Divergent/mods/Outfit Animations/gamedata/scripts/outfit_animations_patches.s...

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-- local fov_manager = lam_fov_manager
local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
local mcm_enable_animation = outfit_animations_mcm.get_config("enable_patches")
local mcm_enable_animation_inventory = outfit_animations_mcm.get_config("enable_patches_inventory")
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--#region monkey patches
----------------------------------------
--disable animation
local originalPIF = actor_effects.play_item_fx
actor_effects.play_item_fx = function(name)
if name == "disguise_tear_patch" then return end
originalPIF(name)
end
--call animation when perform actions on patches
local originalMPA = gameplay_disguise.menu_patch_action
gameplay_disguise.menu_patch_action = function(obj)
local section = obj:section()
local comm = ini_sys:r_string_ex(section, "community")
if comm and (comm ~= "") and gameplay_disguise.possible_factions[comm] then
local id = obj:id()
local obj_patch = gameplay_disguise.get_patch(comm)
local state = se_load_var(id, obj:name(), "unpatched")
local current_outfit_id = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):id() or -1
local is_equipped_outfit = id == current_outfit_id and true or false
if state and obj_patch then
if is_equipped_outfit then
if mcm_enable_animation then play_animation_apply_patch(comm) end
else
if mcm_enable_animation_inventory then play_animation_apply_patch_inventory(comm) end
end
elseif (state == nil) then
if is_equipped_outfit then
if mcm_enable_animation then play_animation_remove_patch(comm) end
else
if mcm_enable_animation_inventory then play_animation_remove_patch_inventory(comm) end
end
end
end
originalMPA(obj)
end
--#endregion
----------------------------------------
----------------------------------------
--#region callbacks
----------------------------------------
function on_game_start()
RegisterScriptCallback("on_option_change", on_option_change)
end
function on_option_change()
mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
mcm_enable_animation = outfit_animations_mcm.get_config("enable_patches")
mcm_enable_animation_inventory = outfit_animations_mcm.get_config("enable_patches_inventory")
end
--#endregion
----------------------------------------
----------------------------------------
--#region public functions (sorta api i guess)
----------------------------------------
function play_animation_apply_patch(faction)
local section_name = get_animation_section_name("outfit_animation_patch_apply", faction)
play_animation(section_name)
end
function play_animation_remove_patch(faction)
local section_name = get_animation_section_name("outfit_animation_patch_remove", faction)
play_animation(section_name)
end
function play_animation_apply_patch_inventory(faction)
local section_name = get_animation_section_name("outfit_animation_patch_apply_inventory", faction)
play_animation(section_name)
end
function play_animation_remove_patch_inventory(faction)
local section_name = get_animation_section_name("outfit_animation_patch_remove_inventory", faction)
play_animation(section_name)
end
--#endregion
----------------------------------------
----------------------------------------
--#region main
------------------------------------------------------------------------------
-- local anm_info = nil --it's here cuz of stalke engine magic that I don't know
-- local cur_slot
-- local det_active
function play_animation(section_name)
local action = {
sec = section_name,
params = {
can_walk = mcm_allow_movement,
hud_fov = 0.6
}
}
lam.try_play_action(action)
-- lam.add_action_to_queue(action)
end
-- function play_animation_old(section_name)
-- --prepare
-- Invoke("play_patch_animation_prepare_te", 0.01, function()
-- hide_hud_inventory()
-- 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)
-- if headgear_animations then headgear_animations.enable_animations = false end
-- end)
-- wait_for_free_hands(function()
-- --play
-- fov_manager.restore_fov()
-- if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
-- -- anm_info = select_animation(faction, is_apply_patch, is_equipped)
-- local delay = 0.25
-- local length = 0
-- local anm = "anm_use"
-- local cam = ini_sys:r_string_ex(section_name, "cam")
-- local snd = ini_sys:r_string_ex(section_name, "snd")
-- length = length + game.get_motion_length(section_name, anm, 1) / 1000
-- Invoke("play_patch_animation_te", delay, function()
-- xr_effects.play_snd(db.actor, nil, { [1] = snd })
-- level.add_cam_effector(cam, 1300, false, "")
-- game.play_hud_motion(2, section_name, anm, false, 1)
-- end)
-- --restore
-- Invoke("play_patch_animation_restore_te", delay + length + 0.25, function()
-- 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
-- db.actor:activate_slot(cur_slot or 0)
-- if det_active then det_active:switch_state(1) end
-- end)
-- end)
-- end
function get_animation_section_name(section_name, faction)
return section_name .. "_" .. faction .. "_hud"
end
-- function wait_for_free_hands(action_to_perform)
-- local force_timer = 0
-- CreateTimeEvent("outfit_animations_patch", "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, 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_patch", name, time, function()
-- action()
-- return true
-- end)
-- end
--#endregion
----------------------------------------