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- // in level script- self.enemy = $player to set an aim target
-
-
- //=================================================
- //=================================================
- start:
- waitexec anim/default_inithandler.scr
- waitexec anim/smoking.scr::SmokeRemoveCigarette
- self weaponcommand mainhand attachtohand mainhand
- self.inreload = 0
-
-
- // self attackplayer
- // self.blendtime = 0.30
- // self setmotionanim (self.weapongroup + "_run_forward")
- // println self.enemy
-
-
- if (self.weapongroup == bazooka)
- {
- self.shootpct = 0
- }
- else
- {
- self.shootpct = 50
- }
-
-
- switch (self.weapongroup)
- {
- pistol:
- rifle:
- mp40:
- mp44:
- bar:
- thompson:
- unarmed:
- bazooka:
- switch (self.position)
- {
- prone:
- pronewalk:
- waitexec anim/crouch.scr::transition
- // Deliberately fall through to crouched running now that we're crouched.
- crouch:
- crouchwalk:
- crouchrun:
- if (self.forceReload == 1)
- {
- waitexec anim/stand.scr::transition
- }
- else
- {
- self.position = crouchrun
- thread CrouchRunThread
- local.crouchthread = parm.previousthread
- local.crouchthread end
- }
- // Deliberately fall through to regular running.
- default:
- self.position = run
- waitexec anim/motionblend.scr::Start (self.weapongroup + "_run_") 1 self.shootpct
- break
- }
- break
-
- default:
- println "Runto_inopen default case for " self.weapongroup " weapongroup - fix runto_inopen.scr"
- while (1)
- {
- self.position = run
- self.blendtime = 0.30
- self setmotionanim rifle_run_forward
- self waittill flaggedanimdone
- }
- break
- }
- end
-
-
- //===============
- // CrouchRunThread
- CrouchRunThread:
- waitexec anim/motionblend.scr::Start (self.weapongroup + "_crouchrun_") 1 self.shootpct
- println "runto_inopen.scr: AAAARGH! crouchrun thread ended! BUGBUGBUG!"
- end