180 lines
5.1 KiB
Plaintext
180 lines
5.1 KiB
Plaintext
local fov_manager = outfit_animations_fov_manager
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local mcm_memory_enable = outfit_animations_mcm.get_config("memory")
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local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
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local originalPIF = actor_effects.play_item_fx
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function actor_effects.play_item_fx(name)
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if name == "outfit" then return end
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originalPIF(name)
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end
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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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end
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function on_option_change()
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mcm_memory_enable = outfit_animations_mcm.get_config("memory")
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mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
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memory_max = outfit_animations_mcm.get_config("memory_size")
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end
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function actor_on_first_update()
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local sec = db.actor:item_in_slot(7) and db.actor:item_in_slot(7)
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if sec then remember_outfit(sec) end
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end
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------------------------------------------------------------------------------
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-- main
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------------------------------------------------------------------------------
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local anm_info = nil --it's here cuz of stalke engine magic that I don't know
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local cur_slot
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local det_active
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function play_animation_delayed(obj, callback)
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--prepare
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Invoke("play_animation_te3", 0.01, function ()
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hide_hud_inventory()
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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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if headgear_animations then headgear_animations.enable_animations = false end
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end)
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wait_for_free_hands(function()
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--play
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fov_manager.restore_fov()
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if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
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callback() -- perform inventory ui action
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anm_info = select_animation(obj)
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local delay = 0.25
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local length = 0
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length = length + game.get_motion_length(anm_info.section_name, anm_info.anm, 1) / 1000
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Invoke("play_outfti_inspect_animation_te", delay, function()
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xr_effects.play_snd(db.actor, nil, {[1] = anm_info.snd})
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level.add_cam_effector(anm_info.cam, 1300, false, "")
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game.play_hud_motion(2, anm_info.section_name, anm_info.anm, false, 1)
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end)
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--restore
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Invoke("restore_after_animtion_play_te", delay + length + 0.25, function()
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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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-- db.actor:activate_slot(cur_slot or 0)
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-- if det_active then det_active:switch_state(1) end
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end)
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end)
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end
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function select_animation(obj)
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--temp solution
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--todo: choose animation base on armor type
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local m_section = "outfit_animation_hud"
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if mcm_memory_enable then
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local sec = obj and obj:section()
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if sec then
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if memory_contain(sec) then
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m_section = "outfit_animation_fast_hud"
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else
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remember_outfit(sec)
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m_section = "outfit_animation_hud"
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end
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else
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m_section = "outfit_animation_fast_hud"
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end
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end
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return {
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section_name = m_section,
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anm = "anm_equip",
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cam = ini_sys:r_string_ex(m_section, "cam"),
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snd = ini_sys:r_string_ex(m_section, "snd")
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}
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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", "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, 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", 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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------------------------------------------------------------------------------
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-- outfit memmory management.
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------------------------------------------------------------------------------
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local memory_first = 0
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local memory_last = -1
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local memory_max = outfit_animations_mcm.get_config("memory_size")
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local memory = {}
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function remember_outfit(sec)
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local last = memory_last + 1
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memory_last = last
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memory[last] = sec
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if memory_max > 0 and (memory_size() > memory_max) then
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forget_outfit()
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end
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end
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function forget_outfit()
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local first = memory_first
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memory[first] = nil
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memory_first = first + 1
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end
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function memory_size()
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local count = 0
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for _, __ in pairs(memory) do
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count = count + 1
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end
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return count
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end
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function memory_contain(sec)
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for _, v in pairs(memory) do
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if v == sec then return true end
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end
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return false
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end
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function memory_print()
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local s = memory_size()
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if s == 0 then
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printf("outfit memory: l(" .. s ..") {}")
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return
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end
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printf("outfit memory: l(" .. s .. ") {")
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for i, v in pairs(memory) do
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if i == "last" or i == "first" or i == "maximum" then
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goto continue
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end
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printf(" " .. i .. " = " .. v)
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::continue::
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end
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printf("}")
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end
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