
- // PUTAWAY_PISTOL : IS_WEAPONCLASS_ACTIVE "mainhand" "item" // hold all items like a pistol for now
- PUTAWAY_HEAVY : IS_WEAPONCLASS_ACTIVE "mainhand" "heavy"
-
- // Catchall at the end
- // PUTAWAY_RIFLE : default
- PUTAWAY_NOANIM : default
- }
- }
-
- // called when we want to skip the putaway anim
- state PUTAWAY_SKIPANIM
- {
- entrycommands
- {
- deactivateweapon righthand
- }
-
- states
- {
- RAISE_WEAPON : default
- }
- }
-
- state PUTAWAY_NOANIM
- {
- entrycommands
- {
- deactivateweapon righthand
- }
-
- states
- {
- RAISE_WEAPON : NEW_WEAPON
- STAND : default
- }
- }
-
- state PUTAWAY_PISTOL
- {
- // movetype legs
-
- action
- {
- pistol_crouch_lower : POSITION_TYPE "crouching"
- pistol_stand_lower : default
- }
- legs
- {
- pistol_stand_idle : ON_LADDER
- }
-
- states
- {
- STAND : KILLED
-
- GET_ON_LADDER : ANIMDONE_TORSO ON_LADDER
- STAND : ANIMDONE_TORSO
- }
- }
-
- state PUTAWAY_RIFLE
- {
- // movetype legs
-
- action
- {
- rifle_crouch_lower : POSITION_TYPE "crouching"
- rifle_stand_lower : default
- }
- legs
- {
- rifle_stand_idle : ON_LADDER
- }
-
- states
- {
- STAND : KILLED
-
- GET_ON_LADDER : ANIMDONE_TORSO ON_LADDER
- STAND : ANIMDONE_TORSO
- }
- }
-
- state PUTAWAY_SMG
- {
- // movetype legs
-
- action
- {
- mp40_crouch_lower : IS_WEAPON_ACTIVE "mainhand" "MP40" POSITION_TYPE "crouching"
- mp40_stand_lower : IS_WEAPON_ACTIVE "mainhand" "MP40"
-
- sten_crouch_lower : IS_WEAPON_ACTIVE "mainhand" "Sten Mark II" POSITION_TYPE "crouching"
- sten_stand_lower : IS_WEAPON_ACTIVE "mainhand" "Sten Mark II"
-
- smg_crouch_lower : POSITION_TYPE "crouching"
- smg_stand_lower : default
- }
- legs
- {
- mp40_stand_idle : IS_WEAPON_ACTIVE "mainhand" "MP40" ON_LADDER
- sten_stand_idle : IS_WEAPON_ACTIVE "mainhand" "Sten Mark II" ON_LADDER
- smg_stand_idle : ON_LADDER
- }
-
- states
- {
- STAND : KILLED
-
- GET_ON_LADDER : ANIMDONE_TORSO ON_LADDER
- STAND : ANIMDONE_TORSO
- }
- }
-
- state PUTAWAY_MG
- {
- // movetype legs
-
- action
- {
- mp44_crouch_lower : IS_WEAPON_ACTIVE "mainhand" "StG 44" POSITION_TYPE "crouching"
- mp44_stand_lower : IS_WEAPON_ACTIVE "mainhand" "StG 44"
-
- mg_crouch_lower : POSITION_TYPE "crouching"
- mg_stand_lower : default
- }
- legs
- {
- mp44_stand_idle : IS_WEAPON_ACTIVE "mainhand" "StG 44" ON_LADDER
-
- mg_stand_idle : ON_LADDER
- }
-
- states
- {
- STAND : KILLED
-
- GET_ON_LADDER : ANIMDONE_TORSO ON_LADDER
- STAND : ANIMDONE_TORSO
- }
- }
-
- state PUTAWAY_GRENADE
- {
- // movetype legs
-
- action
- {
- steilhandgranate_crouch_lower : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching"
- steilhandgranate_stand_lower : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
-
- steilhandgranate_crouch_lower : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate" POSITION_TYPE "crouching"
- steilhandgranate_stand_lower : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate"
-
- grenade_crouch_lower : POSITION_TYPE "crouching"
- grenade_stand_lower : default
- }
- legs
- {
- steilhandgranate_stand_idle : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
- steilhandgranate_stand_idle : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate"
- grenade_stand_idle : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade"
- grenade_stand_idle : ON_LADDER
- }
-
- states
- {
- STAND : KILLED
-
- GET_ON_LADDER : ANIMDONE_TORSO ON_LADDER
- STAND : ANIMDONE_TORSO
- }
- }
-
- state PUTAWAY_HEAVY
- {
- // movetype legs
-
- action
- {
- // shotgun_crouch_lower : POSITION_TYPE "crouching" IS_WEAPON_ACTIVE "mainhand" "Shotgun"
- // shotgun_stand_lower : IS_NEW_WEAPON "mainhand" "Shotgun"
- shotgun_crouch_lower : POSITION_TYPE "crouching" IS_WEAPON_ACTIVE "mainhand" "Shotgun"
- shotgun_stand_lower : IS_WEAPON_ACTIVE "mainhand" "Shotgun"
-
- bazooka_crouch_lower : POSITION_TYPE "crouching"
- bazooka_stand_lower : default
- }
- legs
- {
- shotgun_stand_idle : ON_LADDER IS_WEAPON_ACTIVE "mainhand" "Shotgun"
-
- bazooka_stand_idle : ON_LADDER
- }
-
- states
- {
- STAND : KILLED
-
- GET_ON_LADDER : ANIMDONE_TORSO ON_LADDER
- STAND : ANIMDONE_TORSO
- }
- }
-
- //==============================================================================
- //==============================================================================
- //
- // RAISE_WEAPON
- //
- //==============================================================================
-
- state RAISE_WEAPON
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim pullout
-
- // just to make sure nothing funky's
- // attached that shouldn't be.
