mirror of
https://github.com/lifestorm/wnsrc.git
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203 lines
10 KiB
Lua
203 lines
10 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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--[[---------------------------------------------------------
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Name: SetupWeaponHoldTypeForAI
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Desc: Sets up ACT translations from generic activities to NPC specific activies. In a seperate file to clean up the init.lua
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Not all NPCs have support for all animations (for example Citizens don't have pistol animations)
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This only supports the holdtypes the default NPC models can support
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All of these are taken directly from IMPLEMENT_ACTTABLE() macro of the C++ weapons
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-----------------------------------------------------------]]
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function SWEP:SetupWeaponHoldTypeForAI( t )
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self.ActivityTranslateAI = {}
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-- Default is pistol/revolver for reasons
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self.ActivityTranslateAI[ ACT_IDLE ] = ACT_IDLE_PISTOL
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self.ActivityTranslateAI[ ACT_IDLE_ANGRY ] = ACT_IDLE_ANGRY_PISTOL
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self.ActivityTranslateAI[ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_PISTOL
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self.ActivityTranslateAI[ ACT_RELOAD ] = ACT_RELOAD_PISTOL
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self.ActivityTranslateAI[ ACT_WALK_AIM ] = ACT_WALK_AIM_PISTOL
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self.ActivityTranslateAI[ ACT_RUN_AIM ] = ACT_RUN_AIM_PISTOL
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self.ActivityTranslateAI[ ACT_GESTURE_RANGE_ATTACK1 ] = ACT_GESTURE_RANGE_ATTACK_PISTOL
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self.ActivityTranslateAI[ ACT_RELOAD_LOW ] = ACT_RELOAD_PISTOL_LOW
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self.ActivityTranslateAI[ ACT_RANGE_ATTACK1_LOW ] = ACT_RANGE_ATTACK_PISTOL_LOW
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self.ActivityTranslateAI[ ACT_COVER_LOW ] = ACT_COVER_PISTOL_LOW
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self.ActivityTranslateAI[ ACT_RANGE_AIM_LOW ] = ACT_RANGE_AIM_PISTOL_LOW
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self.ActivityTranslateAI[ ACT_GESTURE_RELOAD ] = ACT_GESTURE_RELOAD_PISTOL
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self.ActivityTranslateAI[ ACT_WALK ] = ACT_WALK_PISTOL
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self.ActivityTranslateAI[ ACT_RUN ] = ACT_RUN_PISTOL
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self.ActivityTranslateAI[ ACT_IDLE_RELAXED ] = ACT_IDLE_PISTOL
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self.ActivityTranslateAI[ ACT_IDLE_STIMULATED ] = ACT_IDLE_STIMULATED
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self.ActivityTranslateAI[ ACT_IDLE_AGITATED ] = ACT_IDLE_ANGRY_PISTOL
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self.ActivityTranslateAI[ ACT_IDLE_STEALTH ] = ACT_IDLE_STEALTH_PISTOL
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self.ActivityTranslateAI[ ACT_WALK_RELAXED ] = ACT_WALK
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self.ActivityTranslateAI[ ACT_WALK_STIMULATED ] = ACT_WALK_STIMULATED
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self.ActivityTranslateAI[ ACT_WALK_AGITATED ] = ACT_WALK_AIM_PISTOL
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self.ActivityTranslateAI[ ACT_WALK_STEALTH ] = ACT_WALK_STEALTH_PISTOL
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self.ActivityTranslateAI[ ACT_RUN_RELAXED ] = ACT_RUN
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self.ActivityTranslateAI[ ACT_RUN_STIMULATED ] = ACT_RUN_STIMULATED
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self.ActivityTranslateAI[ ACT_RUN_AGITATED ] = ACT_RUN_AIM_PISTOL
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self.ActivityTranslateAI[ ACT_RUN_STEALTH ] = ACT_RUN_STEALTH_PISTOL
