1896 lines
53 KiB
Plaintext
1896 lines
53 KiB
Plaintext
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local ini_eff = ini_file("plugins\\actor_effects.ltx")
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local snd_cam = sound_object([[interface\inv_camera]])
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local device = device
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local string = string
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local math = math
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local last_slot = 0
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local last_det = 0
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local weapon_hidden = 0
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local cam_dist = 0
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local can_shoot = true
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local RENDERER = get_console_cmd(0,"renderer")
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local STATIC_LIGHT = 'renderer_r1'
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local IS_R1 = (RENDERER == STATIC_LIGHT)
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local STATIC_VINGETTE = false -- for +R2 - if true, it will draw vingette instead of relying on r2_mask_control
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local STATIC_MASK = true -- For R1 - if true, it will ignore distortion shader and use old mask overlay
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local detector_was_active = false
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local allow_states = {
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[0] = true, -- Idle
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[4] = true, -- Bore
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[9] = true -- Empty
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}
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local opt = {}
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function init_settings()
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local n = 0
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local tbl = {}
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opt.radiation_ppe_threshold = ini_eff:r_float_ex("settings","radiation_ppe_threshold") or 0.45
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opt.cam_dist = ini_eff:r_float_ex("settings","cam_dist") or 4
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opt.speed = {}
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n = ini_eff:line_count("settings_speed")
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for i=0,n-1 do
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local result, id, value = ini_eff:r_line_ex("settings_speed",i,"","")
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if id and value then
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opt.speed[id] = tonumber(value)
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end
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end
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opt.health = {}
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opt.health.level1 = ini_eff:r_float_ex("settings_health","level1")
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opt.health.level2 = ini_eff:r_float_ex("settings_health","level2")
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opt.health.little_delta = ini_eff:r_float_ex("settings_health","little_delta")
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opt.health.little_ppe = ini_eff:r_string_ex("settings_health","little_ppe") or "amk_shoot.ppe"
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opt.health.middle_delta = ini_eff:r_float_ex("settings_health","middle_delta")
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opt.health.middle_anm = parse_list(ini_eff,"settings_health","middle_anm")
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opt.health.middle_snd = parse_list(ini_eff,"settings_health","middle_snd")
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opt.health.huge_delta = ini_eff:r_float_ex("settings_health","huge_delta")
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opt.health.huge_ppe = ini_eff:r_string_ex("settings_health","huge_ppe") or "total_recall.ppe"
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opt.health.huge_anm = parse_list(ini_eff,"settings_health","huge_anm")
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opt.health.huge_snd = parse_list(ini_eff,"settings_health","huge_snd")
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opt.health.drop_wnp_prob = ini_eff:r_float_ex("settings_health","drop_wnp_prob")
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opt.health.no_drop_wnp = parse_list(ini_eff,"settings_health","no_drop_wnp",true)
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opt.health.injury_snd = {}
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local injury_snd = parse_list(ini_eff,"settings_health","injury_snd")
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for i=1,#injury_snd do
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for k,v in string.gmatch(injury_snd[i], "([%w_%-%s%.]+)=([%w_%-%s%.]+)") do
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opt.health.injury_snd[k] = tonumber(v)
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end
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end
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opt.helmets = {}
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n = ini_eff:line_count("settings_helm")
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for i=0,n-1 do
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local result, id, value = ini_eff:r_line_ex("settings_helm",i,"","")
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if id and value then
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empty_table(tbl)
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tbl = parse_list(ini_eff,"settings_helm",id)
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opt.helmets[id] = {}
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opt.helmets[id].hud = tbl[1] or "hud_gas"
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opt.helmets[id].breakable = (tbl[2] == "true") and true or false
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opt.helmets[id].blurs = tbl[3] and tonumber(tbl[3]) or 2.5
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opt.helmets[id].respi = (tbl[4] == "true") and true or false
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end
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end
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opt.helmets_vingette = {}
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n = ini_eff:line_count("settings_helm_vingette")
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for i=0,n-1 do
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local result, id, value = ini_eff:r_line_ex("settings_helm_vingette",i,"","")
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if id and value then
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opt.helmets_vingette[id] = tonumber(value)
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end
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end
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opt.helmets_reflect = {}
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n = ini_eff:line_count("settings_helm_reflection")
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for i=0,n-1 do
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local result, id, value = ini_eff:r_line_ex("settings_helm_reflection",i,"","")
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if id then
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opt.helmets_reflect[id] = true
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end
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end
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opt.helmets_con = {}
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n = ini_eff:line_count("settings_helm_con")
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for i=0,n-1 do
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local result, id, value = ini_eff:r_line_ex("settings_helm_con",i,"","")
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if id and value then
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empty_table(tbl)
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tbl = parse_list(ini_eff,"settings_helm_con",id)
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opt.helmets_con[id] = {}
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opt.helmets_con[id].con = tbl[1] and tonumber(tbl[1]) or 0
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opt.helmets_con[id].hud = tbl[2]
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opt.helmets_con[id].fx = tbl[3] and tonumber(tbl[3]) or 0
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end
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end
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end
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function init_main_settings()
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opt.enable_animations = ui_options.get("video/player/animations")
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opt.enable_shoot_effects = ui_options.get("video/player/shoot_effects")
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opt.enable_mask_hud = ui_options.get("video/player/mask_hud")
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opt.enable_breathing_sound = ui_options.get("sound/environment/breathing_sound")
