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include
"
constants.lua
"
local
dyncomm
=
include
(
'
dynamicCommander.lua
'
)
_G
.
dyncomm
=
dyncomm
local
AntennaTip
=
piece
(
'
AntennaTip
'
)
local
ArmLeft
=
piece
(
'
ArmLeft
'
)
local
ArmRight
=
piece
(
'
ArmRight
'
)
local
AssLeft
=
piece
(
'
AssLeft
'
)
local
AssRight
=
piece
(
'
AssRight
'
)
local
Breast
=
piece
(
'
Breast
'
)
local
CalfLeft
=
piece
(
'
CalfLeft
'
)
local
CalfRight
=
piece
(
'
CalfRight
'
)
local
FingerA
=
piece
(
'
FingerA
'
)
local
FingerB
=
piece
(
'
FingerB
'
)
local
FingerC
=
piece
(
'
FingerC
'
)
local
FootLeft
=
piece
(
'
FootLeft
'
)
local
FootRight
=
piece
(
'
FootRight
'
)
local
Gun
=
piece
(
'
Gun
'
)
local
HandRight
=
piece
(
'
HandRight
'
)
local
Head
=
piece
(
'
Head
'
)
local
HipLeft
=
piece
(
'
HipLeft
'
)
local
HipRight
=
piece
(
'
HipRight
'
)
local
Muzzle
=
piece
(
'
Muzzle
'
)
local
Palm
=
piece
(
'
Palm
'
)
local
Stomach
=
piece
(
'
Stomach
'
)
local
Base
=
piece
(
'
Base
'
)
local
Nano
=
piece
(
'
Nano
'
)
local
UnderGun
=
piece
(
'
UnderGun
'
)
local
UnderMuzzle
=
piece
(
'
UnderMuzzle
'
)
local
Eye
=
piece
(
'
Eye
'
)
local
Shield
=
piece
(
'
Shield
'
)
local
FingerTipA
=
piece
(
'
FingerTipA
'
)
local
FingerTipB
=
piece
(
'
FingerTipB
'
)
local
FingerTipC
=
piece
(
'
FingerTipC
'
)
local
TORSO_SPEED_YAW
=
math.rad
(
300
)
local
ARM_SPEED_PITCH
=
math.rad
(
180
)
local
smokePiece
=
{
Breast
,
Head
}
local
nanoPieces
=
{
Nano
}
local
nanoing
=
false
local
aiming
=
false
local
FINGER_ANGLE_IN
=
math.rad
(
10
)
local
FINGER_ANGLE_OUT
=
math.rad
(
-
25
)
local
FINGER_SPEED
=
math.rad
(
60
)
local
SIG_RIGHT
=
1
local
SIG_RESTORE_RIGHT
=
2
local
SIG_LEFT
=
4
local
SIG_RESTORE_LEFT
=
8
local
SIG_RESTORE_TORSO
=
16
local
SIG_WALK
=
32
local
SIG_NANO
=
64
local
RESTORE_DELAY
=
2500
----
-----------------------------------------------------------------
---
blender-exported animation: data (move to include file?) ---
----
-----------------------------------------------------------------
local
Animations
=
{};
Animations
[
'
die
'
]
=
{
{
[
'
time
'
]
=
0
,
[
'
commands
'
]
=
{
}
},
{
[
'
time
'
]
=
5
,
[
'
commands
'
]
=
{
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
0.232016
, [
'
s
'
]
=
0.696048
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.004894
, [
'
s
'
]
=
0.014683
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.250887
, [
'
s
'
]
=
0.032047
},
{[
'
c
'
]
=
'
move
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
10.286314
, [
'
s
'
]
=
16.366669
},
{[
'
c
'
]
=
'
move
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
25.215321
, [
'
s
'
]
=
28.891800
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfRight
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
1.605359
, [
'
s
'
]
=
4.816078
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfRight
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfRight
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Stomach
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
0.541880
, [
'
s
'
]
=
0.587425
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Stomach
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Stomach
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=-
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfLeft
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
1.114193
, [
'
s
'
]
=
2.644143
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfLeft
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfLeft
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Breast
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Breast
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Breast
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.161811
, [
'
s
'
]
=
0.485432
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
HipRight
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
0.286401
, [
'
s
'
]
=
0.859202
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
HipRight
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
0.000001
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
HipRight
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=-
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Head
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Head
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Head
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.432971
, [
'
s
'
]
=
1.298912
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmLeft
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
0.192287
, [
'
s
'
]
=
1.014448
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmLeft
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.015827
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
HipLeft
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
0.094390
, [
'
s
'
]
=
0.283170
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
HipLeft
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
0.245644
, [
'
s
'
]
=
0.736933
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
HipLeft
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.163177
, [
'
s
'
]
=
0.489530
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmRight
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
0.083255
, [
'
s
'
]
=
1.066882
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmRight
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.413306
, [
'
s
'
]
=
0.676712
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmRight
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.238749
, [
'
s
'
]
=
0.331098
},
}
},
{
[
'
time
'
]
=
15
,
[
'
commands
'
]
=
{
{[
'
c
'
]
=
'
move
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
