128 lines
3.5 KiB
Plaintext
128 lines
3.5 KiB
Plaintext
--[[
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Controls for laser shader in BaS
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Author: HarukaSai
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Credits: LVutner, Ishmaeel
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Last edit: 20-10-2021
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]]
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local updated = 0
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local interval = 500
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local saved_lasers = {}
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local snd_laser = sound_object("interface\\inv_torch")
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CloneWep = _G.alife_clone_weapon
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function _G.alife_clone_weapon(se_obj, section, parent_id)
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local old_id = se_obj.id
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local new_wep = CloneWep(se_obj, section, parent_id)
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local new_id = new_wep and new_wep.id
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if saved_lasers and saved_lasers[old_id] and new_id then
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saved_lasers[new_id] = saved_lasers[old_id]
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saved_lasers[old_id] = nil
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end
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return new_wep
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end
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function actor_on_update()
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if time_global() < updated then return end
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updated = time_global() + interval
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local wpn = db.actor:active_item()
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local section = wpn and wpn:section()
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local wpn_id = wpn and wpn:id()
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if not (section and has_laser(section)) then return end
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-- printf("SNK info [%s],[%s]", section, wpn_id)
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if wpn_id and saved_lasers[wpn_id] ~= nil then
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set_laser(saved_lasers[wpn_id] and 1 or 0)
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-- printf("SNK toggle on [%s]", wpn_id)
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else
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saved_lasers[wpn_id] = false
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set_laser(0)
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-- printf("SNK toggle off [%s]", wpn_id)
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end
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end
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local TorchToggle = actor_effects.Hit_TorchToggle
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function actor_effects.Hit_TorchToggle()
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return
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end
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local laser_change_state = false
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function on_key_press(key)
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local bind = dik_to_bind(key)
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if bind ~= key_bindings.kTORCH then return end
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if not actor_menu.is_hud_free() or device():is_paused() then
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TorchToggle()
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return
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end
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local wpn = db.actor:active_item()
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local section = wpn and wpn:section()
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local w_id = wpn and wpn:id()
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if not section then TorchToggle() return end
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if not w_id then TorchToggle() return end
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if not has_laser(section) then TorchToggle() return end
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local state = wpn:get_state()
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if state ~= 0 then TorchToggle() return end
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CreateTimeEvent("haruka_hold", "haruka_long_hold", 0.5, function()
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laser_change_state = true
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toggle_laser(w_id)
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return true
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end)
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end
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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.kTORCH then return end
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RemoveTimeEvent("haruka_hold", "haruka_long_hold")
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if not laser_change_state then
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TorchToggle()
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end
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laser_change_state = false
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end
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function has_laser(section)
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return ini_sys:r_bool_ex(section, "laser_status", false)
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end
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function toggle_laser(id)
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level.add_cam_effector("camera_effects\\weapon\\ak74_switch_off.anm", 9342, false, '')
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CreateTimeEvent("haruka_laser", "haruka_laser", 0.2, function()
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if saved_lasers[id] ~= nil then
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saved_lasers[id] = not saved_lasers[id]
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else
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saved_lasers[id] = true
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end
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snd_laser:play(db.actor, 0, sound_object.s2d)
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snd_laser.frequency = saved_lasers[id] and 1.15 or 0.85
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set_laser(saved_lasers[id] and 1 or 0)
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return true
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end)
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end
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function set_laser(arg)
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exec_console_cmd(string.format("shader_param_5 %s, 0, 0, 0", arg))
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-- printf("SNK argument:[%s]",arg)
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end
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function save_state(m_data)
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m_data.saved_lasers_id = saved_lasers
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end
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function load_state(m_data)
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saved_lasers = m_data.saved_lasers_id or {}
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end
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function on_game_start()
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RegisterScriptCallback("on_key_press", on_key_press)
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RegisterScriptCallback("on_key_release", on_key_release)
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RegisterScriptCallback("save_state", save_state)
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RegisterScriptCallback("load_state", load_state)
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RegisterScriptCallback("actor_on_update", actor_on_update)
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end |