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self.ActivityTranslateAI[ ACT_IDLE_AIM_RELAXED ] = ACT_IDLE_PISTOL
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self.ActivityTranslateAI[ ACT_IDLE_AIM_STIMULATED ] = ACT_IDLE_ANGRY_PISTOL
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self.ActivityTranslateAI[ ACT_IDLE_AIM_AGITATED ] = ACT_IDLE_ANGRY_PISTOL
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self.ActivityTranslateAI[ ACT_IDLE_AIM_STEALTH ] = ACT_IDLE_STEALTH_PISTOL
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self.ActivityTranslateAI[ ACT_WALK_AIM_RELAXED ] = ACT_WALK
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self.ActivityTranslateAI[ ACT_WALK_AIM_STIMULATED ] = ACT_WALK_AIM_PISTOL
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self.ActivityTranslateAI[ ACT_WALK_AIM_AGITATED ] = ACT_WALK_AIM_PISTOL
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self.ActivityTranslateAI[ ACT_WALK_AIM_STEALTH ] = ACT_WALK_AIM_STEALTH_PISTOL
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self.ActivityTranslateAI[ ACT_RUN_AIM_RELAXED ] = ACT_RUN
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self.ActivityTranslateAI[ ACT_RUN_AIM_STIMULATED ] = ACT_RUN_AIM_PISTOL
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self.ActivityTranslateAI[ ACT_RUN_AIM_AGITATED ] = ACT_RUN_AIM_PISTOL
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self.ActivityTranslateAI[ ACT_RUN_AIM_STEALTH ] = ACT_RUN_AIM_STEALTH_PISTOL
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self.ActivityTranslateAI[ ACT_CROUCHIDLE_STIMULATED] = ACT_CROUCHIDLE_STIMULATED
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self.ActivityTranslateAI[ ACT_CROUCHIDLE_AIM_STIMULATED ] = ACT_RANGE_AIM_PISTOL_LOW
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self.ActivityTranslateAI[ ACT_CROUCHIDLE_AGITATED ] = ACT_RANGE_AIM_PISTOL_LOW
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self.ActivityTranslateAI[ ACT_READINESS_RELAXED_TO_STIMULATED ] = ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED
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self.ActivityTranslateAI[ ACT_READINESS_RELAXED_TO_STIMULATED_WALK ] = ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK
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self.ActivityTranslateAI[ ACT_READINESS_AGITATED_TO_STIMULATED ] = ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED
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self.ActivityTranslateAI[ ACT_READINESS_STIMULATED_TO_RELAXED ] = ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED
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if ( t == "ar2" || t == "smg" ) then
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self.ActivityTranslateAI[ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_AR2
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self.ActivityTranslateAI[ ACT_RELOAD ] = ACT_RELOAD_SMG1
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self.ActivityTranslateAI[ ACT_IDLE ] = ACT_IDLE_SMG1
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self.ActivityTranslateAI[ ACT_IDLE_ANGRY ] = ACT_IDLE_ANGRY_SMG1
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self.ActivityTranslateAI[ ACT_WALK ] = ACT_WALK_RIFLE
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self.ActivityTranslateAI[ ACT_WALK_AIM ] = ACT_WALK_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_IDLE_RELAXED ] = ACT_IDLE_SMG1_RELAXED
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self.ActivityTranslateAI[ ACT_IDLE_STIMULATED ] = ACT_IDLE_SMG1_STIMULATED
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self.ActivityTranslateAI[ ACT_IDLE_AGITATED ] = ACT_IDLE_ANGRY_SMG1
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self.ActivityTranslateAI[ ACT_WALK_RELAXED ] = ACT_WALK_RIFLE_RELAXED
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self.ActivityTranslateAI[ ACT_WALK_STIMULATED ] = ACT_WALK_RIFLE_STIMULATED
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self.ActivityTranslateAI[ ACT_WALK_AGITATED ] = ACT_WALK_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_RUN_RELAXED ] = ACT_RUN_RIFLE_RELAXED
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self.ActivityTranslateAI[ ACT_RUN_STIMULATED ] = ACT_RUN_RIFLE_STIMULATED
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self.ActivityTranslateAI[ ACT_RUN_AGITATED ] = ACT_RUN_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_IDLE_AIM_RELAXED ] = ACT_IDLE_SMG1_RELAXED