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opt.enable_breathing_fog = ui_options.get("video/player/breathing_fog")
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opt.enable_radiation_effect = ui_options.get("video/player/radiation_effect")
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opt.enable_blood_splash = ui_options.get("video/player/blood_splash")
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opt.enable_bleed_effect = ui_options.get("video/player/bleed_effect")
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opt.enable_hit_impact_effect = true --axr_main.config:r_value("mm_fx_options","enable_hit_impact_effect",1,true)
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opt.enable_item_swap_animation = ui_options.get("video/player/item_swap_animation")
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opt.enable_visor_reflection = ui_options.get("video/player/visor_reflection")
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end
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local wpn_fx = {}
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local function parse_anims(sec)
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local sec_p = ini_sys:r_string_ex(sec,"parent_section") or sec
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if wpn_fx[sec_p] and (sec ~= sec_p) then
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wpn_fx[sec] = wpn_fx[sec_p]
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elseif ini_eff:section_exist(sec_p) then
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local tbl = {}
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-- parse strength
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tbl.s = {}
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local s = ini_eff:r_string_ex(sec_p,"s")
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local _s = str_explode(s,",")
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for i=1,#_s do
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tbl.s[#tbl.s + 1] = tonumber(_s[i])
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end
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-- parse strength randomizer
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tbl.r = ini_eff:r_float_ex(sec_p,"r")
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-- parse anm
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tbl.e = {}
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local e = ini_eff:r_string_ex(sec_p,"e")
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local _e = str_explode(e,",")
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for i=1,#_e do
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local __e = str_explode(_e[i],":")
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for j=1,#__e do
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__e[j] = tonumber(__e[j])
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end
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tbl.e[#tbl.e + 1] = __e
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end
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-- parse ppe
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tbl.p = {}
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local p = ini_eff:r_string_ex(sec_p,"p")
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if p and p ~= "" then
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for k,v in string.gmatch(p, "([%w_%-%s%.]+)=([%w_%-%s%.]+)") do
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tbl.p[k] = tonumber(v)
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end
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end
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if (not wpn_fx[sec_p]) and (sec ~= sec_p) then
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wpn_fx[sec_p] = tbl
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end
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wpn_fx[sec] = tbl
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--utils_data.print_table(wpn_fx[sec])
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else
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wpn_fx[sec] = true
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--printf("not recoil effect for [%s]", sec)
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end
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end
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--------------------------------------------------------------
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-- Trigger
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--------------------------------------------------------------
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local torch_anm_state = 0
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local torch_anm_start = 0
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local torch_anm_time = 0
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local torch_anm_state_dbg = 0
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local mc_anm_state = 0
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local mc_anm_start = 0
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local mc_anm_time_1 = 0
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local mc_anm_time_2 = 0
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local mc_anm_state_dbg = 0
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local torch_anm_sec = "anim_headlamp"
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local mc_anm_sec = "anim_mask_clean"
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local snd_headlamp = sound_object('interface\\inv_torch')
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local snd_gasmask = sound_object('interface\\inv_mask_clean_3')
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local hqt_hide_anm_speed = 3.5 -- Weapon hide speed
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local hqt_grenade_slot = 4
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local hqt_last_slot
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local hqt_state = 0
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local hide_hand_speed = 1.5
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function allow_animation()
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return (torch_anm_state == 0 and mc_anm_state == 0 and hqt_state == 0 and game.hud_motion_allowed() and (not game.only_movekeys_allowed()) and actor_menu.get_last_mode() == 0 and (not IsMoveState("mcClimb")))
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end
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local lowered_anm_kinds = {
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["w_sniper"] = true,
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["w_rifle"] = true,
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["w_smg"] = true,
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["w_shotgun"] = true,
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}
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local lowered_anm_classes = {
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["WP_VAL"] = true,
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["WP_AK74"] = true,
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["WP_LR300"] = true,
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["WP_BM16"] = true,
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["WP_SVD"] = true,
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["WP_SVU"] = true,
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["WP_GROZA"] = true,
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["WP_ASHTG"] = true,
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["WP_ASHTG"] = true,
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["WP_SHOTG"] = true,
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["WP_RG6"] = true,
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["WP_RPG7"] = true,
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["D_PDA"] = true,
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}
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function Hit_TorchToggle()
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-- Check if headlamp is equipped. No need for battery check
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if (not allow_animation()) or (not item_device.can_toggle_torch()) then
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return
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end
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local weapon_zoomed = axr_main.weapon_is_zoomed and (not (IsPistol(db.actor:active_item(),nil)) or db.actor:active_detector())
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local det_active = db.actor:active_detector() or nil
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local det_hide_time = 0
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local new_speed = 0
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local anm_name = "script\\headlamp.anm"
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local anm_additional_length = 0.45
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if (db.actor:active_item()) then
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local itm = db.actor:active_item()
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local hud = ini_sys:r_string_ex(itm:section(),"hud") or "hud_base"
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local name = ini_sys:r_string_ex(hud,"gasmask_anm")
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if (name) then
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anm_name = name
