162 lines
4.3 KiB
Plaintext
162 lines
4.3 KiB
Plaintext
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stealth_nvg_ps = {}
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local particles_t = {}
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local allow_upd = false
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local nvg_dbg = false
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local nvg_rank_chance = {
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["novice"] = 0,
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["trainee"] = 0,
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["experienced"] = 0.2,
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["professional"] = 0.2,
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["veteran"] = 0.5,
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["expert"] = 0.5,
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["master"] = 0.85,
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["legend"] = 1.0,
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}
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function actor_on_update()
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if not allow_upd then return end
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local hrs = level.get_time_hours() + level.get_time_minutes() / 60
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local is_night = (hrs > 21 or hrs < 5)
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for npc_id, _ in pairs(stealth_nvg_ps) do
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-- manage particles
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if not (particles_t[npc_id]) then
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particles_t[npc_id] = particles_object("stealth_nvg\\nvg_dot")
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end
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local npc = level.object_by_id(npc_id)
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-- play or move if stealth mcm, npc exist and night
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if stealth_mcm.get_config("nvg_val") > 0 and npc and is_night then
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play_or_move_particles(npc, particles_t[npc_id])
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-- stop playing if not stealth mcm or not night
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elseif (stealth_mcm.get_config("nvg_val") <= 0 or (not is_night)) then
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stop_if_playing(particles_t[npc_id])
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-- stop playing if not npc and remove key
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elseif (not npc) then
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stop_if_playing(particles_t[npc_id])
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stealth_nvg_ps[npc_id] = nil
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particles_t[npc_id] = nil
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end
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end
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end
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function play_or_move_particles(npc, particle_obj)
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local eye_bone_pos = vector():set(npc:bone_position("eyelid_1"))
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local eye_pos = eye_bone_pos:add(npc:direction():mul(0.1))
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eye_pos = vector():set(eye_pos.x, eye_pos.y + 0.05, eye_pos.z)
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-- play particle
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if not (particle_obj:playing()) then
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particle_obj:play_at_pos(eye_pos)
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-- move particle
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else
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particle_obj:move_to(eye_pos, VEC_ZERO)
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end
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end
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function stop_if_playing(particle_obj)
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if not particle_obj:playing() then return end
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particle_obj:stop()
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end
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-----------------------------------------
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scuffed_sr_light_patch = sr_light.check_light
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function sr_light.check_light(npc)
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local hrs = level.get_time_hours() + level.get_time_minutes() / 60
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local is_night = (hrs > 21 or hrs < 5)
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if not (stealth_mcm.get_config("nvg_val") > 0 and stealth_nvg_ps[npc:id()] and is_night) then
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return scuffed_sr_light_patch(npc)
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end
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local st = db.storage[npc:id()]
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local tg = time_global()
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if not (st) then pr("- blyat nvg") end
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if (st and st.srlight_timer and tg < st.srlight_timer) then
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return
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end
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st.srlight_timer = tg + 2000 + math.random(100)
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local torch = npc:object("device_torch")
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if (torch and torch:attachable_item_enabled()) then
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torch:enable_attachable_item(false)
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end
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end
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function npc_on_net_spawn(npc, se_obj)
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if not (string.find(se_obj:section_name(), "sim_default")) then return end
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CreateTimeEvent("nvg_spawn_delay_e_" .. se_obj.id, "nvg_spawn_delay_a_" .. se_obj.id, 1, function()
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local se_obj_rank_name = ranks.get_se_obj_rank_name(se_obj)
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local rank_val = se_obj_rank_name and nvg_rank_chance[se_obj_rank_name]
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if (not (stealth_nvg_ps[se_obj.id])) and (rank_val and math.random() <= rank_val) then
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stealth_nvg_ps[se_obj.id] = true
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end
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return true
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end)
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end
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function actor_on_first_update() -- scared that keys will be removed from storage coz wont find game objects
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local correct_game_ver = GAME_VERSION and string.find(GAME_VERSION, "1.5.2")
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if (not correct_game_ver) or (stealth_mcm.get_config("nvg_val") <= 0) then
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empty_table(stealth_nvg_ps)
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return
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end
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for id, v in pairs(stealth_nvg_ps) do
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if type(v) ~= "boolean" then
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stealth_nvg_ps[id] = true
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end
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end
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CreateTimeEvent("delay_for_game_objects_e", "delay_for_game_objects_a", 1, function()
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allow_upd = true
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return true
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end)
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end
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function npc_on_death_callback(npc)
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-- remove keys if npc died
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if stealth_nvg_ps[npc:id()] then
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stealth_nvg_ps[npc:id()] = nil
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end
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if particles_t[npc:id()] then
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if particles_t[npc:id()]:playing() then
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particles_t[npc:id()]:stop()
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end
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particles_t[npc:id()] = nil
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end
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end
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function save_state(m_data)
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m_data.stealth_nvg_ps = stealth_nvg_ps
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end
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function load_state(m_data)
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stealth_nvg_ps = m_data.stealth_nvg_ps or {}
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end
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function pr(...)
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if not nvg_dbg then return end
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printf(...)
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end
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function on_game_start()
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RegisterScriptCallback("actor_on_update", actor_on_update)
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RegisterScriptCallback("npc_on_net_spawn", npc_on_net_spawn)
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RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
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RegisterScriptCallback("npc_on_death_callback", npc_on_death_callback)
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RegisterScriptCallback("save_state", save_state)
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RegisterScriptCallback("load_state", load_state)
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end
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