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self.ActivityTranslateAI[ ACT_IDLE_AIM_STIMULATED ] = ACT_IDLE_AIM_RIFLE_STIMULATED
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self.ActivityTranslateAI[ ACT_IDLE_AIM_AGITATED ] = ACT_IDLE_ANGRY_SMG1
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self.ActivityTranslateAI[ ACT_WALK_AIM_RELAXED ] = ACT_WALK_RIFLE_RELAXED
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self.ActivityTranslateAI[ ACT_WALK_AIM_STIMULATED ] = ACT_WALK_AIM_RIFLE_STIMULATED
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self.ActivityTranslateAI[ ACT_WALK_AIM_AGITATED ] = ACT_WALK_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_RUN_AIM_RELAXED ] = ACT_RUN_RIFLE_RELAXED
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self.ActivityTranslateAI[ ACT_RUN_AIM_STIMULATED ] = ACT_RUN_AIM_RIFLE_STIMULATED
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self.ActivityTranslateAI[ ACT_RUN_AIM_AGITATED ] = ACT_RUN_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_WALK_CROUCH ] = ACT_WALK_CROUCH_RIFLE
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self.ActivityTranslateAI[ ACT_WALK_CROUCH_AIM ] = ACT_WALK_CROUCH_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_RUN ] = ACT_RUN_RIFLE
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self.ActivityTranslateAI[ ACT_RUN_AIM ] = ACT_RUN_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_RUN_CROUCH ] = ACT_RUN_CROUCH_RIFLE
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self.ActivityTranslateAI[ ACT_RUN_CROUCH_AIM ] = ACT_RUN_CROUCH_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_GESTURE_RANGE_ATTACK1 ] = ACT_GESTURE_RANGE_ATTACK_AR2
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self.ActivityTranslateAI[ ACT_RANGE_ATTACK1_LOW ] = ACT_RANGE_ATTACK_SMG1_LOW
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self.ActivityTranslateAI[ ACT_COVER_LOW ] = ACT_COVER_SMG1_LOW
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self.ActivityTranslateAI[ ACT_RANGE_AIM_LOW ] = ACT_RANGE_AIM_AR2_LOW
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self.ActivityTranslateAI[ ACT_RELOAD_LOW ] = ACT_RELOAD_SMG1_LOW
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self.ActivityTranslateAI[ ACT_GESTURE_RELOAD ] = ACT_GESTURE_RELOAD_SMG1
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-- Extra overrides for SMG holdtype
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if ( t == "smg" ) then
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self.ActivityTranslateAI[ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_SMG1
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self.ActivityTranslateAI[ ACT_GESTURE_RANGE_ATTACK1 ] = ACT_GESTURE_RANGE_ATTACK_SMG1
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self.ActivityTranslateAI[ ACT_RANGE_AIM_LOW ] = ACT_RANGE_AIM_SMG1_LOW
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end
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return
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end
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if ( t == "shotgun" || t == "crossbow" ) then
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self.ActivityTranslateAI[ ACT_IDLE ] = ACT_IDLE_SMG1
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self.ActivityTranslateAI[ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_SHOTGUN
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self.ActivityTranslateAI[ ACT_RELOAD ] = ACT_RELOAD_SHOTGUN
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self.ActivityTranslateAI[ ACT_WALK ] = ACT_WALK_RIFLE
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self.ActivityTranslateAI[ ACT_IDLE_ANGRY ] = ACT_IDLE_ANGRY_SHOTGUN
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self.ActivityTranslateAI[ ACT_IDLE_RELAXED ] = ACT_IDLE_SHOTGUN_RELAXED
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self.ActivityTranslateAI[ ACT_IDLE_STIMULATED ] = ACT_IDLE_SHOTGUN_STIMULATED
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self.ActivityTranslateAI[ ACT_IDLE_AGITATED ] = ACT_IDLE_SHOTGUN_AGITATED
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self.ActivityTranslateAI[ ACT_WALK_RELAXED ] = ACT_WALK_RIFLE_RELAXED
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self.ActivityTranslateAI[ ACT_WALK_STIMULATED ] = ACT_WALK_RIFLE_STIMULATED