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else
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local kind = ini_sys:r_string_ex(itm:section(),"kind") or nil
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local class = ini_sys:r_string_ex(itm:section(),"class") or nil
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if ((kind and lowered_anm_kinds[kind]) or (class and lowered_anm_classes[class])) then
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anm_name = "script\\lower.anm"
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anm_additional_length = 0.8
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end
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end
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if (not det_active and weapon_zoomed) then
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if (get_console():get_bool("wpn_aim_toggle")) then
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level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM))
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else
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level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM))
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end
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end
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end
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if (det_active) then
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if (weapon_zoomed) then
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det_active:switch_state(2)
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det_hide_time = (det_active:play_hud_motion("anm_zoom_hide_fast", true, 3, 1, 0) / 1000)
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if (get_console():get_bool("wpn_aim_toggle")) then
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level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM))
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else
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level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM))
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end
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else
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det_hide_time = (det_active:play_hud_motion("anm_hide_fast", true, 3, 2, 0) / 1000) + 0.1
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end
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if (det_hide_time == 0) then
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det_hide_time = (det_active:play_hud_motion("anm_hide", true, 3, 3.5, 0) / 1000) + 0.1
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end
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game.play_hud_anm(anm_name, 0, 0.25, 1, false)
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end
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local function torch_toggle_anim_fast()
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local time_g = time_global()
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if (torch_anm_state == 1) then
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game.play_hud_motion(1, torch_anm_sec, "anm_switch", true, 0.75)
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level.add_cam_effector("camera_effects\\headlamp\\headlamp.anm", 7539, false, "", 0, false)
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torch_anm_start = time_g
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torch_anm_state = 2
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elseif (torch_anm_state == 2) and (time_g > torch_anm_start + torch_anm_time - 350) then
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snd_headlamp:play(db.actor,0,sound_object.s2d)
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item_device.toggle_torch()
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torch_anm_state = 3
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elseif (torch_anm_state == 3) and (time_g > torch_anm_start + torch_anm_time + 1) then
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torch_anm_state = 0
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torch_anm_start = 0
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torch_anm_state_dbg = 0
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game.only_allow_movekeys(false)
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game.set_actor_allow_ladder(true)
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RemoveTimeEvent(0, "play_torch_toggle")
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end
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if DEV_DEBUG and (torch_anm_state_dbg ~= torch_anm_state) then
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torch_anm_state_dbg = torch_anm_state
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--printf("- Torch animation | state reached: %s - time: %s", torch_anm_state, time_g)
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end
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return false
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end
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local function torch_toggle_anim()
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local time_g = time_global()
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if (torch_anm_state == 1) then
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if (det_active) then
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det_active:switch_state(3)
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db.actor:force_hide_detector()
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else
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game.play_hud_anm(anm_name, 0, 1, 1, false)
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end
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game.play_hud_motion(1, mc_anm_sec, "anm_hide_hand", true, hide_hand_speed)
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new_speed = game.set_hud_anm_time(anm_name, ((torch_anm_time + mc_anm_time_1) / 1000) + anm_additional_length)
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torch_anm_start = time_g
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torch_anm_state = 2
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elseif (torch_anm_state == 2) and (time_g > torch_anm_start + mc_anm_time_1 - 10) then
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game.play_hud_motion(1, torch_anm_sec, "anm_switch", true, 1)
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level.add_cam_effector("camera_effects\\headlamp\\headlamp.anm", 7539, false, "", 0, false)
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torch_anm_state = 3
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elseif (torch_anm_state == 3) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time - 550) then
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snd_headlamp:play(db.actor,0,sound_object.s2d)
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item_device.toggle_torch()
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torch_anm_state = 4
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elseif (torch_anm_state == 4) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time + 15) then
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if (new_speed) then game.play_hud_anm(anm_name, 2, new_speed, 1, false, true) end
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if (det_active) then db.actor:show_detector(true) end
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torch_anm_state = 5
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elseif (torch_anm_state == 5) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time + (anm_additional_length * 1000 + 100)) then
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torch_anm_state = 0
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torch_anm_start = 0
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torch_anm_state_dbg = 0
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game.only_allow_movekeys(false)
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game.set_actor_allow_ladder(true)
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RemoveTimeEvent(0, "play_torch_toggle")
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end
|
||
|
|
||
|
if DEV_DEBUG and (torch_anm_state_dbg ~= torch_anm_state) then
|
||
|
torch_anm_state_dbg = torch_anm_state
|
||
|
--printf("- Torch animation | state reached: %s - time: %s", torch_anm_state, time_g)
|
||
|
end
|
||
|
|
||
|
return false
|
||
|
end
|
||
|
|
||
|
torch_anm_state = 1
|
||
|
game.only_allow_movekeys(true)
|
||
|
game.set_actor_allow_ladder(false)
|
||
|
|
||
|
if (not db.actor:active_item() and not det_active) then
|
||
|
CreateTimeEvent(0, "play_torch_toggle", det_hide_time, torch_toggle_anim_fast)
|
||
|
else
|
||
|
CreateTimeEvent(0, "play_torch_toggle", det_hide_time, torch_toggle_anim)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function Hit_MaskCleaning()
|
||
|
|
||
|
-- Check if mask overlay is ON
|
||
|
if (not allow_animation()) or (not is_mask_on()) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
local weapon_zoomed = axr_main.weapon_is_zoomed and (not (IsPistol(db.actor:active_item(),nil)) or db.actor:active_detector())
|
||
|
local det_active = db.actor:active_detector() or nil
|
||
|
local det_hide_time = 0
|
||
|
local new_speed = 0
|
||
|
local anm_name = "script\\gasmask.anm"
|
||
|
local anm_additional_length = 0.45
|
||
|
|
||
|
if (db.actor:active_item()) then
|
||
|
local itm = db.actor:active_item()
|
||
|
local hud = ini_sys:r_string_ex(itm:section(),"hud") or "hud_base"
|
||
|
