441 lines
13 KiB
Plaintext
441 lines
13 KiB
Plaintext
--==============( Ported from CoC 1.5, used for Azazel mode & invulnerability time )==============--
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--[[
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bind_stalker_ext.script
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Extends the functionality of bind_stalker.script without filling it with clutter
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by: Alundaio
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--]]
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local K_CTRL = DIK_keys.DIK_LCONTROL
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local K_SHIFT = DIK_keys.DIK_LSHIFT
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local K_ALT = DIK_keys.DIK_LMENU
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-------------------
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-- actor_on_init
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-------------------
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function actor_on_init(binder)
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level_weathers.get_weather_manager()
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SendScriptCallback("actor_on_init",binder)
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end
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function actor_on_reinit(binder)
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SendScriptCallback("actor_on_reinit",binder)
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AddUniqueCall(ProcessEventQueue)
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end
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-------------------
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-- actor_on_net_spawn
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-------------------
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function actor_on_net_spawn()
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if (ui_options.get("gameplay/general/hardcore_ai_aim")) then
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exec_console_cmd("ai_aim_max_angle 25.0")
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exec_console_cmd("ai_aim_min_angle 20.0")
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exec_console_cmd("ai_aim_min_speed 2.5")
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exec_console_cmd("ai_aim_predict_time 0.15")
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else
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exec_console_cmd("ai_aim_max_angle 25.0")
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exec_console_cmd("ai_aim_min_angle 20.0")
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exec_console_cmd("ai_aim_min_speed 2.5")
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exec_console_cmd("ai_aim_predict_time 0.15")
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end
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-- some hacks
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local sim = alife()
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local remove_outfits = not db.actor:has_info("remove_outfits_hack")
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for i=1,65534 do
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local se_obj = sim:object(i)
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if (se_obj) then
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-- hack to remove phantoms
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if (se_obj:clsid() == clsid.phantom) then
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--printf("release phantom hack!")
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safe_release_manager.release(se_obj)
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end
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end
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end
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if (remove_outfits) then
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db.actor:give_info_portion("remove_outfits_hack")
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end
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SendScriptCallback("on_game_load",binder)
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end
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-------------------------------------
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-- actor_on_net_destroy
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-------------------------------------
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function actor_on_net_destroy(binder)
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SendScriptCallback("actor_on_net_destroy",binder)
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end
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-------------------
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-- actor_on_update
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-------------------
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invulnerable_time = nil
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function actor_on_first_update(binder,delta)
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invulnerable_time = invulnerable_time or time_global() + 7000
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SendScriptCallback("actor_on_first_update",binder,delta)
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end
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function actor_on_update(binder,delta)
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if not (db.actor:alive()) then
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return
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end
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-- WISH GRANTER ZOMBIED-IMMORTALITY
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if (db.actor:has_info("actor_made_wish_immortal") or invulnerable_time and invulnerable_time > time_global() + 7000) then
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db.actor.health = 1
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db.actor.bleeding = 1
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db.actor.psy_health = 1
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db.actor.radiation = 0
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end
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--[[ enable if you need it
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local torch = db.actor:object("device_torch")
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if (torch and not actor_light and torch:torch_enabled()) then
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actor_light = true
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SendScriptCallback("actor_on_torch_enabled")
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elseif (torch and not torch:torch_enabled()) then
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if (actor_light) then
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actor_light = false
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SendScriptCallback("actor_on_torch_disabled")
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end
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end
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--]]
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SendScriptCallback("actor_on_update",binder,delta)
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end
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-------------------
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-- actor_on_weapon_fire(actor,wpn,elapsed)
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-------------------
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function actor_on_weapon_fired(binder,obj,wpn,ammo_elapsed,grenade_elapsed,ammo_type,grenade_type)
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SendScriptCallback("actor_on_weapon_fired",obj,wpn,ammo_elapsed,grenade_elapsed,ammo_type,grenade_type)