- correctweaponattachments
- }
-
- states
- {
- RAISE_PISTOL : IS_NEW_WEAPONCLASS "mainhand" "pistol"
- RAISE_RIFLE : IS_NEW_WEAPONCLASS "mainhand" "rifle"
- RAISE_RIFLE : IS_NEW_WEAPON "mainhand" "Gewehrgranate"
- RAISE_GRENADE : IS_NEW_WEAPONCLASS "mainhand" "grenade"
- RAISE_SMG : IS_NEW_WEAPONCLASS "mainhand" "smg"
- RAISE_MG : IS_NEW_WEAPONCLASS "mainhand" "mg"
- // RAISE_PISTOL : IS_NEW_WEAPONCLASS "mainhand" "item" // hold all items like a pistol for now
- RAISE_HEAVY : IS_NEW_WEAPONCLASS "mainhand" "heavy"
- RAISE_PAPERS : IS_NEW_WEAPON "mainhand" "Papers"
-
- // RAISE_RIFLE : default
- RAISE_NOANIM : default
- }
- }
-
- state RAISE_NOANIM
- {
- entrycommands
- {
- // delay the activation for a frame so that the player
- // spends at least one frame without a weapon, thus
- // letting the legs state know that we've switched
- commanddelay 0.05 activatenewweapon
- commanddelay 0.05 forcetorsostate "STAND"
- }
-
- // states
- // {
- // STAND : default
- // }
- }
-
- state RAISE_RIFLE
- {
- movetype legs
-
- action
- {
- rifle_crouch_raise : POSITION_TYPE "crouching"
- rifle_stand_raise : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
-
- // allow immediate switching to a different weapon instead
- RAISE_ABORT : +NEW_WEAPON
- }
- }
-
- state RAISE_SMG
- {
- movetype legs
-
- action
- {
- mp40_crouch_raise : IS_NEW_WEAPON "mainhand" "MP40" POSITION_TYPE "crouching"
- mp40_stand_raise : IS_NEW_WEAPON "mainhand" "MP40"
-
- sten_crouch_raise : IS_NEW_WEAPON "mainhand" "Sten Mark II" POSITION_TYPE "crouching"
- sten_stand_raise : IS_NEW_WEAPON "mainhand" "Sten Mark II"
-
- smg_crouch_raise : POSITION_TYPE "crouching"
- smg_stand_raise : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
-
- // allow immediate switching to a different weapon instead
- RAISE_ABORT : +NEW_WEAPON
- }
- }
-
- state RAISE_MG
- {
- movetype legs
-
- action
- {
- mp44_crouch_raise : IS_NEW_WEAPON "mainhand" "StG 44" POSITION_TYPE "crouching"
- mp44_stand_raise : IS_NEW_WEAPON "mainhand" "StG 44"
-
- mg_crouch_raise : POSITION_TYPE "crouching"
- mg_stand_raise : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
-
- // allow immediate switching to a different weapon instead
- RAISE_ABORT : +NEW_WEAPON
- }
- }
-
- state RAISE_PISTOL
- {
- movetype legs
-
- action
- {
- pistol_crouch_raise : POSITION_TYPE "crouching"
- pistol_stand_raise : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
-
- // allow immediate switching to a different weapon instead
- RAISE_ABORT : +NEW_WEAPON
- }
- }
-
- state RAISE_GRENADE
- {
- movetype legs
-
- action
- {
- steilhandgranate_crouch_raise : IS_NEW_WEAPON "mainhand" "Stielhandgranate" POSITION_TYPE "crouching"
- steilhandgranate_stand_raise : IS_NEW_WEAPON "mainhand" "Stielhandgranate"
-
- steilhandgranate_crouch_raise : IS_NEW_WEAPON "mainhand" "Nebelhandgranate" POSITION_TYPE "crouching"
- steilhandgranate_stand_raise : IS_NEW_WEAPON "mainhand" "Nebelhandgranate"
-
- grenade_crouch_raise : POSITION_TYPE "crouching"
- grenade_stand_raise : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
-
- // allow immediate switching to a different weapon instead
- RAISE_ABORT : +NEW_WEAPON
- }
- }
-
- state RAISE_HEAVY
- {
- movetype legs
-
- action
- {
- shotgun_crouch_raise : POSITION_TYPE "crouching" IS_NEW_WEAPON "mainhand" "Shotgun"
- shotgun_stand_raise : IS_NEW_WEAPON "mainhand" "Shotgun"
-
- bazooka_crouch_raise : POSITION_TYPE "crouching"
- bazooka_stand_raise : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
-
- // allow immediate switching to a different weapon instead
- RAISE_ABORT : +NEW_WEAPON
- }
- }
-
- state RAISE_PAPERS
- {
- movetype legs
-
- action
- {
- show_papers : default
- }
-
- states
- {
- STAND : KILLED
-
- STAND : ANIMDONE_TORSO
-
- // allow immediate switching to a different weapon instead
- RAISE_ABORT : +NEW_WEAPON
- }
- }
-
- // This state allows the player to abort the raising
- // of a weapon in favor of a different new weapon.
