|
|
|
|
|
rawset(_G, 'SetpiecePrgs', rawget(_G, 'SetpiecePrgs') or {}) |
|
SetpiecePrgs.ConversationKill_SubPiece = function(seed, state, Shooter, Target) |
|
local li = { id = "ConversationKill_SubPiece" } |
|
local rand = BraidRandomCreate(seed or AsyncRand()) |
|
prgdbg(li, 1, 1) sprocall(SetpieceTeleportNear.Exec, SetpieceTeleportNear, state, Shooter, Target, 2, true) |
|
prgdbg(li, 1, 2) sprocall(SetStartCombatAnim.Exec, SetStartCombatAnim, state, rand, false, "", Target, "CinematicCamera", "camera_Standing_CombatBegin4", 8000, false) |
|
prgdbg(li, 1, 3) sprocall(SetpieceSetStance.Exec, SetpieceSetStance, state, rand, true, "", Target, "Crouch", "No Weapon", true) |
|
prgdbg(li, 1, 4) if not Shooter[1]:GetActiveWeapons("Firearm") then |
|
prgdbg(li, 2, 1) sprocall(SetpieceSetStance.Exec, SetpieceSetStance, state, rand, false, "", Shooter, "Standing", "HiPower", true) li[2] = nil |
|
else |
|
prgdbg(li, 1, 5) |
|
prgdbg(li, 2, 1) sprocall(SetpieceSetStance.Exec, SetpieceSetStance, state, rand, false, "", Shooter, "Standing", "Current Weapon", true) li[2] = nil |
|
end |
|
prgdbg(li, 1, 7) sprocall(SetpieceShoot.Exec, SetpieceShoot, state, rand, false, "TargetDead", Shooter, "Unit", Target, "Torso", "", 1, 0, 1000, 100, 0, 0) |
|
prgdbg(li, 1, 8) sprocall(SetpieceWaitCheckpoint.Exec, SetpieceWaitCheckpoint, state, rand, "TargetDead") |
|
prgdbg(li, 1, 9) sprocall(SetpieceDeath.Exec, SetpieceDeath, state, rand, true, "ActionCam", Target, false) |
|
prgdbg(li, 1, 10) sprocall(SetpieceSetStance.Exec, SetpieceSetStance, state, rand, true, "", Shooter, "Standing", "Current Weapon", true) |
|
prgdbg(li, 1, 11) sprocall(PrgForceStopSetpiece.Exec, PrgForceStopSetpiece, state, rand, "") |
|
end |