Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
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<!--
Anomaly Modconfiguration Menu strings
-->
<string_table>
<string id="ui_mcm_gggf_title">
<text>Actor Speed Config</text>
</string>
<string id="ui_mcm_menu_gggf">
<text>Grok Gotta Go Fast</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_run">
<text>Run speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_run_desc">
<text>Multiplies actor running speed (when you move without any other key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_sprint">
<text>Sprint speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_sprint_desc">
<text>Multiplies actor sprinting speed (when you move with the "Sprint" key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_walk">
<text>Walk speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_walk_desc">
<text>Multiplies actor walking speed (when you move with the "Walk" key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_crouch">
<text>Crouch speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_crouch_desc">
<text>Multiplies actor crouching speed (when you move with the "Crouch" key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_prone">
<text>Prone speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_prone_desc">
<text>Multiplies actor proning speed (when you move with the "Walk + Crouch" key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_climb">
<text>Climb speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_climb_desc">
<text>Multiplies actor climbing speed (when you climb a ladder) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_lean">
<text>Walking while leaning speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_lean_desc">
<text>Multiplies actor walking speed while leaning (when you move with the "Walk + Lean left/right" key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_scoped">
<text>Walking while aiming speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_scoped_desc">
<text>Multiplies actor walking speed while aiming (when you move with the "Aim" key pressed) by the defined factor.</text>
</string>
</string_table>
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<!--
Anomaly Modconfiguration Menu strings
-->
<string_table>
<string id="ui_mcm_gggf_title">
<text>Actor Speed Config</text>
</string>
<string id="ui_mcm_menu_gggf">
<text>Grok Gotta Go Fast</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_run">
<text>Run speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_run_desc">
<text>Multiplies actor running speed (when you move without any other key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_sprint">
<text>Sprint speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_sprint_desc">
<text>Multiplies actor sprinting speed (when you move with the "Sprint" key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_walk">
<text>Walk speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_walk_desc">
<text>Multiplies actor walking speed (when you move with the "Walk" key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_crouch">
<text>Crouch speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_crouch_desc">
<text>Multiplies actor crouching speed (when you move with the "Crouch" key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_prone">
<text>Prone speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_prone_desc">
<text>Multiplies actor proning speed (when you move with the "Walk + Crouch" key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_climb">
<text>Climb speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_climb_desc">
<text>Multiplies actor climbing speed (when you climb a ladder) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_lean">
<text>Walking while leaning speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_lean_desc">
<text>Multiplies actor walking speed while leaning (when you move with the "Walk + Lean left/right" key pressed) by the defined factor.</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_scoped">
<text>Walking while aiming speed multiplier</text>
</string>
<string id="ui_mcm_gggf_gotta_go_fast_scoped_desc">
<text>Multiplies actor walking speed while aiming (when you move with the "Aim" key pressed) by the defined factor.</text>
</string>
</string_table>
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[xrs_debug_tools]
toggle_hud_list
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--[[
=====================================================================
Addon : Gotta Go Fast Extended
Link : https://www.moddb.com/mods/stalker-anomaly/addons/gotta-go-fast-extended
Author : Tosox
Credits : Grokitach, reter
Date : 13.10.2023
Last Edit : 04.12.2024
=====================================================================
--]]
local get_mcm_config = grok_gotta_go_fast_mcm.get_config
function on_option_change()
speed.add_speed("gotta_go_fast_extended", get_mcm_config("gotta_go_fast_walk"), speed.move_types.WALK, true)
speed.add_speed("gotta_go_fast_extended", get_mcm_config("gotta_go_fast_crouch"), speed.move_types.CROUCH, true)
speed.add_speed("gotta_go_fast_extended", get_mcm_config("gotta_go_fast_prone"), speed.move_types.PRONE, true)
speed.add_speed("gotta_go_fast_extended", get_mcm_config("gotta_go_fast_climb"), speed.move_types.CLIMB, true)
speed.add_speed("gotta_go_fast_extended", get_mcm_config("gotta_go_fast_lean"), speed.move_types.LEAN, true)
speed.add_speed("gotta_go_fast_extended", get_mcm_config("gotta_go_fast_scoped"), speed.move_types.SCOPED, true)
end
function actor_on_first_update()
on_option_change()
end
function on_game_start()
RegisterScriptCallback("on_option_change", on_option_change)
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
end
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-- If you don't use MCM, change your defaults from here.
