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