354 lines
11 KiB
Plaintext
354 lines
11 KiB
Plaintext
--[[
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--------------------PLEASE DO NOT DELETE THIS SECTION---------------------------
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================================================================================
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Script(enhanced_animations) original:
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\\Author : thales100
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================================================================================
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Animations authors: LilGABE,denis2000,ValeroK,STRIFER,Feel_Fried
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================================================================================
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Script(enhanced_animations) reworked:
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Adaptation and crooked rework for Anomaly =): Feel_Fried
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Engine functions consultants: Amomawy devs - Lucy, tdef, Tronex
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Monkey patches and mask effect switcher implementation: RavenAscendant
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Main shitcode critic: Igigog
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================================================================================
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Addon main page:
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https://www.moddb.com/mods/stalker-anomaly/addons/food-drug-and-drinks-animations-reuploaded
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================================================================================
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All your base are belong to us! (⌐■_■)
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]]--
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local ini_eff = {}
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enable_animations = true
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mutant_loot_mod = true
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local ea_debug = false
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ini_eff = ini_file("items\\items\\animations_settings.ltx")
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local active_slot,anim_exist_tm,wpn,item_usage_snd,monster_usage_snd,item,anim_use_time,obj_m,used_monster = nil
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used_item,ea_flag,fake_monster,det_active,anim_section = nil
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function on_game_start()
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RegisterScriptCallback("on_game_load",on_game_load)
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RegisterScriptCallback("on_option_change", loadsettings)
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if not ui_mcm then
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RegisterScriptCallback("on_key_release", on_key_release)
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end
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end
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function on_game_load()
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activate()
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end
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--< Addon control
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function on_key_release(key)
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local bind = dik_to_bind(key)
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if (bind == key_bindings.kCAM_ZOOM_OUT) then
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enable_animations = not enable_animations
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end
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end
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function loadsettings()
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if ui_mcm then -- here we test to make sure ui_mcm exists before trying to call it's get function.
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enable_animations = ui_mcm.get("EA_settings/enable_animations")
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mutant_loot_mod = ui_mcm.get("EA_settings/mutant_loot")
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ea_debug = ui_mcm.get("EA_settings/ea_debug")
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if enable_animations == false then
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mutant_loot_mod = false
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ui_mcm.set("EA_settings/mutant_loot", false)
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end
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else
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mutant_loot_mod = ini_eff:r_bool_ex("anim_settings", "mutant_loot_mod")
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enable_animations = ui_options.get("video/player/animations")
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end
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end
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function activate()
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ini_eff = ini_file("items\\items\\animations_settings.ltx")
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RegisterScriptCallback("monster_on_actor_use_callback",monster_on_actor_use)
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RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
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end
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-- Addon control >--
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--< Animations engine
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function anim_prepare()
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game.only_allow_movekeys(true)
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hide_det()
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active_slot = db.actor:active_slot()
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anim_exist_tm = nil
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db.actor:restore_weapon()
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db.actor:activate_slot(0)
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RegisterScriptCallback("actor_on_update", actor_on_update)
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end
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function use_item(obj)
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item = obj:section()
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obj_m = obj
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used_item = item
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hide_hud_inventory()
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anim_section = ini_eff:r_string_ex(item, "anm")
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mask_hud_switcher()
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anim_prepare()
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end
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function monster_on_actor_use(obj)
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if (not mutant_loot_mod) or (not enable_animations) then
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used_monster = nil
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anim_exist_tm = nil
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return
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end
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wpn = db.actor:active_item()
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if wpn then
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wpn = wpn:clsid() == 168 and wpn:section() or "wpn_knife5"
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wpn = string.gsub(wpn,"-","_")
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end
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item_knife.degradate()
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used_monster = obj
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level.disable_input()
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anim_prepare()
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recalc_actor_campos()
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end
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function start_anim(anim_section_hud)
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UnregisterScriptCallback("actor_on_update", actor_on_update)
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fov_anim_manager.change_fov(0.45)
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local speed = ini_eff:r_float_ex(used_item or "nothing", "speed") or 1
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if ea_debug then printf("speed is = "..speed) end
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game.play_hud_motion(2, anim_section_hud, "anm_ea_show", false, speed)
