Divergent/mods/OneKey Weapon Controls/gamedata/scripts/mags_patches.script

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2024-03-17 20:18:03 -04:00
gc = game.translate_string
get_data = magazine_binder.get_data
set_data = magazine_binder.set_data
dump_data = magazine_binder.dump_data
is_supported_weapon = magazine_binder.is_supported_weapon
get_magazine_caliber = magazine_binder.get_magazine_caliber
is_compatible = magazine_binder.is_compatible
is_magazine = magazine_binder.is_magazine
is_carried_mag = magazine_binder.is_carried_mag
toggle_carried_mag = magazine_binder.toggle_carried_mag
room_in_pouch = magazine_binder.room_in_pouch
eject = magazines.eject_magazine
get_total_carried = magazine_binder.get_total_carried
get_loadout_size = magazine_binder.get_loadout_size
weapon_default_magazine = magazine_binder.weapon_default_magazine
get_mag_loaded = magazine_binder.get_mag_loaded
print_dbg = magazines.print_dbg
has_loadout_slots = magazine_binder.has_loadout_slots
get_loadout_slots = magazine_binder.get_loadout_slots
create_mag_data = magazine_binder.create_mag_data
validate_mag = magazine_binder.validate_mag
validate_wep = magazine_binder.validate_wep
create_time_event = magazines.create_time_event
get_sec_chambered = magazines.get_sec_chambered
get_config = magazines_mcm.get_config
function stack_rule(obj)
local sec = obj:section()
local mag_data = get_data(obj:id())
--print_dbg("stack rule sec:%s id:%s loaded%s config%s", sec, obj:id(), (mag_data and #mag_data.loaded == 0), magazines_mcm.get_config("empty_mags_stack"))
return (( not is_carried_mag(obj:id())) and ((mag_data and #mag_data.loaded == 0) and magazines_mcm.get_config("empty_mags_stack")) )
end
rax_stacking_control.register(is_magazine, stack_rule)
mousebase = utils_ui.UICellContainer.On_Mouse1
local d_flag = false
function utils_ui.UICellContainer:On_Mouse1(idx)
mousebase(self, idx)
if d_flag then
create_time_event("mag_redux", "delay_toggle", 0,
function(id)
if is_magazine(id) and toggle_carried_mag(id) ~= nil then
magazines.inventory_refresh()
end
return true
end, self.cell[idx].ID)
end
end
function ui_inventory.UIInventory:Cond_Unload(obj, bag)
obj = self:CheckItem(obj,"Cond_Unload")
local sec = obj:section()
local mag_data = get_mag_loaded(obj:id())
if IsWeapon(obj) and (obj:weapon_in_grenade_mode() or not mag_data) and (not IsItem("fake_ammo_wpn",sec)) then
return obj:get_ammo_in_magazine() > 0
end
return false
end
-- raven's merge
-- utility functions related to magazines that shouldn't clutter main mags script
-- MP for ejecting mags on upgrade/replacement
local basePS = itms_manager.play_item_sound --stop pickup item sound from playing when we spawn items during actions.
function itms_manager.play_item_sound(...)
if not magazines.action_in_progress() then
basePS(...)
