Various Changes; Updated and Added Mods
This commit is contained in:
@@ -0,0 +1,187 @@
|
||||
local fov_manager = outfit_animations_fov_manager
|
||||
local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
|
||||
|
||||
local enable_animations = false
|
||||
local ruck_last_backpack = -1
|
||||
|
||||
local is_animation_playing = false
|
||||
local item_to_equip = nil
|
||||
local item_to_unequip = nil
|
||||
|
||||
|
||||
function on_game_start()
|
||||
RegisterScriptCallback("on_option_change", on_option_change)
|
||||
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
|
||||
RegisterScriptCallback("actor_item_to_slot", on_item_to_slot)
|
||||
RegisterScriptCallback("actor_item_to_ruck", on_item_to_ruck)
|
||||
RegisterScriptCallback("actor_on_item_drop", on_item_to_ruck)
|
||||
end
|
||||
|
||||
|
||||
function on_option_change()
|
||||
mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
|
||||
end
|
||||
|
||||
|
||||
function actor_on_first_update()
|
||||
CreateTimeEvent("outfit_animations_backpack", "enable_backpack_animation_delay_te", 3, function()
|
||||
ruck_last_backpack = db.actor:item_in_slot(13) and db.actor:item_in_slot(13):id() or -1
|
||||
|
||||
enable_animations = true
|
||||
return true
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
function on_item_to_ruck(obj)
|
||||
if IsItem("backpack", nil, obj) and obj:id() == ruck_last_backpack then
|
||||
ruck_last_backpack = -1
|
||||
|
||||
if not db.actor:alive() then return end
|
||||
if not enable_animations then return end
|
||||
if has_alife_info("BAR_ARENA_FIGHT") then return end
|
||||
|
||||
item_to_unequip = get_section_name("outfit_animation_backpack_unequip")
|
||||
if not is_animation_playing then
|
||||
is_animation_playing = true
|
||||
play_animation_enter()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function on_item_to_slot(obj)
|
||||
if IsItem("backpack", nil, obj) and obj:id() ~= ruck_last_backpack then
|
||||
ruck_last_backpack = obj:id()
|
||||
|
||||
if not db.actor:alive() then return end
|
||||
if not enable_animations then return end
|
||||
if has_alife_info("BAR_ARENA_FIGHT") then return end
|
||||
|
||||
item_to_equip = get_section_name("outfit_animation_backpack_equip")
|
||||
if not is_animation_playing then
|
||||
is_animation_playing = true
|
||||
play_animation_enter()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
-- main
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
-- prepare before animation
|
||||
function play_animation_enter()
|
||||
hide_hud_inventory()
|
||||
if headgear_animations then headgear_animations.enable_animations = false end
|
||||
-- cur_slot = db.actor:active_slot()
|
||||
det_active = db.actor:active_detector() or nil
|
||||
if det_active then det_active:switch_state(2) end
|
||||
db.actor:activate_slot(0)
|
||||
|
||||
wait_for_free_hands(play_animation_execute)
|
||||
end
|
||||
|
||||
|
||||
function play_animation_execute()
|
||||
if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
|
||||
fov_manager.restore_fov()
|
||||
|
||||
if item_to_unequip and item_to_equip then
|
||||
swap()
|
||||
elseif item_to_unequip and not item_to_equip then
|
||||
unequip()
|
||||
elseif not item_to_unequip and item_to_equip then
|
||||
equip()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- restore after animation
|
||||
function play_animation_exit()
|
||||
if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end
|
||||
if headgear_animations then headgear_animations.enable_animations = true end
|
||||
item_to_equip = nil
|
||||
item_to_unequip = nil
|
||||
is_animation_playing = false
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
function equip()
|
||||
local anm = "anm_use"
|
||||
local cam = ini_sys:r_string_ex(item_to_equip, "cam")
|
||||
local snd = ini_sys:r_string_ex(item_to_equip, "snd")
|
||||
local length = game.get_motion_length(item_to_equip, anm, 1) / 1000
|
||||
xr_effects.play_snd(db.actor, nil, { [1] = snd })
|
||||
level.add_cam_effector(cam, 1301, false, "")
|
||||
game.play_hud_motion(2, item_to_equip, anm, false, 1)
|
||||
Invoke("restore_after_animation_te", length + 0.25, play_animation_exit)
|
||||
end
|
||||
|
||||
|
||||
function unequip()
|
||||
local anm = "anm_use"
|
||||
local cam = ini_sys:r_string_ex(item_to_unequip, "cam")
|
||||
local snd = ini_sys:r_string_ex(item_to_unequip, "snd")
|
||||
local length = game.get_motion_length(item_to_unequip, anm, 1) / 1000
|
||||
xr_effects.play_snd(db.actor, nil, { [1] = snd })
|
||||
level.add_cam_effector(cam, 1302, false, "")
|
||||
game.play_hud_motion(2, item_to_unequip, anm, false, 1)
|
||||
Invoke("restore_after_animation_te", length + 0.25, play_animation_exit)
|
||||
end
|
||||
|
||||
|
||||
function swap()
|
||||
local anm = "anm_use"
|
||||
local cam_unequip = ini_sys:r_string_ex(item_to_unequip, "cam")
|
||||
local snd_unequip = ini_sys:r_string_ex(item_to_unequip, "snd")
|
||||
local cam_equip = ini_sys:r_string_ex(item_to_equip, "cam")
|
||||
local snd_equip = ini_sys:r_string_ex(item_to_equip, "snd")
|
||||
local length_unequip = game.get_motion_length(item_to_unequip, anm, 1) / 1000
|
||||
local length_equip = game.get_motion_length(item_to_equip, anm, 1) / 1000
|
||||
|
||||
xr_effects.play_snd(db.actor, nil, { [1] = snd_unequip })
|
||||
level.add_cam_effector(cam_unequip, 1303, false, "")
|
||||
game.play_hud_motion(2, item_to_unequip, anm, false, 1)
|
||||
Invoke("play_equip_animation_after_unequip_te", length_unequip, function ()
|
||||
xr_effects.play_snd(db.actor, nil, { [1] = snd_equip })
|
||||
level.add_cam_effector(cam_equip, 1300, false, "")
|
||||
game.play_hud_motion(2, item_to_equip, anm, false, 1)
|
||||
Invoke("restore_after_animation_te", length_equip + 0.25, play_animation_exit)
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
-- utils
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
function get_section_name(section)
|
||||
local faction = character_community(db.actor):sub(7)
|
||||
return section .. "_" .. faction .. "_hud"
|
||||
end
|
||||
|
||||
|
||||
function wait_for_free_hands(action_to_perform)
|
||||
local force_timer = 0
|
||||
CreateTimeEvent("outfit_animations_backpack", "wait_for_free_hands_te0", 0.1, function()
|
||||
if (db.actor:active_slot() == 0 and not db.actor:active_detector() and not enhanced_animations.used_item) or (force_timer > 5) then
|
||||
Invoke("wait_for_free_hands_te1", 0.1, action_to_perform) --i don understan y this works (ノへ ̄、)
|
||||
return true
|
||||
end
|
||||
force_timer = force_timer + (device().time_delta / 1000)
|
||||
return false
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
function Invoke(name, time, action)
|
||||
CreateTimeEvent("outfit_animations_backpack", name, time, function()
|
||||
action()
|
||||
return true
|
||||
end)
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user