6.303279
, [
'
s
'
]
=
8.535074
},
{[
'
c
'
]
=
'
move
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
23.746590
, [
'
s
'
]
=
3.147281
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfRight
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
2.268937
, [
'
s
'
]
=
1.421952
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfRight
, [
'
a
'
]
=
y_axis
, [
'
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z_axis
, [
'
t
'
]
=-
0.147644
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfLeft
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
0.396744
, [
'
s
'
]
=
5.142960
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfLeft
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfLeft
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=-
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Breast
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
0.517826
, [
'
s
'
]
=
1.658337
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Breast
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Breast
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.161811
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmLeft
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
1.242896
, [
'
s
'
]
=
1.608593
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmLeft
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
0.108622
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmLeft
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=-
0.047991
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
FootRight
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
0.448296
, [
'
s
'
]
=
2.241478
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
FootRight
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.000001
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
FootRight
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmRight
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
1.191173
, [
'
s
'
]
=
2.470638
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmRight
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.503615
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmRight
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.051914
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Gun
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
1.308940
, [
'
s
'
]
=
3.726971
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Gun
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
0.222652
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Gun
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.061517
, [
'
s
'
]
=
0.000000
},
}
},
{
[
'
time
'
]
=
41
,
[
'
commands
'
]
=
{
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
1.511230
, [
'
s
'
]
=
2.399147
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.004894
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.250887
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
move
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
25.564775
, [
'
s
'
]
=
32.001157
},
{[
'
c
'
]
=
'
move
'
,[
'
p
'
]
=
Base
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
7.163431
, [
'
s
'
]
=
62.554203
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfRight
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
0.215270
, [
'
s
'
]
=
3.416467
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfRight
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfRight
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
FootLeft
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
0.205250
, [
'
s
'
]
=
2.591299
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
FootLeft
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
FootLeft
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=-
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfLeft
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=
0.168139
, [
'
s
'
]
=
1.714537
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfLeft
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
CalfLeft
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=-
0.000000
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmLeft
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
1.695927
, [
'
s
'
]
=
3.397732
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmLeft
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=-
0.003014
, [
'
s
'
]
=
0.792059
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmLeft
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.707491
, [
'
s
'
]
=
5.666117
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
HipLeft
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
0.615074
, [
'
s
'
]
=
0.686993
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
HipLeft
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=
0.163177
, [
'
s
'
]
=
0.000000
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmRight
, [
'
a
'
]
=
x_axis
, [
'
t
'
]
=-
1.601538
, [
'
s
'
]
=
3.077738
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmRight
, [
'
a
'
]
=
y_axis
, [
'
t
'
]
=
0.078940
, [
'
s
'
]
=
3.185058
},
{[
'
c
'
]
=
'
turn
'
,[
'
p
'
]
=
ArmRight
, [
'
a
'
]
=
z_axis
, [
'
t
'
]
=-
1.185024
, [
'
s
'
]
=
9.277040
},
}
},
{
[
'
time
'
]
=
45
,
[
'
commands
'
]
=
{
}
},
}
----
-----------------------------------------------------------------
---
blender-exported animation: framework code ---------
----
-----------------------------------------------------------------
local
animCmd
=
{[
'
turn
'
]
=
Turn
,[
'
move
'
]
=
Move
};
function
PlayAnimation
(
animname
)
local
anim
=
Animations
[
animname
];
for
i
=
1
,
#
anim
do
local
commands
=
anim
[
i
].
