Added New Mods
Added - MRAA + Blindside Military Animation Pack - Dynamic Zone Transitions - Corpse Twitching - Artifact Inspection - Animated Lead Box
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local common = animation_common
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valid_anims = {}
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local mutate_anim = animation_common.mutate_anim
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function animation_common.mutate_anim(anm_table, anm_suffix, section)
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table.insert(valid_anims, anm_suffix)
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return mutate_anim(anm_table, anm_suffix, section)
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end
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transitions = {
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}
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function add_strict_transition(hud_section, start_anm, end_anm, transition_anm)
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if not (hud_section and start_anm and end_anm and transition_anm) then
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printf("[ERROR] aol_anim_transitions: Could not add new transition (a parameter was nil)")
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return
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end
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-- Make sure transitions is properly set as a table of tables
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transitions[hud_section] = transitions[hud_section] or {}
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transitions[hud_section][start_anm] = transitions[hud_section][start_anm] or {}
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transitions[hud_section][start_anm][end_anm] = transition_anm
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end
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pattern_transitions = {
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}
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function add_pattern_transition(hud_section, start_anm, end_anm, transition_anm, priority)
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priority = priority or 25565
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if not (hud_section and start_anm and end_anm and transition_anm) then
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printf("[ERROR] aol_anim_transitions: Could not add new transition (a parameter was nil)")
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return
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end
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pattern_transitions[hud_section] = pattern_transitions[hud_section] or {}
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table.insert(pattern_transitions[hud_section], {
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["start_anm"] = start_anm,
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["end_anm"] = end_anm,
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["transition_anm"] = transition_anm,
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["priority"] = priority
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})
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end
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local ini_items = ini_file("system.ltx")
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local function itr(section)
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local is_hud_section = section:match('_hud$')
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if is_hud_section then
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local line_count = ini_items:line_count(section)
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for i=0,line_count-1 do
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local result, id, value = ini_items:r_line_ex(section,i,"","")
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local is_strict_transition = id:match("^ts_strict_")
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if is_strict_transition then
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local anm_names = str_explode(value,",")
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add_strict_transition(section, anm_names[1], anm_names[2], anm_names[3])
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end
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local is_pattern_transition = id:match("^ts_pattern_")
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if is_pattern_transition then
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local anm_names = str_explode(value,",")
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add_pattern_transition(section, anm_names[1], anm_names[2], anm_names[3], anm_names[4])
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end
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end
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end
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return false
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end
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ini_items:section_for_each(itr)
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table.sort(pattern_transitions, function(a,b) return a["priority"] < b["priority"] end)
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local previous_anms = {}
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function set_strict_transition(anm_table, hud_section)
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-- Make sure item has transitions
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local item_transitions = transitions[hud_section]
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if not (item_transitions) then
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-- previous_anms[hud_section] = anm_table.anm_name
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return false
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end
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-- Make sure there is a previous anm to check
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local start_anm = previous_anms[hud_section]
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if not start_anm then
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-- previous_anms[hud_section] = anm_table.anm_name
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return false
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end
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-- Get transition anm from table
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local end_anm = anm_table.anm_name
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local transition_anm = item_transitions[start_anm] and item_transitions[start_anm][end_anm]
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if not (transition_anm) then
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-- previous_anms[hud_section] = anm_table.anm_name
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return false
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end
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-- Re-add valid suffixes from previous mutations
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for i, anm_suffix in ipairs(valid_anims) do
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if animation_common.has_animation(hud_section, transition_anm .. anm_suffix) then
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transition_anm = transition_anm .. anm_suffix
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end
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end
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anm_table.anm_name = transition_anm
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return true
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end
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function set_pattern_transition(anm_table, hud_section)
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-- Make sure item has transitions
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local item_transitions = pattern_transitions[hud_section]
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if not item_transitions then
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return false
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end
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-- Make sure there is a previous anm to check
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local start_anm = previous_anms[hud_section]
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if not start_anm then
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-- previous_anms[hud_section] = anm_table.anm_name
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return false
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end
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local end_anm = anm_table.anm_name
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for _, transition in ipairs(item_transitions) do
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local transition_anm = transition["transition_anm"]
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-- Re-add valid suffixes from previous mutations
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for i, anm_suffix in ipairs(valid_anims) do
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if animation_common.has_animation(hud_section, transition_anm .. anm_suffix) then
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transition_anm = transition_anm .. anm_suffix
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end
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end
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if end_anm:match(transition["end_anm"]) and
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start_anm:match(transition["start_anm"]) and
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start_anm ~= transition_anm and
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end_anm ~= transition_anm and
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start_anm ~= end_anm then
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anm_table.anm_name = transition_anm
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return true
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end
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end
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return false
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end
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function anm_transitions(anm_table, item)
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-- printf("ITEM: " .. item:section() .. " | ANM: " .. anm_table.anm_name)
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local hud_section = SYS_GetParam(0, item:section(), "hud", nil)
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if not hud_section then
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return
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end
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local has_strict_transition = set_strict_transition(anm_table, hud_section)
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if not has_strict_transition then
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set_pattern_transition(anm_table, hud_section)
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end
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-- Track now playing animation
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previous_anms[hud_section] = anm_table.anm_name
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-- Clear valid anims
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valid_anims = {}
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-- printf("ITEM: " .. item:section() .. " | ANM: " .. anm_table.anm_name)
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end
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function on_game_start()
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common.add_anim_mutator(anm_transitions, 999)
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end
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