Added, Updated and Removed Mods
Added: - HUD Offsets Editor - NPC Wounded Redone Updated: - Stealth Overhaul - Redone Pripyat + Jupiter - Redone Limansk and Hospital - Outfit Animations - Modded Executables Removed: - Arrival
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@@ -1,8 +1,9 @@
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enable_animations = false
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local fov_manager = outfit_animations_fov_manager
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local mcm_memory_enable = outfit_animations_mcm.get_config("memory")
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local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
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local enable_animations = false
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local ruck_last_outfit = -1
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@@ -33,7 +34,7 @@ function actor_on_first_update()
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CreateTimeEvent("outfit_animations", "enable_animation_delay_te", 3, function()
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ruck_last_outfit = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):id() or -1
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local sec = db.actor:item_in_slot(7)
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local sec = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):section()
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if sec then remember_outfit(sec) end
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enable_animations = true
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@@ -74,7 +75,20 @@ end
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local anm_info = nil --it's here cuz of stalke engine magic that I don't know
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function play_animation(obj)
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--prepare for anim
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anm_info = select_animation()
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outfit_animations_backpack.enable_animations = false
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if headgear_animations then headgear_animations.enable_animations = false end
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hide_hud_inventory()
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--trying to kill backpack animation (kinda afterid that it might cause busy hands bug. Need some testing)
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if enhanced_animations and ui_mcm.get("EA_settings/enable_backpack_addon") then
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CreateTimeEvent("outfit_animations", "stop_fdda_animation_te", 0.05, function()
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game.stop_hud_motion()
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fov_manager.restore_fov()
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if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
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return true
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end)
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end
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local activeSlot = db.actor:active_slot()
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local activeWpn = db.actor:active_item()
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local activeDetector = db.actor:active_detector()
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@@ -93,19 +107,6 @@ function play_animation(obj)
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end
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return true
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end)
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hide_hud_inventory()
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if headgear_animations then headgear_animations.enable_animations = false end
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--trying to kill backpack animation (kinda afterid that it might cause busy hands bug. Need some testing)
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if enhanced_animations and ui_mcm.get("EA_settings/enable_backpack_addon") then
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CreateTimeEvent("outfit_animations", "stop_animation", 0.05, function()
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game.stop_hud_motion()
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fov_manager.restore_fov()
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if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
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return true
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end)
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end
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--play
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anm_info = select_animation(obj)
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@@ -152,6 +153,7 @@ function play_animation(obj)
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if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end
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if headgear_animations then headgear_animations.enable_animations = true end
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outfit_animations_backpack.enable_animations = true
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end)
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end
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@@ -1,7 +1,8 @@
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enable_animations = false
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local fov_manager = outfit_animations_fov_manager
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local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
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local enable_animations = false
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local ruck_last_backpack = -1
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local is_animation_playing = false
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@@ -1,7 +1,6 @@
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local fov_manager = outfit_animations_fov_manager
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local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
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local
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function on_game_start()
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RegisterScriptCallback("on_option_change", on_option_change)
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@@ -72,8 +71,8 @@ function play_animation(section_name)
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Invoke("play_patch_animation_restore_te", delay + length + 0.25, function()
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if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end
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if headgear_animations then headgear_animations.enable_animations = true end
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-- db.actor:activate_slot(cur_slot or 0)
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-- if det_active then det_active:switch_state(1) end
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db.actor:activate_slot(cur_slot or 0)
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if det_active then det_active:switch_state(1) end
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end)
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end)
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end
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@@ -5,7 +5,7 @@ version=0.9.9.0
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newestVersion=
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category="5,"
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nexusFileStatus=1
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installationFile=outfit_animations_v9.9.1.zip
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installationFile=outfit_animations_v9.9.2.zip
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repository=Nexus
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ignoredVersion=
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comments=
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