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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-08-31 23:14:58 +0100
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-08-31 23:14:58 +0100
commit9a96d0bff56f1969c68bb52a2f33296095bdc67d (patch)
tree4175928e488632705692e3cccafa1a38dd854615 /Northstar.CustomServers/scripts/vscripts/_anim.gnut
parent27bd240871b7c0f2f49fef137718b2e3c208e3b4 (diff)
downloadNorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.tar.gz
NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.zip
move to new mod format
Diffstat (limited to 'Northstar.CustomServers/scripts/vscripts/_anim.gnut')
-rw-r--r--Northstar.CustomServers/scripts/vscripts/_anim.gnut1395
1 files changed, 0 insertions, 1395 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/_anim.gnut b/Northstar.CustomServers/scripts/vscripts/_anim.gnut
deleted file mode 100644
index 2ead1d306..000000000
--- a/Northstar.CustomServers/scripts/vscripts/_anim.gnut
+++ /dev/null
@@ -1,1395 +0,0 @@
-untyped
-
-global function Anim_Init
-
-global function FirstPersonSequence
-global function GetAnim
-global function HasAnim
-global function SetAnim
-global function PlayAnimTeleport
-global function GetAnimStartInfo
-
-global function PlayFPSAnim
-global function PlayFPSAnimShowProxy
-global function PlayFPSAnimTeleport
-global function PlayFPSAnimTeleportShowProxy
-
-global function PlayAnim
-global function PlayAnimGravity
-global function PlayAnimGravityClientSyncing
-global function PlayAnimRunGravity
-global function PlayAnimRun
-
-global function RunToAnimStart_Deprecated
-global function RunToAnimStartForced_Deprecated
-
-global function RunToAnimStartPos
-global function RunToAndPlayAnim
-global function RunToAndPlayAnimAndWait
-global function RunToAndPlayAnimGravity
-global function RunToAndPlayAnimGravityForced
-
-function Anim_Init()
-{
- RegisterSignal( "NewViewAnim" )
- RegisterSignal( "NewFirstPersonSequence" )
- RegisterSignal( "ScriptAnimStop" )
- RegisterSignal( "AnimEventKill" )
-
- AddGlobalAnimEvent( "enable_weapon", GlobalAnimEvent_EnableWeapon )
- AddGlobalAnimEvent( "disable_weapon", GlobalAnimEvent_DisableWeapon )
- AddGlobalAnimEvent( "clear_parent", GlobalAnimEvent_ClearParent )
- AddGlobalAnimEvent( "hide", GlobalAnimEvent_Hide )
- AddGlobalAnimEvent( "show", GlobalAnimEvent_Show )
- AddGlobalAnimEvent( "RecordOrigin", GlobalAnimEvent_RecordOrigin )
- AddGlobalAnimEvent( "ShowFPSProxy", GlobalAnimEvent_ShowFPSProxy )
- AddGlobalAnimEvent( "clear_anim_view_ent",GlobalAnimEvent_ClearAnimViewEntity )
- AddGlobalAnimEvent( "scripted_death_to_ragdoll", GlobalAnimEvent_ScriptedDeathToRagdoll )
- AddGlobalAnimEvent( "SetVelocity", GlobalAnimEvent_SetVelocity )
- AddGlobalAnimEvent( "stance_kneel", GlobalAnimEvent_StanceKneel )
- AddGlobalAnimEvent( "stance_kneeling", GlobalAnimEvent_StanceKneeling )
- AddGlobalAnimEvent( "stance_stand", GlobalAnimEvent_StanceStand )
- AddGlobalAnimEvent( "stance_standing", GlobalAnimEvent_StanceStanding )
- AddGlobalAnimEvent( "enable_planting", GlobalAnimEvent_EnablePlanting )
- AddGlobalAnimEvent( "kill", GlobalAnimEvent_Kill )
- AddGlobalAnimEvent( "gib", GlobalAnimEvent_Gib )
- AddGlobalAnimEvent( "titan_gib", GlobalAnimEvent_TitanGib )
- AddGlobalAnimEvent( "EnableAimAssist", GlobalAnimEvent_EnableAimAssist )
- AddGlobalAnimEvent( "DisableAimAssist", GlobalAnimEvent_DisableAimAssist )
- AddGlobalAnimEvent( "give_ammo", GlobalAnimEvent_GiveAmmo )
-
- #if SP
- PrecacheWeapon( "mp_titanweapon_salvo_rockets" ) // used by bt_pod_fire_left/bt_pod_fire_right anim events. Only BT has these anim events.
- AddGlobalAnimEvent( "bt_pod_fire_left", GlobalAnimEvent_BT_Pod_Left )
- AddGlobalAnimEvent( "bt_pod_fire_right", GlobalAnimEvent_BT_Pod_Right )
- #endif
-}
-
-void function GlobalAnimEvent_BT_Pod_Left( entity guy )
-{
- BT_Pod( guy, "POD_L" )
-}
-
-void function GlobalAnimEvent_BT_Pod_Right( entity guy )
-{
- BT_Pod( guy, "POD_R" )
-}
-
-void function BT_Pod( entity guy, string tag )
-{
- entity oldOffhandWeapon = guy.GetOffhandWeapon( 0 )
- guy.TakeOffhandWeapon( 0 )
- guy.GiveOffhandWeapon( "mp_titanweapon_salvo_rockets", 0, [ "scripted_no_damage" ] )
-
- //printt( tag )
- entity newOffhandWeapon = guy.GetOffhandWeapon( 0 )
- int attachID = guy.LookupAttachment( tag )
- vector angles = guy.GetAttachmentAngles( attachID )
- WeaponPrimaryAttackParams params
- params.pos = guy.GetAttachmentOrigin( attachID )
- params.dir = AnglesToForward( angles )
- StartParticleEffectOnEntity( guy, GetParticleSystemIndex( $"P_muzzleflash_predator" ), FX_PATTACH_POINT_FOLLOW, attachID )
-
- thread OnWeaponPrimaryAttack_titanweapon_salvo_rockets( newOffhandWeapon, params )
-
- guy.TakeOffhandWeapon( 0 )
-
- if ( oldOffhandWeapon )
- guy.GiveOffhandWeapon( oldOffhandWeapon.GetWeaponClassName(), 0, oldOffhandWeapon.GetMods() )
-}
-
-void function GlobalAnimEvent_EnableWeapon( entity guy )
-{
- if ( guy.IsPlayer() )
- {
- guy.EnableWeapon()
- guy.EnableWeaponViewModel()
- }
- else
- printt( "Warning: Tried to enable weapon on non player: " + guy )
-}
-
-void function GlobalAnimEvent_DisableWeapon( entity guy )
-{
- if ( guy.IsPlayer() )
- {
- guy.DisableWeapon()
- }
- else
- printt( "Warning: Tried to disable weapon on non player: " + guy )
