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 local item_to_equip = nil local item_to_unequip = nil function on_game_start() RegisterScriptCallback("on_option_change", on_option_change) RegisterScriptCallback("actor_on_first_update", actor_on_first_update) RegisterScriptCallback("actor_item_to_slot", on_item_to_slot) RegisterScriptCallback("actor_item_to_ruck", on_item_to_ruck) RegisterScriptCallback("actor_on_item_drop", on_item_to_ruck) end function on_option_change() mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") end function actor_on_first_update() CreateTimeEvent("outfit_animations_backpack", "enable_backpack_animation_delay_te", 3, function() ruck_last_backpack = db.actor:item_in_slot(13) and db.actor:item_in_slot(13):id() or -1 enable_animations = true return true end) end function on_item_to_ruck(obj) if IsItem("backpack", nil, obj) and obj:id() == ruck_last_backpack then ruck_last_backpack = -1 if not db.actor:alive() then return end if not enable_animations then return end if has_alife_info("BAR_ARENA_FIGHT") then return end item_to_unequip = get_section_name("outfit_animation_backpack_unequip") if not is_animation_playing then is_animation_playing = true play_animation_enter() end end end function on_item_to_slot(obj) if IsItem("backpack", nil, obj) and obj:id() ~= ruck_last_backpack then ruck_last_backpack = obj:id() if not db.actor:alive() then return end if not enable_animations then return end if has_alife_info("BAR_ARENA_FIGHT") then return end item_to_equip = get_section_name("outfit_animation_backpack_equip") if not is_animation_playing then is_animation_playing = true play_animation_enter() end end end ------------------------------------------------------------------------------ -- main ------------------------------------------------------------------------------ -- prepare before animation function play_animation_enter() hide_hud_inventory() if headgear_animations then headgear_animations.enable_animations = false end -- cur_slot = db.actor:active_slot() det_active = db.actor:active_detector() or nil if det_active then det_active:switch_state(2) end db.actor:activate_slot(0) wait_for_free_hands(play_animation_execute) end function play_animation_execute() if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end fov_manager.restore_fov() if item_to_unequip and item_to_equip then swap() elseif item_to_unequip and not item_to_equip then unequip() elseif not item_to_unequip and item_to_equip then equip() end end -- restore after animation function play_animation_exit() 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 item_to_equip = nil item_to_unequip = nil is_animation_playing = false end ------------------------------------------------------------------------------ function equip() local anm = "anm_use" local cam = ini_sys:r_string_ex(item_to_equip, "cam") local snd = ini_sys:r_string_ex(item_to_equip, "snd") local length = game.get_motion_length(item_to_equip, anm, 1) / 1000 xr_effects.play_snd(db.actor, nil, { [1] = snd }) level.add_cam_effector(cam, 1301, false, "") game.play_hud_motion(2, item_to_equip, anm, false, 1) Invoke("restore_after_animation_te", length + 0.25, play_animation_exit) end function unequip() local anm = "anm_use" local cam = ini_sys:r_string_ex(item_to_unequip, "cam") local snd = ini_sys:r_string_ex(item_to_unequip, "snd") local length = game.get_motion_length(item_to_unequip, anm, 1) / 1000 xr_effects.play_snd(db.actor, nil, { [1] = snd }) level.add_cam_effector(cam, 1302, false, "") game.play_hud_motion(2, item_to_unequip, anm, false, 1) Invoke("restore_after_animation_te", length + 0.25, play_animation_exit) end function swap() local anm = "anm_use" local cam_unequip = ini_sys:r_string_ex(item_to_unequip, "cam") local snd_unequip = ini_sys:r_string_ex(item_to_unequip, "snd") local cam_equip = ini_sys:r_string_ex(item_to_equip, "cam") local snd_equip = ini_sys:r_string_ex(item_to_equip, "snd") local length_unequip = game.get_motion_length(item_to_unequip, anm, 1) / 1000 local length_equip = game.get_motion_length(item_to_equip, anm, 1) / 1000 xr_effects.play_snd(db.actor, nil, { [1] = snd_unequip }) level.add_cam_effector(cam_unequip, 1303, false, "") game.play_hud_motion(2, item_to_unequip, anm, false, 1) Invoke("play_equip_animation_after_unequip_te", length_unequip, function () xr_effects.play_snd(db.actor, nil, { [1] = snd_equip }) level.add_cam_effector(cam_equip, 1300, false, "") game.play_hud_motion(2, item_to_equip, anm, false, 1) Invoke("restore_after_animation_te", length_equip + 0.25, play_animation_exit) end) end ------------------------------------------------------------------------------ -- utils ------------------------------------------------------------------------------ function get_section_name(section) local faction = character_community(db.actor):sub(7) return section .. "_" .. faction .. "_hud" end function wait_for_free_hands(action_to_perform) local force_timer = 0 CreateTimeEvent("outfit_animations_backpack", "wait_for_free_hands_te0", 0.1, function() if (db.actor:active_slot() == 0 and not db.actor:active_detector() and not enhanced_animations.used_item) or (force_timer > 5) then Invoke("wait_for_free_hands_te1", 0.1, action_to_perform) --i don understan y this works (ノへ ̄、) return true end force_timer = force_timer + (device().time_delta / 1000) return false end) end function Invoke(name, time, action) CreateTimeEvent("outfit_animations_backpack", name, time, function() action() return true end) end