end
end
DisassemblyWeapon = item_parts.disassembly_weapon
function item_parts.disassembly_weapon(obj, obj_d)
print_dbg("Interdict disassembly")
if obj:weapon_in_grenade_mode() then obj:switch_state(10) end
if get_mag_loaded(obj:id()) then
print_dbg("Found magazine, ejecting")
local mag = eject(obj)
end
create_time_event("mag_redux", "delay_dis", 0.1, wrap_disassembly, obj, obj_d)
end
function wrap_disassembly(obj, obj_d)
DisassemblyWeapon(obj, obj_d)
return true
end
WorkshopUpgrade = ui_workshop.UIWorkshopUpgrade.Upgrade
function ui_workshop.UIWorkshopUpgrade:Upgrade()
local obj = self.CC:GetCell_Selected(true)
if (not obj) then
return
end
-- For weapons, unload mag and clear ammo cache in case of ammo type upgrades
if IsWeapon(obj) and (not IsItem("fake_ammo_wpn",obj:section())) then
if obj:weapon_in_grenade_mode() then obj:switch_state(10) end
if get_mag_loaded(obj:id()) then
local mag = eject(obj)
end
end
create_time_event("mag_redux", "delay_upgr", 0.1, wrap_upgrade, self)
end
function wrap_upgrade(self_obj)
WorkshopUpgrade(self_obj)
return true
end
WorkshopRepair = ui_workshop.UIWorkshopRepair.Repair
function ui_workshop.UIWorkshopRepair:Repair()
local obj = self.CC["inventory"]:GetCell_Selected(true)
if (not obj) then
return
end
if IsWeapon(obj) and (not IsItem("fake_ammo_wpn",obj:section())) then
if obj:weapon_in_grenade_mode() then obj:switch_state(10) end
if get_mag_loaded(obj:id()) then
local mag = eject(obj)
end
end
create_time_event("mag_redux", "delay_rep", 0.1, wrap_repair, self)
end
function wrap_repair(self_obj)
WorkshopRepair(self_obj)
return true
end
CanRepair = inventory_upgrades.can_repair_item
function inventory_upgrades.can_repair_item( sec, cond, mechanic )
if string.find(sec, "mag_") then return false
else return CanRepair(sec, cond, mechanic) end
end
TechUpgrade = ui_inventory.UIInventory.RMode_UpgradeYes
function ui_inventory.UIInventory:RMode_UpgradeYes()
local obj = self.upgr.id and level.object_by_id(self.upgr.id)
if (not obj) then
return
end
if IsWeapon(obj) and (not IsItem("fake_ammo_wpn",obj:section())) then
--artifax fix
if get_mag_loaded(obj:id()) then
local mag = eject(obj)
end
end
TechUpgrade(self)
end
UnloadAll = item_weapon.unload_all_weapons
function item_weapon.unload_all_weapons()
db.actor:iterate_ruck( function(temp,obj)
if IsWeapon(obj) and (not IsItem("fake_ammo_wpn",obj:section())) then
if is_supported_weapon(obj) then
eject(obj)
else
obj:force_unload_magazine(true)
end
end
end)
end
--Patching ui_item.script
--first duplicate some short hand so i can just copy paste
local string_find = string.find
local math_ceil = math.ceil
local math_floor = math.floor
local gc = game.translate_string
local clr_g = utils_xml.get_color("d_green")
local clr_y = utils_xml.get_color("yellow")
local clr_o = utils_xml.get_color("d_orange")
local clr_r = utils_xml.get_color("d_red")
local clr_b = utils_xml.get_color("d_cyan")
local clr_b1 = utils_xml.get_color("pda_blue")
local clr_b2 = utils_xml.get_color("d_blue")
local clr_p = utils_xml.get_color("d_purple")
local clr_w = utils_xml.get_color("pda_white")
local clr_1 = utils_xml.get_color("ui_gray_2")
local clr_2 = utils_xml.get_color("ui_gray_1")
-- mag in, mag out
original_build_desc_header = ui_item.build_desc_header
function ui_item.build_desc_header(obj, sec, str)
local _str = ""
local _str2 = original_build_desc_header(obj, sec, str)
if obj and magazines and IsWeapon(obj) and not IsAmmo(obj) and is_supported_weapon(obj) then
validate_wep(obj:id(), obj:section())
local mag_data = get_mag_loaded(obj:id())
if mag_data then
_str = _str .. " " .. clr_g .. gc("st_dot") .. " ".. gc("st_mag_loaded") .. " " .. clr_2 .. ui_item.get_sec_name(mag_data.section) .. "\\n"
else
_str = _str .. " " .. clr_r .. gc("st_dot") .. " " .. gc("st_mag_loaded_none") .. "\\n"
end
end
_str = _str .. _str2
if obj and magazines and has_loadout_slots(obj) then
