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rawset(_G, 'SetpiecePrgs', rawget(_G, 'SetpiecePrgs') or {}) |
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SetpiecePrgs.BeasIntro_BeastAiming = function(seed, state, TriggerUnits) |
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local li = { id = "BeasIntro_BeastAiming" } |
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local rand = BraidRandomCreate(seed or AsyncRand()) |
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prgdbg(li, 1, 1) sprocall(SetpieceTeleport.Exec, SetpieceTeleport, state, TriggerUnits, "SP_BeastPort_01", true) |
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prgdbg(li, 1, 2) sprocall(SetpieceSetStance.Exec, SetpieceSetStance, state, rand, true, "", TriggerUnits, "Crouch", "Current Weapon", true) |
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local _, SP_BeastGoTo |
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prgdbg(li, 1, 3) _, SP_BeastGoTo = sprocall(SetpieceGotoPosition.Exec, SetpieceGotoPosition, state, rand, true, "", TriggerUnits, "SP_BeastGoTo_01", true, true, false, "Crouch", false, false, "", 1000) |
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local _ |
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prgdbg(li, 1, 4) _, SP_BeastGoTo = sprocall(SetpieceGotoPosition.Exec, SetpieceGotoPosition, state, rand, true, "", TriggerUnits, "SP_BeastAim", true, false, false, "Crouch", true, false, "", 1000) |
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prgdbg(li, 1, 5) sprocall(SetpieceSleep.Exec, SetpieceSleep, state, rand, true, "", 5) |
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prgdbg(li, 1, 6) sprocall(SetpieceAnimation.Exec, SetpieceAnimation, state, rand, true, "", TriggerUnits, "", true, "ar_Crouch_Aim", 1000, 10000, range(1, 1), 0, false, true, false, "") |
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end |