-}
-
-void function GlobalAnimEvent_ClearParent( entity guy )
-{
- guy.ClearParent()
-}
-
-void function GlobalAnimEvent_Hide( entity guy )
-{
- guy.Hide()
-}
-
-void function GlobalAnimEvent_Show( entity guy )
-{
- guy.Show()
-}
-
-void function GlobalAnimEvent_RecordOrigin( entity actor )
-{
- if ( !actor.IsPlayer() )
- return
- if ( !( "recordedOrigin" in actor.s ) )
- actor.s.recordedOrigin <- []
-
- table record = {}
- record.origin <- actor.GetOrigin()
- record.time <- Time()
-
- actor.s.recordedOrigin.append( record )
-}
-
-void function GlobalAnimEvent_ShowFPSProxy( entity player )
-{
- if ( !player.IsPlayer() )
- return
- local viewmodel = player.GetFirstPersonProxy()
- viewmodel.ShowFirstPersonProxy()
-}
-
-void function GlobalAnimEvent_ClearAnimViewEntity( entity player )
-{
- if ( !player.IsPlayer() )
- return
- ClearPlayerAnimViewEntity( player, 1.0 )
-}
-
-void function GlobalAnimEvent_ScriptedDeathToRagdoll( entity ent )
-{
- ent.Die()
- ent.SetContinueAnimatingAfterRagdoll( true )
- ent.BecomeRagdoll( Vector(0,0,0), false )
-}
-
-void function GlobalAnimEvent_SetVelocity( entity actor )
-{
- if ( !actor.IsPlayer() )
- return
- local record = null
-
- if ( ( "recordedOrigin" in actor.s ) && actor.s.recordedOrigin.len() )
- record = actor.s.recordedOrigin[ actor.s.recordedOrigin.len() - 1 ]
-
- Assert( record, "anim had AE_SV_VSCRIPT_CALLBACK: SetVelocity, but no AE_SV_VSCRIPT_CALLBACK:RecordOrigin" )
-
- local dir = Normalize( actor.GetOrigin() - record.origin )
- local distance = Distance( actor.GetOrigin(), record.origin )
- local time = Time() - record.time
- if ( time <= 0 )
- time = 0.001 // timescale bug?
- local speed = distance / time
-
- actor.SetVelocity( dir * speed )
-}
-
-void function GlobalAnimEvent_StanceKneel( entity guy )
-{
- Assert( guy.IsTitan() )
- Assert( guy.IsNPC() )
- SetStanceKneel( guy.GetTitanSoul() )
-}
-
-void function GlobalAnimEvent_StanceKneeling( entity guy )
-{
- Assert( guy.IsTitan() )
- Assert( guy.IsNPC() )
- SetStanceKneeling( guy.GetTitanSoul() )
-}
-
-void function GlobalAnimEvent_StanceStand( entity guy )
-{
- Assert( guy.IsTitan() )
- Assert( guy.IsNPC() )
- SetStanceStand( guy.GetTitanSoul() )
-}
-
-void function GlobalAnimEvent_StanceStanding( entity guy )
-{
- Assert( guy.IsTitan() )
- Assert( guy.IsNPC() )
- SetStanceStanding( guy.GetTitanSoul() )
-}
-
-void function GlobalAnimEvent_EnablePlanting( entity guy )
-{
- if ( guy.IsNPC() || guy.IsPlayer() )
- guy.Anim_EnablePlanting()
- else
- printt( "Warning: Tried to enable planting on " + guy )
-}
-
-void function GlobalAnimEvent_Kill( entity guy )
-{
- if ( IsAlive( guy ) )
- {
- Signal( guy, "AnimEventKill" )
- guy.TakeDamage( guy.GetMaxHealth() + 1, null, null, { damageSourceId=damagedef_suicide } )
- guy.BecomeRagdoll( Vector( 0, 0, 0 ), false )
- }
-}
-
-void function GlobalAnimEvent_Gib( entity guy )
-{
- if ( IsAlive( guy ) )
- {
- Signal( guy, "AnimEventKill" )
- guy.Gib( <0,0,100> )
- }
-}
-
-void function GlobalAnimEvent_TitanGib( entity guy )
-{
- if ( IsAlive( guy ) )
- {
- PlayTitanDeathFxUp( guy )
-
- local entKVs = guy.CreateTableFromModelKeyValues()
- local hitData = entKVs["hit_data"]
-
- foreach ( bodyGroupName, bodyGroupData in hitData )
- {
- if ( !("blank" in bodyGroupData) )
- continue
-
- local bodyGroupIndex = guy.FindBodyGroup( bodyGroupName )
- local stateCount = guy.GetBodyGroupModelCount( bodyGroupIndex )
- guy.SetBodygroup( bodyGroupIndex, stateCount - 1 )
- }
- }
-}
-
-
-void function GlobalAnimEvent_EnableAimAssist( entity guy )
-{
- if ( IsAlive( guy ) )
- {
- guy.SetAimAssistAllowed( true )
- }
-}
-
-void function GlobalAnimEvent_DisableAimAssist( entity guy )
-{
- if ( IsAlive( guy ) )
- {
- guy.SetAimAssistAllowed( false )
- }
-}
-
-void function GlobalAnimEvent_GiveAmmo( entity guy )
-{
- if ( IsAlive( guy ) )
- {
- array<entity> weapons = guy.GetMainWeapons()
- if ( weapons.len() > 0 )
- {
- entity weapon = weapons[0]
- if ( IsValid( weapon ) )
- {
- weapon.SetWeaponPrimaryClipCount( weapon.GetWeaponPrimaryClipCountMax() )
- }
- }
- }
-}
-
-
-function GetAnim( guy, animation )
-{
- if ( !( "anims" in guy.s ) )
- return animation
-
- if ( !( animation in guy.s.anims ) )
- return animation
-
- return guy.s.anims[ animation ]
-}
-
-function HasAnim( guy, animation )
-{
- if ( !( "anims" in guy.s ) )
- return false
-
- return animation in guy.s.anims
-}
-
-function SetAnim( guy, name, animation )
-{
- if ( !( "anims" in guy.s ) )
- guy.s.anims <- {}
-
- Assert( !( name in guy.s.anims ), guy + " already has set anim " + name )
-
- guy.s.anims[ name ] <- animation
-}
-
-AnimRefPoint function GetAnimStartInfo( entity ent, string animAlias, animref )
-{
- string animData = expect string( GetAnim( ent, animAlias ) )
- AnimRefPoint animStartInfo = ent.Anim_GetStartForRefPoint( animData, animref.GetOrigin(), animref.GetAngles() )
-
- return animStartInfo
-}
-
-
-function GetRefPosition( reference )
-{
- Assert( reference.HasKey( "model" ) && reference.GetValueForModelKey() != $"", "Tried to play an anim relative to " + reference + " but it has no model/ref attachment." )
-
- local position = {}
- local attach_id
- attach_id = reference.LookupAttachment( "REF" )
-
