Added New Mods
Added - MRAA + Blindside Military Animation Pack - Dynamic Zone Transitions - Corpse Twitching - Artifact Inspection - Animated Lead Box
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-- Might want to extend this to track flags based on IDs since detectors have animations too
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-- Likely overkill unless someone implements custom anims for them
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FLAGS = {}
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local active_flags = {}
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-- Export: Flags
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function get_flag(flag)
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return active_flags[flag]
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end
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function set_flag(flag)
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active_flags[flag] = true
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end
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function remove_flag(flag)
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active_flags[flag] = nil
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end
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function add_flag(flag)
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-- Exit early if it already exists
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if FLAGS[flag] then return end
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FLAGS[flag] = #FLAGS
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end
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local anim_mutators = {}
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-- Export: Animation Mutators
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function add_anim_mutator(functor, priority)
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-- Add mutator func to list of mutators
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table.insert(anim_mutators, {functor=functor, priority=priority})
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-- Sort anim_mutators again
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table.sort(anim_mutators, function(a,b) return a.priority < b.priority end)
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end
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function has_animation(section, anm)
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local hud_section = ini_sys:r_string_ex(section,"hud") or section
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return SYS_GetParam(0, hud_section, anm)
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end
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function mutate_anim(anm_table, anm_suffix, section)
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local new_anm = anm_table.anm_name .. anm_suffix
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if has_animation(section, new_anm) then
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anm_table.anm_name = new_anm
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return true
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end
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return false
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end
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-- Sounds
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local sound_object_by_sec_by_path = {}
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function get_safe_sound_object(path, sec)
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assert(path, "path to sound file was nil")
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assert(sec, "item section was nil")
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if sound_object_by_sec_by_path[sec] == nil then
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sound_object_by_sec_by_path[sec] = {}
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end
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local snd_obj = sound_object(path)
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sound_object_by_sec_by_path[sec][path] = snd_obj
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return snd_obj
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end
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function stop_all_sound_object(sec)
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-- printf("stop_all_sound_object(sec): %s", sec)
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for section, list in pairs(sound_object_by_sec_by_path) do
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for path, v in pairs(list) do
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if section == sec and v:playing() then
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-- printf("sec: %s| Stopping: %s", sec, path)
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v:stop()
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end
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end
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sound_object_by_sec_by_path[sec] = nil
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end
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end
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function get_sound_from_anm(anm_name) -- TODO: allow sound volume to be defined in config
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return anm_name:gsub("anm_", "scripted_snd_")
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end
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-- Probably worth adding an ordered list of functions with conditions that can mutate anm_table
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-- and use this script as source of truth for about-to-be-played animations since callback order is random between scripts
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---@param anm_table {anm_name: string, anm_mixin: boolean, anm_mixin2: boolean, anm_state: integer, anm_speed: number, anm_end: number}
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---@param item game_object
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function actor_on_hud_animation_play(anm_table, item)
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if not item then return end
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stop_all_sound_object(item:section())
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local section = item:section()
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-- Execute each mutator functor in turn, ordered by priority
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for i, mutator in ipairs(anim_mutators) do
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local stop = mutator.functor(anm_table, item)
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if stop then break end
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end
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-- Sound: Check if weapon has a valid scripted sound in config
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local anm_name = anm_table.anm_name
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local snd_name = get_sound_from_anm(anm_name)
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local snd_value = SYS_GetParam(0, section, snd_name)
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if not snd_value then return end
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-- Look for actor-specific sounds if they exist
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if item:parent() and item:parent():id() == AC_ID then
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local snd_value_actor = SYS_GetParam(0, section, snd_name .. "_actor")
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if snd_value_actor then
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snd_value = snd_value_actor
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end
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end
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local snd_values = str_explode(snd_value,",")
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local snd_path = snd_values[1]
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local never_cancel = snd_values[2]
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-- Play sound
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local snd_obj = get_safe_sound_object( snd_path, item:section() )
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if not snd_obj then return end
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if never_cancel then
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snd_obj:play_no_feedback(db.actor, sound_object.s2d, 0, vector(), 1.0, 1.0)
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else
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snd_obj:play(db.actor, 0, sound_object.s2d)
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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_hud_animation_play",actor_on_hud_animation_play)
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end
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