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self.ActivityTranslateAI[ ACT_WALK_AGITATED ] = ACT_WALK_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_RUN_RELAXED ] = ACT_RUN_RIFLE_RELAXED
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self.ActivityTranslateAI[ ACT_RUN_STIMULATED ] = ACT_RUN_RIFLE_STIMULATED
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self.ActivityTranslateAI[ ACT_RUN_AGITATED ] = ACT_RUN_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_IDLE_AIM_RELAXED ] = ACT_IDLE_SMG1_RELAXED
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self.ActivityTranslateAI[ ACT_IDLE_AIM_STIMULATED ] = ACT_IDLE_AIM_RIFLE_STIMULATED
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self.ActivityTranslateAI[ ACT_IDLE_AIM_AGITATED ] = ACT_IDLE_ANGRY_SMG1
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self.ActivityTranslateAI[ ACT_WALK_AIM_RELAXED ] = ACT_WALK_RIFLE_RELAXED
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self.ActivityTranslateAI[ ACT_WALK_AIM_STIMULATED ] = ACT_WALK_AIM_RIFLE_STIMULATED
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self.ActivityTranslateAI[ ACT_WALK_AIM_AGITATED ] = ACT_WALK_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_RUN_AIM_RELAXED ] = ACT_RUN_RIFLE_RELAXED
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self.ActivityTranslateAI[ ACT_RUN_AIM_STIMULATED ] = ACT_RUN_AIM_RIFLE_STIMULATED
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self.ActivityTranslateAI[ ACT_RUN_AIM_AGITATED ] = ACT_RUN_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_WALK_AIM ] = ACT_WALK_AIM_SHOTGUN
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self.ActivityTranslateAI[ ACT_WALK_CROUCH ] = ACT_WALK_CROUCH_RIFLE
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self.ActivityTranslateAI[ ACT_WALK_CROUCH_AIM ] = ACT_WALK_CROUCH_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_RUN ] = ACT_RUN_RIFLE
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self.ActivityTranslateAI[ ACT_RUN_AIM ] = ACT_RUN_AIM_SHOTGUN
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self.ActivityTranslateAI[ ACT_RUN_CROUCH ] = ACT_RUN_CROUCH_RIFLE
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self.ActivityTranslateAI[ ACT_RUN_CROUCH_AIM ] = ACT_RUN_CROUCH_AIM_RIFLE
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self.ActivityTranslateAI[ ACT_GESTURE_RANGE_ATTACK1 ] = ACT_GESTURE_RANGE_ATTACK_SHOTGUN
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self.ActivityTranslateAI[ ACT_RANGE_ATTACK1_LOW ] = ACT_RANGE_ATTACK_SHOTGUN_LOW
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self.ActivityTranslateAI[ ACT_RELOAD_LOW ] = ACT_RELOAD_SHOTGUN_LOW
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self.ActivityTranslateAI[ ACT_GESTURE_RELOAD ] = ACT_GESTURE_RELOAD_SHOTGUN
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return
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end
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if ( t == "rpg" ) then
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self.ActivityTranslateAI[ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_RPG
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self.ActivityTranslateAI[ ACT_IDLE_RELAXED ] = ACT_IDLE_RPG_RELAXED
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self.ActivityTranslateAI[ ACT_IDLE_STIMULATED ] = ACT_IDLE_ANGRY_RPG
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self.ActivityTranslateAI[ ACT_IDLE_AGITATED ] = ACT_IDLE_ANGRY_RPG
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self.ActivityTranslateAI[ ACT_IDLE ] = ACT_IDLE_RPG
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self.ActivityTranslateAI[ ACT_IDLE_ANGRY ] = ACT_IDLE_ANGRY_RPG
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self.ActivityTranslateAI[ ACT_WALK ] = ACT_WALK_RPG
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self.ActivityTranslateAI[ ACT_WALK_CROUCH ] = ACT_WALK_CROUCH_RPG
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self.ActivityTranslateAI[ ACT_RUN ] = ACT_RUN_RPG
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self.ActivityTranslateAI[ ACT_RUN_CROUCH ] = ACT_RUN_CROUCH_RPG
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self.ActivityTranslateAI[ ACT_COVER_LOW ] = ACT_COVER_LOW_RPG
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return
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end
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end
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