local current_id = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):id() or 0
local outfit_slots = get_loadout_slots(obj,true)
if obj:id() == current_id then
local total_slots = get_loadout_size()
local carried = get_total_carried()
for k,v in pairs(carried) do
local total = total_slots[k]
if total > 0 then
local color_ratio = 100 * tonumber(v)/tonumber(total)
print_dbg("Color ratio is %s", color_ratio)
_str = _str .. clr_p .. gc("st_dot") .. " ".. clr_1 .. gc("st_mag_"..k) .. " " .. utils_xml.get_color_con(color_ratio) .. v .. "/" .. total ..(total > outfit_slots[k] and string.format(gc("st_mag_bonus"),outfit_slots[k],total - outfit_slots[k] ) or "") .. "\\n"
end
end
_str = _str .. '\\n'
else
for k,slots in pairs(outfit_slots) do
_str = _str .. clr_p .. gc("st_dot") .. " ".. clr_1 .. gc("st_mag_"..k)..slots.. "\\n"
end
_str = _str .. '\\n'
end
end
return _str
end
-- util function for full, compresses mag data into rounds n type
function collect_mag_data(mag_data, tostr)
local display = {}
local last_round
local count = 0
for i=1,#mag_data.loaded do
if not last_round then last_round = mag_data.loaded[i] end
if last_round ~= mag_data.loaded[i] then
if tostr then
display[#display + 1] = ui_item.get_sec_name(last_round) .. ": " .. count
last_round = mag_data.loaded[i]
else
display[last_round] = count
end
count = 1
else
count = count + 1
end
end
if last_round then
if tostr then
display[#display + 1] = ui_item.get_sec_name(last_round) .. ": " .. count
else
display[last_round] = count
end
end
return display
end
-- mag data
original_build_desc_footer = ui_item.build_desc_footer
function ui_item.build_desc_footer(obj, sec, str)
local _str = ""
local _str2 = original_build_desc_footer(obj, sec, str)
if obj and magazines and is_magazine(obj) then
validate_mag(obj:id(), obj:section())
local mag_data = get_mag_loaded(obj:id())
local level = get_config("mag_tooltip")
print_dbg("Tooltip level %s", level)
_str = _str .. "\\n \\n".. gc('st_mag_size') .. " " .. gc('st_mag_size_'..(SYS_GetParam(0, sec, "mag_size") or "small"))
local mag_capacity = SYS_GetParam(2, sec, "max_mag_size")
local clr = utils_xml.get_color_con(math_floor(100 * #mag_data.loaded/mag_capacity))
if level < 1 then
_str = _str .. "\\n \\n" .. gc('st_mag_capacity') .. " " .. mag_capacity .. clr_2 .. " \\n"
else
_str = _str .. "\\n \\n" .. gc('st_mag_ammo_loaded_count') .. " " .. clr .. #mag_data.loaded .. " / " .. mag_capacity .. clr_2 .. " \\n"
end
if #mag_data.loaded > 0 then
if level < 2 then
_str = _str .. "" .. gc('st_mag_ammo_top_round') .. " " .. clr_g .. ui_item.get_sec_short_name(stack.peek(mag_data.loaded)) .. " \\n"
else
collected = collect_mag_data(mag_data, true)
for i=1,#collected do
_str = _str .. "\\n " .. gc("st_dot").." ".. collected[#collected - i + 1]
end
end
end
end
_str = _str2 .. _str .. " \\n"
return _str
end
--patching item_weapon.script includes a full reimplementation of the ammowheel, could use inheritance, but i don't think this method will cause many problems.
local string_find = string.find
local string_gsub = string.gsub
-------------------------------
-- SCOPES
-------------------------------
CloneWep = _G.alife_clone_weapon
function _G.alife_clone_weapon(se_obj, section, parent_id)
local old_id = se_obj.id
local old_data = get_data(old_id)
local new_wep = CloneWep(se_obj, section, parent_id)
if new_wep then
print_dbg("transferring data from %s to %s", old_id, new_wep.id)
set_data(new_wep.id, old_data)
end
set_data(old_id, nil)
return new_wep
end
AttachScope = item_weapon.attach_scope
function item_weapon.attach_scope(item, weapon)
-- Return if the addon or weapon aren't valid.
if not (item and weapon) then
return
end
if magazines.action_in_progress() then return end
AttachScope(item, weapon)
end
DetachScope = item_weapon.detach_scope
function item_weapon.detach_scope(weapon)
-- Return if the weapon is not valid.