- if ( attach_id )
- {
- position.origin <- reference.GetAttachmentOrigin( attach_id )
- position.angles <- reference.GetAttachmentAngles( attach_id )
- }
-
- return position
-}
-
-// play the anim
-function __PlayAnim( guy, animation_name, reference = null, optionalTag = null, blendTime = DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME )
-{
- expect entity( guy )
-
- Assert( IsValid_ThisFrame( guy ), "Invalid ent sent to PlayAnim " + animation_name )
- local animation = GetAnim( guy, animation_name )
-
- guy.SetNextThinkNow()
-
- #if !DEV
- if ( guy.IsNPC() && !guy.IsInterruptable() )
- {
- // better than nothing failsafe
- guy.Signal( "OnAnimationInterrupted" )
- guy.Signal( "OnAnimationDone" )
- return
- }
- #endif
-
- if ( guy.IsNPC() )
- {
- guy.EndSignal( "OnDeath" )
- Assert( IsAlive( guy ), "Guy " + guy + " tried to play an anim, but it is not alive." )
- }
-
- if ( reference )
- {
- if ( reference == guy )
- {
- local position = GetRefPosition( reference )
- local origin = position.origin
- local angles = position.angles
-
- if ( guy.IsNPC() )
- guy.Anim_ScriptedPlayWithRefPoint( animation, origin, angles, blendTime )
- else
- guy.Anim_PlayWithRefPoint( animation, origin, angles, blendTime )
-
- return
- }
-
- if ( optionalTag )
- {
- if ( typeof( reference ) == "vector" )
- {
- Assert( typeof( optionalTag ) == "vector", "Expected angles but got " + optionalTag )
- if ( guy.IsNPC() )
- guy.Anim_ScriptedPlayWithRefPoint( animation, reference, optionalTag, blendTime )
- else
- guy.Anim_PlayWithRefPoint( animation, reference, optionalTag, blendTime )
- return
- }
-
- Assert( typeof( optionalTag ) == "string", "Passed invalid optional tag " + optionalTag )
-
- if ( guy.GetParent() == reference )
- {
- if ( guy.IsNPC() )
- guy.Anim_ScriptedPlay( animation )
- else
- guy.Anim_Play( animation )
- }
- else
- {
- local attachIndex = reference.LookupAttachment( optionalTag )
- local origin = reference.GetAttachmentOrigin( attachIndex )
- local angles = reference.GetAttachmentAngles( attachIndex )
- if ( guy.IsNPC() )
- {
- //local origin = reference.GetOrigin()
- //local angles = reference.GetAngles()
- guy.Anim_ScriptedPlayWithRefPoint( animation, origin, angles, blendTime )
- }
- else
- {
- //local animStartPos = guy.Anim_GetStartForRefEntity_Old( animation, reference, optionalTag )
- //local origin = animStartPos.origin
- //local angles = animStartPos.angles
- guy.Anim_PlayWithRefPoint( animation, origin, angles, blendTime )
- }
- }
- return
- }
- }
- else
- {
- Assert( optionalTag == null, "Reference was null, but optionalTag was not. Did you mean to set the tag?" )
- }
-
- if ( reference != null && guy.GetParent() == reference )
- {
- if ( guy.IsNPC() )
- guy.Anim_ScriptedPlay( animation )
- else
- guy.Anim_Play( animation )
-
- return
- }
-
- if ( !reference )
- reference = guy
-
- local origin = reference.GetOrigin()
- local angles = reference.GetAngles()
-
- if ( guy.IsNPC() )
- guy.Anim_ScriptedPlayWithRefPoint( animation, origin, angles, blendTime )
- else
- guy.Anim_PlayWithRefPoint( animation, origin, angles, blendTime )
-
-}
-
-function TeleportToAnimStart( _guy, animation_name, reference, optionalTag = null, smooth = false )
-{
- entity guy = expect entity( _guy )
-
- Assert( reference, "NO reference" )
- string animation = expect string( GetAnim( guy, animation_name ) )
- AnimRefPoint animStartPos
-
- if ( optionalTag )
- {
- if ( typeof( reference ) == "vector" )
- {
- Assert( typeof( optionalTag ) == "vector", "Expected angles but got " + optionalTag )
- animStartPos = guy.Anim_GetStartForRefPoint( animation, reference, optionalTag )
- }
- else
- {
- animStartPos = guy.Anim_GetStartForRefEntity( animation, reference, optionalTag )
- }
- }
- else
- {
- //printt( "Reference is " + reference )
- //printt( "guy is " + guy )
- //printt( "animation is " + animation )
- local origin = reference.GetOrigin()
- local angles = reference.GetAngles()
- animStartPos = guy.Anim_GetStartForRefPoint( animation, origin, angles )
- }
- //Assert( animStartPos, "No animStartPos for " + animation + " on " + guy )
-
- // hack! shouldn't need to do this
- animStartPos.origin = ClampToWorldspace( animStartPos.origin )
-
- if ( guy.GetParent() )
- {
- if ( smooth )
- {
- guy.SetAbsOriginSmooth( animStartPos.origin )
- guy.SetAbsAnglesSmooth( animStartPos.angles )
- }
- else
- {
- guy.SetAbsOrigin( animStartPos.origin )
- guy.SetAbsAngles( animStartPos.angles )
- }
- }
- else
- {
- guy.SetOrigin( animStartPos.origin )
- guy.SetAngles( animStartPos.angles )
- }
-}
-
-// wait till arrive at goal and animation is done
-function RunToAndPlayAnimAndWait( entity guy, string animation_name, reference, bool doArrival = false, optionalTag = null )
-{
- bool savedEnableFriendlyFollower = guy.ai.enableFriendlyFollower
- guy.ai.enableFriendlyFollower = false
-
- local allowFlee = guy.GetNPCFlag( NPC_ALLOW_FLEE )
- local allowHandSignal = guy.GetNPCFlag( NPC_ALLOW_HAND_SIGNALS )
- guy.DisableNPCFlag( NPC_ALLOW_FLEE | NPC_ALLOW_HAND_SIGNALS )
-
- __RunToAndPlayAnim( guy, animation_name, reference, doArrival, optionalTag )
-
- guy.WaitSignal( "OnFinishedAssault" )
- WaittillAnimDone( guy )
-
- guy.SetNPCFlag( NPC_ALLOW_FLEE, allowFlee )