commands
;
for
j
=
1
,
#
commands
do
local
cmd
=
commands
[
j
];
animCmd
[
cmd
.
c
](
cmd
.
p
,
cmd
.
a
,
cmd
.
t
,
cmd
.
s
);
end
if
(
i
<
#
anim
)
then
local
t
=
anim
[
i
+
1
][
'
time
'
]
-
anim
[
i
][
'
time
'
];
Sleep
(
t
*
33
);
--
sleep works on milliseconds
end
end
end
function
constructSkeleton
(
unit
,
piece
,
offset
)
if
(
offset
==
nil
)
then
offset
=
{
0
,
0
,
0
};
end
local
bones
=
{};
local
info
=
Spring
.
GetUnitPieceInfo
(
unit
,
piece
);
for
i
=
1
,
3
do
info
.
offset
[
i
]
=
offset
[
i
]
+
info
.
offset
[
i
];
end
bones
[
piece
]
=
info
.
offset
;
local
map
=
Spring
.
GetUnitPieceMap
(
unit
);
local
children
=
info
.
children
;
if
(
children
)
then
for
i
,
childName
in
pairs
(
children
)
do
local
childId
=
map
[
childName
];
local
childBones
=
constructSkeleton
(
unit
,
childId
,
info
.
offset
);
for
cid
,
cinfo
in
pairs
(
childBones
)
do
bones
[
cid
]
=
cinfo
;
end
end
end
return
bones
;
end
----
-----------------------------------------------------------------
--
Walking
local
BASE_PACE
=
2.05
local
BASE_VELOCITY
=
UnitDefNames
.
benzcom1
.
speed
or
1.25
*
30
local
VELOCITY
=
UnitDefs
[
unitDefID
].
speed
or
BASE_VELOCITY
local
PACE
=
BASE_PACE
*
VELOCITY
/
BASE_VELOCITY
local
SLEEP_TIME
=
1000
*
10
/
30
--
Empirically determined
local
walkCycle
=
1
--
Alternate between 1 and 2
local
walkAngle
=
{
{
--
Moving forwards
wait
=
HipLeft
,
{
hip
=
{
math.rad
(
-
12
),
math.rad
(
40
)
*
PACE
},
leg
=
{
math.rad
(
80
),
math.rad
(
100
)
*
PACE
},
foot
=
{
math.rad
(
15
),
math.rad
(
150
)
*
PACE
},
arm
=
{
math.rad
(
5
),
math.rad
(
20
)
*
PACE
},
hand
=
{
0
,
math.rad
(
20
)
*
PACE
},
},
{
hip
=
{
math.rad
(
-
32
),
math.rad
(
30
)
*
PACE
},
leg
=
{
math.rad
(
16
),
math.rad
(
90
)
*
PACE
},
foot
=
{
math.rad
(
-
30
),
math.rad
(
160
)
*
PACE
},
},
},
{
--
Moving backwards
wait
=
HipRight
,
{
hip
=
{
math.rad
(
8
),
math.rad
(
35
)
*
PACE
},
leg
=
{
math.rad
(
2
),
math.rad
(
50
)
*
PACE
},
foot
=
{
math.rad
(
10
),
math.rad
(
40
)
*
PACE
},
arm
=
{
math.rad
(
-
20
),
math.rad
(
20
)
*
PACE
},
hand
=
{
math.rad
(
-
25
),
math.rad
(
20
)
*
PACE
},
},
{
hip
=
{
math.rad
(
20
),
math.rad
(
35
)
*
PACE
},
leg
=
{
math.rad
(
15
),
math.rad
(
25
)
*
PACE
},
foot
=
{
math.rad
(
60
),
math.rad
(
30
)
*
PACE
},
}
},
}
local
function
Walk
()
Signal
(
SIG_WALK
)
SetSignalMask
(
SIG_WALK
)
while
true
do
walkCycle
=
3
-
walkCycle
local
speedMult
=
math.max
(
0.05
, (
GG
.