local defaults = {
["gotta_go_fast_run"] = 1.05,
["gotta_go_fast_sprint"] = 0.9,
["gotta_go_fast_walk"] = 1.1,
["gotta_go_fast_crouch"] = 1.1,
["gotta_go_fast_prone"] = 1.1,
["gotta_go_fast_climb"] = 1.1,
["gotta_go_fast_lean"] = 1.1,
["gotta_go_fast_scoped"] = 1.0
}
function get_config(key)
if ui_mcm then return ui_mcm.get("gggf/" .. key) else return defaults[key] end
end
function on_mcm_load()
return { id = "gggf", sh = true , gr = {
{ id = "title", type = "slide", link = "ui_options_slider_player", text = "ui_mcm_gggf_title", size = { 512, 50 }, spacing = 20 },
{ id = "gotta_go_fast_run", type = "track", val = 2, min = 0.1, max = 2, step = 0.01, def = defaults["gotta_go_fast_run"] },
{ id = "gotta_go_fast_sprint", type = "track", val = 2, min = 0.8, max = 3, step = 0.01, def = defaults["gotta_go_fast_sprint"] },
{ id = "gotta_go_fast_walk", type = "track", val = 2, min = 0.8, max = 2, step = 0.01, def = defaults["gotta_go_fast_walk"] },
{ id = "gotta_go_fast_crouch", type = "track", val = 2, min = 0.8, max = 2, step = 0.01, def = defaults["gotta_go_fast_crouch"] },
{ id = "gotta_go_fast_prone", type = "track", val = 2, min = 0.8, max = 2, step = 0.01, def = defaults["gotta_go_fast_prone"] },
{ id = "gotta_go_fast_climb", type = "track", val = 2, min = 0.8, max = 2, step = 0.01, def = defaults["gotta_go_fast_climb"] },
{ id = "gotta_go_fast_lean", type = "track", val = 2, min = 0.8, max = 2, step = 0.01, def = defaults["gotta_go_fast_lean"] },
{ id = "gotta_go_fast_scoped", type = "track", val = 2, min = 0.8, max = 1.5, step = 0.01, def = defaults["gotta_go_fast_scoped"] }
}
}
end
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local original_walk_accel = nil
local speeds = {
walk = {
def = 1,
multiplier = {},
},
run = {
def = 1,
multiplier = {},
},
sprint = {
def = 1,
multiplier = {},
},
crouch = {
def = 1,
multiplier = {},
},
prone = {
def = 1,
multiplier = {},
},
climb = {
def = 1,
multiplier = {},
},
lean = {
def = 1,
multiplier = {},
},
scoped = {
def = 1,
multiplier = {},
},
}
move_types = {
WALK = "walk",
RUN = "run",
SPRINT = "sprint",
CROUCH = "crouch",
PRONE = "prone",
CLIMB = "climb",
LEAN = "lean",
SCOPED = "scoped",
}
local _dbg = false
local dbg_printf = function(...)
if _dbg then printf(...) end
end
function initialize_base_speed_coefs()
if db.actor.get_actor_walk_accel then
original_walk_accel = db.actor:get_actor_walk_accel()
else
UnregisterScriptCallback("actor_on_update", actor_on_update)
printe("[speed] You should install the Modded Exes to use full functionality of the speed script")
original_walk_accel = 11.5 -- Default value from actor->walk_accel
end
speeds.run.def = db.actor:get_actor_run_coef()
speeds.sprint.def = db.actor:get_actor_sprint_koef()
end
function get_multiplier_product(tbl)
local coef = 1
for _, val in pairs(tbl) do
coef = coef * val
end
return coef
end
function update_speeds()
if not original_walk_accel then
initialize_base_speed_coefs()
dbg_printf("[speed] Initialized base speed coefficients")
end
local run_coef = get_multiplier_product(speeds.run.multiplier)
local sprint_coef = get_multiplier_product(speeds.sprint.multiplier)
db.actor:set_actor_run_coef(clamp(speeds.run.def * run_coef, 0, 10))
db.actor:set_actor_runback_coef(clamp(speeds.run.def * run_coef, 0, 10))
db.actor:set_actor_sprint_koef(clamp(speeds.sprint.def * sprint_coef, 0, 10))
end
-- Usage: Add a speed modifier.
-- Once a speed modifier is added, speed will be recalculated and set.
-- Params:
-- speed_key - Name of speed multiplier you want to add
-- speed_mult - Speed multiplier as a number (e.g. 0.5 will halve speed)
-- move_type - String, use move_types array to define which move type speed to adjust
-- force - Boolean, will overwrite existing speed.
-- Returns true if speed added successfully, otherwise false
function add_speed(speed_key, speed_mult, move_type, force)
if not db.actor then
return false
end
if type(move_type) == "boolean" then
-- Backwards compatability
if move_type then
move_type = move_types.SPRINT
else
move_type = move_types.RUN
end
end
if (not speeds[move_type]) or (not speeds[move_type].multiplier) then
return false
end
if (speeds[move_type].multiplier[speed_key]) and (not force) then
return false
end
speeds[move_type].multiplier[speed_key] = speed_mult
update_speeds()
return true
end
-- Usage: Drop a speed modifier. Once a speed modifier is dropped, speed will be recalculated and set.
