----------------------------------------------------------------------------- -- ----------------------------------------------------------------------------- -- Beef NVG MCM values local nvg_gain_max = 2.0 -- max value for nvg gain (brightness) local nvg_gain_min = 0.5 -- min value for nvg gain (brightness) local nvg_washout_thresh = 0.1 -- used to calculate washout effect on light sources local nvg_view_through_scope = false -- can you keep your NVGs on when looking through scope? local nvg_gain_offset = 1.0 -- offset for nvg gain to accomodate for brighter/darker worlds local nvg_mode_gen1 = 3.0 -- overlay mode gen 1 local nvg_num_tubes_gen2 = 2.0 -- number of tubes for NVG gen 2 local nvg_mode_gen1 = 0.0 -- overlay mode gen 2 local nvg_num_tubes_gen3 = 4.0 -- number of tubes for NVG gen 3 local nvg_mode_gen1 = 0.0 -- overlay mode gen 3 local nvg_stays_pda = true -- disable nvg on PDA? local shader_scope_compat = false -- compatibility with 2d shader scopes local nvg_radius = 0.55 -- Radius of circles -- Variables local nvg_generation = 0 -- 1, 2, or 3 local nvg_num_tubes = 0 -- 1, 2, or 4 tubes -- 11 for single offset left and 12 for single offset right local nvg_gain_current = 1 -- current gain setting local vignette_amount = 0.1 -- standard vignette value local vignette_current = 1.0 -- current vignette value, for turn-on/ turn-off effect local vignette_speed = 1.4 -- how fast vignette changes local glitch_power = 0 -- how much 'glitch' to add to NVGs local nvg_mode = 0 -- overlay preset local crt_latch = false -- latches crt effect on turn-on local flip_latch = false -- latches flip down effect on turn-on local nv_eff = {} -- to store the effect local flip_speed = 20 -- how fast to flip down local flip_down = 1 -- flip down value (1 all the way up, 100 all the way down) -- Variables for turn-on animation local torch_anm_state = 0 local torch_anm_start = 0 local torch_anm_time = 0 local mc_anm_time_1 = 0 local torch_anm_sec = "anim_headlamp" local mc_anm_sec = "anim_mask_clean" local snd_headlamp = sound_object('interface\\inv_torch') local snd_adjust = sound_object('interface\\inv_nvg') local hide_hand_speed = 1.5 local last_animation_frame = 0 -- Variables for on-weapon zoom (and shader scopes compat) local zoomed_in = false local tube_count_temp = 0 --local vignette_temp = 0 local radius_temp local scope_blur_temp = 0 local shader_scope_flag = false local zoom = true -- Variables for PDA auto-turn-off functionality local disable_nvg = false local normal_fov ----------------------------------------------------------------------------- -- ----------------------------------------------------------------------------- function on_option_change() nvg_gain_max = z_beefs_nvgs_mcm.get_config("nvg_gain_max_mcm") nvg_gain_min = z_beefs_nvgs_mcm.get_config("nvg_gain_min_mcm") nvg_gain_offset = z_beefs_nvgs_mcm.get_config("nvg_gain_offset_mcm") nvg_washout_thresh = z_beefs_nvgs_mcm.get_config("nvg_washout_thresh_mcm") nvg_view_through_scope = z_beefs_nvgs_mcm.get_config("nvg_view_through_scope_mcm") nvg_num_tubes_gen1 = z_beefs_nvgs_mcm.get_config("nvg_gen1_tubes_mcm") nvg_num_tubes_gen2 = z_beefs_nvgs_mcm.get_config("nvg_gen2_tubes_mcm") nvg_num_tubes_gen3 = z_beefs_nvgs_mcm.get_config("nvg_gen3_tubes_mcm") nvg_mode_gen1 = z_beefs_nvgs_mcm.get_config("nvg_gen1_mode_mcm") nvg_mode_gen2 = z_beefs_nvgs_mcm.get_config("nvg_gen2_mode_mcm") nvg_mode_gen3 = z_beefs_nvgs_mcm.get_config("nvg_gen3_mode_mcm") nvg_stays_pda = z_beefs_nvgs_mcm.get_config("nvg_stays_pda_mcm") shader_scope_compat = z_beefs_nvgs_mcm.get_config("shader_scope_compat") end ----------------------------------------------------------------------------- -- NVG DATA PACKING AND UPDATE FUNCTION ----------------------------------------------------------------------------- function pack_nvg_data() local x_1 = tostring(nvg_generation) -- Generation (1,2,3) - outputs 1.x to 3.x local x_2 = tostring(nvg_num_tubes * 10) -- Num Tubes (1,2,4,1.1,1.2) outputs x.10, x.20, x.40, x.11, or x.12 local y_1 = tostring(math.floor(nvg_gain_current * 10)) -- Gain Adjust (0.1 to 3) -- outputs 1.y to 30.y in 1. increment local y_2 = tostring(math.floor(nvg_washout_thresh * 10)) -- Washout Thresh (0.0 - 0.9) - outputs y.0 to y.9 in .1 increment local z_1 = tostring(math.floor(vignette_current * 100)) -- Vignette Amount (0.0 to 1.0) outputs 0.z to 100.z in 1. increment local z_2 = tostring(math.floor(glitch_power * 10)) -- Glitch Power (0.0 - 0.9) - outputs z.0 to z.9 in .1 increment local w_1 = tostring((math.floor(nvg_gain_offset * 10)) ) -- Gain Offset (0.5 to 3.0) - outputs 5.w to 30.w in 1. increment local w_2 = tostring(nvg_mode) -- Mode (0,1) - outputs w.0 or w.1 depending on mode return "(" .. x_1 .. "." .. x_2 .. "," .. y_1 .. "." .. y_2 .. "," .. z_1 .. "." .. z_2 .. "," .. w_1 .. "." .. w_2 .. ")" end function pack_nvg_data_2() local x_1 = tostring(math.floor(flip_down)) -- Flip down amount - outputs 1.x to 100.x local x_2 = tostring(0) local y_1 = tostring(0) local y_2 = tostring(math.floor(nvg_radius*100)) -- Radius for NVG effect - outputs 0.0 to 0.99 local z_1 = tostring(0) local z_2 = tostring(0) local w_1 = tostring(0) local w_2 = tostring(0) return "(" .. x_1 .. "." .. x_2 .. "," .. y_1 .. "." .. y_2 .. "," .. z_1 .. "." .. z_2 .. "," .. w_1 .. "." .. w_2 .. ")" end function update_nvgs() get_console():execute("r__nightvision " .. nvg_generation ) get_console():execute("shader_param_8 " .. pack_nvg_data() ) get_console():execute("shader_param_7 " .. pack_nvg_data_2() ) end ----------------------------------------------------------------------------- -- NVG TURN ON AND TURN OFF FUNCTIONS, INCL ANIMATION ----------------------------------------------------------------------------- function allow_animation() return (torch_anm_state == 0 and game.hud_motion_allowed() and (not game.only_movekeys_allowed()) and actor_menu.get_last_mode() == 0 and (not IsMoveState("mcClimb"))) end local lowered_anm_kinds = { ["w_sniper"] = true, ["w_rifle"] = true, ["w_smg"] = true, ["w_shotgun"] = true, } local lowered_anm_classes = { ["WP_VAL"] = true, ["WP_AK74"] = true, ["WP_LR300"] = true, ["WP_BM16"] = true, ["WP_SVD"] = true, ["WP_SVU"] = true, ["WP_GROZA"] = true, ["WP_ASHTG"] = true, ["WP_ASHTG"] = true, ["WP_SHOTG"] = true, ["WP_RG6"] = true, ["WP_RPG7"] = true, ["D_PDA"] = true, } function register_nvg_callbacks() RegisterScriptCallback("actor_on_update", actor_on_update) RegisterScriptCallback("actor_on_weapon_zoom_in", actor_on_weapon_zoom_in) RegisterScriptCallback("actor_on_weapon_zoom_out", actor_on_weapon_zoom_out) RegisterScriptCallback("actor_on_info_callback",pda_check) end function unregister_nvg_callbacks() UnregisterScriptCallback("actor_on_weapon_zoom_in", actor_on_weapon_zoom_in) UnregisterScriptCallback("actor_on_weapon_zoom_out", actor_on_weapon_zoom_out) UnregisterScriptCallback("actor_on_info_callback",pda_check) UnregisterScriptCallback("actor_on_update", actor_on_update) end function item_device.set_nightvision(section,state) if (not section) then return end nv_eff[section] = nv_eff[section] or ini_sys:r_string_ex(section,"nv_effect") if nv_eff[section] ~= nil then if (nv_eff[section] == "nightvision_1") then nvg_generation = 1 nvg_num_tubes = nvg_num_tubes_gen1 nvg_mode = nvg_mode_gen1 end if (nv_eff[section] == "nightvision_2") then nvg_generation = 2 nvg_num_tubes = nvg_num_tubes_gen2 nvg_mode = nvg_mode_gen2 end if (nv_eff[section] == "nightvision_3") then nvg_generation = 3 nvg_num_tubes = nvg_num_tubes_gen3 nvg_mode = nvg_mode_gen3 end if state and (not item_device.nv_state) or (not state) and item_device.nv_state then local function nvg_turn_on() register_nvg_callbacks() last_animation_frame = time_global() update_nvgs() item_device.nv_state = true utils_obj.play_sound("interface\\inv_nv_start") end local function nvg_turn_off() last_animation_frame = time_global() update_nvgs() item_device.nv_state = false utils_obj.play_sound("interface\\inv_nv_off") end -- Check if headlamp is equipped. No need for battery check if (not allow_animation()) or (not item_device.can_toggle_torch()) then if ((not state) and item_device.nv_state) and torch_anm_state == 0 and not item_device.nv_discharged then nvg_turn_off() end return end local weapon_zoomed = axr_main.weapon_is_zoomed and (not (IsPistol(db.actor:active_item(),nil)) or db.actor:active_detector()) local det_active = db.actor:active_detector() or nil local det_hide_time = 0 local new_speed = 0 local anm_name = "script\\headlamp.anm" local anm_additional_length = 0.45 if (db.actor:active_item()) then local itm = db.actor:active_item() local hud = ini_sys:r_string_ex(itm:section(),"hud") or "hud_base" local name = ini_sys:r_string_ex(hud,"gasmask_anm") if (name) then anm_name = name else local kind = ini_sys:r_string_ex(itm:section(),"kind") or nil local class = ini_sys:r_string_ex(itm:section(),"class") or nil if ((kind and lowered_anm_kinds[kind]) or (class and lowered_anm_classes[class])) then anm_name = "script\\lower.anm" anm_additional_length = 0.8 end end if (not det_active and weapon_zoomed) then if (get_console():get_bool("wpn_aim_toggle")) then level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM)) else level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM)) end end end if (det_active) then if (weapon_zoomed) then det_active:switch_state(2) det_hide_time = (det_active:play_hud_motion("anm_zoom_hide_fast", true, 3, 1, 0) / 1000) if (get_console():get_bool("wpn_aim_toggle")) then level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM)) else level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM)) end else det_hide_time = (det_active:play_hud_motion("anm_hide_fast", true, 3, 2, 0) / 1000) + 0.1 end if (det_hide_time == 0) then det_hide_time = (det_active:play_hud_motion("anm_hide", true, 3, 3.5, 0) / 1000) + 0.1 end game.play_hud_anm(anm_name, 0, 0.25, 1, false) end local function torch_toggle_anim_fast() local time_g = time_global() if (torch_anm_state == 1) then game.play_hud_motion(1, torch_anm_sec, "anm_switch", true, 0.75) level.add_cam_effector("camera_effects\\headlamp\\headlamp.anm", 7539, false, "", 0, false) torch_anm_start = time_g torch_anm_state = 2 elseif (torch_anm_state == 2) and (time_g > torch_anm_start + torch_anm_time - 350) then if (item_device.nv_state) then nvg_turn_off() else nvg_turn_on() end torch_anm_state = 3 elseif (torch_anm_state == 3) and (time_g > torch_anm_start + torch_anm_time + 1) then torch_anm_state = 0 torch_anm_start = 0 game.only_allow_movekeys(false) game.set_actor_allow_ladder(true) RemoveTimeEvent(0, "play_torch_toggle") end return false end local function torch_toggle_anim() local time_g = time_global() if (torch_anm_state == 1) then if (det_active) then