- state RAISE_ABORT
- {
- entrycommands
- {
- deactivateweapon righthand
- }
-
- states
- {
- RAISE_WEAPON : default
- }
- }
-
- //==============================================================================
- //==============================================================================
- //
- // Weapon Reloading
- //
- //==============================================================================
-
- state RELOAD_WEAPON
- {
- states
- {
- RELOAD_SPRINGFIELD : IS_WEAPON_ACTIVE "mainhand" "Springfield '03 Sniper"
- RELOAD_SPRINGFIELD : IS_WEAPON_ACTIVE "mainhand" "KAR98 - Sniper"
- RELOAD_SHOTGUN : IS_WEAPON_ACTIVE "mainhand" "Shotgun"
- RELOAD_NAGANTREV : IS_WEAPON_ACTIVE "mainhand" "Nagant Revolver"
- RELOAD_WEBLEY : IS_WEAPON_ACTIVE "mainhand" "Webley Revolver"
-
- RELOAD_PISTOL : IS_WEAPONCLASS_ACTIVE "mainhand" "pistol"
- RELOAD_RIFLE : IS_WEAPONCLASS_ACTIVE "mainhand" "rifle"
- RELOAD_RIFLE : IS_WEAPON_ACTIVE "mainhand" "Gewehrgranate"
- RELOAD_SMG : IS_WEAPONCLASS_ACTIVE "mainhand" "smg"
- RELOAD_MG : IS_WEAPONCLASS_ACTIVE "mainhand" "mg"
- RELOAD_GRENADE : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade"
- // RELOAD_PISTOL : IS_WEAPONCLASS_ACTIVE "mainhand" "item" // hold all items like a pistol for now
- RELOAD_HEAVY : IS_WEAPONCLASS_ACTIVE "mainhand" "heavy"
-
- RELOAD_RIFLE : default
- }
- }
-
- state RELOAD_RIFLE
- {
- movetype legs
-
- entrycommands
- {
- zoomoff
- viewmodelanim reload
- }
-
- action
- {
- kar98_reload : IS_WEAPON_ACTIVE "mainhand" "Gewehrgranate"
- kar98_reload : IS_WEAPON_ACTIVE "mainhand" "Mauser KAR 98K"
- enfield_reload : IS_WEAPON_ACTIVE "mainhand" "Lee-Enfield"
- svt_reload : IS_WEAPON_ACTIVE "mainhand" "SVT 40"
- mosin_reload : IS_WEAPON_ACTIVE "mainhand" "Mosin Nagant Rifle"
- g43_reload : IS_WEAPON_ACTIVE "mainhand" "G 43"
- rifle_reload : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- RELOAD_INTERUPTED : NEW_WEAPON
-
- RELOAD_INTERUPTED : IS_USING_VEHICLE
- RELOAD_INTERUPTED : IS_USING_TURRET
-
- // Note that this is ok since sniper rifles don't come through here
- //RELOAD_INTERUPTED_SECONDARYATTACK : +ATTACK_SECONDARY
- }
- }
-
- state RELOAD_SMG
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload
- }
-
- action
- {
- mp40_reload : IS_WEAPON_ACTIVE "mainhand" "MP40"
- sten_reload : IS_WEAPON_ACTIVE "mainhand" "Sten Mark II"
- ppsh_reload : IS_WEAPON_ACTIVE "mainhand" "PPSH SMG"
- smg_reload : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : NEW_WEAPON
-
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_VEHICLE
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_TURRET
-
- //RELOAD_INTERUPTED_CORRECT_ATTACHMENTS_SECONDARYATTACK : +ATTACK_SECONDARY
- }
- }
-
- state RELOAD_MG
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload
- }
-
- action
- {
- mp44_reload : IS_WEAPON_ACTIVE "mainhand" "StG 44"
- fg42_reload : IS_WEAPON_ACTIVE "mainhand" "FG 42"
- mg_reload : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : NEW_WEAPON
-
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_VEHICLE
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_TURRET
-
- //RELOAD_INTERUPTED_CORRECT_ATTACHMENTS_SECONDARYATTACK : +ATTACK_SECONDARY
- }
- }
-
- state RELOAD_PISTOL
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload
- }
-
- action
- {
- p38_reload : IS_WEAPON_ACTIVE "mainhand" "Walther P38"
- histandard_reload : IS_WEAPON_ACTIVE "mainhand" "Hi-Standard Silenced"
- pistol_reload : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : NEW_WEAPON
-
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_VEHICLE
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_TURRET
-
- //RELOAD_INTERUPTED_CORRECT_ATTACHMENTS_SECONDARYATTACK : +ATTACK_SECONDARY
- }
- }
-
- // start of reloading the webley revolver
- state RELOAD_WEBLEY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload
- }
-
- action
- {
- WEBLEY_reload_start : default
- }
-
- states
- {
- STAND : KILLED
- RELOAD_WEBLEY_SINGLE : ANIMDONE_TORSO
- RELOAD_INTERUPTED : NEW_WEAPON
-
- RELOAD_INTERUPTED : IS_USING_VEHICLE
- RELOAD_INTERUPTED : IS_USING_TURRET
-
- //RELOAD_INTERUPTED_SECONDARYATTACK : +ATTACK_SECONDARY
- }
- }
-
- // loads in a single webley revolver bullet
- state RELOAD_WEBLEY_SINGLE
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload_single 1
- }
-
- action
- {
- WEBLEY_reload_loop : default
- }
-
- states
- {
- STAND : KILLED
- // RELOAD_INTERUPTED : NEW_WEAPON
- RELOAD_WEBLEY_END : NEW_WEAPON
-
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_VEHICLE
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_TURRET
-
- //RELOAD_INTERUPTED_CORRECT_ATTACHMENTS_SECONDARYATTACK : +ATTACK_SECONDARY
