local fov_manager = outfit_animations_fov_manager local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") function on_game_start() RegisterScriptCallback("on_option_change", on_option_change) end function on_option_change() mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") end ------------------------------------------------------------------------------ -- main ------------------------------------------------------------------------------ local anm_info = nil --it's he cuz of stalke engine magic that I don't know local cur_slot local det_active function play_animation_delayed(obj, is_equip, callback) --prepare Invoke("play_backpack_animation_te0", 0.01, function () 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) if headgear_animations then headgear_animations.enable_animations = false end end) 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 anm_info = select_animation(obj, is_equip) local delay = 0.25 local length = 0 length = length + game.get_motion_length(anm_info.section_name, anm_info.anm, 1) / 1000 Invoke("play_backpack_animation_te1", 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("play_backpack_animation_te2", delay + length + 0.25, function() callback() -- perform inventory ui action 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 -- db.actor:activate_slot(cur_slot or 0) -- if det_active then det_active:switch_state(1) end end) end) end function select_animation(obj, is_equip) --select backpack texture based on faction, like in fdda local faction = character_community(db.actor):sub(7) local m_section = is_equip and "outfit_animation_backpack_equip" or "outfit_animation_backpack_unequip" m_section = m_section .. "_" .. faction .. "_hud" local m_animation = "anm_use" return { section_name = m_section, anm = m_animation, cam = ini_sys:r_string_ex(m_section, "cam"), snd = ini_sys:r_string_ex(m_section, "snd") } end function wait_for_free_hands(action_to_perform) local force_timer = 0 CreateTimeEvent("outfit_animations", "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 on 1.5.1 (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", name, time, function() action() return true end) end