if not (weapon) then
return
end
if magazines.action_in_progress() then return end
DetachScope(weapon)
end
function default_mags()
local ids = {}
local function itr_inv(npc, item)
if is_supported_weapon(item) then
local default_mag = weapon_default_magazine(item)
print_dbg("Enjoy your complimentary %s!", default_mag)
id_1 = alife_create_item(default_mag, db.actor)
id_2 = alife_create_item(default_mag, db.actor)
ids[id_1] = default_mag
ids[id_2] = default_mag
end
end
db.actor:iterate_inventory(itr_inv)
return ids
end
NewGameEquipment = itms_manager.new_game_equippment
function itms_manager.new_game_equippment()
default_mags()
return NewGameEquipment()
end
AzazelDeath = gamemode_azazel.actor_on_before_death
function gamemode_azazel.actor_on_before_death(whoID,flags)
AzazelDeath(whoID, flags)
if not flags.ret_value then
create_time_event("mag_redux", "azazel_mags", 0.1, function()
local ids = default_mags()
-- for k,v in pairs(ids) do
-- local mag_data = get_data(k) or create_mag_data(k, v)
-- local max_size = SYS_GetParam(2, v, "max_mag_size")
-- local to_fill = math.random(max_size/3, max_size)
-- local ammo_table = get_magazine_caliber(v)
-- for i=1,to_fill do
-- end
-- set_data(k, mag_data)
-- end
return true
end)
end
end
-- for quick release
function mag_stash(item)
if is_carried_mag(item:id()) then return true end
end
local mag_to_ammo = {
["mag_colt1911_default"] = "ammo_11.43x23_fmj",
["mag_oc_9x18_default"] = "ammo_9x18_fmj",
["mag_ak_5.45x39_default"] = "ammo_5.45x39_ap",
["mag_sr2m_9x21_veresk"] = "ammo_9x21_sp10",
["mag_vss_9x39_default"] = "ammo_9x39_ap",
["mag_nato_5.56x45_default"] = "ammo_5.56x45_ap"
}
local bar_fights = {
["bar_arena_fight_1"] = {
"mag_colt1911_default",
"mag_colt1911_default"
},
["bar_arena_fight_2"] = {
"mag_oc_9x18_default",
"mag_oc_9x18_default",
},
["bar_arena_fight_4"] = {
"mag_ak_5.45x39_default",
"mag_ak_5.45x39_default",
"mag_ak_5.45x39_default",
},
["bar_arena_fight_5"] = {
"mag_sr2m_9x21_veresk",
"mag_sr2m_9x21_veresk",
"mag_sr2m_9x21_veresk",
},
["bar_arena_fight_6"] = {
"mag_vss_9x39_default",
"mag_vss_9x39_default",
"mag_vss_9x39_default",
"mag_vss_9x39_default"
},
["bar_arena_fight_8"] = {
"mag_nato_5.56x45_default",
"mag_nato_5.56x45_default",
"mag_nato_5.56x45_default",
"mag_nato_5.56x45_default",
},
}
-- MP for bar fights
BarTele = xr_effects.bar_arena_teleport
function xr_effects.bar_arena_teleport(actor, npc)
BarTele(actor, npc)
-- equip outfit
create_time_event("Mag_redux", "equip_outfit", 0, equip_outfit)
-- create mags and equip
for info, stuff in pairs(bar_fights) do
if has_alife_info(info) then
for k, mag in pairs(bar_fights[info]) do
local se = alife_create(mag,
db.actor:position(),
db.actor:level_vertex_id(),
db.actor:game_vertex_id(),
AC_ID)
if is_magazine(mag) then
create_time_event("Mag_redux", "fill_mag"..se.id, 0, fill_mag, se.id, mag, SYS_GetParam(2, mag, "max_mag_size"), mag_to_ammo[mag])
end
se_save_var( se.id, se:name(), "unpatched", true )
end
break
end
end
end
function equip_outfit()
db.actor:iterate_inventory(function(_, item)
if IsOutfit(item) then
db.actor:move_to_slot(item, 7)
end
end)
return true
end
function fill_mag(id, sec, amount, ammo_type)
local mag_data = get_mag_loaded(id)
if not mag_data then
print_dbg("mag_data not initialized yet for %s, creating now")
mag_data = create_mag_data(id, sec)
end
for i=1,amount do
stack.push(mag_data.loaded, ammo_type)
end
toggle_carried_mag(id)
set_data(id, mag_data)
return true
end
-------------------------------------------------------------------
--GUI = nil -- instance, don't touch --Raven using the GUI in item_weapon.script so that in case someone is acessing it directly it will be in the right place.
