Divergent/mods/FDDA/gamedata/scripts/zzz_ea_addon_backpack.script

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2024-03-17 20:18:03 -04:00
--[[
FDDA backpack addon script
Author: Feel_Fried
Anims author: Blindside
20.08.2022
--]]
local ini_eff = {}
local fov_prev,active_slot,item_after_backpack,backpack_open_flag,crouch_value,crouching,ea_force_inventory_close
local anim_enabled = true
local ea_debug = false
local crouch_toggle = true
ini_eff = ini_file("items\\items\\ea_addon_backpack.ltx")
local skip_anims = {
["outfit"] = true,
["helm"] = true,
["disassemble_cloth_fast"] = true,
["disassemble_metal_fast"] = true,
["lead_box_dummy"] = true,
["container_tool_lead_box_dummy"] = true,
["af_aac_dummy"] = true,
["af_aam_dummy"] = true,
["af_iam_dummy"] = true,
["container_tool_af_aac_dummy"] = true,
["container_tool_af_aam_dummy"] = true,
["container_tool_af_iam_dummy"] = true,
["package_content"] = true,
}
local bool_to_int = {
[true] = 1,
[false] = 0,
}
function backpack_m_open(name)
if enhanced_animations.used_item then return end
if not db.actor or not db.actor:alive() then
return
end
if name == "inventory" then
item_use_flag = nil
backpack_open_flag = true
backpack_open()
end
end
function a_crouch()
if crouch_toggle then
level.press_action(bind_to_dik(key_bindings.kCROUCH))
level.release_action(bind_to_dik(key_bindings.kCROUCH))
end
end
function backpack_m_close(name)
if name ~="UIInventory" then return end
if ea_force_inventory_close then
if ea_debug then
printf("force found")
end
return
end
if active_slot then
item_after_backpack = true
end
if backpack_open_flag == nil then return end
db.actor:hide_weapon()
if fov_prev then
get_console():execute("g_crouch_toggle "..bool_to_int[crouch_value] or get_console_cmd(2, "g_crouch_toggle"))
exec_console_cmd("hud_fov " .. fov_prev)
fov_prev = nil
if (crouch_value and not crouching) or not crouch_value then
a_crouch()
end
end
if enhanced_animations.used_item then
backpack_open_flag = nil
return
end
if not db.actor or not db.actor:alive() then
return
end
if ea_debug then
printf("inventory close")
end
backpack_open_flag = nil
if item_use_flag then
if ea_debug then
printf("item was used before closing backpack")
end
game.stop_hud_motion()
call_my_slot_back()
item_use_flag = nil
return
end
if ea_debug then
printf("called backpack close anim")
end
backpack_close()
end
local originalPIF = actor_effects.play_item_fx
function actor_effects.play_item_fx(item)
originalPIF(item)
if skip_anims[item] and backpack_open_flag then
item_use_flag = true
if ea_debug then
printf("item_skiped")
end
end
if ea_debug then
printf(item)
end
end
local originalUIV = ui_pda_npc_tab.use_view
function ui_pda_npc_tab.use_view(obj)
if not anim_enabled then
originalUIV(obj)
return
end
local p = obj:parent()
if not (p and p:id() == AC_ID) then
return
end
active_slot = nil
item_use_flag = nil
backpack_open_flag = nil
item_after_backpack = nil
db.actor:hide_weapon()
if fov_prev then
get_console():execute("g_crouch_toggle "..bool_to_int[crouch_value] or get_console_cmd(2, "g_crouch_toggle"))
exec_console_cmd("hud_fov " .. fov_prev)
fov_prev = nil
if (crouch_value and not crouching) or not crouch_value then
a_crouch()
end
end
game.stop_hud_motion()
ea_force_inventory_close = true
originalUIV(obj)
end
function backpack_open()
if IsMoveState("mcClimb") then
actor_menu.set_msg(1, game.translate_string("st_EA_ladder_item_not_allowed"),3)
backpack_open_flag = nil
return
end
crouch_value = get_console_cmd(1, "g_crouch_toggle")