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local hud_anm = used_item and ini_eff:r_string_ex(used_item, "hud_anm")
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if hud_anm then
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game.play_hud_anm(hud_anm, 0, 1, 1, false)
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end
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hud_anm = nil
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end
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function anim_manager_item(anim_section_hud)
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item_usage_snd = sound_object(ini_eff:r_string_ex(used_item, "snd"))
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item_usage_snd:play(db.actor, 0, sound_object.s2d)
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level.add_cam_effector(ini_eff:r_string_ex(used_item, "cam"), 8555, false, "")
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tmr = ini_eff:r_float_ex(used_item, "tm")
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anim_exist_tm = tmr*0.001
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anim_use_time = anim_exist_tm*0.367
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CreateTimeEvent("ea_object_eater", "eat_my_obj", anim_use_time, eat_my_obj)
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CreateTimeEvent("ea_slot_returner", "call_my_slot_back", (anim_exist_tm + 0.1), call_my_slot_back)
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if ciga_effects then
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if ini_eff:line_exist(used_item, "smoke") then ciga_effects.ciga_start(used_item) end
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end
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alife_create_item("items_anm_dummy",db.actor)
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CreateTimeEvent("ea_anim_stoper", "stop_my_item_anim", anim_exist_tm, stop_my_item_anim)
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ea_callbacks.EA_SendScriptCallback("ea_on_item_use",used_item,anim_exist_tm)
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end
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function anim_manager_monster()
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monster_usage_snd = sound_object(ini_eff:r_string_ex("item_ea_harv_wpn_knife", "anim_sound"))
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monster_usage_snd:play(db.actor, 0, sound_object.s2d)
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level.add_cam_effector("itemuse_anm_effects\\harvest_skin_use.anm", 8558, false, "")
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level.add_cam_effector("itemuse_anm_effects\\test.anm", 8559, false, "")
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tmr = ini_eff:r_float_ex("item_ea_harv_wpn_knife", "anim_length")
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anim_exist_tm = tmr*0.001
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CreateTimeEvent("ea_slot_returner", "call_my_slot_back", (anim_exist_tm + 0.5), call_my_slot_back)
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CreateTimeEvent("ea_blood_fx", "blood_fx", (1), blood_fx)
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CreateTimeEvent("ea_blood_fx2", "blood_fx2", (1.6), blood_fx)
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CreateTimeEvent("ea_blood_fx3", "blood_fx3", (2.1), blood_fx)
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CreateTimeEvent("ea_blood_fx4", "blood_fx4", (2.2), blood_fx)
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CreateTimeEvent("ea_anim_stoper", "stop_my_monster_anim", anim_exist_tm, stop_my_monster_anim)
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end
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local failure_timer = 0
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local fdda_error_snd = sound_object(ini_eff:r_string_ex("fdda_error_snd", "snd"))
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function actor_on_update()
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failure_timer = failure_timer + (device().time_delta/17)
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if ea_debug then printf("update = "..failure_timer) end
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if (db.actor:active_slot() ~= 0 or db.actor:active_detector()) and (failure_timer < 100) then
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return
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elseif ea_debug and (failure_timer >= 100) then
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fdda_error_snd:play(db.actor, 0, sound_object.s2d)
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printf("hide weapons for anim failed")
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printf(used_item or (used_monster and used_monster:section()) or "anim find ERROR")
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printf(anim_section or "NO ANIM SECTION FOUND")
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level.enable_input()
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game.only_allow_movekeys(false)
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actor_menu.set_msg(1, "PLEASE EXIT THE GAME AND SEND LOG FILE TO FEEL_FRIED",5)
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end
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local anim_section_hud = nil
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if used_monster then
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anim_section_hud = "item_ea_harv_" .. ( wpn or "wpn_knife5" ) .. "_hud"
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start_anim(anim_section_hud)
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anim_manager_monster()
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failure_timer = 0
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return
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end
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failure_timer = 0
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anim_section_hud = anim_section .. "_hud"
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anim_section = nil
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start_anim(anim_section_hud)
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anim_manager_item(anim_section_hud)
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end
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-- Animations engine >--
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--< Monkey patches
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--preventing default Anomaly anims
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local originalPIF = actor_effects.play_item_fx
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function actor_effects.play_item_fx(item)
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if ini_eff:r_string_ex(item, "snd") and enable_animations or ini_eff:r_bool_ex("skip_items", item) then return end
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if skip_functor(item) then return end
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originalPIF(item)
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end
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local originalUW = actor_effects.use_weapon
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function actor_effects.use_weapon(f)
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if f == 1 then
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CreateTimeEvent("ea_def_use", "def_use_end", 0.5, def_use_end)
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end
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if f == 0 then
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hide_hud_inventory()
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game.only_allow_movekeys(true)
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end
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originalUW(f)
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end
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--delaying item use
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local originalAOIBU = itms_manager.actor_on_item_before_use
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function itms_manager.actor_on_item_before_use(obj,flags)
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originalAOIBU(obj,flags)
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local item = obj:section()
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if IsMoveState("mcClimb") then
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actor_menu.set_msg(1, game.translate_string("st_EA_ladder_item_not_allowed"),3)
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flags.ret_value = false
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return
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end
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if ini_eff:r_string_ex(item, "snd") and enable_animations and flags.ret_value then
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use_item(obj)