-
- // allow early out
- RELOAD_WEBLEY_END : +ATTACK_PRIMARY HAS_AMMO_IN_CLIP "mainhand" !RELOAD
- RELOAD_WEBLEY_END : PUTAWAYMAIN
-
- RELOAD_WEBLEY_CHECK_CONTINUE : ANIMDONE_TORSO
- }
- }
-
- // this check to see if the webley revolver should continue reloading, or if it's done
- state RELOAD_WEBLEY_CHECK_CONTINUE
- {
- movetype legs
-
- entrycommands
- {
- reload // this makes the weapon want to continue reloading if it can
- }
-
- action
- {
- none : default
- }
-
- states
- {
- RELOAD_WEBLEY_SINGLE : RELOAD
-
- // RELOAD_INTERUPTED : NEW_WEAPON
-
- RELOAD_WEBLEY_END : default
- }
- }
-
- // this is the end of the webley revolver reload sequence
- state RELOAD_WEBLEY_END
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload_end
-
- // just in case we interupted a bullet reload
- // correctweaponattachments
- }
-
- action
- {
- WEBLEY_reload_end : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- // RELOAD_INTERUPTED : NEW_WEAPON
- }
- }
-
- // start of reloading the nagant revolver
- state RELOAD_NAGANTREV
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload
- }
-
- action
- {
- nagantrev_reload_start : default
- }
-
- states
- {
- STAND : KILLED
- RELOAD_NAGANTREV_SINGLE : ANIMDONE_TORSO
- RELOAD_INTERUPTED : NEW_WEAPON
-
- RELOAD_INTERUPTED : IS_USING_VEHICLE
- RELOAD_INTERUPTED : IS_USING_TURRET
-
- //RELOAD_INTERUPTED_SECONDARYATTACK : +ATTACK_SECONDARY
- }
- }
-
- // loads in a single nagant revolver bullet
- state RELOAD_NAGANTREV_SINGLE
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload_single 1
- }
-
- action
- {
- nagantrev_reload_loop : default
- }
-
- states
- {
- STAND : KILLED
- // RELOAD_INTERUPTED : NEW_WEAPON
- RELOAD_NAGANTREV_END : NEW_WEAPON
-
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_VEHICLE
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_TURRET
-
- //RELOAD_INTERUPTED_CORRECT_ATTACHMENTS_SECONDARYATTACK : +ATTACK_SECONDARY
-
- // allow early out
- RELOAD_NAGANTREV_END : +ATTACK_PRIMARY HAS_AMMO_IN_CLIP "mainhand" !RELOAD
- RELOAD_NAGANTREV_END : PUTAWAYMAIN
-
- RELOAD_NAGANTREV_CHECK_CONTINUE : ANIMDONE_TORSO
- }
- }
-
- // this check to see if the nagant revolver should continue reloading, or if it's done
- state RELOAD_NAGANTREV_CHECK_CONTINUE
- {
- movetype legs
-
- entrycommands
- {
- reload // this makes the weapon want to continue reloading if it can
- }
-
- action
- {
- none : default
- }
-
- states
- {
- RELOAD_NAGANTREV_SINGLE : RELOAD
-
- // RELOAD_INTERUPTED : NEW_WEAPON
-
- RELOAD_NAGANTREV_END : default
- }
- }
-
- // this is the end of the nagant revolver reload sequence
- state RELOAD_NAGANTREV_END
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload_end
-
- // just in case we interupted a bullet reload
- // correctweaponattachments
- }
-
- action
- {
- nagantrev_reload_end : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- // RELOAD_INTERUPTED : NEW_WEAPON
- }
- }
-
- state RELOAD_GRENADE
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload
- }
-
- action
- {
- steilhandgranate_reload : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
- steilhandgranate_reload : IS_WEAPON_ACTIVE "mainhand" "Nebelhandgranate"
- grenade_reload : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- // RELOAD_INTERUPTED : NEW_WEAPON // so quick, don't bother with interupting it
- }
- }
-
- state RELOAD_HEAVY
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload
- }
-
- action
- {
- panzerschreck_reload : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"
- bazooka_reload : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : NEW_WEAPON
-
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_VEHICLE
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_TURRET
- }
- }
-
-
- // start of reloading the springfield
- state RELOAD_SPRINGFIELD
- {
- movetype legs
-
- entrycommands
- {
- zoomoff
- viewmodelanim reload
- }
-
- action
- {
- springfield_reload_start : default
- }
-
- states
- {
- STAND : KILLED
- RELOAD_SPRINGFIELD_SINGLE : ANIMDONE_TORSO
- RELOAD_INTERUPTED : NEW_WEAPON
-
- RELOAD_INTERUPTED : IS_USING_VEHICLE
- RELOAD_INTERUPTED : IS_USING_TURRET
- }
- }
-
- // loads in a single bullet
- state RELOAD_SPRINGFIELD_SINGLE
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload_single 1
- }
-
- action
- {
- springfield_reload_loop : default
- }
-
- states
- {
- STAND : KILLED
- // RELOAD_INTERUPTED : NEW_WEAPON
- RELOAD_SPRINGFIELD_END : NEW_WEAPON
-
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_VEHICLE
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_TURRET
-
- // allow early out
- RELOAD_SPRINGFIELD_END : +ATTACK_PRIMARY HAS_AMMO_IN_CLIP "mainhand" !RELOAD