local aw_cooldown = 0
local ui_delay = 0 -- small hack to prevent instant keybind action (between switching to next ammo type, and start the wheel again)
local ui_delay_const = 200 -- [ms]
local cache_ammo = {}
local nums_dik = {}
function item_weapon.start_ammo_wheel()
local wpn = db.actor:active_item()
if wpn and IsWeapon(wpn) and (not IsItem("fake_ammo_wpn",wpn:section())) then
hide_hud_inventory()
if (not GUI) then
item_weapon.GUI = UIWheelAmmoWuut()
end
if (item_weapon.GUI) and (not item_weapon.GUI:IsShown()) then
item_weapon.GUI:ShowDialog(true)
item_weapon.GUI:Reset(wpn)
aw_cooldown = time_global()
Register_UI("UIWheelAmmoWuut","wuut_ammo_wheel")-- need to check this.
end
end
end
class "UIWheelAmmoWuut" (CUIScriptWnd)
function UIWheelAmmoWuut:__init() super()
self.object = nil
self.id = nil
self.section = nil
self.ammo_type = nil
self.ammo_list = {}
self.ammo_max = 12
self.show_verybad = (not _NO_DAMAGED_AMMO)
self.ammo_inv = {}
self.avail = {}
self.key = {}
for i=1,9 do
nums_dik[ DIK_keys["DIK_" .. i] ] = i
nums_dik[ DIK_keys["DIK_NUMPAD" .. i] ] = i
end
self:InitControls()
self:InitCallBacks()
end
function UIWheelAmmoWuut:__finalize()
end
function UIWheelAmmoWuut:InitControls()
self:SetWndRect (Frect():set(0,0,1024,768))
self:SetAutoDelete(true)
self:AllowMovement(true)
self.xml = CScriptXmlInit()
local xml = self.xml
xml:ParseFile ("ui_wheel_ammo.xml")
self.dialog = xml:InitStatic("wheel", self)
self.background = xml:InitStatic("wheel:background", self.dialog)
self.extended = xml:InitStatic("wheel:extended", self.dialog)
local box_type = self.show_verybad and ":all" or ":alt"
self.box_r = xml:InitStatic("wheel:result", self.dialog)
self.box_icon_tmp_r = xml:InitStatic("ammo:icon", self.box_r)
self.box = {}
self.box_icon = {}
self.box_icon_r = {}
self.box_icon_tmp = {}
self.box_num = {}
self.box_txt = {}
self.box_txt_r = {}
self.box_btn = {}
self.box_hl_1 = {}
self.box_hl_2 = {}
for i=1,self.ammo_max do
self.box[i] = xml:InitStatic("wheel" .. box_type .. ":box_" .. i, self.dialog)
self.box_hl_1[i] = xml:InitStatic("ammo:highlight", self.box[i])
self.box_hl_2[i] = xml:InitStatic("ammo:highlight", self.box[i])
self.box_icon[i] = xml:InitStatic("ammo:icon", self.box[i])
self.box_icon_tmp[i] = xml:InitStatic("ammo:icon", self.box[i])
self.box_num[i] = xml:InitTextWnd("ammo:num", self.box[i])
self.box_txt[i] = xml:InitTextWnd("ammo:text", self.box[i])
self.box_btn[i] = xml:Init3tButton("ammo:btn", self.box[i])
self:Register(self.box_btn[i],"btn_" .. i)
self.box_icon_r[i] = xml:InitStatic("ammo:icon", self.box_r)
self.box_txt_r[i] = xml:InitTextWnd("ammo:text_r", self.box_r)
end
end
function UIWheelAmmoWuut:InitCallBacks()
for i=1,self.ammo_max do
local _wrapper = function(handler) -- we need wrapper in order to pass ctrl to method
self:OnAmmo(i)
end
self:AddCallback("btn_" .. i, ui_events.BUTTON_CLICKED, _wrapper, self)
end
end
function UIWheelAmmoWuut:Update()
CUIScriptWnd.Update(self)
for i=1,self.ammo_max do
if self.box_btn[i] then
if self.box_btn[i]:IsCursorOverWindow() then
self.box_icon_r[i]:Show(true)
self.box_txt_r[i]:Show(true)
else
