199 lines
5.6 KiB
Plaintext
199 lines
5.6 KiB
Plaintext
-- Animation: Append with '_quick' for detectors if:
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-- - weapon in main hand is reloading or unjamming
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-- - player is climbing
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-- - switching to PDA
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-- - quick throwing grenades
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-- - wiping mask
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-- - toggling headlamp
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-- - playing an FDDA animation
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local common = animation_common
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common.add_flag("QUICK_DETECTOR")
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-- Flag to force _quick when hiding detectors
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force_quick = false
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-- Compatibility for FDDA: Use '_quick' if an FDDA animation is about to play
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if enhanced_animations then
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fdda_anim_prepare = enhanced_animations.anim_prepare
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function enhanced_animations.anim_prepare()
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force_quick = true
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fdda_anim_prepare()
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end
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fdda_call_my_slot_back = enhanced_animations.call_my_slot_back
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function enhanced_animations.call_my_slot_back()
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local result = fdda_call_my_slot_back()
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if result == true then
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force_quick = false
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end
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return result
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end
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fdda_bp_call_my_slot_back = zzz_ea_addon_backpack.call_my_slot_back
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function zzz_ea_addon_backpack.call_my_slot_back()
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local result = fdda_bp_call_my_slot_back()
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if result == true then
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force_quick = false
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end
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return result
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end
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end
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-- Switching to PDA (PDA keybind)
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-- Beefs nvg switch
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function on_key_press(dik)
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local bind = dik_to_bind(dik)
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-- Quickhide detector when switching on beefs nvgs
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if z_beefs_nvgs and bind == key_bindings.kNIGHT_VISION and db.actor:active_detector() then
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force_quick = true
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return
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end
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-- PDA keybind
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if bind ~= key_bindings.kACTIVE_JOBS then return end
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-- Detector drawn
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if not db.actor:active_detector() then return end
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-- PDA equipped
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if not db.actor:item_in_slot(8) then return end
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force_quick = true
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end
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-- Switching to PDA (Map keybind)
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function actor_on_first_update()
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local activate_slot = db.actor.activate_slot
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db.actor.activate_slot = function(self, slot_num)
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if slot_num == 8 and db.actor:active_detector() then
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force_quick = true
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end
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activate_slot(self, slot_num)
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end
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end
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-- Toggling headlamp
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local Hit_TorchToggle = actor_effects.Hit_TorchToggle
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function actor_effects.Hit_TorchToggle()
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-- Check if headlamp is equipped. No need for battery check
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if (not actor_effects.allow_animation()) or (not item_device.can_toggle_torch()) then
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return
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end
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force_quick = true
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Hit_TorchToggle()
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end
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-- Wiping Mask
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local Hit_MaskCleaning = actor_effects.Hit_MaskCleaning
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function actor_effects.Hit_MaskCleaning()
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-- Check if mask overlay is ON
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if (not actor_effects.allow_animation()) or (not actor_effects.is_mask_on()) then
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return
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end
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force_quick = true
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Hit_MaskCleaning()
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end
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-- Quick throw grenade
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local Hit_GrenadeQuickthrow = actor_effects.Hit_GrenadeQuickthrow
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function actor_effects.Hit_GrenadeQuickthrow()
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if (not actor_effects.allow_animation())
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or (not db.actor:item_in_slot(4))
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or db.actor:get_current_holder() ~= nil
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then
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return
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end
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force_quick = true
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Hit_GrenadeQuickthrow()
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end
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---@param item game_object
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local function is_item_valid(item)
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-- valid if item is equipped detector
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local player_detector = db.actor:active_detector()
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if player_detector and item:id() == player_detector:id() then
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return true
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end
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return false
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end
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---@param anm_table any
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---@param item game_object
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local function anm_quick_detector(anm_table, item)
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-- cancel if parent is not player
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local parent = item:parent()
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if not parent then return end
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if parent:id() ~= AC_ID then return end
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-- cancel if not valid item
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if not is_item_valid(item) then return end
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-- Add 'quick' if previous anim was also quick (intended for holster-draw pairs)
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if common.get_flag("QUICK_DETECTOR") then
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if string.find(anm_table.anm_name, "show") then
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common.mutate_anim(anm_table, "_quick", item:section())
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end
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common.remove_flag("QUICK_DETECTOR")
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return
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end
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local is_state_valid = {
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[4] = true, -- inspect
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[7] = true, -- reload
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[8] = true, -- misfire
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}
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-- Add 'quick' suffix if above conditions are fulfilled
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local player_wpn = db.actor:active_item()
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if (
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string.find(anm_table.anm_name, "hide")
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and (
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player_wpn and is_state_valid[player_wpn:get_state()]
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or IsMoveState("mcClimb")
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or force_quick
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)
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) then
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common.mutate_anim(anm_table, "_quick", item:section())
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common.set_flag("QUICK_DETECTOR")
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force_quick = false
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end
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end
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common.add_anim_mutator(anm_quick_detector, 5)
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-- Use anim mutator to hide detector during inspect animations (added by Utjan)
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local inspected_wpn
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---@param anm_table any
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---@param item game_object
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local function inspect_hides_detector(anm_table, item)
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-- cancel if parent is not player
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local parent = item:parent()
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if not parent then return end
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if parent:id() ~= AC_ID then return end
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if string.find(anm_table.anm_name, "bore") then
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local active_det = db.actor:active_detector()
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if active_det then
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active_det:switch_state(2)
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inspected_wpn = item
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end
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elseif inspected_wpn and inspected_wpn:id() == item:id() then
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inspected_wpn = nil
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db.actor:show_detector(true)
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end
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end
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common.add_anim_mutator(inspect_hides_detector, 6)
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function on_game_start()
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RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
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RegisterScriptCallback("on_key_press", on_key_press)
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end
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