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 \\
}
// ----------------------------------------------------------------
// TODO: Remove these
$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 }
// ----------------------------------------------------------------
$definemacro IdleToCombatStandTransition SeqName BaseFile StartNode EndNode HandsLayer AimLayer \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
blendlayer $HandsLayer$ 0 0 0 0 local \\
blendlayer $AimLayer$ 0 8 19 19 local spline \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\
}
$definemacro CombatToIdleStandTransition SeqName BaseFile StartNode EndNode HandsLayer AimLayer \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
blendlayer $HandsLayer$ 0 0 0 0 local \\
blendlayer $AimLayer$ 0 0 0 25 local spline \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 10 14 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 2 \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 20 24 24 24 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 11 15 24 24 \\
}
// AR2 idle to combat
$IdleToCombatStandTransition "idle_to_combat_stand_ar2" "custom/idle_to_combat_stand.smd" "standing_ar2" "shooting_ar2" "oldidle_to_ar2" "Aim_stand_delta_all"
$CombatToIdleStandTransition "combat_stand_to_idle_ar2" "custom/combat_stand_to_idle.smd" "shooting_ar2" "standing_ar2" "oldidle_to_ar2" "Aim_stand_delta_all"
// AR2 idle stimulated to combat
$GenericTransitionBlendToSMD "idle_stimulated_to_combat_stand_ar2" "Idle2_AR2" "custom/idle_to_combat_stand.smd" "standing_alert_ar2" "shooting_ar2" 15
$GenericTransitionBlendFromSMD "combat_stand_to_idle_stimulated_ar2" "custom/combat_stand_to_idle.smd" "Idle2_AR2" "shooting_ar2" "standing_alert_ar2" 20
// AR2 idle to crouch
$GenericTransitionBlendFromSMD "idle_to_crouch_ar2" "custom/idle_to_combat_stand.smd" "Combat_stand_to_crouch" "standing_ar2" "crouching_ar2" 15
$GenericTransitionBlendToSMD "crouch_to_idle_ar2" "Crouch_to_combat_stand" "custom/combat_stand_to_idle.smd" "crouching_ar2" "standing_ar2" 20
// AR2 idle stimulated to crouch
$GenericTransitionBlendToSMD "idle_stimulated_to_crouch_ar2" "Idle2_AR2" "Combat_stand_to_crouch.smd" "standing_alert_ar2" "crouching_ar2" 15
$GenericTransitionBlendFromSMD "crouch_to_idle_stimulated_ar2" "Crouch_to_combat_stand.smd" "Idle2_AR2" "crouching_ar2" "standing_alert_ar2" 20
// ----------------------------------------------------------------
// SMG1 idle to combat
$IdleToCombatStandTransition "idle_to_combat_stand_smg1" "custom/idle_to_combat_stand.smd" "standing_smg1" "shooting_smg1" "ar2_to_smg1" "Aim_stand_delta_all"
$CombatToIdleStandTransition "combat_stand_to_idle_smg1" "custom/combat_stand_to_idle.smd" "shooting_smg1" "standing_smg1" "ar2_to_smg1" "Aim_stand_delta_all"
// ----------------------------------------------------------------
// Shotgun idle to combat
$GenericTransitionBlend "idle_to_combat_stand_shotgun" "custom/idle_to_combat_stand.smd" "Idle1_SG" "CombatIdle1_SG" "standing_sg" "shooting_sg" 15
$GenericTransitionBlend "combat_stand_to_idle_shotgun" "custom/combat_stand_to_idle.smd" "CombatIdle1_SG" "Idle1_SG" "shooting_sg" "standing_sg" 20
$GenericTransitionBlend "idle_to_crouch_shotgun" "custom/idle_to_combat_stand.smd" "Idle1_SG" "crouch_aim_ar2" "standing_sg" "crouching_sg" 15
$GenericTransitionBlend "crouch_to_idle_shotgun" "custom/combat_stand_to_idle.smd" "crouch_aim_ar2" "Idle1_SG" "crouching_sg" "standing_sg" 20
// ----------------------------------------------------------------
// Stubs
$CombatStandCrouchTransition "transition_stub_cs_to_c_ar2" "Combat_stand_to_crouch.smd" "shooting" "crouching_ar2"
$CombatStandCrouchTransition "transition_stub_cs_to_c_smg1" "Combat_stand_to_crouch.smd" "shooting" "crouching_smg1"
$GenericTransitionBlendToSMD "transition_stub_cs_to_c_sg" "CombatIdle1_SG" "Combat_stand_to_crouch.smd" "shooting" "crouching_sg" 16
$GenericTransitionBlend "transition_stub_cs_to_c_pistol" "Combat_stand_to_crouch.smd" "CombatIdle1_Pistol" "crouch_aim_pistol" "shooting" "crouching_pistol" 16
$append "transition_stub_cs_to_c_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$append "transition_stub_cs_to_c_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$append "transition_stub_cs_to_c_sg" { hidden walkframe 7 LX }
$append "transition_stub_cs_to_c_pistol" { hidden walkframe 7 LX }
$CombatCrouchStandTransition "transition_stub_c_to_cs_ar2" "Crouch_to_combat_stand.smd" "crouching" "shooting_ar2"
$CombatCrouchStandTransition "transition_stub_c_to_cs_smg1" "Crouch_to_combat_stand.smd" "crouching" "shooting_smg1"
$GenericTransitionBlendFromSMD "transition_stub_c_to_cs_sg" "Crouch_to_combat_stand.smd" "CombatIdle1_SG" "crouching" "shooting_sg" 16
$GenericTransitionBlend "transition_stub_c_to_cs_pistol" "Crouch_to_combat_stand.smd" "crouch_aim_pistol" "CombatIdle1_Pistol" "crouching" "shooting_pistol" 16
$append "transition_stub_c_to_cs_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$append "transition_stub_c_to_cs_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$append "transition_stub_c_to_cs_sg" { hidden walkframe 7 LX }
$append "transition_stub_c_to_cs_pistol" { hidden walkframe 7 LX }
// ----------------------------------------------------------------
$popd