local speeds = {} local sprint_modifiers = {} local run_modifiers = {} local not_first_update = true local function actor_on_first_update() speeds[0] = db.actor:get_actor_run_coef() speeds[1] = db.actor:get_actor_runback_coef() speeds[2] = db.actor:get_actor_sprint_koef() not_first_update = false end function on_game_start() RegisterScriptCallback("actor_on_first_update",actor_on_first_update) end local function update_speeds() if not_first_update then actor_on_first_update() end local run_coef = 1 for k,v in pairs(run_modifiers) do --printf("run " .. k .. " " .. v) run_coef = run_coef * v end local sprint_coef = 1 for k,v in pairs(sprint_modifiers) do --printf("sprint " .. k .. " " .. v) sprint_coef = sprint_coef * v end -- printf("base speed: "..speeds[0]) db.actor:set_actor_run_coef(clamp(speeds[0] * run_coef, 1, 10)) db.actor:set_actor_runback_coef(clamp(speeds[1] * run_coef, 1, 10)) db.actor:set_actor_sprint_koef(clamp(speeds[2] * sprint_coef, 1, 10)) end -- Usage: Add a speed modifier. -- Once a speed modifier is added, speed will be recalculated and set. -- run_modifiers affects run and runback, sprint_modifiers affects sprint -- Params: -- speed_key - Name of speed multiplier you want to add -- speed_mult - Speed multiplier as a number (e.g. 0.5 will halve speed) -- is_sprint - Boolean, if true adds to sprint modifier and updates accordingly, false adds to run modifier -- force - Boolean, will overwrite existing speed. -- Returns true if speed added successfully, false if key already exists (and nothing happens as result) function add_speed(speed_key, speed_mult, is_sprint, force) if (is_sprint) then if force or not sprint_modifiers[speed_key] then --printf("sprint: " .. speed_key .. " " .. speed_mult) sprint_modifiers[speed_key] = speed_mult update_speeds() return true else return false end else if force or not run_modifiers[speed_key] then --printf("run: " .. speed_key .. " " .. speed_mult) run_modifiers[speed_key] = speed_mult update_speeds() return true else return false end end end -- Usage: Drop a speed modifier. Once a speed modifier is dropped, speed will be recalculated and set. -- Params -- speed_key - Name of speed multiplier to drop. Will drop from both tables. function remove_speed(speed_key) if sprint_modifiers[speed_key] then sprint_modifiers[speed_key] = nil end if run_modifiers[speed_key] then run_modifiers[speed_key] = nil end update_speeds() end