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- //------------
- // Crouch_run
- //------------
- // Run while crouched. Used to be called run_hunch.scr. Makes sure that the character
- // is crouching first, and then makes him run.
-
- //println "Entering crouch_run.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 = crouchrun
-
- 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.movedir != (0 0 0))
- {
- //println "Crouchrun.scr using motion blend with movedir: " self.movedir
- waitexec anim/motionblend.scr::PlayAnim (self.weapongroup + "_crouchrun_")
- }
- else
- {
- //println "Crouchrun.scr with **NO** motion blend"
- self setmotionanim (self.weapongroup + "_crouchrun_forward")
- self waittill flaggedanimdone
- }
- }
-
- break
-
- default:
- println "CrouchRun default case for " self.weapongroup " weapongroup - fix Crouchrun.scr"
- self setmotionanim rifle_crouchrun_forward
- self waittill flaggedanimdone
- break
- }
- }
- end
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