cod4-sdk/raw/maps/_deadbody.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_utility;
#include common_scripts\utility;
#using_animtree( "generic_human" );
main()
{
level.scr_anim[ "dead_guy" ][ "death1" ] = %exposed_death_nerve;
level.scr_anim[ "dead_guy" ][ "death2" ] = %exposed_death_falltoknees;
level.scr_anim[ "dead_guy" ][ "death3" ] = %exposed_death_headtwist;
level.scr_anim[ "dead_guy" ][ "death4" ] = %exposed_crouch_death_twist;
level.scr_anim[ "dead_guy" ][ "death5" ] = %exposed_crouch_death_fetal;
level.scr_anim[ "dead_guy" ][ "death6" ] = %death_sitting_pose_v1;
level.scr_anim[ "dead_guy" ][ "death7" ] = %death_sitting_pose_v2;
level.scr_anim[ "dead_guy" ][ "death8" ] = %death_pose_on_desk;
level.scr_anim[ "dead_guy" ][ "death9" ] = %death_pose_on_window;
level.scr_animtree[ "dead_guy" ] = #animtree;
level.dead_body_count = 1;
// 6 corpses are retained after savegame load, so make sure
// we have room to simulate all corpses plus our deadbody counts
maxSim = getdvarint( "ragdoll_max_simulating" ) - 6;
if ( maxSim > 0 )
level.max_number_of_dead_bodies = maxSim;
else
level.max_number_of_dead_bodies = 0;
struct = spawnstruct();
struct.bodies = [];
// triggers can spawn bodies
run_thread_on_targetname( "trigger_body", ::trigger_body, struct );
// spawn preplaced bodies with no trigger
run_thread_on_targetname( "dead_body", ::spawn_dead_body, struct );
}
trigger_body( struct )
{
self waittill( "trigger" );
targets = getentarray( self.target, "targetname" );
array_thread( targets, ::spawn_dead_body, struct );
}
spawn_dead_body( struct )
{
if ( !getdvarint( "ragdoll_enable" ) && isdefined( self.script_parameters ) && self.script_parameters == "require_ragdoll" )
return;
if ( level.max_number_of_dead_bodies == 0 )
return;
index = undefined;
if ( isdefined (self.script_index))
{
index = self.script_index;
}
else
{
level.dead_body_count++;
if ( level.dead_body_count >3 )
level.dead_body_count =1;
index= level.dead_body_count;
}
model = spawn( "script_model", (0,0,0) );
model.origin = self.origin;
model.angles = self.angles;
model.animname = "dead_guy";
model assign_animtree();
struct que_body( model );
model [[ level.scr_deadbody[ index ] ]]();
assertex( isdefined( self.script_noteworthy ), "Dead guy needs script_noteworthy death1 through 5" );
if ( !isdefined( self.script_trace ) )
{
trace = bullettrace( model.origin + (0,0,5), model.origin + (0,0,-64 ), false, undefined );
model.origin = trace[ "position" ];
}
model setflaggedanim( "flag", model getanim( self.script_noteworthy ), 1, 0, 1 );
model waittillmatch( "flag", "end" );
if ( !isdefined( self.script_start ) )
model startragdoll();
}
que_body( model )
{
self.bodies[ self.bodies.size ] = model;
if ( self.bodies.size <= level.max_number_of_dead_bodies )
return;
self.bodies[0] delete();
self.bodies = array_removeUndefined( self.bodies );
}