- RELOAD_SPRINGFIELD_END : PUTAWAYMAIN
-
- RELOAD_SPRINGFIELD_CHECK_CONTINUE : ANIMDONE_TORSO
- }
- }
-
- // this check to see if the springfield should continue reloading, or if it's done
- state RELOAD_SPRINGFIELD_CHECK_CONTINUE
- {
- movetype legs
-
- entrycommands
- {
- reload // this makes the weapon want to continue reloading if it can
- }
-
- action
- {
- none : default
- }
-
- states
- {
- // RELOAD_INTERUPTED : NEW_WEAPON
-
- RELOAD_SPRINGFIELD_SINGLE : RELOAD
- RELOAD_SPRINGFIELD_END : default
- }
- }
-
- // this is the end of the shotgun reload sequence
- state RELOAD_SPRINGFIELD_END
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload_end
-
- // just in case we interupted a shell reload
- // correctweaponattachments
- }
-
- action
- {
- springfield_reload_end : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- // RELOAD_INTERUPTED : NEW_WEAPON
- }
- }
-
-
- // start of reloading the shotgun
- state RELOAD_SHOTGUN
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload
- }
-
- action
- {
- shotgun_reload_start : default
- }
-
- states
- {
- STAND : KILLED
- RELOAD_SHOTGUN_SINGLE : ANIMDONE_TORSO
- RELOAD_INTERUPTED : NEW_WEAPON
-
- RELOAD_INTERUPTED : IS_USING_VEHICLE
- RELOAD_INTERUPTED : IS_USING_TURRET
-
- //RELOAD_INTERUPTED_SECONDARYATTACK : +ATTACK_SECONDARY
- }
- }
-
- // loads in a single shotgun shell
- state RELOAD_SHOTGUN_SINGLE
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload_single 1
- }
-
- action
- {
- shotgun_reload_loop : default
- }
-
- states
- {
- STAND : KILLED
- // RELOAD_INTERUPTED : NEW_WEAPON
- RELOAD_SHOTGUN_END : NEW_WEAPON
-
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_VEHICLE
- RELOAD_INTERUPTED_CORRECT_ATTACHMENTS : IS_USING_TURRET
-
- //RELOAD_INTERUPTED_CORRECT_ATTACHMENTS_SECONDARYATTACK : +ATTACK_SECONDARY
-
- // allow early out
- RELOAD_SHOTGUN_END : +ATTACK_PRIMARY HAS_AMMO_IN_CLIP "mainhand" !RELOAD
- RELOAD_SHOTGUN_END : PUTAWAYMAIN
-
- RELOAD_SHOTGUN_CHECK_CONTINUE : ANIMDONE_TORSO
- }
- }
-
- // this check to see if the shotgun should continue reloading, or if it's done
- state RELOAD_SHOTGUN_CHECK_CONTINUE
- {
- movetype legs
-
- entrycommands
- {
- reload // this makes the weapon want to continue reloading if it can
- }
-
- action
- {
- none : default
- }
-
- states
- {
- RELOAD_SHOTGUN_SINGLE : RELOAD
-
- // RELOAD_INTERUPTED : NEW_WEAPON
-
- RELOAD_SHOTGUN_END : default
- }
- }
-
- // this is the end of the shotgun reload sequence
- state RELOAD_SHOTGUN_END
- {
- movetype legs
-
- entrycommands
- {
- viewmodelanim reload_end
-
- // just in case we interupted a shell reload
- // correctweaponattachments
- }
-
- action
- {
- shotgun_reload_end : default
- }
-
- states
- {
- STAND : KILLED
- STAND : ANIMDONE_TORSO
- // RELOAD_INTERUPTED : NEW_WEAPON
- }
- }
-
- state RELOAD_INTERUPTED
- {
- states
- {
- STAND : default
- }
- }
-
- state RELOAD_INTERUPTED_CORRECT_ATTACHMENTS
- {
- entrycommands
- {
- correctweaponattachments
- }
-
- states
- {
- STAND : default
- }
- }
-
- state RELOAD_INTERUPTED_SECONDARYATTACK
- {
- states
- {
- CHECK_SECONDARY_ATTACK : default
- }
- }
-
- state RELOAD_INTERUPTED_CORRECT_ATTACHMENTS_SECONDARYATTACK
- {
- entrycommands
- {
- correctweaponattachments
- }
-
- states
- {
- CHECK_SECONDARY_ATTACK : default
- }
- }
-
- //==============================================================================
- //
- // Death
- //
- //==============================================================================
-
- state KILLED
- {
- movetype anim
-
- entrycommands
- {
- nextpaintime -1 // allow all pain calls to work properly for death anim selection
- }
-
- states
- {
- EXPLOSION_KILLED : PAIN_TYPE "explosion"
- EXPLOSION_KILLED : PAIN_TYPE "grenade"
- EXPLOSION_KILLED : PAIN_TYPE "rocket"
- KILLED_GENERIC : default
- }
- }
-
- state KILLED_GENERIC
- {
- states
- {
- KILLED_RUNNING : FORWARD_VELOCITY "130"
- KILLED_CROUCHING : POSITION_TYPE "crouching"
- KILLED_STANDING : default
- }
- }
-
- state KILLED_RUNNING
- {
- action
- {
- death_knockedup : PAIN_DIRECTION "front" PAIN_THRESHOLD "50" CHANCE "30"
- death_chest : PAIN_DIRECTION "front" PAIN_THRESHOLD "50"
- death_run : default
- }
-
- states
- {
- KILLED_WAIT_FOR_DONE : default
- }
- }
-
- state KILLED_CROUCHING
- {
- action
- {
- death_frontcrouch : PAIN_DIRECTION "rear"
- rifle_pain_kneestodeath : default
- }
-
- states
- {
- KILLED_WAIT_FOR_DONE : default
- }
- }
-
- state KILLED_STANDING
- {
- states
- {
- KILLED_LOWER_TORSO : PAIN_LOCATION "pelvis"
- KILLED_LOWER_TORSO : PAIN_LOCATION "torso_lower"
- KILLED_UPPER_TORSO : PAIN_LOCATION "torso_mid"
- KILLED_UPPER_TORSO : PAIN_LOCATION "torso_upper"