det_active:switch_state(3) db.actor:force_hide_detector() else game.play_hud_anm(anm_name, 0, 1, 1, false) end game.play_hud_motion(1, mc_anm_sec, "anm_hide_hand", true, hide_hand_speed) new_speed = game.set_hud_anm_time(anm_name, ((torch_anm_time + mc_anm_time_1) / 1000) + anm_additional_length) torch_anm_start = time_g torch_anm_state = 2 elseif (torch_anm_state == 2) and (time_g > torch_anm_start + mc_anm_time_1 - 10) then game.play_hud_motion(1, torch_anm_sec, "anm_switch", true, 1) level.add_cam_effector("camera_effects\\headlamp\\headlamp.anm", 7539, false, "", 0, false) torch_anm_state = 3 elseif (torch_anm_state == 3) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time - 550) then if (item_device.nv_state) then nvg_turn_off() else nvg_turn_on() end torch_anm_state = 4 elseif (torch_anm_state == 4) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time + 15) then if (new_speed) then game.play_hud_anm(anm_name, 2, new_speed, 1, false, true) end if (det_active) then db.actor:show_detector(true) end torch_anm_state = 5 elseif (torch_anm_state == 5) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time + (anm_additional_length * 1000 + 100)) then torch_anm_state = 0 torch_anm_start = 0 game.only_allow_movekeys(false) game.set_actor_allow_ladder(true) RemoveTimeEvent(0, "play_torch_toggle") end return false end torch_anm_state = 1 game.only_allow_movekeys(true) game.set_actor_allow_ladder(false) if (not db.actor:active_item() and not det_active) then CreateTimeEvent(0, "play_torch_toggle", det_hide_time, torch_toggle_anim_fast) else CreateTimeEvent(0, "play_torch_toggle", det_hide_time, torch_toggle_anim) end end end end ----------------------------------------------------------------------------- -- NVG BRIGHTNESS ADJUSTMENT FUNCTIONS ----------------------------------------------------------------------------- function brightness_up() if item_device.nv_state then local step_size = (nvg_gain_max - nvg_gain_min) / 5 if nvg_gain_current < nvg_gain_max then nvg_gain_current = nvg_gain_current + step_size if nvg_gain_current > nvg_gain_max then nvg_gain_current = nvg_gain_max end snd_adjust:play(db.actor,0,sound_object.s2d) update_nvgs() end end end function brightness_down() if item_device.nv_state then local step_size = (nvg_gain_max - nvg_gain_min) / 5 if nvg_gain_current > nvg_gain_min then nvg_gain_current = nvg_gain_current - step_size if nvg_gain_current <= nvg_gain_min then nvg_gain_current = nvg_gain_min end snd_adjust:play(db.actor,0,sound_object.s2d) update_nvgs() end end end ----------------------------------------------------------------------------- -- NVG STATE CHANGE EFFECT, MANIPULATES VIGNETTE AND LOCATION TO -- SIMUALATE FLIPPING DOWN AND TURNING ON NVGS ----------------------------------------------------------------------------- function state_change_effect() -- Each frame should take no more than 100ms local current_time = time_global() local passed_iters = (current_time - last_animation_frame) / 100 if passed_iters == 0 then -- Less than 100ms from last frame, don't slow down animation passed_iters = 1 end for i = 1, passed_iters do if item_device.nv_state then if not flip_latch then if flip_down < 100 then flip_down = flip_down + flip_speed end if flip_down >= 100 then flip_down = 100 flip_latch = true end end if flip_latch and not crt_latch then if vignette_current > vignette_amount then vignette_current = vignette_current / vignette_speed end if vignette_current <= vignette_amount then vignette_current = vignette_amount crt_latch = true end end else if crt_latch then vignette_current = 