cod5-sdk/raw/maps/_stealth_anims.gsc
2008-11-20 00:00:00 +00:00

83 lines
4.7 KiB
Text

main()
{
humans();
dogs();
}
#using_animtree("generic_human");
humans()
{
// Alex Liu
// This piece used to be in the patrol script, but has since been removed there. The scripters are supposed to
// add them into every level that requires patrols.
// However, since stealth script REQUIRES to be run on patrols, they are ALWAYS needed here:
level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "patrol_idle_smoke" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ] = %patrol_bored_twitch_checkphone;
level.scr_anim[ "generic" ][ "patrol_idle_stretch" ] = %patrol_bored_twitch_stretch;
level.scr_anim[ "generic" ][ "patrol_idle_phone" ] = %patrol_bored_idle_cellphone;
// every stealth level has this anim and it's required by stealth behavior
level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
level.scr_anim[ "generic" ][ "_stealth_patrol_jog" ] = %patrol_jog;
level.scr_anim[ "generic" ][ "_stealth_patrol_walk" ] = %patrol_bored_patrolwalk;
level.scr_anim[ "generic" ][ "_stealth_combat_jog" ] = %combat_jog;
level.scr_anim[ "generic" ][ "_stealth_patrol_search_a" ] = %patrol_boredwalk_lookcycle_A;
level.scr_anim[ "generic" ][ "_stealth_patrol_search_b" ] = %patrol_boredwalk_lookcycle_B;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_0" ] = %exposed_idle_reactA;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_1" ] = %exposed_idle_reactB;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_2" ] = %exposed_idle_twitch;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_3" ] = %exposed_idle_twitch_v4;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_4" ] = %run_pain_stumble;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_5" ] = %exposed2_idle_reactA;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_6" ] = %exposed2_idle_reactB;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_7" ] = %exposed2_idle_twitch;
level.scr_anim[ "generic" ][ "_stealth_behavior_whizby_8" ] = %exposed2_idle_twitch_v4;
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_short" ] = %exposed_idle_twitch_v4;
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_short2" ] = %exposed2_idle_twitch_v4;
level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_long" ] = %patrol_bored_react_walkstop_short;
level.scr_anim[ "generic" ][ "_stealth_look_around" ][0] = %patrol_bored_react_look_v1;
level.scr_anim[ "generic" ][ "_stealth_look_around" ][1] = %patrol_bored_react_look_v2;
level.scr_anim[ "generic" ][ "_stealth_behavior_saw_corpse" ] = %exposed_idle_twitch_v4;
level.scr_anim[ "generic" ][ "_stealth_behavior_saw_corpse2" ] = %exposed2_idle_twitch_v4;
//1 is the animation that looks the best at the closest range (fast reaction )...and slower
//reactions get added down the line
level.scr_anim[ "generic" ][ "_stealth_behavior_generic1" ] = %patrol_bored_react_look_advance;
level.scr_anim[ "generic" ][ "_stealth_behavior_generic2" ] = %patrol_bored_react_look_retreat;
level.scr_anim[ "generic" ][ "_stealth_behavior_generic3" ] = %patrol_bored_react_walkstop;
level.scr_anim[ "generic" ][ "_stealth_behavior_generic4" ] = %patrol_bored_react_walkstop_short;
level.scr_anim[ "generic" ][ "_stealth_find_walk" ] = %patrol_boredwalk_find;
level.scr_anim[ "generic" ][ "_stealth_find_jog" ] = %patrol_boredjog_find;
level.scr_anim[ "generic" ][ "_stealth_find_run" ] = %patrol_boredrun_find;
}
#using_animtree("dog");
dogs()
{
level.scr_anim[ "generic" ][ "_stealth_dog_sleeping" ][0] = %german_shepherd_sleeping;
level.scr_anim[ "generic" ][ "_stealth_dog_wakeup_fast" ] = %german_shepherd_wakeup_fast;
level.scr_anim[ "generic" ][ "_stealth_dog_wakeup_slow" ] = %german_shepherd_wakeup_slow;
}