local name = ini_sys:r_string_ex(hud,"gasmask_anm")
|
||
|
if (name) then
|
||
|
anm_name = name
|
||
|
else
|
||
|
local kind = ini_sys:r_string_ex(itm:section(),"kind") or nil
|
||
|
local class = ini_sys:r_string_ex(itm:section(),"class") or nil
|
||
|
if ((kind and lowered_anm_kinds[kind]) or (class and lowered_anm_classes[class])) then
|
||
|
anm_name = "script\\lower.anm"
|
||
|
anm_additional_length = 0.75
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if (not det_active and weapon_zoomed) then
|
||
|
if (get_console():get_bool("wpn_aim_toggle")) then
|
||
|
level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM))
|
||
|
else
|
||
|
level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM))
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if (det_active) then
|
||
|
if (weapon_zoomed) then
|
||
|
det_active:switch_state(2)
|
||
|
det_hide_time = (det_active:play_hud_motion("anm_zoom_hide_fast", true, 3, 1, 0) / 1000)
|
||
|
|
||
|
if (get_console():get_bool("wpn_aim_toggle")) then
|
||
|
level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM))
|
||
|
else
|
||
|
level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM))
|
||
|
end
|
||
|
else
|
||
|
det_hide_time = (det_active:play_hud_motion("anm_hide_fast", true, 3, 2, 0) / 1000) + 0.1
|
||
|
end
|
||
|
|
||
|
if (det_hide_time == 0) then
|
||
|
det_hide_time = (det_active:play_hud_motion("anm_hide", true, 3, 3.5, 0) / 1000) + 0.1
|
||
|
end
|
||
|
|
||
|
game.play_hud_anm(anm_name, 0, 0.25, 1, false)
|
||
|
end
|
||
|
|
||
|
local function mask_cleaning_anim_fast()
|
||
|
local time_g = time_global()
|
||
|
|
||
|
if (mc_anm_state == 1) then
|
||
|
game.play_hud_motion(1, mc_anm_sec, "anm_wipe", false, 1)
|
||
|
snd_gasmask:play(db.actor,0,sound_object.s2d)
|
||
|
level.add_cam_effector("camera_effects\\weapon\\gasmask_swipe1.anm", 7538, false, "", 0, false)
|
||
|
mc_anm_start = time_g
|
||
|
mc_anm_state = 2
|
||
|
|
||
|
elseif (mc_anm_state == 2) and (time_g > mc_anm_start + mc_anm_time_2 - 400) then
|
||
|
level_environment.droplets_reset()
|
||
|
mc_anm_state = 3
|
||
|
|
||
|
elseif (mc_anm_state == 3) and (time_g > mc_anm_start + mc_anm_time_2 + 1) then
|
||
|
mc_anm_state = 0
|
||
|
mc_anm_start = 0
|
||
|
mc_anm_state_dbg = 0
|
||
|
game.only_allow_movekeys(false)
|
||
|
game.set_actor_allow_ladder(true)
|
||
|
RemoveTimeEvent(0, "play_mask_cleaning")
|
||
|
|
||
|
end
|
||
|
|
||
|
if DEV_DEBUG and (mc_anm_state_dbg ~= mc_anm_state) then
|
||
|
mc_anm_state_dbg = mc_anm_state
|
||
|
--printf("- Gasmask wipe animation | state reached: %s - time: %s", mc_anm_state, time_g)
|
||
|
end
|
||
|
|
||
|
return false
|
||
|
end
|
||
|
|
||
|
local function mask_cleaning_anim()
|
||
|
local time_g = time_global()
|
||
|
|
||
|
if (mc_anm_state == 1) then
|
||
|
if (det_active) then
|
||
|
det_active:switch_state(3)
|
||
|
db.actor:force_hide_detector()
|
||
|
else
|
||
|
game.play_hud_anm(anm_name, 0, 1, 1, false)
|
||
|
end
|
||
|
|
||
|
game.play_hud_motion(1, mc_anm_sec, "anm_hide_hand", true, hide_hand_speed)
|
||
|
new_speed = game.set_hud_anm_time(anm_name, ((mc_anm_time_1 + mc_anm_time_2) / 1000) + anm_additional_length)
|
||
|
mc_anm_start = time_g
|
||
|
mc_anm_state = 2
|
||
|
|
||
|
elseif (mc_anm_state == 2) and (time_g > mc_anm_start + mc_anm_time_1 - 10) then
|
||
|
game.play_hud_motion(1, mc_anm_sec, "anm_wipe", false, 1)
|
||
|
snd_gasmask:play(db.actor,0,sound_object.s2d)
|
||
|
level.add_cam_effector("camera_effects\\weapon\\gasmask_swipe1.anm", 7538, false, "", 0, false)
|
||
|
mc_anm_state = 3
|
||
|
|
||
|
elseif (mc_anm_state == 3) and (time_g > mc_anm_start + mc_anm_time_1 + mc_anm_time_2 - 400) then
|
||
|
level_environment.droplets_reset()
|
||
|
mc_anm_state = 4
|
||
|
|
||
|
elseif (mc_anm_state == 4) and (time_g > mc_anm_start + mc_anm_time_1 + mc_anm_time_2 + 15) then
|
||
|
if (new_speed) then game.play_hud_anm(anm_name, 2, new_speed, 1, false, true) end
|
||
|
if (det_active) then db.actor:show_detector(true) end
|
||
|
mc_anm_state = 5
|
||
|
|
||
|
elseif (mc_anm_state == 5) and (time_g > mc_anm_start + mc_anm_time_1 + mc_anm_time_2 + (anm_additional_length * 1000 + 100)) then
|
||
|
mc_anm_state = 0
|
||
|
mc_anm_start = 0
|
||
|
mc_anm_state_dbg = 0
|
||
|
game.only_allow_movekeys(false)
|
||
|
game.set_actor_allow_ladder(true)
|
||
|
RemoveTimeEvent(0, "play_mask_cleaning")
|
||
|
end
|
||
|
|
||
|
if DEV_DEBUG and (mc_anm_state_dbg ~= mc_anm_state) then
|
||
|
mc_anm_state_dbg = mc_anm_state
|
||
|
--printf("- Gasmask wipe animation | state reached: %s - time: %s", mc_anm_state, time_g)
|
||
|
end
|
||
|
|
||
|
return false
|
||
|
end
|
||
|
|
||
|
mc_anm_state = 1
|
||
|
game.only_allow_movekeys(true)
|
||
|
game.set_actor_allow_ladder(false)
|
||
|
|
||
|
if (not db.actor:active_item() and not det_active) then
|
||
|
CreateTimeEvent(0, "play_mask_cleaning", det_hide_time, mask_cleaning_anim_fast)
|
||
|
else
|
||
|
CreateTimeEvent(0, "play_mask_cleaning", det_hide_time, mask_cleaning_anim)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function Hit_GrenadeQuickthrow() -- Rezy
|
||
|
if (not allow_animation())
|
||
|
or (not db.actor:item_in_slot(hqt_grenade_slot))
|
||
|
or db.actor:get_current_holder() ~= nil
|
||
|
then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
local weapon_zoomed = axr_main.weapon_is_zoomed and (not (IsPistol(db.actor:active_item(),nil)) or db.actor:active_detector())
|
||
|
local firekey = bind_to_dik(key_bindings.kWPN_FIRE)
|
||
|
local switch_delay = 0
|
||
|
local wpn
|
||
|
local det_active = db.actor:active_detector() or nil
|
||
|
|
||
|
hqt_last_slot = db.actor:active_slot()
|
||
|
|
||
|
if (weapon_zoomed) then
|
||
|
if (get_console():get_bool("wpn_aim_toggle")) then
|
||
|
level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM))
|
||
|
else
|
||
|
level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM))
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if (hqt_last_slot == hqt_grenade_slot) then
|
||
|
level.press_action(firekey)
|
||
|
return
|
||
|
elseif (hqt_last_slot ~= 0) then
|
||
|
wpn = db.actor:active_item()
|
||
|
if wpn then
|
||
|
local state = wpn:get_state()
|
||
|
if (state ~= 0 and state ~= 1 and state ~= 2) then return end
|
||
|
switch_delay = (wpn:play_hud_motion("anm_hide", true, 3, hqt_hide_anm_speed, 0) / 1000)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if (det_active) then
|
||
|
local det_hide_time = (det_active:play_hud_motion("anm_hide_fast", true, 3, 2, 0) / 1000)
|
||
|
|
||
|
if (det_hide_time == 0) then det_hide_time = (det_active:play_hud_motion("anm_hide", true, 3, hqt_hide_anm_speed, 0) / 1000) end
|
||
|
|
||
|
if (det_hide_time > switch_delay) then switch_delay = det_hide_time end
|
||
|
end
|
||
|
|
||
|
local function switch_to_throw()
|
||
|
|
||
|
local grn = db.actor:item_in_slot(hqt_grenade_slot)
|
||
|
if (not grn) then
|
||
|
game.only_allow_movekeys(false)
|
||
|
game.set_actor_allow_ladder(true)
|
||
|
hqt_state = 0
|
||
|
if (db.actor:active_slot() ~= hqt_last_slot) then
|
||
|
db.actor:activate_slot(hqt_last_slot)
|
||
|
end
|
||
|
return true
|
||
|
end
|
||
|
|
||
|
if hqt_state == 1 then
|
||
|
if det_active then
|
||
|
det_active:switch_state(3)
|
||
|
db.actor:force_hide_detector()
|
||
|
end
|
||
|
db.actor:activate_slot(hqt_grenade_slot)
|
||
|
if wpn then wpn:switch_state(3) end
|
||
|
hqt_state = 2
|
||
|
elseif hqt_state == 2 and db.actor:active_slot() == hqt_grenade_slot then
|
||
|
grn:switch_state(0)
|
||
|
hqt_state = 3
|
||
|
elseif hqt_state == 3 and grn:get_state() == 0 then
|
||
|
level.press_action(firekey)
|
||
|
hqt_state = 4
|
||
|
elseif hqt_state == 4 and (grn:get_state() == 1 or grn:get_state() == 2) then
|
||
|
grn:switch_state(3)
|
||
|
hqt_state = 5
|
||
|
elseif hqt_state == 5 then
|
||
|
if (db.actor:active_slot() ~= hqt_last_slot) then
|
||
|
db.actor:activate_slot(hqt_last_slot)
|
||
|
if grn then grn:switch_state(3) end
|
||
|
end
|
||
|
|
||
|
if (det_active) then
|
||
|
db.actor:show_detector(true)
|
||
|
det_active:switch_state(1)
|
||
|
end
|
||
|
|
||
|
game.only_allow_movekeys(false)
|
||
|
game.set_actor_allow_ladder(true)
|
||
|
hqt_state = 0
|
||
|
return true
|
||
|
end
|
||
|
end
|
||
|
|
||
|
hqt_state = 1
|
||
|
|
||
|
game.only_allow_movekeys(true)
|
||
|
game.set_actor_allow_ladder(false)
|
||
|
|
||
|
CreateTimeEvent(0, "switch_to_throw", switch_delay, switch_to_throw)
|
||
|
end
|
||
|
|
||
|
-- This should fix being stuck if a burer attacks you during grenade quickthrow
|
||
|
local function burer_on_before_weapon_drop(burer,wpn,flags)
|
||
|
if (hqt_state ~= 0) then
|
||
|
flags.ret_value = false
|
||
|
end
|
||
|
end
|
||
|
|
||
|
--------------------------------------------------------------
|
||
|
-- Update
|
||
|
--------------------------------------------------------------
|
||
|
local swap_last_id = nil
|
||
|
local swap_last_det_st = nil
|
||
|
local swap_last_wep_st = nil
|
||
|
local weapon_classes = {
|
||
|
["D_PDA"] = "low",
|
||
|
["II_BOLT"] = "low",
|
||
|
["WP_KNIFE"] = "low",
|
||
|
["WP_BINOC"] = "low",
|
||
|
["G_F1"] = "low",
|
||
|
["G_F1_S"] = "low",
|
||
|
["G_RGD5_S"] = "low",
|
||
|
["WP_PM"] = "low",
|
||
|
["WP_HPSA"] = "low",
|
||
|
["WP_USP45"] = "low",
|
||
|
["WP_VAL"] = "med",
|
||
|
["WP_AK74"] = "med",
|
||
|
["WP_LR300"] = "med",
|
||
|
["WP_BM16"] = "med",
|
||
|
["WP_SVD"] = "med",
|
||
|
["WP_SVU"] = "med",
|
||
|
["WP_GROZA"] = "med",
|
||
|
["WP_ASHTG"] = "med",
|
||
|
["WP_ASHTG"] = "med",
|
||
|
["WP_SHOTG"] = "med",
|
||
|
["WP_RG6"] = "strong",
|
||
|
["WP_RPG7"] = "strong"
|
||
|
}
|
||
|
function Update_ItemSwap(actor)
|
||
|
if (not opt.enable_item_swap_animation) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
--
|
||
|
