189 lines
6.3 KiB
Plaintext
189 lines
6.3 KiB
Plaintext
enable_animations = false
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local fov_manager = outfit_animations_fov_manager
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local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
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local ruck_last_backpack = -1
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local is_animation_playing = false
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local item_to_equip = nil
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local item_to_unequip = nil
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function on_game_start()
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RegisterScriptCallback("on_option_change", on_option_change)
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RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
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RegisterScriptCallback("actor_item_to_slot", on_item_to_slot)
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RegisterScriptCallback("actor_item_to_ruck", on_item_to_ruck)
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RegisterScriptCallback("actor_on_item_drop", on_item_to_ruck)
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end
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function on_option_change()
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mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
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end
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function actor_on_first_update()
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CreateTimeEvent("outfit_animations_backpack", "enable_backpack_animation_delay_te", 3, function()
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ruck_last_backpack = db.actor:item_in_slot(13) and db.actor:item_in_slot(13):id() or -1
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enable_animations = true
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return true
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end)
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end
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function on_item_to_ruck(obj)
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if IsItem("backpack", nil, obj) and obj:id() == ruck_last_backpack then
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ruck_last_backpack = -1
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if not db.actor:alive() then return end
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if not enable_animations then return end
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if has_alife_info("BAR_ARENA_FIGHT") then return end
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item_to_unequip = get_section_name("outfit_animation_backpack_unequip")
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if not is_animation_playing then
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is_animation_playing = true
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play_animation_enter()
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end
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end
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end
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function on_item_to_slot(obj)
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if IsItem("backpack", nil, obj) and obj:id() ~= ruck_last_backpack then
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ruck_last_backpack = obj:id()
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if not db.actor:alive() then return end
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if not enable_animations then return end
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if has_alife_info("BAR_ARENA_FIGHT") then return end
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item_to_equip = get_section_name("outfit_animation_backpack_equip")
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if not is_animation_playing then
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is_animation_playing = true
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play_animation_enter()
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end
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end
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end
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------------------------------------------------------------------------------
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-- main
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------------------------------------------------------------------------------
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-- prepare before animation
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function play_animation_enter()
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hide_hud_inventory()
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if headgear_animations then headgear_animations.enable_animations = false end
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-- cur_slot = db.actor:active_slot()
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det_active = db.actor:active_detector() or nil
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if det_active then det_active:switch_state(2) end
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db.actor:activate_slot(0)
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wait_for_free_hands(play_animation_execute)
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end
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function play_animation_execute()
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if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
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fov_manager.restore_fov()
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if item_to_unequip and item_to_equip then
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swap()
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elseif item_to_unequip and not item_to_equip then
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unequip()
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elseif not item_to_unequip and item_to_equip then
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equip()
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end
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end
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-- restore after animation
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function play_animation_exit()
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if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end
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if headgear_animations then headgear_animations.enable_animations = true end
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item_to_equip = nil
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item_to_unequip = nil
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is_animation_playing = false
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end
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------------------------------------------------------------------------------
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function equip()
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local anm = "anm_use"
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local cam = ini_sys:r_string_ex(item_to_equip, "cam")
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local snd = ini_sys:r_string_ex(item_to_equip, "snd")
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local length = game.get_motion_length(item_to_equip, anm, 1) / 1000
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xr_effects.play_snd(db.actor, nil, { [1] = snd })
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level.add_cam_effector(cam, 1301, false, "")
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game.play_hud_motion(2, item_to_equip, anm, false, 1)
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Invoke("restore_after_animation_te", length + 0.25, play_animation_exit)
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end
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function unequip()
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local anm = "anm_use"
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local cam = ini_sys:r_string_ex(item_to_unequip, "cam")
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local snd = ini_sys:r_string_ex(item_to_unequip, "snd")
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local length = game.get_motion_length(item_to_unequip, anm, 1) / 1000
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xr_effects.play_snd(db.actor, nil, { [1] = snd })
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level.add_cam_effector(cam, 1302, false, "")
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game.play_hud_motion(2, item_to_unequip, anm, false, 1)
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Invoke("restore_after_animation_te", length + 0.25, play_animation_exit)
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end
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function swap()
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local anm = "anm_use"
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local cam_unequip = ini_sys:r_string_ex(item_to_unequip, "cam")
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local snd_unequip = ini_sys:r_string_ex(item_to_unequip, "snd")
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local cam_equip = ini_sys:r_string_ex(item_to_equip, "cam")
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local snd_equip = ini_sys:r_string_ex(item_to_equip, "snd")
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local length_unequip = game.get_motion_length(item_to_unequip, anm, 1) / 1000
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local length_equip = game.get_motion_length(item_to_equip, anm, 1) / 1000
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xr_effects.play_snd(db.actor, nil, { [1] = snd_unequip })
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level.add_cam_effector(cam_unequip, 1303, false, "")
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game.play_hud_motion(2, item_to_unequip, anm, false, 1)
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Invoke("play_equip_animation_after_unequip_te", length_unequip, function ()
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xr_effects.play_snd(db.actor, nil, { [1] = snd_equip })
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level.add_cam_effector(cam_equip, 1300, false, "")
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game.play_hud_motion(2, item_to_equip, anm, false, 1)
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Invoke("restore_after_animation_te", length_equip + 0.25, play_animation_exit)
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end)
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end
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------------------------------------------------------------------------------
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-- utils
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------------------------------------------------------------------------------
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function get_section_name(section)
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local faction = character_community(db.actor):sub(7)
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return section .. "_" .. faction .. "_hud"
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end
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function wait_for_free_hands(action_to_perform)
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local force_timer = 0
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CreateTimeEvent("outfit_animations_backpack", "wait_for_free_hands_te0", 0.1, function()
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if (db.actor:active_slot() == 0 and not db.actor:active_detector() and not enhanced_animations.used_item) or (force_timer > 5) then
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Invoke("wait_for_free_hands_te1", 0.1, action_to_perform) --i don understan y this works (ノへ ̄、)
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return true
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end
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force_timer = force_timer + (device().time_delta / 1000)
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return false
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end)
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end
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function Invoke(name, time, action)
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CreateTimeEvent("outfit_animations_backpack", name, time, function()
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action()
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return true
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end)
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end
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