att_MoveChange
[
unitID
]
or
1
)
*
dyncomm
.
GetPace
())
local
left
=
walkAngle
[
walkCycle
]
local
right
=
walkAngle
[
3
-
walkCycle
]
----
-------------------------------------------------------------------------------
Turn
(
HipLeft
,
x_axis
,
left
[
1
].
hip
[
1
],
left
[
1
].
hip
[
2
]
*
speedMult
)
Turn
(
CalfLeft
,
x_axis
,
left
[
1
].
leg
[
1
],
left
[
1
].
leg
[
2
]
*
speedMult
)
Turn
(
FootLeft
,
x_axis
,
left
[
1
].
foot
[
1
],
left
[
1
].
foot
[
2
]
*
speedMult
)
Turn
(
HipRight
,
x_axis
,
right
[
1
].
hip
[
1
],
right
[
1
].
hip
[
2
]
*
speedMult
)
Turn
(
CalfRight
,
x_axis
,
right
[
1
].
leg
[
1
],
right
[
1
].
leg
[
2
]
*
speedMult
)
Turn
(
FootRight
,
x_axis
,
right
[
1
].
foot
[
1
],
right
[
1
].
foot
[
2
]
*
speedMult
)
if
not
aiming
then
Turn
(
ArmLeft
,
x_axis
,
left
[
1
].
arm
[
1
],
left
[
1
].
arm
[
2
]
*
speedMult
)
Turn
(
Gun
,
x_axis
,
left
[
1
].
hand
[
1
],
left
[
1
].
hand
[
2
]
*
speedMult
)
Turn
(
ArmRight
,
x_axis
,
right
[
1
].
arm
[
1
],
right
[
1
].
arm
[
2
]
*
speedMult
)
Turn
(
HandRight
,
x_axis
,
right
[
1
].
hand
[
1
],
right
[
1
].
hand
[
2
]
*
speedMult
)
end
Move
(
Base
,
z_axis
,
1
,
2
*
speedMult
)
--
WaitForTurn(left.wait, x_axis)
--
Spring.Echo(Spring.GetGameFrame())
Sleep
(
SLEEP_TIME
/
speedMult
)
----
-------------------------------------------------------------------------------
Turn
(
HipLeft
,
x_axis
,
left
[
2
].
hip
[
1
],
left
[
2
].
hip
[
2
]
*
speedMult
)
Turn
(
CalfLeft
,
x_axis
,
left
[
2
].
leg
[
1
],
left
[
2
].
leg
[
2
]
*
speedMult
)
Turn
(
FootLeft
,
x_axis
,
left
[
2
].
foot
[
1
],
left
[
2
].
foot
[
2
]
*
speedMult
)
Turn
(
HipRight
,
x_axis
,
right
[
2
].
hip
[
1
],
right
[
2
].
hip
[
2
]
*
speedMult
)
Turn
(
CalfRight
,
x_axis
,
right
[
2
].
leg
[
1
],
right
[
2
].
leg
[
2
]
*
speedMult
)
Turn
(
FootRight
,
x_axis
,
right
[
2
].
foot
[
1
],
right
[
2
].