- guy.ai.enableFriendlyFollower = savedEnableFriendlyFollower
-}
-
-// wait till arrive at goal and start animation but don't wait until animation is done
-function RunToAndPlayAnim( entity guy, string animation_name, reference, bool doArrival = false, optionalTag = null )
-{
- bool savedEnableFriendlyFollower = guy.ai.enableFriendlyFollower
- guy.ai.enableFriendlyFollower = false
-
- local allowFlee = guy.GetNPCFlag( NPC_ALLOW_FLEE )
- local allowHandSignal = guy.GetNPCFlag( NPC_ALLOW_HAND_SIGNALS )
- guy.DisableNPCFlag( NPC_ALLOW_FLEE | NPC_ALLOW_HAND_SIGNALS )
-
- __RunToAndPlayAnim( guy, animation_name, reference, doArrival, optionalTag )
-
- guy.WaitSignal( "OnFinishedAssault" )
-
- guy.SetNPCFlag( NPC_ALLOW_FLEE, allowFlee )
- guy.ai.enableFriendlyFollower = savedEnableFriendlyFollower
-}
-
-function RunToAndPlayAnimGravity( entity guy, string animation_name, reference, bool doArrival = false, optionalTag = null )
-{
- local allowFlee = guy.GetNPCFlag( NPC_ALLOW_FLEE )
- local allowHandSignal = guy.GetNPCFlag( NPC_ALLOW_HAND_SIGNALS )
- guy.DisableNPCFlag( NPC_ALLOW_FLEE | NPC_ALLOW_HAND_SIGNALS )
-
- float arrivalTolerance = guy.AssaultGetArrivalTolerance()
- __RunToAndPlayAnim( guy, animation_name, reference, doArrival, optionalTag )
-
- guy.WaitSignal( "OnFinishedAssault" )
- guy.Anim_EnablePlanting()
- WaittillAnimDone( guy )
-
- guy.AssaultSetArrivalTolerance( arrivalTolerance )
-
- guy.SetNPCFlag( NPC_ALLOW_HAND_SIGNALS, allowHandSignal )
-}
-
-
-function RunToAndPlayAnimGravityForced( entity guy, string animation_name, reference, bool doArrival = false, optionalTag = null )
-{
- bool savedEnableFriendlyFollower = guy.ai.enableFriendlyFollower
- guy.ai.enableFriendlyFollower = false
-
- local allowFlee = guy.GetNPCFlag( NPC_ALLOW_FLEE )
- local allowHandSignal = guy.GetNPCFlag( NPC_ALLOW_HAND_SIGNALS )
- guy.DisableNPCFlag( NPC_ALLOW_FLEE | NPC_ALLOW_HAND_SIGNALS )
-
- float arrivalTolerance = guy.AssaultGetArrivalTolerance()
- __RunToAndPlayAnim( guy, animation_name, reference, doArrival, optionalTag )
-
- guy.WaitSignal( "OnFinishedAssault" )
- guy.Anim_EnablePlanting()
- WaittillAnimDone( guy )
-
- guy.AssaultSetArrivalTolerance( arrivalTolerance )
-
- guy.SetNPCFlag( NPC_ALLOW_HAND_SIGNALS, allowHandSignal )
- guy.ai.enableFriendlyFollower = savedEnableFriendlyFollower
-}
-
-function __RunToAndPlayAnim( entity guy, string animation_name, reference, bool doArrival, optionalTag )
-{
- Assert( IsAlive( guy ) )
- guy.Anim_Stop() // in case we were doing an anim already
- guy.EndSignal( "OnDeath" )
-
- string animation = expect string( GetAnim( guy, animation_name ) )
- local origin, angles
-
- if ( optionalTag )
- {
- if ( typeof( reference ) == "vector" )
- {
- Assert( typeof( optionalTag ) == "vector", "Expected angles but got " + optionalTag )
- origin = reference
- angles = optionalTag
- }
- else
- {
- local attach_id = reference.LookupAttachment( optionalTag )
- origin = reference.GetAttachmentOrigin( attach_id )
- angles = reference.GetAttachmentAngles( attach_id )
- }
- }
- else
- {
- Assert( typeof( reference ) != "vector", "Expected an entity, but got an origin with no angles" )
- origin = reference.GetOrigin()
- angles = reference.GetAngles()
- }
-
- guy.AssaultPointToAnim( origin, angles, animation, doArrival, 4.0 )
-}
-
-// run to the place to start the anim, then play it
-function RunToAnimStart_Deprecated( guy, animation_name, reference = null, optionalTag = null )
-{
- expect entity( guy )
-
- Assert( IsAlive( guy ) )
- guy.Anim_Stop() // in case we were doing an anim already
- guy.EndSignal( "OnDeath" )
-
- local allowFlee = guy.GetNPCFlag( NPC_ALLOW_FLEE )
- local allowHandSignal = guy.GetNPCFlag( NPC_ALLOW_HAND_SIGNALS )
-
- guy.DisableNPCFlag( NPC_ALLOW_FLEE | NPC_ALLOW_HAND_SIGNALS )
-
- local animation = GetAnim( guy, animation_name )
- local animStartPos
-
- if ( optionalTag )
- {
- if ( typeof( reference ) == "vector" )
- {
- Assert( typeof( optionalTag ) == "vector", "Expected angles but got " + optionalTag )
- animStartPos = guy.Anim_GetStartForRefPoint_Old( animation, reference, optionalTag )
- }
- else
- {
- animStartPos = guy.Anim_GetStartForRefEntity_Old( animation, reference, optionalTag )
- }
- }
- else
- {
- local origin = reference.GetOrigin()
- local angles = reference.GetAngles()
- animStartPos = guy.Anim_GetStartForRefPoint_Old( animation, origin, angles )
- }
-
- guy.AssaultPoint( animStartPos.origin )
- guy.WaitSignal( "OnFinishedAssault" )
-
- guy.SetNPCFlag( NPC_ALLOW_FLEE, allowFlee )
- guy.SetNPCFlag( NPC_ALLOW_HAND_SIGNALS, allowHandSignal )
-
- local dist = Distance( animStartPos.origin, guy.GetOrigin() )
- if ( dist > 8 )
- {
- //DebugDrawLine( animStartPos.origin, guy.GetOrigin(), 255, 150, 0, true, 60 )
- printt( guy, " was ", dist, " units away from where he wanted to end his scripted sequence" )
- }
-// printt( guy + " finished assault at dist ", Distance( animStartPos.origin, guy.GetOrigin() ) )
-// Assert( Distance( animStartPos.origin, guy.GetOrigin() ) < 32, guy + " finished assault but was " + ( Distance( animStartPos.origin, guy.GetOrigin() ) ) + " away from where he should have ended up." )
-}
-
-// only use this if you are OK with a frame pause before the start of the animation