1.0 crt_latch = false end if not crt_latch and flip_latch then if flip_down > 1 then flip_down = flip_down - flip_speed end if flip_down <= 1 then flip_down = 1 flip_latch = false unregister_nvg_callbacks() nvg_generation = 0 item_device.nv_discharged = false end end end if i == passed_iters then last_animation_frame = time_global() end end if (item_device.nv_discharged) then vignette_current = 1.0 end end ----------------------------------------------------------------------------- -- NVG GLITCH EFFECT, CALLED FROM ITEM_DEVICES AND GLITCHES NVG DURING -- PSY STORM AND BLOWOUT ----------------------------------------------------------------------------- -- nvg glitch effect during blowouts and psy storms function nvg_glitch(power) if item_device.nv_state then if glitch_power ~= power then glitch_power = power if not zoomed_in then update_nvgs() end end end end ----------------------------------------------------------------------------- -- TURNS OFF NVGS WHEN ADS, AS WELL AS CHANGE TO SINGLE CENTERED SCOPE -- WHEN USING SHADER SCOPES TO MAINTAIN COMPATIBILITY ----------------------------------------------------------------------------- function actor_on_weapon_zoom_in() zoom = true if ((not nvg_view_through_scope) or axr_main.binoc_is_zoomed) and item_device.nv_state then zoomed_in = true get_console():execute("r__nightvision 0") get_console():execute("shader_param_8 (0,0,0,0)") elseif (shader_scope_compat and item_device.nv_state) then local scopeName = nil local wpn = db.actor:active_item() if wpn:weapon_scope_status() == 2 then if wpn:weapon_is_scope() then local scope = utils_item.get_attached_scope(wpn) scopeName = utils_item.get_param(scope, wpn:id(), "scope_texture", "string") end else scopeName = utils_item.get_param(wpn:section(), wpn:id(), "scope_texture", "string") end --local tex_active = get_console():get_integer("scope_2dtexactive") if scopeName and scopeRadii.scopeRadii[scopeName] then scope_blur_temp = get_console():get_float("scope_blur_inner") tube_count_temp = nvg_num_tubes radius_temp = nvg_radius --vignette_temp = vignette_current nvg_num_tubes = 1 get_console():execute("scope_blur_inner 0") nvg_radius = math.min(scopeRadii.scopeRadii[scopeName],0.9) --vignette_current = 0.5 - scopeRadii.scopeRadii[scopeName] CreateTimeEvent("nvg_scope", "nvg_scope", 0.25, function() update_nvgs() return true end) shader_scope_flag = true end end end ----------------------------------------------------------------------------- -- TURN NVGS BACK ON AFTER THEY'VE BEEN TEMPORARILY DISABLED BY ADS FUNCTION ----------------------------------------------------------------------------- function actor_on_weapon_zoom_out() zoom = false if (not nvg_view_through_scope and item_device.nv_state and zoomed_in) then zoomed_in = false update_nvgs() elseif (shader_scope_compat and item_device.nv_state and shader_scope_flag) then --vignette_current = vignette_temp nvg_num_tubes = tube_count_temp --nvg_radius = radius_temp nvg_radius = 0.55 -- hack to fix not correctly going back until i am better at this shit get_console():execute("scope_blur_inner " .. scope_blur_temp) RemoveTimeEvent("nvg_scope", "nvg_scope") shader_scope_flag = false update_nvgs() end end ----------------------------------------------------------------------------- -- IF AUTO-TURN-OFF IS ENABLED, THEN AUTO DISABLE NVG WHEN BRING UP PDA ----------------------------------------------------------------------------- function pda_check(npc,info_id) local actor = db.actor if actor and item_device.nv_state then if info_id == "ui_pda" and not nvg_stays_pda then if not