self.box_icon_r[i]:Show(false)
self.box_txt_r[i]:Show(false)
end
end
end
end
function UIWheelAmmoWuut:Reset(obj)
self.object = obj
self.id = obj:id()
self.section = obj:section()
self.ammo_type = obj:get_ammo_type()
-- Collect weapon's ammo list
if (not cache_ammo[self.id]) then
cache_ammo[self.id] = utils_item.get_ammo(self.section, self.id)
-- Cut anything with more than 12 ammo types
if (#cache_ammo[self.id] > self.ammo_max) then
for i=self.ammo_max, #cache_ammo[self.id] do
cache_ammo[self.id][i] = nil
end
end
end
self.ammo_list = cache_ammo[self.id]
-- Collect all ammo in inventory
empty_table(self.ammo_inv)
--
if(magazines and obj and is_supported_weapon(obj)) then
self.ammo_inv = magazines.count_magazines(obj)
else
local function itr(temp, itm)
local section = itm:section()
if IsItem("ammo",section) or IsItem("grenade_ammo",section) then
self.ammo_inv[section] = (self.ammo_inv[section] or 0) + itm:ammo_get_count()
end
end
db.actor:iterate_inventory(itr, nil)
end
-- Reset XML elements
self.extended:Show(#self.ammo_list > 9)
--self.box_r:Show(false)
local cnt = 0
empty_table(self.key)
for i=1,self.ammo_max do
local section = self.ammo_list[i]
local found_verybad = section and string.find(section,"verybad") and true or false
if section and ( self.show_verybad or ( (not self.show_verybad) and (not found_verybad) ) ) then
-- Show box and highlighted ammo
local is_curr_ammo = (self.ammo_type == (i - 1))
self.box[i]:Show(true)
self.box_hl_1[i]:Show(is_curr_ammo)
self.box_hl_2[i]:Show(is_curr_ammo)
self.avail[i] = self.ammo_inv[section] and (self.ammo_inv[section] > 0) and true or false
utils_xml.set_icon(section, (not self.avail[i]), self.box_icon[i], self.box_icon_tmp[i])
utils_xml.set_icon(section, nil, self.box_icon_tmp_r, self.box_icon_r[i])
cnt = cnt + 1
self.key[cnt] = i
if self.avail[i] and i <= 9 then
self.box_num[i]:SetText(cnt)
else
self.box_num[i]:SetText("")
end
-- Show ammo count
self.box_txt[i]:SetText("x" .. (self.avail[i] and self.ammo_inv[section] or 0))
self.box_txt_r[i]:SetText( ui_item.get_sec_name(section) )
else
self.avail[i] = false
self.box[i]:Show(false)
end
end
end
function UIWheelAmmoWuut:SwitchNextAmmo()
-- local wpn = db.actor:active_item()
-- if wpn and (wpn:section() == self.section) then
-- local new_type
-- local ammo_type = wpn:get_ammo_type()
-- -- Search for available next ammo types
-- for i=(ammo_type + 2),self.ammo_max do -- +2 because we need next type (+1 is the current type in ammo table)
-- if self.avail[i] then
-- new_type = i
-- break
-- end
-- end
-- -- Search for available earlier ammo types
-- if (not new_type) then
-- for i=1,ammo_type do
-- if self.avail[i] then
-- new_type = i
-- break
-- end
-- end
-- end
-- if new_type then
-- if(magazines and is_supported_weapon(wpn)) then
-- local ammo_map = utils_item.get_ammo(nil, wpn:id())
-- local magazine = magazines.find_magazine(wpn, ammo_map[new_type])
-- if magazines.get_mag_data(wpn:id()) ~= nil then
-- print_dbg("Weapon already has magazine, ejecting first")
-- eject(wpn)
-- end
-- local pre_table = magazines.count_ammo(wpn)
-- wpn:switch_state(7)