-void function RunToAnimStartPos( entity guy, string animation_name, reference = null, bool doArrival = false, optionalTag = null )
-{
- Assert( IsAlive( guy ) )
- guy.Anim_Stop() // in case we were doing an anim already
- guy.EndSignal( "OnDeath" )
-
- local allowFlee = guy.GetNPCFlag( NPC_ALLOW_FLEE )
- local allowHandSignal = guy.GetNPCFlag( NPC_ALLOW_HAND_SIGNALS )
- local allowArrivals = guy.GetNPCMoveFlag( NPCMF_DISABLE_ARRIVALS )
-
- if ( !doArrival )
- {
- // guy.DisableArrivalOnce( true )
- guy.EnableNPCMoveFlag( NPCMF_DISABLE_ARRIVALS )
- }
-
- guy.DisableNPCFlag( NPC_ALLOW_FLEE | NPC_ALLOW_HAND_SIGNALS )
-
- local animation = GetAnim( guy, animation_name )
- local animStartPos
-
- if ( optionalTag )
- {
- if ( typeof( reference ) == "vector" )
- {
- Assert( typeof( optionalTag ) == "vector", "Expected angles but got " + optionalTag )
- animStartPos = guy.Anim_GetStartForRefPoint_Old( animation, reference, optionalTag )
- }
- else
- {
- animStartPos = guy.Anim_GetStartForRefEntity_Old( animation, reference, optionalTag )
- vector ornull clampedPos = NavMesh_ClampPointForAI( animStartPos.origin, guy )
- if ( clampedPos != null )
- animStartPos.origin = clampedPos
- }
- }
- else
- {
- local origin = reference.GetOrigin()
- local angles = reference.GetAngles()
- animStartPos = guy.Anim_GetStartForRefPoint_Old( animation, origin, angles )
- }
-
- var fightRadius = guy.AssaultGetFightRadius()
- var arrivalTolerance = guy.AssaultGetArrivalTolerance()
- float runtoRadius = 61.16
- guy.AssaultSetFightRadius( runtoRadius )
- guy.AssaultSetArrivalTolerance( runtoRadius )
-
- bool savedEnableFriendlyFollower = guy.ai.enableFriendlyFollower
- guy.ai.enableFriendlyFollower = false
-
- guy.AssaultPoint( animStartPos.origin )
-
- //DebugDrawLine( guy.GetOrigin(), animStartPos.origin, 255, 0, 0, true, 20.0 )
- //DebugDrawAngles( animStartPos.origin, animStartPos.angles )
- //thread DebugAssaultEnt( guy, assaultEnt )
- WaitSignal( guy, "OnFinishedAssault" )
-
- //in case the scripter reset during run, we want to honor the intended change
- if ( guy.AssaultGetFightRadius() == runtoRadius )
- guy.AssaultSetFightRadius( fightRadius )
-
- if ( guy.AssaultGetArrivalTolerance() == runtoRadius )
- guy.AssaultSetArrivalTolerance( arrivalTolerance )
-
- guy.SetNPCFlag( NPC_ALLOW_FLEE, allowFlee )
- guy.SetNPCFlag( NPC_ALLOW_HAND_SIGNALS, allowHandSignal )
- guy.SetNPCMoveFlag( NPCMF_DISABLE_ARRIVALS, allowArrivals )
-
- guy.ai.enableFriendlyFollower = savedEnableFriendlyFollower
-}
-
-///////////////////////////////////////////////////////////////////
-// Deprecated, use RunToAndPlayAnim, otherwise there will be a gap between arriving at position and playing the animation
-function RunToAnimStartForced_Deprecated( entity guy, string animation_name, reference = null, optionalTag = null, bool disableArrival = true, disableAssaultAngles = false )
-{
- Assert( IsAlive( guy ) )
- guy.Anim_Stop() // in case we were doing an anim already
- guy.EndSignal( "OnDeath" )
-
- local allowFlee = guy.GetNPCFlag( NPC_ALLOW_FLEE )
- local allowHandSignal = guy.GetNPCFlag( NPC_ALLOW_HAND_SIGNALS )
- local allowArrivals = guy.GetNPCMoveFlag( NPCMF_DISABLE_ARRIVALS )
-
- if ( disableArrival )
- {
- // guy.DisableArrivalOnce( true )
- guy.EnableNPCMoveFlag( NPCMF_DISABLE_ARRIVALS )
- }
-
- guy.DisableNPCFlag( NPC_ALLOW_FLEE | NPC_ALLOW_HAND_SIGNALS )
-
- local animation = GetAnim( guy, animation_name )
- local animStartPos
-
- if ( optionalTag )
- {
- if ( typeof( reference ) == "vector" )
- {
- Assert( typeof( optionalTag ) == "vector", "Expected angles but got " + optionalTag )
- animStartPos = guy.Anim_GetStartForRefPoint_Old( animation, reference, optionalTag )
- }
- else
- {
- animStartPos = guy.Anim_GetStartForRefEntity_Old( animation, reference, optionalTag )
- vector ornull clampedPos = NavMesh_ClampPointForAI( animStartPos.origin, guy )
- if ( clampedPos != null )
- animStartPos.origin = clampedPos
- }
- }
- else
- {
- local origin = reference.GetOrigin()
- local angles = reference.GetAngles()
- animStartPos = guy.Anim_GetStartForRefPoint_Old( animation, origin, angles )
- }
-
- var fightRadius = guy.AssaultGetFightRadius()
- var arrivalTolerance = guy.AssaultGetArrivalTolerance()
- float runtoRadius = 61.16
- guy.AssaultSetFightRadius( runtoRadius )
- guy.AssaultSetArrivalTolerance( runtoRadius )
-
- bool savedEnableFriendlyFollower = guy.ai.enableFriendlyFollower
- guy.ai.enableFriendlyFollower = false
-
- guy.AssaultPoint( animStartPos.origin )
- if ( !disableAssaultAngles )
- guy.AssaultSetAngles( animStartPos.angles, true )
-
- //DebugDrawLine( guy.GetOrigin(), animStartPos.origin, 255, 0, 0, true, 20.0 )
- //DebugDrawAngles( animStartPos.origin, animStartPos.angles )
- //thread DebugAssaultEnt( guy, assaultEnt )
- WaitSignal( guy, "OnFinishedAssault" )
-
-/*
- if ( !disableAssaultAngles )
- guy.AssaultSetAngles( animStartPos.angles, true )
-
- guy.AssaultPointToAnim( animStartPos.origin, animation, 4.0 )
- WaittillAnimDone( guy )
-// guy.WaitSignal( "OnFinishedAssault" )
-
-*/
- //in case the scripter reset during run, we want to honor the intended change
- if ( guy.AssaultGetFightRadius() == runtoRadius )
- guy.AssaultSetFightRadius( fightRadius )
-