local detector = actor:active_detector()
|
||
|
if detector then
|
||
|
local det_state = detector:get_state()
|
||
|
if (not swap_last_det_st) then swap_last_det_st = det_state end
|
||
|
if (det_state ~= swap_last_det_st) then
|
||
|
if (det_state ==1) or (det_state == 2) then
|
||
|
local rand = math.random(1,4)
|
||
|
level.add_cam_effector("camera_effects\\switch\\low" .. rand .. ".anm", 23233, false, '', 0, false)
|
||
|
end
|
||
|
swap_last_det_st = det_state
|
||
|
end
|
||
|
end
|
||
|
--
|
||
|
|
||
|
local wpn = actor:active_item()
|
||
|
if wpn then
|
||
|
local wpn_id = wpn:id()
|
||
|
if (not swap_last_id) then swap_last_id = wpn_id end
|
||
|
|
||
|
--local se_wpn = alife_object(wpn_id)
|
||
|
local wpn_class = ini_sys:r_string(wpn:section(), "class")
|
||
|
|
||
|
if weapon_classes[wpn_class] then
|
||
|
local effect_type = weapon_classes[wpn_class]
|
||
|
local state = wpn:get_state()
|
||
|
if not swap_last_wep_st then swap_last_wep_st = state end
|
||
|
if state ~= swap_last_wep_st then
|
||
|
if (state == 1) or (state == 2) then
|
||
|
local rand = math.random(1,4)
|
||
|
level.add_cam_effector("camera_effects\\switch\\" .. effect_type .. rand .. ".anm", 23232, false, '', 0, false)
|
||
|
end
|
||
|
swap_last_wep_st = state
|
||
|
end
|
||
|
swap_last_id = wpn_id
|
||
|
end
|
||
|
else
|
||
|
swap_last_id = 0
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local function actor_on_weapon_lower(wpn)
|
||
|
if wpn then
|
||
|
local rand = math.random(1,4)
|
||
|
level.add_cam_effector("camera_effects\\switch\\low" .. rand .. ".anm", 23231, false, '')
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local function actor_on_weapon_raise(wpn)
|
||
|
if wpn then
|
||
|
local rand = math.random(1,4)
|
||
|
level.add_cam_effector("camera_effects\\switch\\low" .. rand .. ".anm", 23231, false, '')
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local time_disabled = 0
|
||
|
local animation_start = false
|
||
|
local item_in_use = {}
|
||
|
local item_not_in_use = true
|
||
|
function Update_Animations(actor)
|
||
|
if item_not_in_use then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
local in_use = 0
|
||
|
for tg_m, t in pairs(item_in_use) do
|
||
|
in_use = in_use + 1
|
||
|
local remov = true
|
||
|
local tg = time_global() - tonumber(tg_m)
|
||
|
|
||
|
-- time frame of an action has been reached -> excute then clear action
|
||
|
for milli, action in pairs(t) do
|
||
|
remov = false
|
||
|
if (tg > milli) then
|
||
|
assert(loadstring(action))()
|
||
|
item_in_use[tg_m][milli] = nil
|
||
|
--actor:give_game_news(tostring(tg), action, "ui_iconsTotal_grouping", 0, 5000, 0)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- no action is left? -> clear the fx from the table
|
||
|
if remov then
|
||
|
in_use = in_use - 1
|
||
|
item_in_use[tg_m] = nil
|
||
|
end
|
||
|
end
|
||
|
item_not_in_use = (in_use == 0)
|
||
|
end
|
||
|
|
||
|
|
||
|
local rad_removed
|
||
|
function Update_Rad(actor)
|
||
|
if (not opt.enable_radiation_effect) then
|
||
|
if (not rad_removed) then
|
||
|
rad_removed = true
|
||
|
level.remove_pp_effector(2020)
|
||
|
end
|
||
|
return
|
||
|
end
|
||
|
rad_removed = false
|
||
|
|
||
|
local radiation = actor.radiation
|
||
|
if (radiation > 0) then
|
||
|
if (radiation > opt.radiation_ppe_threshold) then
|
||
|
level.add_pp_effector("radiation.ppe", 2020, true)
|
||
|
else
|
||
|
level.remove_pp_effector(2020)
|
||
|
end
|
||
|
level.set_pp_effector_factor(2020, radiation)
|
||
|
if (math.random() < radiation) then
|
||
|
radiation = (radiation > 0.5) and (math.random() < radiation/1.3) and "click3" or math.random(8)
|
||
|
local snd = sound_object("detectors\\geiger_" .. radiation)
|
||
|
snd:play(actor, 0, sound_object.s2d)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
local curr_hud
|
||
|
local helm_con
|
||
|
local helm_fog = 0
|
||
|
local helm_hud_pre = ""
|
||
|
local helm_curr
|
||
|
local helm_off = false
|
||
|
local helm_respi_state = false
|
||
|
local helm_removed
|
||
|
local helm_fx = {0.0,0.0,0.0,0.0} -- Shaders
|
||
|
local helm_fx_old = {false,false,false,false}
|
||
|
local helm_r1_vingette = "hud_vingette"
|
||
|
function Update_Mask(actor)
|
||
|
if (not opt.enable_mask_hud) then
|
||
|
if (not helm_removed) then
|
||
|
helm_removed = true
|
||
|
exec_console_cmd("r2_mask_control 0.0,0.0,0.0,0.0")
|
||
|
HUD_mask(false, false, false)
|
||
|
end
|
||
|
return
|
||
|
end
|
||
|
helm_removed = false
|
||
|
|
||
|
helm_fx[1] = 0.0
|
||
|
helm_fx[2] = 0.0
|
||
|
helm_fx[3] = 0.0
|
||
|
helm_fx[4] = 0.0
|
||
|
local helm_hud, helm_name, helm_respi
|
||
|
|
||
|
-- Get helmet hud info
|
||
|
local helmet = actor:alive() and (actor:item_in_slot(12) or actor:get_current_outfit())
|
||
|
if helmet and (not helm_off) then
|
||
|
local sec = helmet:section()
|
||
|
if opt.helmets[sec] then
|
||
|
helm_con = "blue1"
|
||
|
|
||
|
if (opt.helmets[sec].breakable) then
|
||
|
local cond = helmet:condition()
|
||
|
for i=1,10 do
|
||
|
local idx = "_" .. tostring(i)
|
||
|
if (opt.helmets_con[idx].con < cond) then
|
||
|
helm_con = opt.helmets_con[idx].hud
|
||
|
helm_fx[1] = opt.helmets_con[idx].fx
|
||
|
break
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
helm_hud_pre = STATIC_MASK and opt.helmets[sec].hud or "hud_gas"
|
||
|
helm_fog = opt.helmets[sec].blurs
|
||
|
helm_hud = helm_hud_pre .. "_" .. helm_con
|
||
|
helm_respi = opt.helmets[sec].respi
|
||
|
helm_name = helmet:name()
|
||
|
|
||
|
helm_fx[2] = opt.helmets_vingette[helm_hud_pre] or 0.0
|
||
|
helm_fx[3] = opt.enable_visor_reflection and opt.helmets_reflect[helm_hud_pre] and 1.0 or 0.0
|
||
|
helm_fx[4] = 1.0
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- Set mask HUD on/off
|
||
|
if helm_off then
|
||
|
helm_fx[1] = 0.0
|
||
|
helm_fx[2] = 0.0
|
||
|
helm_fx[3] = 0.0
|
||
|
helm_fx[4] = 0.0
|
||
|
HUD_mask(false, false, false)
|
||
|
else
|
||
|
HUD_mask(helm_hud, helm_name, helm_respi)
|
||
|
end
|
||
|
|
||
|
-- Set distortion, vingette, reflection effect for +R2
|
||
|
if (not IS_R1) and ((helm_fx[1] ~= helm_fx_old[1]) or (helm_fx[2] ~= helm_fx_old[2]) or (helm_fx[3] ~= helm_fx_old[3]) or (helm_fx[4] ~= helm_fx_old[4])) then
|
||
|
helm_fx_old[1] = helm_fx[1]
|
||
|
helm_fx_old[2] = helm_fx[2]
|
||
|
helm_fx_old[3] = helm_fx[3]
|
||
|
helm_fx_old[4] = helm_fx[4]
|
||
|
exec_console_cmd("r2_mask_control " .. tostring(helm_fx[1]) .. "," .. tostring(helm_fx[2]) .. "," .. tostring(helm_fx[3]) .. "," .. tostring(helm_fx[4]))
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
local fog_removed
|
||
|
function Update_Fog(actor)
|
||
|
if (not opt.enable_breathing_fog) then
|
||
|
if (not fog_removed) then
|
||
|
fog_removed = true
|
||
|
HUD_fog(false)
|
||
|
end
|
||
|
return
|
||
|
end
|
||
|
fog_removed = false
|
||
|
|
||
|
if curr_hud and (helm_fog > 0) and not string.find(curr_hud,"_red3") then
|
||
|
local stretchy = 0.65/(math.floor(device().height/device().width*1000)/1000)
|
||
|
if (stretchy < 1) then
|
||
|
stretchy = 1
|
||
|
end
|
||
|
local rect = {x = 0, y = -(stretchy-1)*300, w = 1024, h = 768*stretchy}
|
||
|
HUD_fog(true, actor, rect)
|
||
|
else
|
||
|
HUD_fog(false)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local health_play = 0
|
||
|
local snd_tg = 0
|
||
|
local actor_speed = {x=0, y=0, z=0}
|
||
|
local actor_speed_time = 0
|
||
|
function Update_Breathing(actor)
|
||
|
if (not opt.enable_breathing_sound) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
--local cam_dist = actor:bone_position("bip01_head"):distance_to_sqr(device().cam_pos)
|
||
|
local pos = actor:position()
|
||
|
local speed = (pos.x - actor_speed.x)^2 + (pos.y - actor_speed.y)^2 + (pos.z - actor_speed.z)^2
|
||
|
actor_speed.x = pos.x
|
||
|
actor_speed.y = pos.y
|
||
|
actor_speed.z = pos.z
|
||
|
|
||
|
if (speed > opt.speed.mini) then
|
||
|
actor_speed_time = actor_speed_time + opt.speed.inc
|
||
|
elseif actor_speed_time > opt.speed.dec then
|
||
|
actor_speed_time = actor_speed_time - opt.speed.dec
|
||
|
end
|
||
|
actor_speed_time = math.min(32, actor_speed_time + actor.bleeding * opt.speed.k_bleed)
|
||
|
|
||
|
if is_respi_on() then
|
||
|
play_sound_breath_mask(actor)
|
||
|
else
|
||
|
play_sound_breath(actor)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
local bleed_set = false
|
||
|
local bleed_rad_eff = false
|
||
|
local bleed_1_tg = 0
|
||
|
local bleed_2 = false
|
||
|
local bleed_removed
|
||
|
function Update_Bleeding(actor)
|
||
|
if (not opt.enable_bleed_effect) then
|
||
|
if (not bleed_removed) then
|
||
|
bleed_removed = true
|
||
|
level.remove_pp_effector(2012)
|
||
|
level.remove_pp_effector(2013)
|
||
|
level.remove_pp_effector(2015)
|
||
|
end
|
||
|
return
|
||
|
end
|
||
|
bleed_removed = false
|
||
|
|
||
|
if (actor.health < 0.21) and (bleed_set ~= true) then
|
||
|
level.add_pp_effector("alcohol.ppe",2012,true)
|
||
|
bleed_set = true
|
||
|
end
|
||
|
if (actor.health > 0.20) and (bleed_set ~= false) then
|
||
|
level.remove_pp_effector(2012)
|
||
|
bleed_set = false
|
||
|
end
|
||
|
if (actor.radiation > 0.3) and (bleed_rad_eff ~= true) then
|
||
|
level.add_pp_effector("alcohol.ppe",2013,true)
|
||
|
bleed_rad_eff = true
|
||
|
end
|
||
|
if (actor.radiation == 0) and (bleed_rad_eff ~= false) then
|
||
|
level.remove_pp_effector(2013)
|
||
|
bleed_rad_eff = false
|
||
|
end
|
||
|
if (actor.bleeding > 0.5) and (actor.health < 0.2) and bleed_1_tg < time_global() then
|
||
|
level.add_pp_effector("deimos1.ppe",2014,false)
|
||
|
bleed_1_tg = time_global() + math.random(4000,10000)
|
||
|
end
|
||
|
if (actor.bleeding > 0.5) and (actor.power < 0.25) and (bleed_2 ~= true) then
|
||
|
level.add_cam_effector("camera_effects\\pripyat_horror.anm",1001,false, "")
|
||
|