get_console():execute("g_crouch_toggle 1")
crouching = IsMoveState('mcCrouch')
if ea_debug then
printf("crouching = "..bool_to_int[crouching])
end
if (crouch_value and not crouching) or not crouch_value then
a_crouch()
end
active_slot = db.actor:active_slot()
det_active = db.actor:active_detector() or nil
level.disable_input()
backpack_faction = character_community(db.actor):sub(7)
enhanced_animations.used_item = "backpack_open" .. "_" .. backpack_faction
enhanced_animations.anim_section = ini_eff:r_string_ex(enhanced_animations.used_item, "anm")
enhanced_animations.anim_prepare()
end
function backpack_close()
enhanced_animations.used_item = "backpack_close" .. "_" .. backpack_faction
enhanced_animations.anim_section = ini_eff:r_string_ex(enhanced_animations.used_item, "anm")
enhanced_animations.anim_prepare()
end
function EA_anim_stop(used_item)
if used_item:sub(1,13) == "backpack_open" then
db.actor:restore_weapon()
fov_prev = axr_main.config:r_value("temp", "fov_value", 2)
fov_anim_manager.change_fov(0.45)
idle = "item_ea_backpack_open_" .. backpack_faction .. "_" .. "hud"
game.play_hud_motion(2, idle, "anm_ea_idle", false, 1)
level.enable_input()
ea_invent_flag = true
RemoveTimeEvent("ea_slot_returner", "call_my_slot_back")
ui_inventory.start("inventory")
game.only_allow_movekeys(false)
end
end
function ea_on_item_use(used_item,tm)
if used_item:sub(1,14) == "backpack_close" then
CreateTimeEvent("ea_b_slot_returner", "b_call_my_slot_back", (tm + 0.55), call_my_slot_back)
return
end
if item_after_backpack then
CreateTimeEvent("ea_b_slot_returner", "b_call_my_slot_back", (tm + 0.3), call_my_slot_back)
item_after_backpack = nil
end
end
function call_my_slot_back()
if det_active and db.actor:item_in_slot(9) then
db.actor:item_in_slot(9):switch_state(1)
end
det_active = nil
db.actor:activate_slot(active_slot or 0)
active_slot = nil
item_after_backpack = nil
return true
end
local originalUIinvenory_start =ui_inventory.start
function ui_inventory.start(mode, obj)
originalUIinvenory_start(mode, obj)
if mode == "inventory" and ea_invent_flag == nil and anim_enabled then
ea_force_inventory_close = true
ui_inventory.hide_hud_inventory()
return
end
if ea_invent_flag then
ea_invent_flag = nil
ea_force_inventory_close = nil
end
end
function actor_on_item_use(item)
if item:section() ~= "items_anm_dummy" then item_use_flag = true end
end
function activate()
RegisterScriptCallback("ActorMenu_on_before_init_mode",backpack_m_open)
RegisterScriptCallback("GUI_on_hide",backpack_m_close)
RegisterScriptCallback("actor_on_item_use",actor_on_item_use)
ea_callbacks.EA_RegisterScriptCallback("ea_on_item_anim_stop",EA_anim_stop)
ea_callbacks.EA_RegisterScriptCallback("ea_on_item_use",ea_on_item_use)
end
function deactivate()
UnregisterScriptCallback("ActorMenu_on_before_init_mode",backpack_m_open)
UnregisterScriptCallback("GUI_on_hide",backpack_m_close)
UnregisterScriptCallback("actor_on_item_use",actor_on_item_use)
ea_callbacks.EA_UnregisterScriptCallback("ea_on_item_anim_stop",EA_anim_stop)
ea_callbacks.EA_UnregisterScriptCallback("ea_on_item_use",ea_on_item_use)
end
function on_game_start()
RegisterScriptCallback("on_option_change", loadsettings)
loadsettings()
end
function loadsettings()
if ui_mcm then
anim_enabled = ui_mcm.get("EA_settings/enable_backpack_addon")
crouch_toggle = ui_mcm.get("EA_settings/enable_crouch_toggle_backpack_addon")
ea_debug = ui_mcm.get("EA_settings/ea_debug")
end
if anim_enabled then
activate()
else
deactivate()
end
end