- if ( guy.AssaultGetArrivalTolerance() == runtoRadius )
- guy.AssaultSetArrivalTolerance( arrivalTolerance )
-
- guy.SetNPCFlag( NPC_ALLOW_FLEE, allowFlee )
- guy.SetNPCFlag( NPC_ALLOW_HAND_SIGNALS, allowHandSignal )
- guy.SetNPCMoveFlag( NPCMF_DISABLE_ARRIVALS, allowArrivals )
-
- guy.ai.enableFriendlyFollower = savedEnableFriendlyFollower
-}
-
-void function ShowEnt( entity viewmodel )
-{
- if ( IsValid_ThisFrame( viewmodel ) )
- viewmodel.ShowFirstPersonProxy()
-}
-
-// anim teleport
-function PlayAnimTeleport( guy, animation_name, reference = null, optionalTag = null, initialTime = -1.0, smooth = false )
-{
- if ( type( guy ) == "array" || type( guy ) == "table" )
- {
- Assert( reference, "NO reference" )
- local firstEnt = null
- foreach ( ent in guy )
- {
- if ( !firstEnt )
- firstEnt = ent
-
- TeleportToAnimStart( ent, animation_name, reference, optionalTag, smooth )
- __PlayAnim( ent, animation_name, reference, optionalTag, 0 )
- if ( initialTime > 0.0 )
- guy.Anim_SetInitialTime( initialTime )
- }
-
- WaittillAnimDone( expect entity( firstEnt ) )
- }
- else
- {
- if ( !reference )
- reference = guy
-
- TeleportToAnimStart( guy, animation_name, reference, optionalTag, smooth )
- __PlayAnim( guy, animation_name, reference, optionalTag, 0 )
- if ( initialTime > 0.0 )
- guy.Anim_SetInitialTime( initialTime )
- WaittillAnimDone( expect entity( guy ) )
- }
-}
-
-// play the anim
-function PlayAnim( guy, animation_name, reference = null, optionalTag = null, blendTime = DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME, initialTime = -1.0 )
-{
- if ( type( guy ) == "array" )
- {
- foreach ( ent in guy )
- {
- __PlayAnim( ent, animation_name, reference, optionalTag, blendTime )
- if ( initialTime > 0.0 )
- guy.Anim_SetInitialTime( initialTime )
- }
-
- WaittillAnimDone( expect entity( guy[0] ) )
- }
- else
- {
- __PlayAnim( guy, animation_name, reference, optionalTag, blendTime )
- if ( initialTime > 0.0 )
- guy.Anim_SetInitialTime( initialTime )
- WaittillAnimDone( expect entity( guy ) )
- }
-}
-
-// play the anim
-function PlayAnimRun( entity guy, string animation_name, reference, bool doArrival, optionalTag = null, blendTime = DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME )
-{
- RunToAndPlayAnim( guy, animation_name, reference, doArrival, optionalTag )
- WaitSignal( guy, "OnFinishedAssault" )
- WaittillAnimDone( guy )
-}
-
-function PlayAnimRunGravity( entity guy, string animation_name, reference, bool doArrival, optionalTag = null, blendTime = DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME )
-{
- RunToAndPlayAnim( guy, animation_name, reference, doArrival, optionalTag )
- WaitSignal( guy, "OnFinishedAssault" )
- guy.Anim_EnablePlanting()
- WaittillAnimDone( guy )
-}
-
-function PlayAnimGravityClientSyncing( guy, animation_name, reference = null, optionalTag = null, blendTime = DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME )
-{
- __PlayAnim( guy, animation_name, reference, optionalTag, blendTime )
- guy.Anim_EnablePlanting()
- WaittillAnimDone( expect entity( guy ) )
-}
-
-function PlayAnimGravity( guy, animation_name, reference = null, optionalTag = null, blendTime = DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME )
-{
- __PlayAnim( guy, animation_name, reference, optionalTag, blendTime )
- guy.Anim_EnablePlanting()
- WaittillAnimDone( expect entity( guy ) )
-}
-
-
-function CalcSequenceBlendTime( FirstPersonSequenceStruct sequence, entity player, entity ent = null )
-{
- if ( sequence.blendTime != CALCULATE_SEQUENCE_BLEND_TIME )
- return
-
- sequence.blendTime = 0
- if ( ent && sequence.thirdPersonAnim != "" )
- {
- local start
- if ( sequence.attachment != "" )
- {
- start = player.Anim_GetStartForRefEntity_Old( sequence.thirdPersonAnim, ent, sequence.attachment )
- }
- else
- {
- start = {}
- start.origin <- ent.GetOrigin()
- start.angles <- ent.GetAngles()
- }
-
- if ( sequence.teleport )
- {
- player.SetAbsOrigin( start.origin )
- player.SetAbsAngles( start.angles )
- }
- else
- {
- local dist = Distance( player.GetOrigin(), start.origin )
- sequence.blendTime = GraphCapped( dist, 0, 350, 0.25, 0.9 )
- }
- }
-}
-
-void function PlayFPSAnim( entity player, string anim3rd, string anim1st = "", entity ref = null, string optionalTag = "", void functionref(entity) animView = null, float blendTime = DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME, float initialTime = 0.0 )
-{
- bool teleport = false
- bool hideProxy = true
- __PlayFPSAnimInternal( player, anim3rd, anim1st, ref, optionalTag, animView, blendTime, initialTime, teleport, hideProxy )
-}
-
-void function PlayFPSAnimShowProxy( entity player, string anim3rd, string anim1st = "", entity ref = null, string optionalTag = "", void functionref(entity) animView = null, float blendTime = DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME, float initialTime = 0.0 )
-{
- bool teleport = false
- bool hideProxy = false
- __PlayFPSAnimInternal( player, anim3rd, anim1st, ref, optionalTag, animView, blendTime, initialTime, teleport, hideProxy )
-}
-
-void function PlayFPSAnimTeleport( entity player, string anim3rd, string anim1st = "", entity ref = null, string optionalTag = "", void functionref(entity) animView = null, float initialTime = 0.0 )
