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
This commit is contained in:
2024-04-06 19:17:40 -04:00
parent 6f19f2c70f
commit 3098b9f051
1720 changed files with 4928 additions and 113776 deletions
@@ -1,8 +1,9 @@
enable_animations = false
local fov_manager = outfit_animations_fov_manager
local mcm_memory_enable = outfit_animations_mcm.get_config("memory")
local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
local enable_animations = false
local ruck_last_outfit = -1
@@ -33,7 +34,7 @@ function actor_on_first_update()
CreateTimeEvent("outfit_animations", "enable_animation_delay_te", 3, function()
ruck_last_outfit = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):id() or -1
local sec = db.actor:item_in_slot(7)
local sec = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):section()
if sec then remember_outfit(sec) end
enable_animations = true
@@ -74,7 +75,20 @@ end
local anm_info = nil --it's here cuz of stalke engine magic that I don't know
function play_animation(obj)
--prepare for anim
anm_info = select_animation()
outfit_animations_backpack.enable_animations = false
if headgear_animations then headgear_animations.enable_animations = false end
hide_hud_inventory()
--trying to kill backpack animation (kinda afterid that it might cause busy hands bug. Need some testing)
if enhanced_animations and ui_mcm.get("EA_settings/enable_backpack_addon") then
CreateTimeEvent("outfit_animations", "stop_fdda_animation_te", 0.05, function()
game.stop_hud_motion()
fov_manager.restore_fov()
if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
return true
end)
end
local activeSlot = db.actor:active_slot()
local activeWpn = db.actor:active_item()
local activeDetector = db.actor:active_detector()
@@ -93,19 +107,6 @@ function play_animation(obj)
end
return true
end)
hide_hud_inventory()
if headgear_animations then headgear_animations.enable_animations = false end
--trying to kill backpack animation (kinda afterid that it might cause busy hands bug. Need some testing)
if enhanced_animations and ui_mcm.get("EA_settings/enable_backpack_addon") then
CreateTimeEvent("outfit_animations", "stop_animation", 0.05, function()
game.stop_hud_motion()
fov_manager.restore_fov()
if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
return true
end)
end
--play
anm_info = select_animation(obj)
@@ -152,6 +153,7 @@ function play_animation(obj)
if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end
if headgear_animations then headgear_animations.enable_animations = true end
outfit_animations_backpack.enable_animations = true
end)
end
@@ -1,7 +1,8 @@
enable_animations = false
local fov_manager = outfit_animations_fov_manager
local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
local enable_animations = false
local ruck_last_backpack = -1
local is_animation_playing = false
@@ -1,7 +1,6 @@
local fov_manager = outfit_animations_fov_manager
local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
local
function on_game_start()
RegisterScriptCallback("on_option_change", on_option_change)
@@ -72,8 +71,8 @@ function play_animation(section_name)
Invoke("play_patch_animation_restore_te", delay + length + 0.25, function()
if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end
if headgear_animations then headgear_animations.enable_animations = true end
-- db.actor:activate_slot(cur_slot or 0)
-- if det_active then det_active:switch_state(1) end
db.actor:activate_slot(cur_slot or 0)
if det_active then det_active:switch_state(1) end
end)
end)
end
+1 -1
View File
@@ -5,7 +5,7 @@ version=0.9.9.0
newestVersion=
category="5,"
nexusFileStatus=1
installationFile=outfit_animations_v9.9.1.zip
installationFile=outfit_animations_v9.9.2.zip
repository=Nexus
ignoredVersion=
comments=