foot
[
2
]
*
speedMult
)
if
not
aiming
then
Turn
(
Stomach
,
z_axis
,
-
0.3
*
(
walkCycle
-
1.5
),
0.4
*
speedMult
)
end
Move
(
Base
,
z_axis
,
0
,
2
*
speedMult
)
--
WaitForTurn(left.wait, x_axis)
--
Spring.Echo(Spring.GetGameFrame())
Sleep
(
SLEEP_TIME
/
speedMult
)
end
end
local
function
RestoreLegs
()
Signal
(
SIG_WALK
)
SetSignalMask
(
SIG_WALK
)
Turn
(
HipLeft
,
x_axis
,
0
,
1
)
Turn
(
CalfLeft
,
x_axis
,
0
,
3
)
Turn
(
FootLeft
,
x_axis
,
0
,
2.5
)
Turn
(
HipRight
,
x_axis
,
0
,
1
)
Turn
(
CalfRight
,
x_axis
,
0
,
3
)
Turn
(
FootRight
,
x_axis
,
0
,
2.5
)
if
not
aiming
then
Turn
(
ArmLeft
,
x_axis
,
math.rad
(
-
5
),
2
)
Turn
(
Gun
,
x_axis
,
math.rad
(
-
5
),
2
)
Turn
(
ArmRight
,
x_axis
,
math.rad
(
-
5
),
2
)
Turn
(
HandRight
,
x_axis
,
math.rad
(
-
5
),
2
)
Turn
(
Stomach
,
z_axis
,
0
,
1
)
end
Move
(
Base
,
z_axis
,
0
,
4
)
end
function
script
.
StartMoving
()
StartThread
(
Walk
)
end
function
script
.
StopMoving
()
StartThread
(
RestoreLegs
)
end
----
-----------------------------------------------------------------
----
-----------------------------------------------------------------
--
Aiming and Firing
function
script
.
AimFromWeapon
(
num
)
if
num
==
5
then
return
Palm
elseif
num
==
3
then
return
UnderMuzzle
end
return
Shield
end
function
script
.
QueryWeapon
(
num
)
if
num
==
5
then
return
Muzzle
elseif
num
==
3
then
return
UnderMuzzle
end
return
Shield
end
local
function
RestoreTorsoAim
(
sleepTime
)
Signal
(
SIG_RESTORE_TORSO
)
SetSignalMask
(
SIG_RESTORE_TORSO
)
Sleep
(
sleepTime
or
RESTORE_DELAY
)
if
not
nanoing
then
Turn
(
Stomach
,
z_axis
,
0
,
TORSO_SPEED_YAW
)
aiming
=
false
end
end
local
function
RestoreRightAim
(
sleepTime
)
StartThread
(
RestoreTorsoAim
,
sleepTime
)
Signal
(
SIG_RESTORE_RIGHT
)
SetSignalMask
(
SIG_RESTORE_RIGHT
)
Sleep
(
sleepTime
or
RESTORE_DELAY
)
if
not
nanoing
then
Turn
(
ArmRight
,
x_axis
,
math.rad
(
-
5
),
ARM_SPEED_PITCH
)
Turn
(
HandRight
,
x_axis
,
math.rad
(
-
5
),
ARM_SPEED_PITCH
)
end
end
local
function
RestoreLeftAim
(
sleepTime
)
StartThread
(
RestoreTorsoAim
,
sleepTime
)
Signal
(
SIG_RESTORE_LEFT
)
SetSignalMask
(
SIG_RESTORE_LEFT
)
Sleep
(
sleepTime
or
RESTORE_DELAY
)
Turn
(
ArmLeft
,
x_axis
,
math.rad
(
-
5
),
ARM_SPEED_PITCH
)
Turn
(
Gun
,
x_axis
,
math.rad
(
-
5
),
ARM_SPEED_PITCH
)
end
local
function
AimArm
(
heading
,
pitch
,
arm
,
hand
,
wait
)
aiming
=
true
Turn
(
arm
,
x_axis
,
-
pitch
/
2
-
0.7
,
ARM_SPEED_PITCH
)
Turn
(
Breast
,
z_axis
,
heading
,
TORSO_SPEED_YAW
)
Turn
(
hand
,
x_axis
,
-
pitch
/
2
-
0.85
,
ARM_SPEED_PITCH
)
if
wait
then
WaitForTurn
(
Stomach
,
z_axis
)
WaitForTurn
(
arm
,
x_axis
)
end
end
function
script
.
