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 local originalPIF = actor_effects.play_item_fx function actor_effects.play_item_fx(name) if name == "outfit" then return end originalPIF(name) end 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_memory_enable = outfit_animations_mcm.get_config("memory") mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") memory_max = outfit_animations_mcm.get_config("memory_size") end 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) if sec then remember_outfit(sec) end enable_animations = true return true end) end function on_item_to_ruck(obj) if IsOutfit(obj) and obj:id() == ruck_last_outfit then ruck_last_outfit = -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 play_animation(obj) end end function on_item_to_slot(obj) if IsOutfit(obj) and obj:id() ~= ruck_last_outfit then ruck_last_outfit = 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 play_animation(obj) end end ------------------------------------------------------------------------------ -- main ------------------------------------------------------------------------------ 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() local activeSlot = db.actor:active_slot() local activeWpn = db.actor:active_item() local activeDetector = db.actor:active_detector() local activeWpnId local activeDetectorId CreateTimeEvent("outfit_animations", "unequip_weapon_te", 0.1, function() if activeWpn or activeDetector then if activeWpn then db.actor:move_to_ruck(activeWpn) activeWpnId = activeWpn:id() end if activeDetector then db.actor:move_to_ruck(activeDetector) activeDetectorId = activeDetector:id() end 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) local delay = 0.25 local length = 0 length = length + game.get_motion_length(anm_info.section_name, anm_info.anm, 1) / 1000 Invoke("play_outfti_inspect_animation_te", delay, function() xr_effects.play_snd(db.actor, nil, {[1] = anm_info.snd}) level.add_cam_effector(anm_info.cam, 1300, false, "") game.play_hud_motion(2, anm_info.section_name, anm_info.anm, false, 1) end) --restore Invoke("restore_after_animtion_play_te", delay + length + 0.25, function() -- Restore weapons if had if activeWpnId or activeDetectorId then if activeWpnId then local obj = level.object_by_id(activeWpnId) if obj then db.actor:move_to_slot(obj, activeSlot) CreateTimeEvent("outfit_animations", "restore_active_weapon_te", 0.05, function() db.actor:activate_slot(activeSlot) return true end) -- nextTick(function() -- db.actor:activate_slot(activeSlot) -- return true -- end, 2) end end if activeDetectorId then local obj = level.object_by_id(activeDetectorId) if obj then db.actor:move_to_slot(obj, 9) -- Time event for proper animation play CreateTimeEvent("outfit_animations", "restore_active_detector_te", 0.5, function() obj:switch_state(1) return true end) end end end 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 end) end function select_animation(obj) local m_section = "outfit_animation_hud" if mcm_memory_enable then local sec = obj and obj:section() if sec then if memory_contain(sec) then m_section = "outfit_animation_fast_hud" else remember_outfit(sec) m_section = "outfit_animation_hud" end else m_section = "outfit_animation_fast_hud" end end return { section_name = m_section, anm = "anm_equip", cam = ini_sys:r_string_ex(m_section, "cam"), snd = ini_sys:r_string_ex(m_section, "snd") } end function Invoke(name, time, action) CreateTimeEvent("outfit_animations", name, time, function() action() return true end) end ------------------------------------------------------------------------------ -- outfit memmory management. ------------------------------------------------------------------------------ local memory_first = 0 local memory_last = -1 local memory_max = outfit_animations_mcm.get_config("memory_size") local memory = {} function remember_outfit(sec) local last = memory_last + 1 memory_last = last memory[last] = sec if memory_max > 0 and (memory_size() > memory_max) then forget_outfit() end end function forget_outfit() local first = memory_first memory[first] = nil memory_first = first + 1 end function memory_size() local count = 0 for _, __ in pairs(memory) do count = count + 1 end return count end function memory_contain(sec) for _, v in pairs(memory) do if v == sec then return true end end return false end function memory_print() local s = memory_size() if s == 0 then printf("outfit memory: l(" .. s ..") {}") return end printf("outfit memory: l(" .. s .. ") {") for i, v in pairs(memory) do if i == "last" or i == "first" or i == "maximum" then goto continue end printf(" " .. i .. " = " .. v) ::continue:: end printf("}") end