level.add_pp_effector("snd_shock.ppe",2015,true)
|
||
|
bleed_2 = true
|
||
|
end
|
||
|
if (actor.bleeding < 0.2) or (actor.power > 0.7) and (bleed_2 ~= false) then
|
||
|
level.remove_pp_effector(2015)
|
||
|
bleed_2 = false
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
local actor_last_health = 0
|
||
|
local blood_tg = 0
|
||
|
local blood_tg_b = 0
|
||
|
local blood_state = "no"
|
||
|
local blood_count = 0
|
||
|
function Update_Blood(actor)
|
||
|
local hud = get_hud()
|
||
|
if opt.enable_blood_splash and actor:alive() and (not ui_disabled) then
|
||
|
local current_health = math.floor(actor.health*100)
|
||
|
local tg = time_global()
|
||
|
if (tg > blood_tg) then
|
||
|
if (blood_state == "stopit") then
|
||
|
if hud:GetCustomStatic("hud_blood" .. blood_count) then
|
||
|
hud:RemoveCustomStatic("hud_blood" .. blood_count)
|
||
|
end
|
||
|
blood_count = blood_count - 1
|
||
|
if (blood_count == 0) then
|
||
|
blood_state = "no"
|
||
|
end
|
||
|
blood_tg = time_global()+110
|
||
|
else
|
||
|
if (actor_last_health ~= 0) and (actor_last_health > current_health) and (actor.radiation < 0.12) then
|
||
|
if (current_health < math.random(100)) then
|
||
|
blood_state = "yes"
|
||
|
end
|
||
|
level.add_pp_effector("bloody.ppe",2010,false)
|
||
|
end
|
||
|
if (blood_state == "yes") then
|
||
|
blood_tg = time_global() + math.random(500,2000)
|
||
|
else
|
||
|
blood_tg = time_global() + math.random(2000,5000)
|
||
|
end
|
||
|
actor_last_health = current_health
|
||
|
end
|
||
|
end
|
||
|
if (tg > blood_tg_b) and (blood_state == "yes") then
|
||
|
blood_tg_b = time_global() + 130
|
||
|
blood_count = blood_count + 1
|
||
|
hud:AddCustomStatic("hud_blood" .. blood_count)
|
||
|
if (blood_count == 4) then
|
||
|
blood_state = "stopit"
|
||
|
end
|
||
|
end
|
||
|
else
|
||
|
for i=1,4 do
|
||
|
if hud:GetCustomStatic("hud_blood" .. i) then
|
||
|
hud:RemoveCustomStatic("hud_blood" .. i)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
local prev_health = 0
|
||
|
local impact_snd, impact_cam
|
||
|
local impact_removed
|
||
|
function Update_Impact(actor)
|
||
|
if (not opt.enable_hit_impact_effect) then
|
||
|
if (not impact_removed) then
|
||
|
impact_removed = true
|
||
|
level.remove_pp_effector(2011)
|
||
|
level.remove_pp_effector(2016)
|
||
|
end
|
||
|
return
|
||
|
end
|
||
|
impact_removed = false
|
||
|
|
||
|
if (prev_health > (actor.health + 0.05)) then
|
||
|
level.add_pp_effector(opt.health.little_ppe ,2011, false)
|
||
|
level.set_pp_effector_factor(2011,(prev_health - actor.health)*100)
|
||
|
if (prev_health > (actor.health + 0.2)) then
|
||
|
if (prev_health > (actor.health + 0.5)) then
|
||
|
level.add_pp_effector(opt.health.huge_ppe, 2016, false)
|
||
|
level.set_pp_effector_factor(2016,(prev_health - actor.health)*100)
|
||
|
impact_cam = opt.health.huge_anm
|
||
|
impact_snd = opt.health.huge_snd
|
||
|
else
|
||
|
impact_cam = opt.health.middle_anm
|
||
|
impact_snd = opt.health.middle_snd
|
||
|
end
|
||
|
|
||
|
-- play impact cam effect
|
||
|
if (#impact_cam > 0) and (not shott) then
|
||
|
level.add_cam_effector("camera_effects\\" .. impact_cam[math.random(#impact_cam)] .. ".anm", 999, false, "", 0, false)
|
||
|
end
|
||
|
|
||
|
-- play impact sound effect
|
||
|
if (#impact_snd > 0) then
|
||
|
local snd_obj = sound_object("actor\\" .. impact_snd[math.random(#impact_snd)])
|
||
|
snd_obj:play(actor,0,sound_object.s2d)
|
||
|
end
|
||
|
|
||
|
-- drop player's active item
|
||
|
if (math.random() < (prev_health - actor.health)/2.5) then
|
||
|
local active_item = actor:active_item()
|
||
|
if active_item and (not opt.health.no_drop_wnp[active_item:section()]) then
|
||
|
actor:drop_item(active_item)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
prev_health = actor.health
|
||
|
end
|
||
|
|
||
|
--[[
|
||
|
local ammo_current = -1
|
||
|
function Update_Shooting(actor)
|
||
|
if (not opt.enable_shoot_effects) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
local active_item = actor:active_item()
|
||
|
local wpn = utils_item.item_is_fa(active_item) and active_item
|
||
|
if wpn then
|
||
|
local sec = wpn:section()
|
||
|
|
||
|
if (not wpn_fx[sec]) then
|
||
|
parse_anims(sec)
|
||
|
end
|
||
|
|
||
|
if (wpn_fx[sec] == true) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
local ammo_in_mag = wpn:get_ammo_in_magazine()
|
||
|
if (ammo_current ~= ammo_in_mag) and (wpn:get_state() == 5) then
|
||
|
shoot_effect(sec)
|
||
|
ammo_current = ammo_in_mag
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
--]]
|
||
|
|
||
|
function Update_Shooting(obj, wpn, ammo_elapsed, grenade_elapsed, ammo_type, grenade_type)
|
||
|
if (obj:id() ~= AC_ID) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
if (not opt.enable_shoot_effects) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
local wpn_obj = utils_item.item_is_fa(wpn) and wpn
|
||
|
if wpn_obj then
|
||
|
local sec = wpn_obj:section()
|
||
|
|
||
|
if (not wpn_fx[sec]) then
|
||
|
parse_anims(sec)
|
||
|
end
|
||
|
|
||
|
if (wpn_fx[sec] == true) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
shoot_effect(sec)
|
||
|
|
||
|
--printf("Shooting effect played for [%s]", sec)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
|
||
|
local bar_hp_check = true
|
||
|
local bar_hp_old = true
|
||
|
local bar_hp_new = true
|
||
|
local bar_hp_first = true
|
||
|
local bar_hp_trigger = 0.95
|
||
|
function Update_HealthHUD(actor)
|
||
|
-- Autohide disabled
|
||
|
if (not autohide) then
|
||
|
if bar_hp_check then
|
||
|
bar_hp_check = false
|
||
|
local maingameui = ActorMenu.get_maingame()
|
||
|
if (maingameui and maingameui.m_ui_hud_states) then
|
||
|
maingameui.m_ui_hud_states.m_ui_health_bar_show = true
|
||
|
end
|
||
|
end
|
||
|
return
|
||
|
|
||
|
elseif bar_hp_first then
|
||
|
bar_hp_first = false
|
||
|
local maingameui = ActorMenu.get_maingame()
|
||
|
if (maingameui and maingameui.m_ui_hud_states) then
|
||
|
maingameui.m_ui_hud_states.m_ui_health_bar_show = true
|
||
|
end
|
||
|
|
||
|
else
|
||
|
bar_hp_new = true --(actor.health < bar_hp_trigger)
|
||
|
if (bar_hp_old ~= bar_hp_new) then
|
||
|
local maingameui = ActorMenu.get_maingame()
|
||
|
if (maingameui and maingameui.m_ui_hud_states) then
|
||
|
maingameui.m_ui_hud_states.m_ui_health_bar_show = bar_hp_new
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local bar_pwr_check = true
|
||
|
local bar_pwr_old = true
|
||
|
local bar_pwr_new = true
|
||
|
local bar_pwr_first = true
|
||
|
local bar_pwr_trigger = 0.95
|
||
|
function Update_StaminaHUD(actor)
|
||
|
-- Autohide disabled
|
||
|
if (not autohide) then
|
||
|
if bar_pwr_check then
|
||
|
bar_pwr_check = false
|
||
|
local maingameui = ActorMenu.get_maingame()
|
||
|
if (maingameui and maingameui.m_ui_hud_states) then
|
||
|
maingameui.m_ui_hud_states.m_ui_stamina_bar_show = true
|
||
|
end
|
||
|
end
|
||
|
return
|
||
|
|
||
|
elseif bar_pwr_first then
|
||
|
bar_pwr_first = false
|
||
|
local maingameui = ActorMenu.get_maingame()
|
||
|
if (maingameui and maingameui.m_ui_hud_states) then
|
||
|
maingameui.m_ui_hud_states.m_ui_stamina_bar_show = true
|
||
|
end
|
||
|
|
||
|
else
|
||
|
bar_pwr_new = (actor.power < bar_pwr_trigger)
|
||
|
if (bar_pwr_old ~= bar_pwr_new) then
|
||
|
bar_pwr_old = bar_pwr_new
|
||
|
local maingameui = ActorMenu.get_maingame()
|
||
|
if (maingameui and maingameui.m_ui_hud_states) then
|
||
|
maingameui.m_ui_hud_states.m_ui_stamina_bar_show = bar_pwr_new
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------
|
||
|
-- HUD
|
||
|
--------------------------------------------------------------
|
||
|
local fogs
|
||
|
local fog_val = 0 -- level of fogging from 0 to 1
|
||
|
local fog_tg = 0 -- last update time
|
||
|
local fog_cycle = 0 -- start time of the last breath cycle (exhale)
|
||
|
local fog_last_phase = 0
|
||
|
local zbias = Frect():set(0,0,1024,1024)
|
||
|
function HUD_fog(enabled, actor, rect)
|
||
|
local hud = get_hud()
|
||
|
|
||
|
-- Gather breathing fog textures for the first time if they not defined
|
||
|
if (not fogs) then
|
||
|
fogs = {}
|
||
|
for i=1,4 do
|
||
|
local pht = {}
|
||
|
for ii = 1,10 do
|
||
|
local static = "hud_blur" .. i .. "_" .. ii
|
||
|
hud:AddCustomStatic(static)
|
||
|
pht[ii] = hud:GetCustomStatic(static):wnd()
|
||
|
end
|
||
|
fogs[i] = pht
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- Gather breathing fog for the first time if it's not defined
|
||
|
if (not enabled) then
|
||
|
for i,t in ipairs(fogs) do
|
||
|
for ii,st in ipairs(t) do
|
||
|
st:SetWndRect(Frect():set(0,0,0,0))
|
||
|
end
|
||
|
end
|
||
|
fog_val = 0
|
||
|
fog_cycle = time_global()
|
||
|
fog_last_phase = 0
|
||
|
return
|
||
|
end
|
||
|
|
||
|
-- Cycles depending on the power of breathing: 0->1->0 0->1->2->4->5->0 0->1->2->3->4->5->0 5->4->3->4->5 4->3->4
|
||
|
local power = actor.power
|
||
|
local period = 1.0 + (power * power * 1.0) -- current respiratory rate from 30 to 120 cycles per minute
|
||
|
local expirt = 0.3
|
||
|
local delta = (time_global() - fog_tg)/1000 -- delta in seconds
|
||
|
local phase = (time_global() - fog_cycle)/1000 -- phase of the respiratory cycle in seconds.
|
||
|
fog_tg = time_global()
|
||
|
if phase > period then
|
||
|
phase = phase%period
|
||
|
fog_cycle = fog_tg-phase*1000
|
||
|
end
|
||
|
if (fog_last_phase > phase) then
|
||
|
fog_last_phase = 0
|
||
|
end
|
||
|
local blurdelta = delta * -0.7 -- ventilation operation
|
||
|
if (fog_last_phase < expirt) and (phase < expirt) then
|
||
|
blurdelta = blurdelta + (phase - fog_last_phase)*helm_fog
|
||
|
elseif (fog_last_phase < expirt) then
|
||
|
blurdelta = blurdelta + (expirt - fog_last_phase)*helm_fog
|
||
|
end
|
||
|
fog_last_phase = phase
|
||
|