AimWeapon
(
num
,
heading
,
pitch
)
if
num
==
5
then
Signal
(
SIG_LEFT
)
SetSignalMask
(
SIG_LEFT
)
Signal
(
SIG_RESTORE_LEFT
)
Signal
(
SIG_RESTORE_TORSO
)
AimArm
(
heading
,
pitch
,
ArmLeft
,
Gun
,
true
)
StartThread
(
RestoreLeftAim
)
return
true
elseif
num
==
3
then
Signal
(
SIG_RIGHT
)
SetSignalMask
(
SIG_RIGHT
)
Signal
(
SIG_RESTORE_RIGHT
)
Signal
(
SIG_RESTORE_TORSO
)
AimArm
(
heading
,
pitch
,
ArmRight
,
HandRight
,
true
)
StartThread
(
RestoreRightAim
)
return
true
elseif
num
==
2
or
num
==
4
then
return
true
end
return
false
end
function
script
.
FireWeapon
(
num
)
if
num
==
5
then
EmitSfx
(
Muzzle
,
1024
)
elseif
num
==
3
then
EmitSfx
(
UnderMuzzle
,
1026
)
end
end
function
script
.
Shot
(
num
)
if
num
==
5
then
EmitSfx
(
Muzzle
,
1025
)
elseif
num
==
3
then
EmitSfx
(
UnderMuzzle
,
1027
)
end
end
local
function
NanoAnimation
()
Signal
(
SIG_NANO
)
SetSignalMask
(
SIG_NANO
)
while
true
do
Turn
(
FingerA
,
x_axis
,
FINGER_ANGLE_OUT
,
FINGER_SPEED
)
Sleep
(
200
)
Turn
(
FingerB
,
x_axis
,
FINGER_ANGLE_IN
,
FINGER_SPEED
)
Sleep
(
200
)
Turn
(
FingerC
,
x_axis
,
FINGER_ANGLE_OUT
,
FINGER_SPEED
)
Sleep
(
200
)
Turn
(
FingerA
,
x_axis
,
FINGER_ANGLE_IN
,
FINGER_SPEED
)
Sleep
(
200
)
Turn
(
FingerB
,
x_axis
,
FINGER_ANGLE_OUT
,
FINGER_SPEED
)
Sleep
(
200
)
Turn
(
FingerC
,
x_axis
,
FINGER_ANGLE_IN
,
FINGER_SPEED
)
Sleep
(
200
)
end
end
local
function
NanoRestore
()
Signal
(
SIG_NANO
)
SetSignalMask
(
SIG_NANO
)
Sleep
(
500
)
Turn
(
FingerA
,
x_axis
,
0
,
FINGER_SPEED
)
Turn
(
FingerB
,
x_axis
,
0
,
FINGER_SPEED
)
Turn
(
FingerC
,
x_axis
,
0
,
FINGER_SPEED
)
end
function
script
.
StopBuilding
()
SetUnitValue
(
COB
.
INBUILDSTANCE
,
0
)
StartThread
(
RestoreRightAim
,
200
)
StartThread
(
NanoRestore
)
nanoing
=
false
end
function
script
.
StartBuilding
(
heading
,
pitch
)
AimArm
(
heading
,
pitch
,
ArmRight
,
HandRight
,
false
)
SetUnitValue
(
COB
.
INBUILDSTANCE
,
1
)
StartThread
(
NanoAnimation
)
nanoing
=
true
end
----
-----------------------------------------------------------------
----
-----------------------------------------------------------------
--
Creation and Death
function
script
.