disable_nvg then get_console():execute("r__nightvision 0") get_console():execute("shader_param_8 (0,0,0,0)") disable_nvg = true end elseif info_id == "ui_pda_hide" and not nvg_stays_pda then if disable_nvg then update_nvgs() disable_nvg = false end end end end ----------------------------------------------------------------------------- -- Actor on update Function - keep as minimal as possible ----------------------------------------------------------------------------- local tmr = 0 local tmr_step = 200 function actor_on_update() if item_device.nv_discharged or ((not crt_latch or not flip_latch) and item_device.nv_state) or ((crt_latch or flip_latch) and not item_device.nv_state) then state_change_effect() update_nvgs() end tg = time_global() if tg < tmr then return end tmr = tg + tmr_step if (not zoom) and (zoomed_in or shader_scope_flag) then -- check for disable NVG while ADS if (not nvg_view_through_scope and item_device.nv_state and zoomed_in) then zoomed_in = false update_nvgs() elseif (shader_scope_compat and item_device.nv_state and shader_scope_flag) then --vignette_current = vignette_temp nvg_num_tubes = tube_count_temp --nvg_radius = radius_temp nvg_radius = 0.55 -- hack to fix not correctly going back until i am better at this shit get_console():execute("scope_blur_inner " .. scope_blur_temp) RemoveTimeEvent("nvg_scope", "nvg_scope") shader_scope_flag = false update_nvgs() end end end ----------------------------------------------------------------------------- -- Keybinding Functions ----------------------------------------------------------------------------- -- long press to turn on/off NVG, short press to change brightness function on_key_press() return end function on_key_release(key) return end function save_state(m_data) m_data.beefs_nvgs_nvg_generation = nvg_generation m_data.beefs_nvgs_nvg_num_tubes = nvg_num_tubes m_data.beefs_nvgs_nvg_gain_current = nvg_gain_current m_data.beefs_nvgs_vignette_current = vignette_current m_data.beefs_nvgs_flip_down = flip_down m_data.beefs_nvgs_nvg_mode = nvg_mode m_data.beefs_nvgs_crt_latch = crt_latch m_data.beefs_nvgs_flip_latch = flip_latch m_data.item_device_nv_state = item_device.nv_state end function load_state(m_data) nvg_generation = m_data.beefs_nvgs_nvg_generation or 0 nvg_num_tubes = m_data.beefs_nvgs_nvg_num_tubes or 0 nvg_gain_current = m_data.beefs_nvgs_nvg_gain_current or 1 vignette_current = m_data.beefs_nvgs_vignette_current or 1.0 flip_down = m_data.beefs_nvgs_flip_down or 1 nvg_mode = m_data.beefs_nvgs_nvg_mode or 0 crt_latch = m_data.beefs_nvgs_crt_latch or false flip_latch = m_data.beefs_nvgs_flip_latch or false item_device.nv_state = m_data.item_device_nv_state or false if item_device.nv_state then register_nvg_callbacks() end end ----------------------------------------------------------------------------- -- RegisterScriptCallback Functions ----------------------------------------------------------------------------- local function actor_on_first_update() normal_fov = device().fov * 0.7 mc_anm_time_1 = game.get_motion_length(mc_anm_sec, "anm_hide_hand", hide_hand_speed) torch_anm_time = game.get_motion_length(torch_anm_sec, "anm_switch", 1) update_nvgs() end function on_game_start() RegisterScriptCallback("on_option_change", on_option_change) RegisterScriptCallback("on_key_press", on_key_press) RegisterScriptCallback("on_key_release", on_key_release) RegisterScriptCallback("actor_on_first_update", actor_on_first_update) RegisterScriptCallback("save_state", save_state) RegisterScriptCallback("load_state", load_state) on_option_change() end