-- disable_info("sleep_active")
-- local first_round = nil
-- print_dbg("Mag swap - loaded ammo is %s", wpn:get_ammo_in_magazine())
-- if magazines_mcm.get_config("retain_round") and wpn:get_ammo_in_magazine() > 0 then
-- first_round = get_sec_chambered(wpn)
-- print_dbg("Mag swap - chambered round is %s", first_round)
-- end
-- magazines.action_start_reload()
-- create_time_event("mag_redux", "delay_weapon"..wpn:id(), 0.1, magazines.delay_load_weapon, wpn, magazine, pre_table, first_round)
-- else
-- wpn:unload_magazine(true)
-- wpn:set_ammo_type(new_type - 1) -- ammo type starts from 0
-- db.actor:reload_weapon()
-- end
-- end
-- end
onekey_reload_mcm.try_switch_next_ammo()
self:Close()
end
function UIWheelAmmoWuut:OnAmmo(n)
-- local wpn = db.actor:active_item()
-- if wpn and (wpn:section() == self.section) and self.avail[n] then
-- local ammo_type = wpn:get_ammo_type()
-- if (ammo_type ~= n - 1) then
-- if(magazines and wpn and is_supported_weapon(wpn)) then
-- local ammo_map = utils_item.get_ammo(nil, wpn:id())
-- local magazine = magazines.find_magazine(wpn, ammo_map[n])
-- if magazines.get_mag_data(wpn:id()) ~= nil then
-- print_dbg("Weapon already has magazine, ejecting first")
-- eject(wpn)
-- end
-- local pre_table = magazines.count_ammo(wpn)
-- print_dbg("Mag swap - loaded ammo is %s", wpn:get_ammo_in_magazine())
-- local first_round = nil
-- if magazines_mcm.get_config("retain_round") and wpn:get_ammo_in_magazine() > 0 then
-- first_round = get_sec_chambered(wpn)
-- print_dbg("Mag swap - chambered round is %s", first_round)
-- end
-- wpn:switch_state(7)
-- disable_info("sleep_active")
-- magazines.action_start_reload()
-- create_time_event("mag_redux", "delay_weapon"..wpn:id(), 0.1, magazines.delay_load_weapon, wpn, magazine, pre_table, first_round)
-- else
-- wpn:unload_magazine(true)
-- wpn:set_ammo_type(n - 1) -- ammo type starts from 0
-- db.actor:reload_weapon()
-- end
-- end
-- end
local weapon = db.actor:active_item()
onekey_reload_mcm.try_switch_to_ammo_type(weapon, n)
self:Close()
end
function UIWheelAmmoWuut:OnKeyboard(dik, keyboard_action)
local res = CUIScriptWnd.OnKeyboard(self,dik,keyboard_action)
if (res == false) then
if keyboard_action == ui_events.WINDOW_KEY_RELEASED then
if (time_global() < aw_cooldown + 100) then
return
end
local bind = dik_to_bind(dik)
local num = nums_dik[dik]
if (bind == key_bindings.kWPN_NEXT) then
ui_delay = time_global() + ui_delay_const
self:SwitchNextAmmo()
elseif num and self.key[num] then
self:OnAmmo( self.key[num] )
elseif (bind == key_bindings.kQUIT or bind == key_bindings.kUSE) then
self:Close()
end
end
end
return res
end
function UIWheelAmmoWuut:Close()
if self:IsShown() then
self:HideDialog()
self:Show(false)
Unregister_UI("UIWheelAmmoWuut")
end
end
function on_key_press(key)
if (key == DIK_keys.DIK_LMENU) then
d_flag = true
end
end
function on_key_release(key)
if (key == DIK_keys.DIK_LMENU) then
d_flag = false
end
end
function on_game_start()
RegisterScriptCallback("on_key_press", on_key_press)
RegisterScriptCallback("on_key_release", on_key_release)
actor_stash_patch.add_condition(mag_stash)
end