- KILLED_NECK : PAIN_LOCATION "neck"
- KILLED_HEAD : PAIN_LOCATION "head"
- KILLED_HEAD : PAIN_LOCATION "helmet"
- KILLED_RIGHT_ARM : PAIN_LOCATION "r_arm_upper"
- KILLED_RIGHT_ARM : PAIN_LOCATION "r_arm_lower"
- KILLED_RIGHT_ARM : PAIN_LOCATION "r_hand"
- KILLED_LEFT_ARM : PAIN_LOCATION "l_arm_upper"
- KILLED_LEFT_ARM : PAIN_LOCATION "l_arm_lower"
- KILLED_LEFT_ARM : PAIN_LOCATION "l_hand"
- KILLED_LEG : PAIN_LOCATION "r_leg_upper"
- KILLED_LEG : PAIN_LOCATION "r_leg_lower"
- KILLED_LEG : PAIN_LOCATION "r_foot"
- KILLED_LEG : PAIN_LOCATION "l_leg_upper"
- KILLED_LEG : PAIN_LOCATION "l_leg_lower"
- KILLED_LEG : PAIN_LOCATION "l_foot"
-
- KILLED_UPPER_TORSO : default
- }
- }
-
- state KILLED_LOWER_TORSO
- {
- action
- {
- death_back : PAIN_DIRECTION "front" CHANCE "60"
- death_knockedup : PAIN_DIRECTION "rear" CHANCE "35"
- death_run : PAIN_DIRECTION "rear" CHANCE "70"
- death_crotch : CHANCE "60"
- death_chest : default
- }
-
- states
- {
- KILLED_WAIT_FOR_DONE : default
- }
- }
-
- state KILLED_UPPER_TORSO
- {
- action
- {
- death_knockedup : PAIN_DIRECTION "front" CHANCE "20"
- death_back : PAIN_DIRECTION "front" CHANCE "60"
- death_run : PAIN_DIRECTION "rear" CHANCE "40"
- death_frontchoke : CHANCE "30"
- death_shoot : CHANCE "60"
- death_chest : default
- }
-
- states
- {
- KILLED_WAIT_FOR_DONE : default
- }
- }
-
- state KILLED_NECK
- {
- action
- {
- death_frontchoke : CHANCE "50"
- death_choke : default
- }
-
- states
- {
- KILLED_WAIT_FOR_DONE : default
- }
- }
-
- state KILLED_HEAD
- {
- action
- {
- death_back : PAIN_DIRECTION "front" CHANCE "50"
- death_head_flyforward : PAIN_DIRECTION "rear" CHANCE "30"
- death_headpistol : CHANCE "20"
- death_twist : CHANCE "25"
- death_shoot : CHANCE "33"
- death_fall_to_knees : CHANCE "50"
- death_collapse : default
- }
-
- states
- {
- KILLED_WAIT_FOR_DONE : default
- }
- }
-
- state KILLED_RIGHT_ARM
- {
- action
- {
- death_twist : PAIN_DIRECTION "rear" CHANCE "50"
- death_fall_back : CHANCE "30"
- death_shoot : CHANCE "50"
- death_chest : default
- }
-
- states
- {
- KILLED_WAIT_FOR_DONE : default
- }
- }
-
- state KILLED_LEFT_ARM
- {
- action
- {
- death_twist : PAIN_DIRECTION "front" CHANCE "50"
- death_fall_back : CHANCE "30"
- death_shoot : CHANCE "50"
- death_chest : default
- }
-
- states
- {
- KILLED_WAIT_FOR_DONE : default
- }
- }
-
- state KILLED_LEG
- {
- action
- {
- death_knockedup : PAIN_DIRECTION "rear" CHANCE "50"
- death_fall_back : CHANCE "25"
- death_shoot : CHANCE "33"
- death_fall_to_knees : CHANCE "50"
- death_chest : default
- }
-
- states
- {
- KILLED_WAIT_FOR_DONE : default
- }
- }
-
- //state KILLED_GENERIC
- //{
- // action
- // {
- // death_crouch : POSITION_TYPE "crouching"
- //
- // death : default
- // }
- //
- // states
- // {
- // KILLED_WAIT_FOR_DONE : default
- // }
- //}
-
- state EXPLOSION_KILLED
- {
- action
- {
- death_explosion_large : PAIN_THRESHOLD "150"
- // death_explosion_small : PAIN_THRESHOLD "130"
-
- // directional death animations of in middle damage range
- // death_explosion_front : PAIN_DIRECTION "rear"
- death_explosion_back : PAIN_DIRECTION "front"
- death_explosion_left : PAIN_DIRECTION "left"
- death_explosion_right : PAIN_DIRECTION "right"
-
- death_explosion_small : default // a just-in-case catch-all
- }
-
- states
- {
- KILLED_WAIT_FOR_DONE : default
- }
- }
-
- state KILLED_WAIT_FOR_DONE
- {
- states
- {
- KILLED_DONE : ANIMDONE_TORSO
- }
-
- exitcommands
- {
- dead // Frees up resources and tells everyone I'm dead.
- }
- }
-
- state KILLED_DONE
- {
- movetype anim
- }
-
-
- //==============================================================================
- //==============================================================================
- //
- // Ladder Climbing
- //
- //==============================================================================
-
- state USE_LADDER
- {
- movetype climbwall
-
- entrycommands
- {
- safeholster 1 // put our weapon away
- attachtoladder // gets the ladder we're going to be climbing
- }
-
- // action
- // {
- // none : default
- // }
-
- states
- {
- // PUTAWAY_MAIN : PUTAWAYMAIN
- LADDER_PUTAWAY : PUTAWAYMAIN
- LATCH_ONTO_LADDER : !ONGROUND
- GET_ON_LADDER : default
- }
- }
-
- state LADDER_PUTAWAY
- {
- entrycommands
- {
- deactivateweapon righthand
- }
-
- states
- {
- LATCH_ONTO_LADDER : !ONGROUND
- GET_ON_LADDER : default
- }
- }
-
- state GET_ON_LADDER
- {
- movetype climbwall
-
-
- // these entry commands ensure that the player
- // will be standing when he gets off the ladder
- entrycommands
- {
- modheight "stand"
- movementstealth "1.0"
- moveposflags "standing"
- }
-
- action