-- Params
-- speed_key - Name of speed multiplier to drop. Will drop from all tables.
function remove_speed(speed_key)
for typ, speed in pairs(speeds) do
if (speed.multiplier) and (speed.multiplier[speed_key]) then
dbg_printf("[speed] Removed speed multiplier '%s' for type '%s' with value '%s'", speed_key, typ, speed.multiplier[speed_key])
speed.multiplier[speed_key] = nil
end
end
update_speeds()
end
function is_actor_walking(state)
return (state >= 33) and (state <= 42)
end
function is_actor_proning(state)
return (state >= 49) and (state <= 58)
end
function is_actor_leaning(state)
-- Leaning right or leaning left
return ((state >= 16385) and (state <= 16394)) or ((state >= 8193) and (state <= 8202))
end
function is_actor_crouching(state)
return (state >= 17) and (state <= 26)
end
function is_actor_climbing(state)
return (state >= 2049) and (state <= 2058)
end
function is_actor_scoped()
return axr_main.weapon_is_zoomed
end
local prev_moving_state = nil
local prev_scoped_state = nil
function actor_on_update()
if not original_walk_accel then
initialize_base_speed_coefs()
dbg_printf("[speed] Initialized base speed coefficients")
end
local moving_state = level.actor_moving_state()
local is_scoped = is_actor_scoped()
-- Check if movement state or scoped state changed
if (prev_moving_state == moving_state) and (prev_scoped_state == is_scoped) then
return
end
prev_moving_state = moving_state
prev_scoped_state = is_scoped
local walk_accel_factor = 1
-- Change speed base factor
if is_actor_walking(moving_state) then
walk_accel_factor = get_multiplier_product(speeds.walk.multiplier)
elseif is_actor_proning(moving_state) then
walk_accel_factor = get_multiplier_product(speeds.prone.multiplier)
elseif is_actor_leaning(moving_state) then
walk_accel_factor = get_multiplier_product(speeds.lean.multiplier)
elseif is_actor_crouching(moving_state) then
walk_accel_factor = get_multiplier_product(speeds.crouch.multiplier)
elseif is_actor_climbing(moving_state) then
walk_accel_factor = get_multiplier_product(speeds.climb.multiplier)
end
-- TODO: maybe change this logic. Is inconsistent in difference to walking, crouching and proning
if is_actor_scoped() then
walk_accel_factor = walk_accel_factor * get_multiplier_product(speeds.scoped.multiplier)
end
db.actor:set_actor_walk_accel(original_walk_accel * walk_accel_factor)
end
function get_actor_speed()
local vec = db.actor:get_movement_speed()
return math.sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z)
end
function on_game_start()
RegisterScriptCallback("actor_on_update", actor_on_update)
--[[
if true then
table.insert(xrs_debug_tools.toggle_hud_list["left"], 1, "ggfe_hud")
xrs_debug_tools.ggfe_hud_show = function(hud)
hud:add_msg("SPEED", string.format("%s", get_actor_speed()))
hud:add_msg("-----------------------------------")
hud:add_msg("run", string.format("%s | %s", db.actor:get_actor_run_coef(), get_multiplier_product(speeds.run.multiplier)))
hud:add_msg("runback", string.format("%s | %s", db.actor:get_actor_runback_coef(), get_multiplier_product(speeds.run.multiplier)))
hud:add_msg("sprint", string.format("%s | %s", db.actor:get_actor_sprint_koef(), get_multiplier_product(speeds.sprint.multiplier)))
hud:add_msg("crouch", string.format("%s | %s", db.actor:get_actor_crouch_coef(), get_multiplier_product(speeds.crouch.multiplier)))
hud:add_msg("climb", string.format("%s | %s", db.actor:get_actor_climb_coef(), get_multiplier_product(speeds.climb.multiplier)))
hud:add_msg("-----------------------------------")
hud:add_msg("is walking", string.format("%s | %s", is_actor_walking(level.actor_moving_state()), get_multiplier_product(speeds.walk.multiplier)))
hud:add_msg("is proning", string.format("%s | %s", is_actor_proning(level.actor_moving_state()), get_multiplier_product(speeds.prone.multiplier)))
hud:add_msg("is leaning", string.format("%s | %s", is_actor_leaning(level.actor_moving_state()), get_multiplier_product(speeds.lean.multiplier)))
hud:set_header("-[GGFE Debug]-")
hud:display()
end
end
]]
end