local keybind = outfit_animations_mcm.get_config("keybind") local modifier = outfit_animations_mcm.get_config("modifier") local mode = outfit_animations_mcm.get_config("mode") local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") local mcm_keybinds = ui_mcm and ui_mcm.key_hold local fov_manager = outfit_animations_fov_manager function on_game_start() RegisterScriptCallback("on_option_change", on_option_change) RegisterScriptCallback("on_key_hold", on_key_hold) RegisterScriptCallback("on_key_press", on_key_press) end function on_option_change() keybind = outfit_animations_mcm.get_config("keybind") modifier = outfit_animations_mcm.get_config("modifier") mode = outfit_animations_mcm.get_config("mode") mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") end function on_key_hold(key) if mcm_keybinds and (key == keybind) and (mode == 2) and ui_mcm.get_mod_key(modifier) and ui_mcm.key_hold("liz_outfit_animations", key) then --do stuff on hold play_animation() end end function on_key_press(key) if key ~= keybind then return end if (not mcm_keybinds) then -- do stuff for non mcm users play_animation() return end if (mode == 0) and ui_mcm.get_mod_key(modifier) then ui_mcm.simple_press("liz_outfit_animations", key, play_animation) end if (mode == 1) and ui_mcm.get_mod_key(modifier) and ui_mcm.double_tap("liz_outfit_animations", key) then -- do stuff for double tap play_animation() return end end ---------------------------------------- -- main ---------------------------------------- local cur_slot local det_active function play_animation() --safety chekcs if not db.actor:alive() then return end if has_alife_info("bar_arena_fight") then return end --prepare hide_hud_inventory() 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(function() --play fov_manager.restore_fov() if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end local delay = 0.25 local m_section = "outfit_animation_inspect_hud" local anm = "anm_equip" local cam = ini_sys:r_string_ex(m_section, "cam") local snd = ini_sys:r_string_ex(m_section, "snd") local length = 0 length = length + game.get_motion_length(m_section, anm, 1) / 1000 Invoke("play_outfti_inspect_animation_te1", delay, function() xr_effects.play_snd(db.actor, nil, {[1] = snd}) level.add_cam_effector(cam, 1300, false, "") game.play_hud_motion(2, m_section, anm, false, 1) end) --restore Invoke("play_outfti_inspect_animation_te2", length + delay + 0.25, function() if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end db.actor:activate_slot(cur_slot or 0) if det_active then det_active:switch_state(1) end end) end) end ---------------------------------------- -- helper functions ---------------------------------------- function wait_for_free_hands(action_to_perform) local force_timer = 0 CreateTimeEvent("outfit_animations_inspect", "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, 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_inspect", name, time, function() action() return true end) end