Divergent/mods/Outfit Animations/gamedata/scripts/outfit_animations.script

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local fov_manager = outfit_animations_fov_manager
local mcm_memory_enable = outfit_animations_mcm.get_config("memory")
local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
local enable_animations = false
local ruck_last_outfit = -1
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local originalPIF = actor_effects.play_item_fx
function actor_effects.play_item_fx(name)
if name == "outfit" then return end
originalPIF(name)
end
function on_game_start()
RegisterScriptCallback("on_option_change", on_option_change)
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
RegisterScriptCallback("actor_item_to_slot", on_item_to_slot)
RegisterScriptCallback("actor_item_to_ruck", on_item_to_ruck)
RegisterScriptCallback("actor_on_item_drop", on_item_to_ruck)
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end
function on_option_change()
mcm_memory_enable = outfit_animations_mcm.get_config("memory")
mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
memory_max = outfit_animations_mcm.get_config("memory_size")
end
function actor_on_first_update()
CreateTimeEvent("outfit_animations", "enable_animation_delay_te", 3, function()
ruck_last_outfit = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):id() or -1
local sec = db.actor:item_in_slot(7)
if sec then remember_outfit(sec) end
enable_animations = true
return true
end)
end
function on_item_to_ruck(obj)
if IsOutfit(obj) and obj:id() == ruck_last_outfit then
ruck_last_outfit = -1
if not db.actor:alive() then return end
if not enable_animations then return end
if has_alife_info("BAR_ARENA_FIGHT") then return end
play_animation(obj)
end
end
function on_item_to_slot(obj)
if IsOutfit(obj) and obj:id() ~= ruck_last_outfit then
ruck_last_outfit = obj:id()
if not db.actor:alive() then return end
if not enable_animations then return end
if has_alife_info("BAR_ARENA_FIGHT") then return end
play_animation(obj)
end
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end
------------------------------------------------------------------------------
-- main
------------------------------------------------------------------------------
local anm_info = nil --it's here cuz of stalke engine magic that I don't know
function play_animation(obj)
--prepare for anim
anm_info = select_animation()
local activeSlot = db.actor:active_slot()
local activeWpn = db.actor:active_item()
local activeDetector = db.actor:active_detector()
local activeWpnId
local activeDetectorId
CreateTimeEvent("outfit_animations", "unequip_weapon_te", 0.1, function()
if activeWpn or activeDetector then
if activeWpn then
db.actor:move_to_ruck(activeWpn)
activeWpnId = activeWpn:id()
end
if activeDetector then
db.actor:move_to_ruck(activeDetector)
activeDetectorId = activeDetector:id()
end
end
return true
end)
hide_hud_inventory()
if headgear_animations then headgear_animations.enable_animations = false end
--trying to kill backpack animation (kinda afterid that it might cause busy hands bug. Need some testing)
if enhanced_animations and ui_mcm.get("EA_settings/enable_backpack_addon") then
CreateTimeEvent("outfit_animations", "stop_animation", 0.05, function()
game.stop_hud_motion()
fov_manager.restore_fov()
if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
return true
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end)
end
--play
anm_info = select_animation(obj)
local delay = 0.25
local length = 0
length = length + game.get_motion_length(anm_info.section_name, anm_info.anm, 1) / 1000
Invoke("play_outfti_inspect_animation_te", delay, function()
xr_effects.play_snd(db.actor, nil, {[1] = anm_info.snd})
level.add_cam_effector(anm_info.cam, 1300, false, "")
game.play_hud_motion(2, anm_info.section_name, anm_info.anm, false, 1)
end)
--restore
Invoke("restore_after_animtion_play_te", delay + length + 0.25, function()
-- Restore weapons if had
if activeWpnId or activeDetectorId then
if activeWpnId then
local obj = level.object_by_id(activeWpnId)
if obj then
db.actor:move_to_slot(obj, activeSlot)
CreateTimeEvent("outfit_animations", "restore_active_weapon_te", 0.05, function()
db.actor:activate_slot(activeSlot)
return true
end)
-- nextTick(function()
-- db.actor:activate_slot(activeSlot)
-- return true
-- end, 2)
end
end
if activeDetectorId then
local obj = level.object_by_id(activeDetectorId)
if obj then
db.actor:move_to_slot(obj, 9)
-- Time event for proper animation play
CreateTimeEvent("outfit_animations", "restore_active_detector_te", 0.5, function()
obj:switch_state(1)
return true
end)
end
end
end
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
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end)
end
function select_animation(obj)
local m_section = "outfit_animation_hud"
if mcm_memory_enable then
local sec = obj and obj:section()
if sec then
if memory_contain(sec) then
m_section = "outfit_animation_fast_hud"
else
remember_outfit(sec)
m_section = "outfit_animation_hud"
end
else
m_section = "outfit_animation_fast_hud"
end
end
return {
section_name = m_section,
anm = "anm_equip",
cam = ini_sys:r_string_ex(m_section, "cam"),
snd = ini_sys:r_string_ex(m_section, "snd")
}
end
function Invoke(name, time, action)
CreateTimeEvent("outfit_animations", name, time, function()
action()
return true
end)
end
------------------------------------------------------------------------------
-- outfit memmory management.
------------------------------------------------------------------------------
local memory_first = 0
local memory_last = -1
local memory_max = outfit_animations_mcm.get_config("memory_size")
local memory = {}
function remember_outfit(sec)
local last = memory_last + 1
memory_last = last
memory[last] = sec
if memory_max > 0 and (memory_size() > memory_max) then
forget_outfit()
end
end
function forget_outfit()
local first = memory_first
memory[first] = nil
memory_first = first + 1
end
function memory_size()
local count = 0
for _, __ in pairs(memory) do
count = count + 1
end
return count
end
function memory_contain(sec)
for _, v in pairs(memory) do
if v == sec then return true end
end
return false
end
function memory_print()
local s = memory_size()
if s == 0 then
printf("outfit memory: l(" .. s ..") {}")
return
end
printf("outfit memory: l(" .. s .. ") {")
for i, v in pairs(memory) do
if i == "last" or i == "first" or i == "maximum" then
goto continue
end
printf(" " .. i .. " = " .. v)
::continue::
end
printf("}")
end