-{
- bool teleport = true
- bool hideProxy = true
- float blendTime = 0.0
- __PlayFPSAnimInternal( player, anim3rd, anim1st, ref, optionalTag, animView, blendTime, initialTime, teleport, hideProxy )
-}
-
-void function PlayFPSAnimTeleportShowProxy( entity player, string anim3rd, string anim1st = "", entity ref = null, string optionalTag = "", void functionref(entity) animView = null, float initialTime = 0.0 )
-{
- bool teleport = true
- bool hideProxy = false
- float blendTime = 0.0
- __PlayFPSAnimInternal( player, anim3rd, anim1st, ref, optionalTag, animView, blendTime, initialTime, teleport, hideProxy )
-}
-
-void function __PlayFPSAnimInternal( entity player, string anim3rd, string anim1st, entity ref, string optionalTag, void functionref(entity) animView, float blendTime, float initialTime, bool teleport, bool hideProxy )
-{
- if ( animView == null )
- animView = ViewConeRampFree
-
- FirstPersonSequenceStruct sequence
-
- sequence.firstPersonAnim = anim1st
- sequence.thirdPersonAnim = anim3rd
- sequence.attachment = optionalTag
- sequence.viewConeFunction = animView
- sequence.setInitialTime = initialTime
- sequence.blendTime = blendTime
- sequence.teleport = teleport
- sequence.hideProxy = hideProxy
-
- //hard coded in this function
- sequence.noParent = true
-
- FirstPersonSequence( sequence, player, ref )
-}
-
-void function FirstPersonSequence( FirstPersonSequenceStruct sequence, entity player, entity ent = null )
-{
- player.Signal( "NewFirstPersonSequence" )
- player.EndSignal( "NewFirstPersonSequence" )
- player.EndSignal( "ScriptAnimStop" )
-
- player.SetVelocity( <0,0,0> ) // fix this
- if ( player.IsPlayer() && sequence.snapPlayerFeetToEyes )
- {
- player.SnapFeetToEyes()
- }
-
- //figure out if we have/should do a first person sequence and handle Spawn slots.
- bool doFirstPersonAnim = sequence.firstPersonAnim != ""
-
- entity firstPersonProxy
- if ( doFirstPersonAnim )
- {
- Assert( player.IsPlayer(), player + " is not a player" )
- firstPersonProxy = player.GetFirstPersonProxy()
- if ( !IsValid( firstPersonProxy ) || !EntHasModelSet( firstPersonProxy ) )
- {
- doFirstPersonAnim = false;
- }
- }
-
- if ( doFirstPersonAnim )
- {
- firstPersonProxy.ShowFirstPersonProxy()
-
- if ( sequence.renderWithViewModels )
- firstPersonProxy.RenderWithViewModels( true )
- else
- firstPersonProxy.RenderWithViewModels( false )
-
- firstPersonProxy.ClearParent()
- firstPersonProxy.SetAbsOrigin( player.GetOrigin() )
- firstPersonProxy.SetAbsAngles( player.GetAngles() )
-
- // Set anim view entity *after* setting the proxy's origin so that we calculate our initial view offset correctly (for lerping)
- SetPlayerAnimViewEntity( player, firstPersonProxy )
- firstPersonProxy.SetNextThinkNow()
- SetForceDrawWhileParented( firstPersonProxy, true )
- }
- else if ( sequence.thirdPersonCameraAttachments.len() > 0 )
- {
- if ( player.IsPlayer() )
- {
- entity fpProxy = player.GetFirstPersonProxy() //Shouldn't ever need to show the first person proxy when doing thirdPersonCameraAttachments; hide it explicitly here to stop it from showing up when chaining animations
- if ( IsValid( fpProxy ) )
- fpProxy.HideFirstPersonProxy()
-
- if ( sequence.thirdPersonCameraEntity )
- {
- SetPlayerAnimViewEntity( player, sequence.thirdPersonCameraEntity )
- }
- else
- {
- SetPlayerAnimViewEntity( player, player )
- }
-
- player.AnimViewEntity_SetThirdPersonCameraAttachments( sequence.thirdPersonCameraAttachments )
- if ( sequence.thirdPersonCameraVisibilityChecks )
- {
- player.AnimViewEntity_EnableThirdPersonCameraVisibilityChecks()
- }
- }
- }
- else
- {
- if ( player.IsPlayer() )
- {
- ClearPlayerAnimViewEntity( player )
- }
- }
-
- entity soul
-
- if ( ent )
- {
- // the entity we are animating relative to may change during the animation
- if ( IsSoul( ent ) )
- {
- soul = ent
- ent = soul.GetTitan()
- if ( !IsValid( ent ) )
- return
- }
- else if ( HasSoul( ent ) )
- {
- soul = ent.GetTitanSoul()
- }
- }
-
- CalcSequenceBlendTime( sequence, player, ent )
-
- if ( player.IsPlayer() )
- {
- if ( sequence.teleport )
- {
- player.AnimViewEntity_SetLerpInTime( 0.0 )
- player.PlayerCone_SetLerpTime( 0.0 )
- player.SnapToAbsOrigin( player.GetOrigin() )
- }
- else
- {
- if ( sequence.noViewLerp || (sequence.blendTime <= 0.0) )
- {
- player.AnimViewEntity_SetLerpInTime( 0.0 )
- player.PlayerCone_SetLerpTime( 0.0 )
- }
- else
- {
- player.AnimViewEntity_SetLerpInTime( sequence.blendTime )
- player.PlayerCone_SetLerpTime( sequence.blendTime )
- }
- }
-
- if ( sequence.thirdPersonCameraAttachments.len() == 0 )
- {
- if ( sequence.firstPersonBlendOutTime >= 0.0 )
- {
- player.AnimViewEntity_SetLerpOutTime( sequence.firstPersonBlendOutTime )
- }
- else
- {
- player.AnimViewEntity_SetLerpOutTime( 0.4 )
- }
- }
-
- if ( !doFirstPersonAnim || !sequence.playerPushable )
- {
- player.SnapFeetToEyes()
- }
- }
-
- if ( ent && !sequence.noParent )
- {
- local optionalTag
- if ( sequence.attachment != "" )
- {
- optionalTag = sequence.attachment
- }
- else
- {
- optionalTag = ""
- }
-
- if ( player.GetParent() != ent )
- {
- // you could be parenting from one tag to another but we don't do
- // that anywhere currently, and if we want to do it we can do some
- // special stuff
