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 ) }