require "Resources/Script/ActorStates_Constants.lua" ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_UNUSED ------------------------------------------------------------------------------------------------------------- function DamageState_WeaponUnused( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "H0004", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "H0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "H0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "H0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "H0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "H0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "H0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "H0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_PLASMA_SWORD ------------------------------------------------------------------------------------------------------------- function DamageState_PlasmaSword( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "A0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "A0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "A0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "A0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "A0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "A0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "A0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "A0012", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_RIFLE ------------------------------------------------------------------------------------------------------------- function DamageState_Rifle( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "E0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "E0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "E0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "E0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "E0012", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "E0013", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "E0014", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "E0015", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_SUBMACHINE_GUN ------------------------------------------------------------------------------------------------------------- function DamageState_SubMachineGun( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "D0004", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "D0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "D0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "D0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "D0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "D0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "D0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "D0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_MACHINE_GUN ------------------------------------------------------------------------------------------------------------- function DamageState_MachineGun( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "F0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "F0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "F0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "F0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "F0012", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "F0013", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "F0014", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "F0015", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_MIND_ENERGY ------------------------------------------------------------------------------------------------------------- function DamageState_MindEnergy( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "H0004", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "H0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "H0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "H0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "H0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "H0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "H0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "H0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_MINE_LAUNCHER ------------------------------------------------------------------------------------------------------------- function DamageState_MineLauncher( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "G0018", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "G0019", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "G0020", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "G0021", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "G0022", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "G0023", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "G0024", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "G0025", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_SENTRYGUN_BUILDER ------------------------------------------------------------------------------------------------------------- function DamageState_SentryGunBuilder( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 0, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_COUNTER_SWORD ------------------------------------------------------------------------------------------------------------- function DamageState_CounterSword( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "A0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "A0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "A0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "A0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "A0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "A0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "A0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "A0012", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_CANNONADE ------------------------------------------------------------------------------------------------------------- function DamageState_Cannonade( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "E0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "E0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "E0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "E0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "E0012", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "E0013", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "E0014", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "E0015", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_REVOLVER ------------------------------------------------------------------------------------------------------------- function DamageState_Revolver( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "D0004", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "D0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "D0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "D0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "D0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "D0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "D0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "D0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_SMG2 ------------------------------------------------------------------------------------------------------------- function DamageState_SMG2( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "D0004", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "D0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "D0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "D0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "D0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "D0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "D0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "D0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_MIND_STROM ------------------------------------------------------------------------------------------------------------- function DamageState_MinStorm( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "H0004", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "H0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "H0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "H0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "H0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "H0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "H0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "H0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_SENTIWALL_BUILDER ------------------------------------------------------------------------------------------------------------- function DamageState_SentiwallBuilder( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 0, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_BAT_SWORD ------------------------------------------------------------------------------------------------------------- function DamageState_BatSword( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "A0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "A0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "A0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "A0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "A0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "A0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "A0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "A0012", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_KATANA_SWORD ------------------------------------------------------------------------------------------------------------- function DamageState_KatanaSword( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "A0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "A0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "A0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "A0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "A0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "A0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "A0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "A0012", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_CARD ------------------------------------------------------------------------------------------------------------- function DamageState_Card( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "D0004", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "D0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "D0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "D0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "D0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "D0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "D0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "D0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_MG2 ------------------------------------------------------------------------------------------------------------- function DamageState_MG2( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "F0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "F0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "F0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "F0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "F0012", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "F0013", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "F0014", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "F0015", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_SENTINEL_BUILDER ------------------------------------------------------------------------------------------------------------- function DamageState_SentinelBuilder( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 0, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_SMG3 ------------------------------------------------------------------------------------------------------------- function DamageState_SMG3( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "D0004", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "D0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "D0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "D0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "D0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "D0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "D0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "D0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end ------------------------------------------------------------------------------------------------------------- -- STATE_DAMAGE, WEAPONTYPE_REVOLVER2 ------------------------------------------------------------------------------------------------------------- function DamageState_Revolver2( state ) if ActorStateGroup:GetActorSex() == true then state:AddSound( "Resources/Sound/voice_man_damage_4.ogg", "Bip01", 0, 2500 ); else state:AddSound( "Resources/Sound/voice_girl_damage_4.ogg", "Bip01", 0, 2500 ); end local index = 0; local ANIMPARAMLIST_FRONT = index; index = index + 1; local ANIMPARAMLIST_BACK = index; index = index + 1; local ANIMPARAMLIST_LEFT = index; index = index + 1; local ANIMPARAMLIST_RIGHT = index; index = index + 1; local ANIMPARAMLIST_FRONT_WEAK = index; index = index + 1; local ANIMPARAMLIST_BACK_WEAK = index; index = index + 1; local ANIMPARAMLIST_LEFT_WEAK = index; index = index + 1; local ANIMPARAMLIST_RIGHT_WEAK = index; index = index + 1; state:GetAnimParam( ANIMPARAMLIST_FRONT ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 1.0, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_FRONT_WEAK ):SetAnim( "00016", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_BACK_WEAK ):SetAnim( "00017", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_LEFT_WEAK ):SetAnim( "00018", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); state:GetAnimParam( ANIMPARAMLIST_RIGHT_WEAK ):SetAnim( "00019", 0, 0, 0, LOOP_FALSE, 0.05, RESET_TRUE ); -- LowerPart lowerPartStateSet = state:GetLowerPartStateSet( 0 ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_FRONT ):SetAnim( "D0004", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_FRONT ):SetAnim( "D0005", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT ):SetAnim( "D0006", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_FRONT ):SetAnim( "D0007", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT ):SetAnim( "D0008", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_BACK ):SetAnim( "D0009", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_LEFT_BACK ):SetAnim( "D0010", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_RIGHT_BACK ):SetAnim( "D0011", 0, 500, 0, LOOP_TRUE, 1.0, RESET_FALSE ); lowerPartStateSet:GetWalkAnimParam ( LOWER_ANIM_NORMAL ):SetAnim( "00016", 0, 500, 0, LOOP_TRUE, 1.0, RESET_TRUE ); end