fog_val = fog_val + blurdelta
|
||
|
if (fog_val > 0.999) then
|
||
|
fog_val = 0.999
|
||
|
elseif (fog_val < 0) then
|
||
|
fog_val = 0
|
||
|
end
|
||
|
local tm = math.floor(fog_val*3)
|
||
|
local tmn = (tm+1)
|
||
|
local v = fog_val*3-math.floor(fog_val*3)
|
||
|
v = 1-v
|
||
|
local v1 = 1-v
|
||
|
local n1 = math.ceil(v*10)
|
||
|
local n2 = math.ceil(v1*10)
|
||
|
for i=1,4 do
|
||
|
for ii=1,10 do
|
||
|
if (i == tm and ii == n1) then
|
||
|
fogs[tm][n1]:SetWndRect(Frect():set(rect.x, rect.y, rect.w, rect.h))
|
||
|
fogs[tm][n1]:SetTextureRect(Frect():set(zbias.x1/4, zbias.y1/4, zbias.x2/4, zbias.y2/4))
|
||
|
elseif (i == tmn and ii == n2) then
|
||
|
fogs[tmn][n2]:SetWndRect(Frect():set(rect.x, rect.y, rect.w, rect.h))
|
||
|
fogs[tmn][n2]:SetTextureRect(Frect():set(zbias.x1/4, zbias.y1/4, zbias.x2/4, zbias.y2/4))
|
||
|
else
|
||
|
fogs[i][ii]:SetWndRect(Frect():set(0,0,0,0))
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
local mask_first_try = true
|
||
|
function HUD_mask(helm_hud, helm_name, helm_respi)
|
||
|
local hud = get_hud()
|
||
|
local actor_pos = db.actor:bone_position("bip01_head")
|
||
|
|
||
|
if (not helm_hud) or (cam_dist > opt.cam_dist) then
|
||
|
if IS_R1 then -- Distortion/Mask UI
|
||
|
local wchud = hud:GetCustomStatic(curr_hud)
|
||
|
if wchud then
|
||
|
hud:RemoveCustomStatic(curr_hud)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if (IS_R1 and (not STATIC_MASK)) or STATIC_VINGETTE then -- Vingette
|
||
|
local wchud = hud:GetCustomStatic(helm_r1_vingette)
|
||
|
if wchud then
|
||
|
hud:RemoveCustomStatic(helm_r1_vingette)
|
||
|
end
|
||
|
end
|
||
|
curr_hud = nil
|
||
|
mask_first_try = true
|
||
|
helm_respi_state = false
|
||
|
|
||
|
elseif (helm_hud ~= curr_hud) then
|
||
|
if IS_R1 then -- Distortion/Mask UI
|
||
|
if curr_hud then
|
||
|
hud:RemoveCustomStatic(curr_hud)
|
||
|
end
|
||
|
|
||
|
hud:AddCustomStatic(helm_hud)
|
||
|
end
|
||
|
|
||
|
if (IS_R1 and (not STATIC_MASK)) or STATIC_VINGETTE then -- Vingette
|
||
|
local wchud = hud:GetCustomStatic(helm_r1_vingette)
|
||
|
if (not wchud) then
|
||
|
hud:AddCustomStatic(helm_r1_vingette)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if string.find(helm_hud, helm_hud_pre) then
|
||
|
if (not mask_first_try) and (helm_con ~= "blue2") and (helm_con ~= "blue1") and (helm_name == helm_curr) then
|
||
|
local snd_obj = sound_object("material\\glass\\glass_fall03hl")
|
||
|
snd_obj:play(db.actor,0,sound_object.s2d)
|
||
|
end
|
||
|
if mask_first_try then
|
||
|
mask_first_try = false
|
||
|
end
|
||
|
end
|
||
|
|
||
|
helm_curr = helm_name
|
||
|
curr_hud = helm_hud
|
||
|
helm_respi_state = helm_respi
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------
|
||
|
-- Utilities
|
||
|
--------------------------------------------------------------
|
||
|
function play_item_fx(name)
|
||
|
if (not opt.enable_animations) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
if (not ini_eff:section_exist(tostring(name) or 'INVALID_ARG')) then
|
||
|
printf("~WARNING actor_effects.play_item_fx | item animation [%s] doesn't exist!", name)
|
||
|
return
|
||
|
|
||
|
end
|
||
|
|
||
|
if (time_global() > time_disabled) and animation_start then
|
||
|
local tg = tostring(time_global())
|
||
|
item_not_in_use = false
|
||
|
item_in_use[tg] = {}
|
||
|
|
||
|
local n = ini_eff:line_count(name)
|
||
|
for i=0,n-1 do
|
||
|
local result, id, value = ini_eff:r_line_ex(name,i,"","")
|
||
|
id = id and tonumber(id)
|
||
|
if id and value then
|
||
|
item_in_use[tg][id] = value
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function play_continuous_effect(period)
|
||
|
|
||
|
--if (not opt.enable_animations) then return end
|
||
|
|
||
|
local tot = 0
|
||
|
local one_p = 5600 --3801
|
||
|
local num = math.ceil(period/one_p)
|
||
|
|
||
|
if (time_global() > time_disabled) then
|
||
|
local tg = tostring(time_global())
|
||
|
item_not_in_use = false
|
||
|
item_in_use[tg] = {}
|
||
|
item_in_use[tg][0] = "actor_effects.use_weapon(0)"
|
||
|
item_in_use[tg][1] = "xr_effects.disable_ui_inventory(db.actor, nil)"
|
||
|
item_in_use[tg][2] = "xr_effects.disable_ui_lite_with_imput(db.actor, nil)"
|
||
|
item_in_use[tg][550] = "level.add_cam_effector('camera_effects\\\\item_use.anm', 8053, false,'')"
|
||
|
tot = 550
|
||
|
for i=1,num-1 do
|
||
|
tot = tot + one_p
|
||
|
item_in_use[tg][tot] = "level.add_cam_effector('camera_effects\\\\item_use.anm', 8053, false,'')"
|
||
|
end
|
||
|
tot = tot + one_p
|
||
|
item_in_use[tg][tot] = "xr_effects.enable_ui_lite(db.actor, nil)"
|
||
|
item_in_use[tg][tot + 1399] = "xr_effects.enable_imput(db.actor, nil)"
|
||
|
item_in_use[tg][tot + 1999] = "actor_effects.use_weapon(1)"
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local breath_sound = 0
|
||
|
local gas_play = 0
|
||
|
function play_sound_breath_mask(actor)
|
||
|
local tg = time_global()
|
||
|
if (tg > snd_tg) then
|
||
|
gas_play = gas_play + 1
|
||
|
if (gas_play > 8) then
|
||
|
gas_play = 1
|
||
|
end
|
||
|
breath_sound = sound_object("actor\\gas_breath_" .. tostring((actor.health > 0.2) and math.ceil((1.01 - actor.power)*3 + actor_speed_time/8) or 8) .. "_" .. gas_play)
|
||
|
snd_tg = tg + breath_sound:length()*1.25
|
||
|
breath_sound:play(actor, 0, sound_object.s2d)
|
||
|
breath_sound.volume = (cam_dist > opt.cam_dist) and 0 or (1 - cam_dist/opt.cam_dist) * 0.5
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local run_play = 0
|
||
|
function play_sound_breath(actor)
|
||
|
local tg = time_global()
|
||
|
local health = actor.health
|
||
|
|
||
|
if (tg < snd_tg) or (health < 0) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
if (health > opt.health.level2) then
|
||
|
if (actor_speed_time > opt.speed.time_mini) or (actor.power < opt.speed.stamina) or (run_play == 1) then
|
||
|
run_play = run_play + 1
|
||
|
if (run_play > 2) then
|
||
|
run_play = 1
|
||
|
end
|
||
|
breath_sound = sound_object("actor\\run_" .. math.ceil(3*actor_speed_time/44) .. "_" .. run_play)
|
||
|
breath_sound:play(actor, 0, sound_object.s2d)
|
||
|
breath_sound.volume = (cam_dist > opt.cam_dist) and 0 or (1 - cam_dist/opt.cam_dist)
|
||
|
snd_tg = tg+breath_sound:length()*1.15
|
||
|
else
|
||
|
run_play = 2
|
||
|
end
|
||
|
return
|
||
|
end
|
||
|
|
||
|
if (health <= opt.health.level1) then
|
||
|
health = 1
|
||
|
if (math.random() < 0.1) then
|
||
|
health_play = 0
|
||
|
else
|
||
|
health_play = health_play + 1
|
||
|
if (health_play > 4) then
|
||
|
health_play = 1
|
||
|
end
|
||
|
end
|
||
|
else
|
||
|
health = 2
|
||
|
health_play = health_play+1
|
||
|
if (health_play > 4) then
|
||
|
health_play = 1
|
||
|
end
|
||
|
end
|
||
|
|
||
|
snd_tg = tg + (opt.health.injury_snd["_"..health.."_"..health_play] or 4000)
|
||
|
breath_sound = sound_object("actor\\health_" .. health .. "_" .. health_play)
|
||
|
breath_sound:play(actor, 0, sound_object.s2d)
|
||
|
breath_sound.volume = (cam_dist > opt.cam_dist) and 0 or (1 - cam_dist/opt.cam_dist)
|
||
|
end
|
||
|
|
||
|
|
||
|
local shotc = 1
|
||
|
local shott = 0
|
||
|
local fov_r = 1
|
||
|
function shoot_effect(sect)
|
||
|
--printf("-SHOOT")
|
||
|
|
||
|
if shott and (shott < time_global()) then
|
||
|
shotc = 1
|
||
|
shott = nil
|
||
|
end
|
||
|
|
||
|
local anims = {}
|
||
|
local s = wpn_fx[sect].s
|
||
|
local sc = #s
|
||
|
|
||
|
if sc > 1 then
|
||
|
if wpn_fx[sect].r == 1 then
|
||
|
s = s[math.random(#s)]
|
||
|
elseif wpn_fx[sect].r == 2 then
|
||
|
if shotc == 1 then
|
||
|
s = s[1]
|
||
|
else
|
||
|
s = s[math.random(2,#s)]
|
||
|
end
|
||
|
else
|
||
|
sc = shotc <= sc and shotc or (sc > 2 and math.random(sc-1,sc)) or sc
|
||
|
s = s[sc]
|
||
|
end
|
||
|
else
|
||
|
s = s[1]
|
||
|
end
|
||
|
-- local cnt, r = math.modf(s*fov_r)
|
||
|
-- if r ~=0 then
|
||
|
-- s = math.max(1, cnt - 1)
|
||
|
-- end
|
||
|
for i,v in pairs(wpn_fx[sect].e) do
|
||
|
local cnt,r = math.modf(v[1]*fov_r)
|
||
|
if r ~= 0 and cnt > 4 then --fmb
|
||
|
cnt = cnt-cnt*math.random(0,r*100)/100 --fmb
|
||
|
cnt,r = math.modf(cnt)
|
||
|
end
|
||
|
|
||
|
if r ~= 0 and math.random() < r then
|
||
|
cnt = cnt+1
|
||
|
end
|
||
|
|
||
|
if cnt > 0 then
|
||
|
table.insert(anims,{e = i,d = v[2] or math.random(0,1),c = cnt})
|
||
|
end
|
||
|
end
|
||
|
for i,a in ipairs(anims) do
|
||
|
local n = string.format([[shoot\s%s_e%s_%s.anm]],s,a.e,a.d)
|
||
|
for ii=1,a.c do
|
||
|
level.add_cam_effector(n,math.random(5000,8000),false,"")
|
||
|
end
|
||
|
end
|
||
|
for k,v in pairs(wpn_fx[sect].p) do
|
||
|
local eid = math.random(5000,8000)
|
||
|
level.add_pp_effector(string.format([[shoot\%s_s%s.ppe]],k,s), eid, false)
|
||
|
if v > 0 then
|
||
|
level.set_pp_effector_factor(eid,v)
|
||
|
end
|
||
|
end
|
||
|
shotc = shotc+1
|
||
|
shott = time_global()+100
|
||
|
end
|
||
|
|
||
|
|
||
|
function switch_helm()
|
||
|
helm_off = not helm_off
|
||
|
end
|
||
|
|
||
|
function is_respi_on()
|
||
|
return helm_respi_state
|
||
|
end
|
||
|
|
||
|
function is_mask_on()
|
||
|
return curr_hud
|
||
|
end
|
||
|
|
||
|
function is_animations_on()
|
||
|
return opt.enable_animations
|
||
|
end
|
||
|
|
||
|
function set_animations(state)
|
||
|
opt.enable_animations = state and true or false
|
||
|
end
|
||
|
|
||
|
function clear_mask_hud()
|
||
|
HUD_mask(false, false, false)
|
||
|
end
|
||
|
|
||
|
function reset_idle_anim(wpn, empty)
|
||
|
if wpn then
|
||
|
wpn:switch_state(0)
|
||
|
end
|
||
|
|
||
|
-- TODO: rebind keys
|
||
|
can_shoot = true
|
||
|
return true
|
||
|
end
|
||
|
|
||
|
function actor_can_shoot(state)
|
||
|
can_shoot = state
|
||
|
end
|
||
|
|
||
|
function disable_effects_timer(n)
|
||
|
time_disabled = time_global() + n
|
||
|
end
|
||
|
|
||
|
function use_helmet()
|
||
|
switch_helm()
|
||
|
end
|
