94 lines
3.2 KiB
Plaintext
94 lines
3.2 KiB
Plaintext
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local common = animation_common
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do_ammo_check_anim = nil
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if ammo_check_mcm then
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base_check_Ammo = ammo_check_mcm.check_Ammo
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function ammo_check_mcm.check_Ammo()
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if busy_hands_fix then
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base_check_Ammo()
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return
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end
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if ammo_check_mcm.actor_on_hud_animation_play then
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printf("!Old mag check script (ammo_check_mcm) detected. Remove it to get full features of mag checks")
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base_check_Ammo()
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return
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end
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local weapon = db.actor:active_item()
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-- ends if no weapon is in hand etc.
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if (weapon == nil or (not IsWeapon(weapon)) or IsItem("fake_ammo_wpn", nil, weapon)) then
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base_check_Ammo()
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return
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end
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local currentState = weapon:get_state()
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if not (currentState == 0 or weapon:weapon_in_grenade_mode()) then
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base_check_Ammo()
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return
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end
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-- if magazine weapon
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local currentAmmo = weapon:get_ammo_in_magazine()
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if (currentAmmo == nil) then
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base_check_Ammo()
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return
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end
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local sec = SYS_GetParam(0, weapon:section(), "parent_section") or weapon:section()
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local anm_ammo_check = SYS_GetParam(0, sec .. "_hud", "anm_ammo_check")
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if not anm_ammo_check then
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base_check_Ammo()
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return
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end
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if do_ammo_check_anim then return end -- If an ammo check is already happening, don't do anything
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if ammo_check_mcm.busy_hands_fix ~= nil then -- If busy_hands_fix is unlocalized
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local prev_hands_fix = ammo_check_mcm.busy_hands_fix
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ammo_check_mcm.busy_hands_fix = true
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base_check_Ammo()
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ammo_check_mcm.busy_hands_fix = prev_hands_fix
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else -- Else fall back to workaround
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local prev_hands_fix = ui_mcm.get("rax_ammo_check/busy_hands_fix")
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ui_mcm.set("rax_ammo_check/busy_hands_fix", true)
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ammo_check_mcm.on_option_change()
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base_check_Ammo()
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ui_mcm.set("rax_ammo_check/busy_hands_fix", prev_hands_fix)
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ammo_check_mcm.on_option_change()
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end
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do_ammo_check_anim = 1
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weapon:switch_state(4)
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CreateTimeEvent("mag_check", "mag_check_reset", 3, function()
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do_ammo_check_anim = nil
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return true
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end)
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end
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end
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-- Catch the inspect weapon state switch and do the ammo check animation instead
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function mag_check_animation(anm_table, obj)
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if not (do_ammo_check_anim == 1 and obj and obj:get_state() == 4) then return end
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local is_supported, has_mag_data
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if magazine_binder then
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is_supported = magazine_binder.is_supported_weapon(obj:section())
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has_mag_data = magazine_binder.get_mag_loaded(obj:id())
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end
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if is_supported and not has_mag_data and common.has_animation(obj:section(), "anm_ammo_check_no_mag") then
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anm_table.anm_name = "anm_ammo_check_no_mag"
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else
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anm_table.anm_name = "anm_ammo_check"
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end
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do_ammo_check_anim = 2
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end
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if ammo_check_mcm.actor_on_hud_animation_play then
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printf("!Old mag check script (ammo_check_mcm) detected. Remove it to get full features of mag checks")
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else
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common.add_anim_mutator(mag_check_animation, 0.1)
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end
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