Create
()
local
map
=
Spring
.
GetUnitPieceMap
(
unitID
);
local
offsets
=
constructSkeleton
(
unitID
,
map
.
Scene
, {
0
,
0
,
0
});
for
a
,
anim
in
pairs
(
Animations
)
do
for
i
,
keyframe
in
pairs
(
anim
)
do
local
commands
=
keyframe
.
commands
;
for
k
,
command
in
pairs
(
commands
)
do
--
commands are described in (c)ommand,(p)iece,(a)xis,(t)arget,(s)peed format
--
the t attribute needs to be adjusted for move commands from blender's absolute values
if
(
command
.
c
==
"
move
"
)
then
local
adjusted
=
command
.
t
-
(
offsets
[
command
.
p
][
command
.
a
]);
Animations
[
a
][
i
][
'
commands
'
][
k
].
t
=
command
.
t
-
(
offsets
[
command
.
p
][
command
.
a
]);
end
end
end
end
Turn
(
Muzzle
,
x_axis
,
math.rad
(
180
))
Turn
(
UnderMuzzle
,
x_axis
,
math.rad
(
180
))
--
dyncomm.Create()
Spring
.
SetUnitNanoPieces
(
unitID
,
nanoPieces
)
StartThread
(
GG
.
Script
.
SmokeUnit
,
unitID
,
smokePiece
)
end
function
script
.
Killed
(
recentDamage
,
maxHealth
)
local
severity
=
recentDamage
/
maxHealth
if
severity
<
0.5
then
--
Pointless because deathclone contains head.
--
Explode(Head, SFX.FALL)
--
Hide(Head)
GG
.
Script
.
InitializeDeathAnimation
(
unitID
)
PlayAnimation
(
'
die
'
)
Explode
(
ArmLeft
,
SFX
.
NONE
)
Explode
(
ArmRight
,
SFX
.
NONE
)
Explode
(
CalfLeft
,
SFX
.
NONE
)
Explode
(
CalfRight
,
SFX
.
NONE
)
--
dyncomm.SpawnModuleWrecks(1)
--
dyncomm.SpawnWreck(1)
else
Explode
(
Head
,
SFX
.
FALL
+
SFX
.
FIRE
)
Explode
(
Stomach
,
SFX
.
FALL
+
SFX
.
FIRE
+
SFX
.
SMOKE
+
SFX
.
EXPLODE
)
Explode
(
ArmLeft
,
SFX
.
FALL
+
SFX
.
FIRE
+
SFX
.
SMOKE
+
SFX
.
EXPLODE
)
Explode
(
ArmRight
,
SFX
.
FALL
+
SFX
.
FIRE
+
SFX
.
SMOKE
+
SFX
.
EXPLODE
)
Explode
(
HandRight
,
SFX
.
FALL
+
SFX
.
FIRE
+
SFX
.
SMOKE
+
SFX
.
EXPLODE
)
Explode
(
Gun
,
SFX
.
FALL
+
SFX
.
FIRE
+
SFX
.
SMOKE
+
SFX
.
EXPLODE
)
Explode
(
CalfLeft
,
SFX
.
FALL
+
SFX
.
FIRE
+
SFX
.
SMOKE
+
SFX
.
EXPLODE
)
Explode
(
CalfRight
,
SFX
.
FALL
+
SFX
.
FIRE
+
SFX
.
SMOKE
+
SFX
.
EXPLODE
)
Explode
(
HipLeft
,
SFX
.
FALL
+
SFX
.
FIRE
+
SFX
.
SMOKE
+
SFX
.
EXPLODE
)
Explode
(
HipRight
,
SFX
.
FALL
+
SFX
.
FIRE
+
SFX
.
SMOKE
+
SFX
.
EXPLODE
)
Explode
(
Breast
,
SFX
.
SHATTER
+
SFX
.
EXPLODE
)
--
dyncomm.SpawnModuleWrecks(2)
--
dyncomm.SpawnWreck(2)
end
end
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