||
|
|
||
|
function use_weapon(f)
|
||
|
local hidden = weapon_hidden
|
||
|
weapon_hidden = weapon_hidden + f * 2 - 1
|
||
|
if weapon_hidden == 0 then
|
||
|
db.actor:restore_weapon()
|
||
|
elseif hidden == 0 then
|
||
|
db.actor:hide_weapon()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function toggle_active_slot(f)
|
||
|
if (f == 0) then
|
||
|
last_slot = db.actor:active_slot()
|
||
|
db.actor:activate_slot(0)
|
||
|
else
|
||
|
db.actor:activate_slot(last_slot)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function toggle_hud_autohide(state)
|
||
|
autohide = state
|
||
|
bar_hp_check = true
|
||
|
bar_pwr_check = true
|
||
|
end
|
||
|
|
||
|
|
||
|
--------------------------------------------------------------
|
||
|
-- Callbacks
|
||
|
--------------------------------------------------------------
|
||
|
local tg_acon = 0
|
||
|
local tg_acon_step = 180
|
||
|
local tg_hud = 50
|
||
|
local tg_hud_step = 120
|
||
|
local tg_bleed = 100
|
||
|
local tg_bleed_step = 400
|
||
|
local function actor_on_update()
|
||
|
local actor = db.actor
|
||
|
if (not actor) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
local tg = time_global()
|
||
|
cam_dist = actor:bone_position("bip01_head"):distance_to_sqr(device().cam_pos)
|
||
|
|
||
|
if (tg > tg_bleed) then
|
||
|
tg_bleed = tg + tg_bleed_step
|
||
|
Update_Bleeding(actor)
|
||
|
end
|
||
|
|
||
|
if (tg > tg_acon) then
|
||
|
tg_acon = tg + tg_acon_step
|
||
|
|
||
|
Update_Breathing(actor)
|
||
|
Update_Rad(actor)
|
||
|
end
|
||
|
|
||
|
if (tg > tg_hud) then
|
||
|
tg_hud = tg + tg_hud_step
|
||
|
Update_Blood(actor)
|
||
|
Update_Mask(actor)
|
||
|
end
|
||
|
|
||
|
Update_Fog(actor)
|
||
|
|
||
|
Update_Impact(actor)
|
||
|
Update_ItemSwap(actor)
|
||
|
Update_Animations(actor)
|
||
|
--Update_Shooting(actor)
|
||
|
Update_HealthHUD(actor)
|
||
|
Update_StaminaHUD(actor)
|
||
|
end
|
||
|
|
||
|
local function on_key_release(key)
|
||
|
animation_start = true
|
||
|
local bind = dik_to_bind(key)
|
||
|
|
||
|
-- Clean Mask
|
||
|
if (bind == key_bindings.kCAM_ZOOM_IN) then
|
||
|
Hit_MaskCleaning()
|
||
|
|
||
|
-- Toggle Torch
|
||
|
elseif (bind == key_bindings.kTORCH) then
|
||
|
Hit_TorchToggle()
|
||
|
|
||
|
-- Grenade Quickthrow
|
||
|
elseif (bind == key_bindings.kCUSTOM19) then
|
||
|
Hit_GrenadeQuickthrow()
|
||
|
|
||
|
-- Toggle HUD
|
||
|
elseif (bind == key_bindings.kCUSTOM6) then
|
||
|
local val = not (get_console_cmd(1,"hud_draw"))
|
||
|
local toggl = val and "on" or "off"
|
||
|
exec_console_cmd("hud_draw " .. toggl)
|
||
|
|
||
|
-- Toggle item animations
|
||
|
elseif (bind == key_bindings.kCAM_ZOOM_OUT) then
|
||
|
local old_state = opt.enable_animations and true or false
|
||
|
local new_state = not old_state
|
||
|
|
||
|
ui_options.set("video/player/animations", new_state)
|
||
|
opt.enable_animations = new_state
|
||
|
|
||
|
if new_state then
|
||
|
xr_sound.set_sound_play(AC_ID, "pda_tips")
|
||
|
else
|
||
|
xr_sound.set_sound_play(AC_ID, "pda_alarm")
|
||
|
end
|
||
|
|
||
|
local str = new_state and "st_toggle_animation_on" or "st_toggle_animation_off"
|
||
|
actor_menu.set_msg(2, game.translate_string(str))
|
||
|
|
||
|
-- Screenshot
|
||
|
elseif (bind == key_bindings.kSCREENSHOT) then
|
||
|
snd_cam:play(db.actor,0,sound_object.s2d)
|
||
|
|
||
|
-- PDA Map
|
||
|
elseif (bind == key_bindings.kCUSTOM20) then
|
||
|
local pda_menu = ActorMenu.get_pda_menu()
|
||
|
local pda3d = get_console_cmd(1,"g_3d_pda")
|
||
|
if not (pda_menu:IsShown()) and db.actor:item_in_slot(8) then
|
||
|
if (pda3d) then
|
||
|
db.actor:activate_slot(8)
|
||
|
else
|
||
|
pda_menu:ShowDialog(true)
|
||
|
end
|
||
|
|
||
|
pda_menu:SetActiveSubdialog("eptTasks")
|
||
|
elseif (pda_menu:IsShown()) then
|
||
|
if (pda3d) then
|
||
|
db.actor:activate_slot(0)
|
||
|
else
|
||
|
pda_menu:HideDialog()
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local ruck_last_outfit = -1
|
||
|
local ruck_last_helmet = -1
|
||
|
local ruck_last_backpack = -1
|
||
|
local function actor_item_to_ruck(obj)
|
||
|
local id = obj:id()
|
||
|
local play_anm = false
|
||
|
|
||
|
if (id == ruck_last_outfit) then
|
||
|
ruck_last_outfit = -1
|
||
|
play_anm = true
|
||
|
elseif (id == ruck_last_helmet) then
|
||
|
ruck_last_helmet = -1
|
||
|
play_anm = true
|
||
|
elseif (id == ruck_last_backpack) then
|
||
|
ruck_last_backpack = -1
|
||
|
play_anm = true
|
||
|
end
|
||
|
|
||
|
if play_anm and (not has_alife_info("BAR_ARENA_FIGHT")) then
|
||
|
if IsOutfit(obj) then
|
||
|
play_item_fx("outfit")
|
||
|
elseif IsHeadgear(obj) then
|
||
|
play_item_fx("helm")
|
||
|
elseif IsItem("backpack", nil, obj) then
|
||
|
play_item_fx("outfit")
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local function actor_item_to_slot(obj)
|
||
|
if (not has_alife_info("BAR_ARENA_FIGHT")) then
|
||
|
if IsOutfit(obj) then
|
||
|
ruck_last_backpack = obj:id()
|
||
|
play_item_fx("outfit")
|
||
|
elseif IsHeadgear(obj) then
|
||
|
ruck_last_backpack = obj:id()
|
||
|
play_item_fx("helm")
|
||
|
elseif IsItem("backpack", nil, obj) then
|
||
|
ruck_last_backpack = obj:id()
|
||
|
play_item_fx("outfit")
|
||
|
elseif opt.enable_animations then
|
||
|
local rand = math.random(1,4)
|
||
|
level.add_cam_effector("camera_effects\\switch\\low" .. rand .. ".anm", 23234, false,'', 0, false)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local function actor_on_item_use(obj)
|
||
|
play_item_fx(obj:section())
|
||
|
end
|
||
|
|
||
|
local last_wpn_snd_empty = {nil, "$no_sound", 1}
|
||
|
local tg_snd_empty = 0
|
||
|
local critical_wpn_con = 0.014
|
||
|
local delay_snd_empty = 300 -- ms
|
||
|
local function actor_on_weapon_before_fire(flags)
|
||
|
local tg = time_global()
|
||
|
|
||
|
local obj_wpn = db.actor:active_item()
|
||
|
if obj_wpn and IsWeapon(obj_wpn) and (not IsMelee(obj_wpn)) then
|
||
|
local con = obj_wpn:condition()
|
||
|
if (con <= critical_wpn_con) then
|
||
|
local sec = obj_wpn:section()
|
||
|
|
||
|
-- Cache
|
||
|
if (sec ~= last_wpn_snd_empty[1]) then
|
||
|
-- Reset
|
||
|
last_wpn_snd_empty[1] = sec
|
||
|
last_wpn_snd_empty[2] = "$no_sound"
|
||
|
last_wpn_snd_empty[3] = 1
|
||
|
|
||
|
-- Get empty sound
|
||
|
local snd = ini_sys:r_string_ex(sec,"snd_empty")
|
||
|
if snd and (snd ~= "") then
|
||
|
snd = str_explode(snd,",")
|
||
|
last_wpn_snd_empty[2] = snd[1]
|
||
|
last_wpn_snd_empty[3] = snd[2] or 1
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- Play empty clip sound
|
||
|
if (last_wpn_snd_empty[2] ~= "$no_sound") and (tg > tg_snd_empty) then
|
||
|
utils_obj.play_sound( last_wpn_snd_empty[2], last_wpn_snd_empty[3] or 1 )
|
||
|
tg_snd_empty = tg + delay_snd_empty
|
||
|
end
|
||
|
|
||
|
-- Don't shoot
|
||
|
flags.ret_value = false
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if (not can_shoot) then
|
||
|
flags.ret_value = false
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local function actor_on_first_update()
|
||
|
-- Enable mini-map
|
||
|
minimap_enabled = ui_options.get("video/hud/show_minimap")
|
||
|
local maingameui = ActorMenu.get_maingame()
|
||
|
if (maingameui and maingameui.UIZoneMap) then
|
||
|
maingameui.UIZoneMap.disabled = not minimap_enabled
|
||
|
maingameui.UIMotionIcon:Show(maingameui.UIZoneMap.disabled == false)
|
||
|
end
|
||
|
|
||
|
init_main_settings()
|
||
|
--disable_effects_timer(5000)
|
||
|
if db.actor then
|
||
|
ruck_last_outfit = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):id() or -1
|
||
|
ruck_last_helmet = db.actor:item_in_slot(12) and db.actor:item_in_slot(12):id() or -1
|
||
|
ruck_last_backpack = db.actor:item_in_slot(13) and db.actor:item_in_slot(13):id() or -1
|
||
|
|
||
|
if (detector_was_active) then
|
||
|
db.actor:show_detector()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
--utils_data.print_table(opt)
|
||
|
|
||
|
--Animation stuff
|
||
|
game.only_allow_movekeys(false)
|
||
|
game.set_actor_allow_ladder(true)
|
||
|
game.stop_all_hud_anms()
|
||
|
game.stop_hud_motion()
|
||
|
|
||
|
mc_anm_time_1 = game.get_motion_length(mc_anm_sec, "anm_hide_hand", hide_hand_speed)
|
||
|
mc_anm_time_2 = game.get_motion_length(mc_anm_sec, "anm_wipe", 1)
|
||
|
torch_anm_time = game.get_motion_length(torch_anm_sec, "anm_switch", 1)
|
||
|
end
|
||
|
|
||
|
local function save_state(m_data)
|
||
|
|
||
|
if (not db.actor) then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
m_data.detector_was_active = db.actor:active_detector() and true or false
|
||
|
end
|
||
|
|
||
|
local function load_state(m_data)
|
||
|
|
||
|
detector_was_active = m_data.detector_was_active
|
||
|
end
|
||
|
|
||
|
function on_game_start()
|
||
|
init_settings()
|
||
|
|
||
|
RegisterScriptCallback("on_key_release",on_key_release)
|
||
|
RegisterScriptCallback("actor_item_to_slot",actor_item_to_slot)
|
||
|
RegisterScriptCallback("actor_item_to_ruck",actor_item_to_ruck)
|
||
|
RegisterScriptCallback("actor_on_item_drop",actor_item_to_ruck)
|
||
|
RegisterScriptCallback("actor_on_item_use",actor_on_item_use)
|
||
|
RegisterScriptCallback("actor_on_weapon_before_fire",actor_on_weapon_before_fire)
|
||
|
RegisterScriptCallback("actor_on_weapon_lower",actor_on_weapon_lower)
|
||
|
RegisterScriptCallback("actor_on_weapon_raise",actor_on_weapon_raise)
|
||
|
RegisterScriptCallback("actor_on_update",actor_on_update)
|
||
|
RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
|
||
|
RegisterScriptCallback("actor_on_weapon_fired",Update_Shooting)
|
||
|
RegisterScriptCallback("burer_on_before_weapon_drop",burer_on_before_weapon_drop)
|
||
|
RegisterScriptCallback("on_option_change",init_main_settings)
|
||
|
RegisterScriptCallback("save_state",save_state)
|
||
|
RegisterScriptCallback("load_state",load_state)
|
||
|
end
|