- player.SetParent( ent, optionalTag, false, sequence.blendTime )
- }
- }
-
- if ( doFirstPersonAnim )
- {
- if ( sequence.teleport )
- {
- firstPersonProxy.SnapToAbsOrigin( player.GetOrigin() )
- }
-
- if ( sequence.playerPushable )
- {
- firstPersonProxy.SetParent( player, "", false )
- }
- else
- {
- firstPersonProxy.SetToSameParentAs( player )
- }
- }
-
- if ( sequence.relativeAnim != "" )
- {
- if ( sequence.teleport )
- {
- thread PlayAnimGravityClientSyncing( ent, sequence.relativeAnim, null, null, 0.0 )
- }
- else
- {
- thread PlayAnimGravityClientSyncing( ent, sequence.relativeAnim )
- }
-
- if ( sequence.setInitialTime != 0.0 )
- ent.Anim_SetInitialTime( sequence.setInitialTime )
- }
-
- if ( doFirstPersonAnim )
- {
- if ( ent )
- {
- thread PlayAnim( firstPersonProxy, sequence.firstPersonAnim, ent, sequence.attachment, sequence.blendTime )
- }
- else if ( sequence.playerPushable )
- {
- firstPersonProxy.Anim_Play( sequence.firstPersonAnim )
- firstPersonProxy.Anim_DisableUpdatePosition()
- }
- else if ( sequence.gravity )
- {
- thread PlayAnimGravityClientSyncing( firstPersonProxy, sequence.firstPersonAnim, sequence.origin, sequence.angles, sequence.blendTime )
- }
- else
- {
- thread PlayAnim( firstPersonProxy, sequence.firstPersonAnim, sequence.origin, sequence.angles, sequence.blendTime )
- }
-
- // BROKEN - Anim_EnablePlanting() only works on players and NPCs
- // if ( sequence.enablePlanting )
- // {
- // viewmodel.Anim_EnablePlanting()
- // }
-
- if ( sequence.setInitialTime != 0.0 )
- {
- firstPersonProxy.Anim_SetInitialTime( sequence.setInitialTime )
- }
-
- if ( sequence.useAnimatedRefAttachment )
- {
- firstPersonProxy.Anim_EnableUseAnimatedRefAttachmentInsteadOfRootMotion()
- }
-
- if ( sequence.hideProxy )
- {
- firstPersonProxy.HideFirstPersonProxy()
- }
- }
-
- if ( sequence.thirdPersonAnim != "" )
- {
- if ( ent )
- {
- thread PlayAnim( player, sequence.thirdPersonAnim, ent, sequence.attachment, sequence.blendTime )
- }
- else if ( player.IsPlayer() && sequence.playerPushable )
- {
- player.Anim_Play( sequence.thirdPersonAnim )
- player.Anim_DisableUpdatePosition()
- }
- else if ( sequence.gravity )
- {
- thread PlayAnimGravityClientSyncing( player, sequence.thirdPersonAnim, sequence.origin, sequence.angles, sequence.blendTime )
- }
- else
- {
- thread PlayAnim( player, sequence.thirdPersonAnim, sequence.origin, sequence.angles, sequence.blendTime )
- }
-
- if ( sequence.enablePlanting )
- player.Anim_EnablePlanting()
-
- if ( sequence.viewConeFunction != null )
- {
- if ( sequence.thirdPersonCameraAttachments.len() == 0 )
- {
- sequence.viewConeFunction( player )
- }
- }
-
- if ( sequence.setInitialTime != 0.0 )
- player.Anim_SetInitialTime( sequence.setInitialTime )
-
- if ( sequence.useAnimatedRefAttachment )
- player.Anim_EnableUseAnimatedRefAttachmentInsteadOfRootMotion()
-
- WaittillAnimDone( player )
- }
-
- if ( doFirstPersonAnim && IsValid( firstPersonProxy ) && firstPersonProxy.Anim_IsActive() && !firstPersonProxy.IsSequenceFinished() )
- {
- WaittillAnimDone( firstPersonProxy )
- }
-
- if ( !IsValid( player ) )
- return
-
- if ( player.IsPlayer() )
- {
- if ( !IsAlive( player ) )
- return
-
- if ( IsDisconnected( player ) )
- return
- }
- else
- if ( player.IsNPC() )
- {
- if ( !IsAlive( player ) )
- return
- }
-
- // time passed
- if ( soul )
- {
- if ( !IsValid( soul ) )
- return
-
- ent = soul.GetTitan()
- if ( !IsAlive( ent ) )
- return
- }
-
- if ( sequence.thirdPersonAnimIdle != "" )
- {
- //thread PlayAnim( player, sequence.thirdPersonAnimIdle, ent, sequence.attachment, 0 )
- if ( ent )
- {
- thread PlayAnim( player, sequence.thirdPersonAnimIdle, ent, sequence.attachment, sequence.blendTime )
- }
- else if ( player.IsPlayer() && sequence.playerPushable )
- {
- player.Anim_Play( sequence.thirdPersonAnimIdle )
- player.Anim_DisableUpdatePosition()
- }
- else
- {
- thread PlayAnim( player, sequence.thirdPersonAnimIdle, sequence.origin, sequence.angles, sequence.blendTime )
- }
- }
-
- if ( sequence.firstPersonAnimIdle != "" )
- {
- firstPersonProxy = player.GetFirstPersonProxy()
- firstPersonProxy.ShowFirstPersonProxy()
-
- if ( IsValid( firstPersonProxy ) && EntHasModelSet( firstPersonProxy ) ) //JFS: Defensive fix for player not having view models sometimes
- {
- if ( sequence.renderWithViewModels )
- firstPersonProxy.RenderWithViewModels( true )
- else
- firstPersonProxy.RenderWithViewModels( false )
-
- SetPlayerAnimViewEntity( player, firstPersonProxy )
- firstPersonProxy.SetNextThinkNow()
-
- firstPersonProxy.SetAbsOrigin( player.GetOrigin() )
- firstPersonProxy.SetAbsAngles( player.GetAngles() )
-
- firstPersonProxy.Anim_Play( sequence.firstPersonAnimIdle )
-
- if ( sequence.playerPushable )
- {
- firstPersonProxy.SetParent( player, "", false )
- firstPersonProxy.Anim_DisableUpdatePosition()
- }
- else
- {
- firstPersonProxy.SetToSameParentAs( player )
- }
- }
- }
-
- if ( sequence.thirdPersonAnimIdle != "" && sequence.firstPersonAnimIdle != "" )
- {
- if ( sequence.viewConeFunction != null )
- sequence.viewConeFunction( player )
- }
-}
-
-
-function ClampPlayerViewCone( player )
-{
- player.EndSignal( "OnDeath" )
- player.PlayerCone_SetLerpTime( 0.0 )
-} \ No newline at end of file