- {
- ladder_geton_top : AT_TOP_OF_LADDER
- ladder_geton_bottom : default
- }
-
- states
- {
- // STAND : KILLED
- FINISHED_GET_OFF_LADDER : KILLED
-
- // we go to LADDER_LEFT because the left hand will be up once we're on
- LADDER_IDLE_LEFT : ANIMDONE_TORSO
- }
- }
-
- // This is for when the player grabs the ladder while not on the ground
- state LATCH_ONTO_LADDER
- {
- movetype climbwall
-
- // these entry commands ensure that the player
- // will be standing when he gets off the ladder
- entrycommands
- {
- modheight "stand"
- movementstealth "1.0"
- moveposflags "standing"
- tweakladderpos // make sure we're positioned properly on the ladder
- }
-
- states
- {
- // LADDER_IDLE_LEFT : default
- LADDER_DOWN_LEFT : default
- }
- }
-
- state GET_OFF_LADDER_TOP
- {
- movetype climbwall
-
- action
- {
- ladder_getoff_top : default
- }
-
- states
- {
- FINISHED_GET_OFF_LADDER : KILLED
-
- FINISHED_GET_OFF_LADDER : ANIMDONE_TORSO
- }
- }
-
- state GET_OFF_LADDER_BOTTOM
- {
- movetype climbwall
-
- action
- {
- ladder_getoff_bottom : default
- }
-
- states
- {
- FINISHED_GET_OFF_LADDER : KILLED
-
- FINISHED_GET_OFF_LADDER : ANIMDONE_TORSO
- }
- }
-
- state FINISHED_GET_OFF_LADDER
- {
- movetype legs
-
- entrycommands
- {
- unattachfromladder
- safeholster 0 // pull weapon back out if we put it away to get on the ladder
- }
-
- states
- {
- STAND : default
- }
- }
-
- // same as FINISHED_GET_OFF_LADDER, except that the player is jumping off
- state JUMP_OFF_LADDER
- {
- movetype legs
-
- entrycommands
- {
- unattachfromladder
- safeholster 0 // pull weapon back out if we put it away to get on the ladder
- jumpxy -70 0 150
- }
-
- states
- {
- STAND : default
- }
- }
-
- // idling on a ladder with the left hand high
- state LADDER_IDLE_LEFT
- {
- movetype climbwall
-
- entrycommands
- {
- // viewmodelanim idle
- tweakladderpos // make sure we're positioned properly on the ladder
- }
-
- action
- {
- ladder_idle_left : default
- }
-
- states
- {
- // STAND : KILLED
- FINISHED_GET_OFF_LADDER : KILLED
-
- // check for emergency getaway
- JUMP_OFF_LADDER : +JUMP
-
- PUTAWAY_MAIN : PUTAWAYMAIN // just in case the weapon isn't put away yet
-
- // check for getting off top of the ladder
- GET_OFF_LADDER_TOP : FORWARD LOOKING_UP "-30" CAN_GET_OFF_LADDER_TOP
- GET_OFF_LADDER_TOP : BACKWARD !LOOKING_UP "-30" CAN_GET_OFF_LADDER_TOP
-
- // check for getting off bottom of the ladder
- GET_OFF_LADDER_BOTTOM : FORWARD !LOOKING_UP "-30" CAN_GET_OFF_LADDER_BOTTOM
- GET_OFF_LADDER_BOTTOM : BACKWARD LOOKING_UP "-30" CAN_GET_OFF_LADDER_BOTTOM
-
- LADDER_UP_RIGHT : FORWARD LOOKING_UP "-30" CAN_CLIMB_UP_LADDER
- LADDER_UP_RIGHT : BACKWARD !LOOKING_UP "-30" CAN_CLIMB_UP_LADDER
-
- LADDER_DOWN_LEFT : FORWARD !LOOKING_UP "-30" CAN_CLIMB_DOWN_LADDER
- LADDER_DOWN_LEFT : BACKWARD LOOKING_UP "-30" CAN_CLIMB_DOWN_LADDER
-
- // LADDER_SLIDE : CROUCH
-
- // GET_OFF_LADDER : +USE
- }
- }
-
- // idling on a ladder with the right hand high
- state LADDER_IDLE_RIGHT
- {
- movetype climbwall
-
- entrycommands
- {
- // viewmodelanim idle
- tweakladderpos // make sure we're positioned properly on the ladder
- }
-
- action
- {
- ladder_idle_right : default
- }
-
- states
- {
- // STAND : KILLED
- FINISHED_GET_OFF_LADDER : KILLED
-
- // check for emergency getaway
- JUMP_OFF_LADDER : +JUMP
-
- PUTAWAY_MAIN : PUTAWAYMAIN // just in case the weapon isn't put away yet
-
- // check for getting off top of the ladder
- GET_OFF_LADDER_TOP : FORWARD LOOKING_UP "-30" CAN_GET_OFF_LADDER_TOP
- GET_OFF_LADDER_TOP : BACKWARD !LOOKING_UP "-30" CAN_GET_OFF_LADDER_TOP
-
- // check for getting off bottom of the ladder
- GET_OFF_LADDER_BOTTOM : FORWARD !LOOKING_UP "-30" CAN_GET_OFF_LADDER_BOTTOM
- GET_OFF_LADDER_BOTTOM : BACKWARD LOOKING_UP "-30" CAN_GET_OFF_LADDER_BOTTOM
-
- LADDER_UP_LEFT : FORWARD LOOKING_UP "-30" CAN_CLIMB_UP_LADDER
- LADDER_UP_LEFT : BACKWARD !LOOKING_UP "-30" CAN_CLIMB_UP_LADDER
-
- LADDER_DOWN_RIGHT : FORWARD !LOOKING_UP "-30" CAN_CLIMB_DOWN_LADDER
- LADDER_DOWN_RIGHT : BACKWARD LOOKING_UP "-30" CAN_CLIMB_DOWN_LADDER
-
- // LADDER_SLIDE : CROUCH
-
- // GET_OFF_LADDER : +USE
- }
- }
-
- state LADDER_UP_LEFT
- {
- movetype climbwall
-
- entrycommands
- {
- // tweakladderpos // make sure we're positioned properly on the ladder
- }
-
- action
- {
- ladder_up_left : default
- }
-
- states
- {
- // STAND : KILLED
- FINISHED_GET_OFF_LADDER : KILLED
-
- // LADDER_SLIDE : CROUCH
-
- // check for emergency getaway
- JUMP_OFF_LADDER : +JUMP
-
- LADDER_IDLE_LEFT : ANIMDONE_TORSO
- }
- }
-
- state LADDER_UP_RIGHT
- {
- movetype climbwall
-
- entrycommands
- {
- // tweakladderpos // make sure we're positioned properly on the ladder
