--[[ ===================================================================== Addon : Mark Switch Link : https://www.moddb.com/mods/stalker-anomaly/addons/mark-switch Author : party_50 Date : 10.02.2024 Last Edit : 13.03.2024 ===================================================================== --]] local KEYBIND local SOUND local current_marks = {} local last_weapon_id function init() SOUND = sound_object('interface\\mark_adjust') end function on_option_change() KEYBIND = z_mark_switch_mcm.get_config("keybind") end function get_sight_section(wpn_section) local parent = ini_sys:r_string_ex(wpn_section, "parent_section") or wpn_section if #parent == #wpn_section then return wpn_section end return wpn_section:sub(#parent + 2) end function get_mark_count(sight) return ini_sys:r_float_ex(sight, "ms_count") or 1 end function get_mark_color(sight, i) local colors = parse_list(ini_sys, sight, "ms_colors") if not colors or #colors == 0 then return "0, 0, 0, 0" end if i >= #colors then i = #colors - 1 end return ini_sys:r_string_ex("markswitch_colors", colors[i + 1]) end function update_shader(wpn_id, sight) get_console():execute("markswitch_current " .. tostring(current_marks[wpn_id] or 0)) get_console():execute("markswitch_count " .. tostring(get_mark_count(sight))) get_console():execute("markswitch_color " .. get_mark_color(sight, current_marks[wpn_id] or 0)) end function apply_next_mark(wpn_id, sight) SOUND:play(db.actor, 0, sound_object.s2d) game.play_hud_anm("script\\mark_adjust.anm", 2, 2, 1, false, false) local mark = current_marks[wpn_id] or 0 mark = (mark + 1) % get_mark_count(sight) current_marks[wpn_id] = mark update_shader(wpn_id, sight) end function on_key_release(key) if key == KEYBIND then if not (db.actor and db.actor:alive()) then return end local wpn = db.actor:active_item() if not wpn then return end local sight = get_sight_section(wpn:section()) if get_mark_count(sight) < 2 then return end apply_next_mark(wpn:id(), sight) end end function actor_on_update() if not (db.actor and db.actor:alive()) then return end local wpn = db.actor:active_item() if not wpn then return end if not last_weapon_id or last_weapon_id ~= wpn:id() then last_weapon_id = wpn:id() local sight = get_sight_section(wpn:section()) update_shader(wpn:id(), sight) end end function server_entity_on_unregister(obj) if current_marks[obj.id] then current_marks[obj.id] = nil end end function save_state(m_data) m_data.mark_switch_current_marks = current_marks end function load_state(m_data) current_marks = type(m_data.mark_switch_current_marks) == "table" and m_data.mark_switch_current_marks or {} end function on_game_start() init() on_option_change() RegisterScriptCallback("on_option_change", on_option_change) RegisterScriptCallback("on_key_release", on_key_release) RegisterScriptCallback("actor_on_update", actor_on_update) RegisterScriptCallback("server_entity_on_unregister", server_entity_on_unregister) RegisterScriptCallback("save_state", save_state) RegisterScriptCallback("load_state", load_state) end