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flags.ret_value = false
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return
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end
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return
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end
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--delaying mutant loot dialog
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local originalUMLS = ui_mutant_loot.start
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function ui_mutant_loot.start(obj, for_bug1, for_bug2)
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if not ea_flag and enable_animations and mutant_loot_mod then return end
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originalUMLS(obj, for_bug1, for_bug2)
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end
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-- Monkey patches >--
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--< Time Events
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function call_my_slot_back()
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game.only_allow_movekeys(false)
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if take_item_anim and fake_monster then
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return true
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end
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db.actor:activate_slot(active_slot or 0)
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if det_active then det_active:switch_state(1) end
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return true
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end
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local bone_list = {
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[1] = "bip01_spine1",
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[2] = "bip01_spine2",
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[3] = "bip01_spine",
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[4] = "bip01_pelvis",
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[5] = "bip01_head",
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}
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function blood_fx()
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if not used_monster or used_monster:id() == 65535 then return true end
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local fx_pos = used_monster:bone_position(bone_list[math.random(1,5)])
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fx_pos.y = fx_pos.y + 0.1
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local blood_trace = vector():set(0,-1,0)
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wallmarks_manager():place_skeleton(used_monster, "bloody_marks", fx_pos, blood_trace, 0.2,-1)
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wallmarks_manager():place(blood_trace, fx_pos, 15, 0.3, "bloody_marks", used_monster,-1)
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local hit_fx = particles_object("hit_fx\\hit_flesh_01")
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hit_fx:play_at_pos(fx_pos)
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local hit_fx2 = particles_object("hit_fx\\hit_flesh_02a")
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hit_fx2:play_at_pos(fx_pos)
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local hit_fx3 = particles_object("hit_fx\\hit_knife_flesh_00")
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hit_fx3:play_at_pos(fx_pos)
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return true
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end
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--eating fake item to stop default items sound and delayed item using
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function eat_my_obj()
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if obj_m then
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db.actor:eat(obj_m)
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end
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db.actor:eat(db.actor:object("items_anm_dummy"))
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return true
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end
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function stop_my_item_anim()
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ea_callbacks.EA_SendScriptCallback("ea_on_item_anim_stop",used_item)
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ea_restore_actor()
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mask_hud_switcher()
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used_item = nil
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obj_m = nil
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return true
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end
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function stop_my_monster_anim()
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ea_restore_actor()
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if used_monster:id() == 65535 or ( not take_item_anim ) then
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used_monster = nil
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return true
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end
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fake_monster = used_monster
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used_monster = nil
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ea_flag = true
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ui_mutant_loot.start(fake_monster, fake_monster:id(), fake_monster:section(), fake_monster:clsid())
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ea_flag = nil
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if not ui_mutant_loot.GUI:Reset(fake_monster, fake_monster:id(), fake_monster:section(), fake_monster:clsid()) then
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fake_monster = nil
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end
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return true
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end
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function def_use_end()
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game.only_allow_movekeys(false)
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return true
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end
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-- Time Events >--
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--< Additional animations and effects
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function mask_hud_switcher()
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if (not ini_eff:r_bool_ex(used_item, "helm")) and ui_options.get("video/player/mask_hud") then
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actor_effects.switch_helm() --raven
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actor_effects.Update_Mask(db.actor)
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end
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end
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function ea_restore_actor()
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db.actor:hide_weapon()
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fov_anim_manager.restore_fov()
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level.enable_input()
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end
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--holster item in device slot
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function hide_det()
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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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end
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function actor_on_first_update()
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if db.actor:object("items_anm_dummy") then alife_release(db.actor:object("items_anm_dummy")) end
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loadsettings()
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end
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--addaptive camera for mutant skinning
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function recalc_actor_campos()
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local pm = used_monster:bone_position('bip01_spine1')
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pm.y = pm.y + 0.8
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db.actor:actor_look_at_point(pm)
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end
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-- mutant loot options check
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function skip_functor(item)
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return mutant_loot_mod and ini_eff:r_bool_ex("skip_mutant", item)
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end
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-- Additional animations and effects >--
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