Added, Updated and Removed Mods
Added: - HUD Offsets Editor - NPC Wounded Redone Updated: - Stealth Overhaul - Redone Pripyat + Jupiter - Redone Limansk and Hospital - Outfit Animations - Modded Executables Removed: - Arrival
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function actor_on_first_update()
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local lc_pool = {
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["lc_jupiter01_to_limansk01"] = {
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pos = vector():set(-226,21,-497),
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smart = "jup_sim_2",
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spot = "level_changer_down_left",
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hint = "space_restrictor_to_limansk_desc",
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},
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["lc_jupiter01_to_limansk01.1"] = {
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pos = vector():set(-206,3,-426),
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smart = "jup_sim_2",
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spot = "level_changer_spot_mini",
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hint = "space_restrictor_to_limansk_desc",
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},
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["lc_limansk01_to_jupiter01"] = {
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pos = vector():set(1,-4,-136),
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smart = "lim_smart_terrain_4",
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spot = "level_changer_right",
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hint = "space_restrictor_to_jupiter_desc",
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}
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}
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for sec,v in pairs(lc_pool) do
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local se = get_story_se_item(sec)
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if not (se) then
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local pos = v.pos
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local vid = level.vertex_id(pos)
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local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id
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se = alife():create(sec,pos,vid,gid)
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end
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if (se.position:distance_to_sqr(v.pos) > 0.1) then
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local pos = v.pos
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local vid = level.vertex_id(pos)
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local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id
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TeleportObject(se.id,pos,vid,gid)
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end
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if (level.map_has_object_spot(se.id,v.spot) == 0) then
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level.map_add_object_spot_ser(se.id,v.spot,game.translate_string(v.hint))
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end
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end
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end
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function check_name(actor,obj,p)
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return p and p[1] and obj and string.find(obj:name(),p[1]) and true
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end
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function teleport_actor(actor,obj)
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local p = {
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["lc_jupiter01_to_limansk01"] = {
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pos = vector():set(-2.5950,-5.0593,-130.5251),
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w_p = vector():set(-208.8593,3.3455,-421.7572),
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smart = "lim_smart_terrain_4",
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},
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["lc_jupiter01_to_limansk01.1"] = {
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pos = vector():set(-2.5950,-5.0593,-130.5251),
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w_p = vector():set(-208.8593,3.3455,-421.7572),
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smart = "lim_smart_terrain_4",
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},
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["lc_limansk01_to_jupiter01"] = {
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pos = vector():set(-208.8593,3.3455,-421.7572),
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w_p = vector():set(-2.5950,-5.0593,-130.5251),
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smart = "jup_sim_2",
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},
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}
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local sec = obj and obj:section()
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local v = sec and p[sec]
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if (v and v.w_p and v.pos and v.smart) then
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db.actor:set_actor_position(v.w_p)
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local pos = v.pos
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local vid = level.vertex_id(pos)
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local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id
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ChangeLevel(pos,vid,gid,VEC_ZERO,true)
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end
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end
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function on_game_start()
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RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
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end
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