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110
gamedata/scripts/smart_covers_loophole_crouch_front_left.script
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110
gamedata/scripts/smart_covers_loophole_crouch_front_left.script
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function get_loophole(id, fov_direction, position, enter_direction)
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local pos = position or vector():set(0,0,0)
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local enter_dir = enter_direction or vector():set(-1,0,0)
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return { id = id,
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fov_position = pos,
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fov_direction = fov_direction,
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danger_fov_direction = vector():set(-1,0,-1),
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enter_direction = enter_dir,
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enterable = true,
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exitable = true,
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usable = true,
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fov = 70.0,
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danger_fov = 90.0,
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range = 70.0,
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actions = {
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idle = {
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animations = {
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idle = {
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"loophole_crouch_front_left_idle_0",
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},
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},
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},
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lookout = {
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animations = {
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idle = {
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"loophole_crouch_front_left_look_idle_0",
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},
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},
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},
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fire = {
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animations = {
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idle = {
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"loophole_crouch_front_left_attack_idle_0",
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},
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shoot = {
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"loophole_crouch_front_left_attack_shoot_0",
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"loophole_crouch_front_left_attack_shoot_1",
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},
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},
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},
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fire_no_lookout = {
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animations = {
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idle = {
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"loophole_crouch_front_left_attack_idle_0",
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},
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shoot = {
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"loophole_crouch_front_left_attack_idle_0"
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},
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},
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},
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reload = {
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animations = {
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idle = {
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"loophole_crouch_front_left_reload_0",
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},
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},
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},
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},
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transitions = {
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{
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action_from = "idle",
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action_to = "lookout",
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weight = 1.2,
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animations = {
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"loophole_crouch_front_left_look_in_0",
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},
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},
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{
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action_from = "lookout",
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action_to = "idle",
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weight = 1.2,
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animations = {
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"loophole_crouch_front_left_look_out_0",
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},
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},
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{
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action_from = "idle",
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action_to = "fire",
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weight = 1.2,
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animations = {
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"loophole_crouch_front_left_attack_in_0",
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},
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},
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{
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action_from = "fire",
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action_to = "idle",
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weight = 1.2,
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animations = {
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"loophole_crouch_front_left_attack_out_0",
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},
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},
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{
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action_from = "idle",
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action_to = "fire_no_lookout",
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weight = 1.2,
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animations = {
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"loophole_crouch_front_left_attack_in_0",
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},
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},
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{
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action_from = "fire_no_lookout",
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action_to = "idle",
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weight = 1.2,
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animations = {
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"loophole_crouch_front_left_attack_out_0",
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},
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},
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},
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}
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end
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