39 lines
1.2 KiB
Plaintext
39 lines
1.2 KiB
Plaintext
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function isMisfireWeapon(item)
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return item
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and item:cast_Weapon()
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and ((item:cast_Weapon():IsMisfire()) or (arti_jamming and arti_jamming.get_jammed(item:id())))
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end
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function getJammedAnimation(animName)
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return animName .. "_jammed"
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end
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function actor_on_hud_animation_play(anm_table, item)
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if not isMisfireWeapon(item) then return end
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local hudSection = SYS_GetParam(0, item:section(), "hud", item:section())
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local newAnimName = getJammedAnimation(anm_table.anm_name)
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if SYS_GetParam(0, hudSection, newAnimName) then
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anm_table.anm_name = newAnimName
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end
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end
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function actor_on_weapon_before_fire(flags)
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local item = db.actor:active_item()
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if not isMisfireWeapon(item) then return end
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local hudSection = SYS_GetParam(0, item:section(), "hud", item:section())
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local animName = "anm_bore"
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local newAnimName = getJammedAnimation(animName)
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if SYS_GetParam(0, hudSection, newAnimName) then
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-- play animName animation, actual animation is overriden in actor_on_hud_animation_play
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item:play_hud_motion(animName, true, 4, 1, 0)
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end
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end
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function on_game_start()
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RegisterScriptCallback("actor_on_weapon_before_fire", actor_on_weapon_before_fire)
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RegisterScriptCallback("actor_on_hud_animation_play", actor_on_hud_animation_play)
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end
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