cod4-sdk/raw/maps/_hiding_door.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_anim;
#include maps\_utility;
#using_animtree( "script_model" );
main()
{
//level.scr_anim[ "chair" ][ "chair_react" ] = %parabolic_guard_sleeper_react_chair;
//level.scr_animtree[ "chair" ] = #animtree;
//level.scr_model[ "chair" ] = "com_folding_chair";
level.scr_animtree[ "hiding_door" ] = #animtree;
level.scr_model[ "hiding_door" ] = "com_door_01_handleleft";
level.scr_anim[ "hiding_door" ][ "close" ] = %doorpeek_close_door;
level.scr_anim[ "hiding_door" ][ "death_1" ] = %doorpeek_deathA_door;
level.scr_anim[ "hiding_door" ][ "death_2" ] = %doorpeek_deathB_door;
level.scr_anim[ "hiding_door" ][ "fire_1" ] = %doorpeek_fireA_door;
level.scr_anim[ "hiding_door" ][ "fire_2" ] = %doorpeek_fireB_door;
level.scr_anim[ "hiding_door" ][ "fire_3" ] = %doorpeek_fireC_door;
level.scr_anim[ "hiding_door" ][ "grenade" ] = %doorpeek_grenade_door;
level.scr_anim[ "hiding_door" ][ "idle" ][ 0 ] = %doorpeek_idle_door;
level.scr_anim[ "hiding_door" ][ "jump" ] = %doorpeek_jump_door;
level.scr_anim[ "hiding_door" ][ "kick" ] = %doorpeek_kick_door;
level.scr_anim[ "hiding_door" ][ "open" ] = %doorpeek_open_door;
precachemodel( level.scr_model[ "hiding_door" ] );
addNotetrack_sound( "hiding_door", "sound door death", "any", "scn_doorpeek_door_open_death" );
addNotetrack_sound( "hiding_door", "sound door open", "any", "scn_doorpeek_door_open" );
addNotetrack_sound( "hiding_door", "sound door slam", "any", "scn_doorpeek_door_slam" );
main_guy();
thread notetracks();
}
#using_animtree("generic_human");
main_guy()
{
level.scr_anim[ "hiding_door_guy" ][ "close" ] = %doorpeek_close;
level.scr_anim[ "hiding_door_guy" ][ "death_1" ] = %doorpeek_deathA;
level.scr_anim[ "hiding_door_guy" ][ "death_2" ] = %doorpeek_deathB;
level.scr_anim[ "hiding_door_guy" ][ "fire_1" ] = %doorpeek_fireA;
level.scr_anim[ "hiding_door_guy" ][ "fire_2" ] = %doorpeek_fireB;
level.scr_anim[ "hiding_door_guy" ][ "fire_3" ] = %doorpeek_fireC;
level.scr_anim[ "hiding_door_guy" ][ "grenade" ] = %doorpeek_grenade;
level.scr_anim[ "hiding_door_guy" ][ "idle" ][ 0 ] = %doorpeek_idle;
level.scr_anim[ "hiding_door_guy" ][ "jump" ] = %doorpeek_jump;
level.scr_anim[ "hiding_door_guy" ][ "kick" ] = %doorpeek_kick;
level.scr_anim[ "hiding_door_guy" ][ "open" ] = %doorpeek_open;
}
notetracks()
{
wait 0.05;
maps\_anim::addNotetrack_customFunction( "hiding_door_guy", "grenade_throw", maps\_spawner::hiding_door_guy_grenade_throw );
}