Divergent/mods/Body Health System Realisti.../gamedata/scripts/wpn_sway_enable.script

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local base_sway
local is_zoomed
valid_wpns = {
wpn_svu = true,
wpn_svu_alt = true
}
function on_game_start()
RegisterScriptCallback("actor_on_update", actor_on_update)
RegisterScriptCallback("actor_on_first_update",actor_on_first_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_before_death", restore_sway)
RegisterScriptCallback("actor_on_net_destroy", restore_sway)
end
-- when entering game; load and restore previously saved sway setting
function actor_on_first_update()
local saved_sway = axr_main.config:r_value("temp", "base_sway")
if saved_sway then
base_sway = saved_sway
restore_sway()
else
base_sway = get_console_cmd(0, "weapon_sway")
axr_main.config:w_value("temp", "base_sway", base_sway)
axr_main.config:save()
end
end
-- add sway to valid weapon when aiming
function actor_on_weapon_zoom_in(wpn)
is_zoomed = true
if base_sway == "on" then return end
local sec = wpn and ini_sys:r_string_ex(wpn:section(),"parent_section") or wpn and wpn:section() or nil
local is_valid_wpn = sec and valid_wpns[sec] or nil
if not is_valid_wpn then return end
local sway = get_console_cmd(0, "weapon_sway")
if sway == "off" then
--news_manager.send_tip(db.actor, "APPLY SVU SWAY")
change_sway("on")
end
end
-- remove sway when aiming stops
function actor_on_weapon_zoom_out(wpn)
is_zoomed = false
if base_sway == "on" then return end
local sway = get_console_cmd(0, "weapon_sway")
if sway == "on" then
--news_manager.send_tip(db.actor, "REMOVE SVU SWAY")
change_sway("off")
end
end
function actor_on_update()
if not base_sway then return end
local sway = get_console_cmd(0, "weapon_sway")
-- if player uses the console to change the weapon sway, this should update the base_sway to it
if base_sway ~= sway and not is_zoomed then
base_sway = sway
axr_main.config:w_value("temp", "base_sway", base_sway)
axr_main.config:save()
news_manager.send_tip(db.actor, "CHANGED BASE SWAY")
end
end
function change_sway(value)
exec_console_cmd("weapon_sway " .. value)
end
function restore_sway()
if base_sway then
exec_console_cmd("weapon_sway " .. base_sway)
end
end