mapbase-model-src/modelsrc/SoldierTransitions.qci

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// ================================================================
//
// New Soldier Transition Animations
//
// Node graph:
//
// - Unarmed_Idle standing
// - Idle1_AR2, Idle1_SMG1, etc. standing_ar2, standing_smg1, etc.
// - CombatIdle1_AR2, etc. shooting_ar2, etc.
// - crouch_aim_ar2, etc. crouching_ar2, etc.
// - cover_crouch_low cover
//
// For now, walk/run use "standing_" and "shooting_" nodes
//
// ================================================================
$pushd "combine_soldier_anims_anims"
$definemacro GenericTransitionBlend SeqName BaseFile StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$BaseFile$ \\
numframes $NumFrames$ \\
blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\
blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
$definemacro GenericTransitionBlendFromSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$StartSeq$ \\
numframes $NumFrames$ \\
blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
$definemacro GenericTransitionBlendToSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$EndSeq$ \\
numframes $NumFrames$ \\
blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
// ----------------------------------------------------------------
$definemacro CombatStandCrouchTransition SeqName BaseFile StartNode EndNode \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
blendlayer "Aim_stand_delta_all" 0 0 0 16 local \\
blendlayer "Aim_crouch_delta_all" 0 16 16 16 local \\
transition $StartNode$ $EndNode$ \\
walkframe 7 LX \\
cmdlist lockfeet \\
}
$definemacro CombatCrouchStandTransition SeqName BaseFile StartNode EndNode \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
blendlayer "Aim_crouch_delta_all" 0 0 0 16 local \\
blendlayer "Aim_stand_delta_all" 0 16 16 16 local \\
transition $StartNode$ $EndNode$ \\
walkframe 7 LX \\
cmdlist lockfeet \\
}
// ----------------------------------------------------------------
//$CombatStandCrouchTransition "Combat_stand_to_crouch" "Combat_stand_to_crouch.smd" "shooting_ar2_old" "crouching_ar2_old"
//$CombatCrouchStandTransition "Crouch_to_combat_stand" "Crouch_to_combat_stand.smd" "crouching_ar2_old" "shooting_ar2_old"
// AR2 to crouch
$CombatStandCrouchTransition "Combat_stand_to_crouch_ar2" "Combat_stand_to_crouch.smd" "shooting_ar2" "crouching_ar2"
$append "Combat_stand_to_crouch_ar2" { blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$CombatCrouchStandTransition "Crouch_to_combat_stand_ar2" "Crouch_to_combat_stand.smd" "crouching_ar2" "shooting_ar2"
$append "Crouch_to_combat_stand_ar2" { blendlayer "oldidle_to_ar2" 0 0 0 0 local }
// SMG1 to crouch
$CombatStandCrouchTransition "Combat_stand_to_crouch_smg1" "Combat_stand_to_crouch.smd" "shooting_smg1" "crouching_smg1"
$append "Combat_stand_to_crouch_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$CombatCrouchStandTransition "Crouch_to_combat_stand_smg1" "Crouch_to_combat_stand.smd" "crouching_smg1" "shooting_smg1"
$append "Crouch_to_combat_stand_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local }
// Shotgun to crouch
$GenericTransitionBlendToSMD "Combat_stand_to_crouch_sg" "CombatIdle1_SG" "Combat_stand_to_crouch.smd" "shooting_sg" "crouching_sg" 16
$GenericTransitionBlendFromSMD "Crouch_to_combat_stand_sg" "Crouch_to_combat_stand.smd" "CombatIdle1_SG" "crouching_sg" "shooting_sg" 15
// Pistol to crouch
$GenericTransitionBlend "Combat_stand_to_crouch_pistol" "Combat_stand_to_crouch.smd" "CombatIdle1_Pistol" "crouch_aim_pistol" "shooting_pistol" "crouching_pistol" 16
$GenericTransitionBlend "Crouch_to_combat_stand_pistol" "Crouch_to_combat_stand.smd" "crouch_aim_pistol" "CombatIdle1_Pistol" "crouching_pistol" "shooting_pistol" 15
// ----------------------------------------------------------------
// AR2 to cover
$GenericTransitionBlendFromSMD "crouch_to_cover_crouch_low_ar2" "CrouchIdle.smd" "cover_crouch_low" "crouching_ar2" "cover" 15
$GenericTransitionBlendFromSMD "combat_stand_to_cover_crouch_low_ar2" "Combat_stand_to_crouch.smd" "cover_crouch_low" "shooting_ar2" "cover" 16
$append "combat_stand_to_cover_crouch_low_ar2" { walkframe 7 LX }
// SMG1 to cover
$GenericTransitionBlendFromSMD "crouch_to_cover_crouch_low_smg1" "crouch_aim_sm1.smd" "cover_crouch_low" "crouching_smg1" "cover" 15
$GenericTransitionBlendFromSMD "combat_stand_to_cover_crouch_low_smg1" "Combat_stand_to_crouch.smd" "cover_crouch_low" "shooting_smg1" "cover" 16
$append "combat_stand_to_cover_crouch_low_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local walkframe 7 LX }
// Cover to AR2
$GenericTransitionBlendToSMD "cover_crouch_low_to_crouch_ar2" "cover_crouch_low" "CrouchIdle.smd" "cover" "crouching_ar2" 15
$GenericTransitionBlendToSMD "cover_crouch_low_to_combat_stand_ar2" "cover_crouch_low" "Crouch_to_combat_stand.smd" "cover" "shooting_ar2" 16
$append "cover_crouch_low_to_combat_stand_ar2" { walkframe 7 LX }
// Cover to SMG1
$GenericTransitionBlendToSMD "cover_crouch_low_to_crouch_smg1" "cover_crouch_low" "crouch_aim_sm1.smd" "cover" "crouching_smg1" 15
$GenericTransitionBlendToSMD "cover_crouch_low_to_combat_stand_smg1" "cover_crouch_low" "Crouch_to_combat_stand.smd" "cover" "shooting_smg1" 16
$append "cover_crouch_low_to_combat_stand_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local walkframe 7 LX }
// ----------------------------------------------------------------
// No longer used due to interference with existing behavior
//$include "SoldierTransitions_IdleToCombat.qci"
// ----------------------------------------------------------------
$popd