Divergent/mods/Armsel Protecta Reanimation/gamedata/scripts/shotgun_unjam_fix.script

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2024-03-17 20:18:03 -04:00
common = animation_common
function block_shotgun_reload(anm_table, item)
-- Ignore weapons without unjam animation
if not common.has_animation(item:section(), "anm_reload_misfire") then
return
end
-- Exit early
if not (IsShotgun(item)
and anm_table.anm_name == "anm_open"
and item:cast_Weapon():IsMisfire()) then
return
end
-- Cancel shotgun reload
anm_table.anm_name = "$cancel"
-- Play unjam animation and sound
CreateTimeEvent("shotgun_unjam_fix", "start_unjam", 0.001, function(wpn)
wpn:play_hud_motion("anm_reload_misfire", true, 0, 1, 0)
-- Allow sound cancel if animation is interrupted
local sound_path = SYS_GetParam(0, wpn:section(), "snd_reload_misfire")
if sound_path then
local sound = common.get_safe_sound_object(sound_path, wpn:section())
sound:play(db.actor, 0, sound_object.s2d)
end
common.set_flag("SHOTGUN_UNJAM")
return true
end, item)
-- Stop checks for variants
return true
end
common.add_anim_mutator(block_shotgun_reload, -9999)
function actor_on_hud_animation_end(item,section,motion,state,slot)
-- Clear jam when unjam anim ends
if common.get_flag("SHOTGUN_UNJAM") then
item:cast_Weapon():SetMisfire(false)
common.remove_flag("SHOTGUN_UNJAM")
end
end
-- Stop unjam spam
function on_before_key_press(dik, bind, dis, flags)
if bind == key_bindings.kWPN_RELOAD
and common.get_flag("SHOTGUN_UNJAM") then
flags.ret_value = false
end
end
function on_game_start()
RegisterScriptCallback("actor_on_hud_animation_end",actor_on_hud_animation_end)
RegisterScriptCallback("on_before_key_press",on_before_key_press)
end