- }
-
- action
- {
- ladder_up_right : default
- }
-
- states
- {
- // STAND : KILLED
- FINISHED_GET_OFF_LADDER : KILLED
-
- // LADDER_SLIDE : CROUCH
-
- // check for emergency getaway
- JUMP_OFF_LADDER : +JUMP
-
- LADDER_IDLE_RIGHT : ANIMDONE_TORSO
- }
- }
-
- state LADDER_DOWN_LEFT
- {
- movetype climbwall
-
- entrycommands
- {
- // tweakladderpos // make sure we're positioned properly on the ladder
- }
-
- action
- {
- ladder_down_left : default
- }
-
- states
- {
- // STAND : KILLED
- FINISHED_GET_OFF_LADDER : KILLED
-
- // LADDER_SLIDE : CROUCH
-
- // check for emergency getaway
- JUMP_OFF_LADDER : +JUMP
-
- LADDER_IDLE_RIGHT : ANIMDONE_TORSO
- }
- }
-
- state LADDER_DOWN_RIGHT
- {
- movetype climbwall
-
- entrycommands
- {
- // tweakladderpos // make sure we're positioned properly on the ladder
- }
-
- action
- {
- ladder_down_right : default
- }
-
- states
- {
- // STAND : KILLED
- FINISHED_GET_OFF_LADDER : KILLED
-
- // LADDER_SLIDE : CROUCH
-
- // check for emergency getaway
- JUMP_OFF_LADDER : +JUMP
-
- LADDER_IDLE_LEFT : ANIMDONE_TORSO
- }
- }
-
- state LADDER_SLIDE
- {
- movetype climbwall
-
- action
- {
- ladder_slide : default
- }
-
- states
- {
- // STAND : KILLED
- FINISHED_GET_OFF_LADDER : KILLED
-
- // check for emergency getaway
- FINISHED_GET_OFF_LADDER : +JUMP
-
- FINISHED_GET_OFF_LADDER : ONGROUND
- LADDER_IDLE_LEFT : !CROUCH
- }
- }
-
- //==============================================================================
- //==============================================================================
- //
- // Generic Use
- //
- //==============================================================================
-
- state GENERIC_USE
- {
- entrycommands
- {
- usestuff
- }
-
- states
- {
- STAND : default
- }
- }
-
-
- //==============================================================================
- //==============================================================================
- //
- // Vehicles
- //
- //==============================================================================
-
- state VEHICLE_PUTAWAY
- {
- entrycommands
- {
- deactivateweapon righthand
- }
-
- states
- {
- VEHICLE_IDLE : default
- }
- }
-
- state VEHICLE_START
- {
- // movetype anim
-
- // action
- // {
- // vehicle_idle : default
- // }
-
- states
- {
- VEHICLE_PUTAWAY : PUTAWAYMAIN // Basic put weapon away move.
- VEHICLE_IDLE : default
- }
- }
-
- state VEHICLE_TURRET_IDLE
- {
- entrycommands
- {
- modheight "duck"
- moveposflags "crouching"
- }
-
- exitcommands
- {
- modheight "stand"
- moveposflags "standing"
- }
-
- movetype anim
-
- action
- {
- aagun_idle : VEHICLE_TYPE "aagun"
- flak88_idle : VEHICLE_TYPE "flak88"
- nebelwerfer_idle : VEHICLE_TYPE "nebelwerfer"
- granatwerfer_idle : VEHICLE_TYPE "granatwerfer"
- vehicle_idle : default
- }
-
- states
- {
- VEHICLE_USE : +USE
- STAND : !IS_USING_VEHICLE
- }
- }
-
- state VEHICLE_NORMAL_IDLE
- {
- movetype anim
-
- action
- {
- vehicle_idle : default
- }
-
- states
- {
- VEHICLE_USE : +USE
- STAND : !IS_USING_VEHICLE
- }
- }
-
-
- state VEHICLE_IDLE
- {
- states
- {
- VEHICLE_TURRET_IDLE : VEHICLE_TYPE "aagun"
- VEHICLE_TURRET_IDLE : VEHICLE_TYPE "flak88"
- VEHICLE_TURRET_IDLE : VEHICLE_TYPE "nebelwerfer"
- VEHICLE_TURRET_IDLE : VEHICLE_TYPE "granatwerfer"
- VEHICLE_NORMAL_IDLE : default
- }
- }
-
- state VEHICLE_USE
- {
- movetype anim
-
- // entrycommands
- // {
- // usestuff
- // }
-
- action
- {
- vehicle_idle : default
- }
-
- states
- {
- VEHICLE_IDLE : default
- }
- }
-
-
- //==============================================================================
- //==============================================================================
- //
- // Turrets
- //
- //==============================================================================
-
- state TURRET_PUTAWAY
- {
- entrycommands
- {
- deactivateweapon righthand
- }
-
- states
- {
- TURRET_IDLE : default
- }
- }
-
- state TURRET_START
- {
- // movetype anim
-
- // action
- // {
- // turret_idle : default
- // }
-
- states
- {
- TURRET_PUTAWAY : PUTAWAYMAIN // Basic put weapon away move.
- TURRET_IDLE : default
- }
- }
-
- state TURRET_IDLE
- {
- movetype anim
-
- action
- {
- mg42tripod_crouch_aim_straight_straight : IS_WEAPON_ACTIVE "mainhand" "Packed MG42 Turret"
- turret_idle : default
- }
-
- states
- {
- // TURRET_USE : +USE
- // GENERIC_USE : +USE
- STAND : !IS_USING_TURRET
- }
- }
-
- //state TURRET_USE
- //{
- // movetype anim
- //
- // entrycommands
- // {
- // usestuff
- // }
- //
- // action
- // {
- // turret_idle : default
- // }
- //
- // states
- // {
- // TURRET_IDLE : default
- // }
- //}
-
-