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end
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-------------------
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-- actor_on_weapon_no_ammo(wpn)
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-------------------
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function actor_on_weapon_no_ammo(binder,wpn)
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SendScriptCallback("actor_on_weapon_no_ammo",wpn)
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end
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-------------------
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-- actor_on_weapon_zoom_in(wpn)
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-------------------
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function actor_on_weapon_zoom_in(binder,obj,wpn)
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SendScriptCallback("actor_on_weapon_zoom_in",wpn)
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end
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-------------------
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-- actor_on_weapon_zoom_out(wpn)
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-------------------
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function actor_on_weapon_zoom_out(binder,obj,wpn)
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SendScriptCallback("actor_on_weapon_zoom_out",wpn)
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end
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-------------------
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-- actor_on_item_take(item)
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-------------------
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function actor_on_item_take(binder,item)
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if not (db.actor) then
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return -- don't remove, for some reason this callback is triggered before actor is fully loaded
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end
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SendScriptCallback("actor_on_item_take",item)
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end
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-------------------
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-- actor_on_item_take_from_box
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-------------------
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function actor_on_item_take_from_box(binder,box,item)
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SendScriptCallback("actor_on_item_take_from_box",box,item)
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end
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-------------------
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--
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-------------------
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function actor_on_item_drop(binder,item)
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SendScriptCallback("actor_on_item_drop",item)
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end
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-------------------
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-- actor_on_item_use(item)
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-------------------
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function actor_on_item_use(binder,item)
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local sec = item:section()
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if (sec == "drug_anabiotic") then
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xr_effects.disable_ui_only(db.actor, nil)
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level.add_cam_effector("camera_effects\\surge_02.anm", 10, false, "bind_stalker_ext.anabiotic_callback")
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level.add_pp_effector("surge_fade.ppe", 11, false)
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give_info("anabiotic_in_process")
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_G.mus_vol = get_console_cmd(2,"snd_volume_music")
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_G.amb_vol = get_console_cmd(2,"snd_volume_eff")
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exec_console_cmd("snd_volume_music 0")
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exec_console_cmd("snd_volume_eff 0")
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elseif (sec == "drug_psy_blockade" or sec == "drug_radioprotector" or sec == "drug_antidot") then
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local boost_time = ini_sys:r_float_ex(sec,"boost_time")
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save_var(db.actor,sec.."_expiration",utils_data.CTimeAddSec(game.get_game_time(),boost_time*level.get_time_factor()))
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elseif (sec == "radio_connections_pda") then
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run_dynamic_element(pda_dialog.pda_dialog_box(),true)
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end
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SendScriptCallback("actor_on_item_use",item,sec)
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end
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-------------------
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-- actor_on_trade(item)
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-------------------
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function actor_on_trade(binder,item,sell_bye,money)
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-- if sell_bye == true then
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-- game_stats.money_trade_update (money)
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-- else
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-- game_stats.money_trade_update (-money)
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-- end
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SendScriptCallback("actor_on_trade",item,sell_bye,money)
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end
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-------------------
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-- actor_on_save(bind_stalker,packet)
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-- IMPORTANT: Cannot be used as callback because this needs to be done in specific order, just call script directly!
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-------------------
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function actor_on_save(binder,packet)
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local sim,gg = alife(),game_graph()
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local actor_gv = sim and gg:vertex(sim:actor().m_game_vertex_id)
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if (actor_gv and actor_gv:level_id() ~= sim:level_id()) then
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--printf("DEBUG: actor changing level")
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--task_manager.get_task_manager():set_task_cancelled("faction_base_defense") -->> LD
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SendScriptCallback("on_level_changing")
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end
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if (treasure_manager) then
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treasure_manager.save(packet)
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end
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surge_manager.actor_on_save(binder,packet)
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psi_storm_manager.actor_on_save(binder,packet)
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end
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-------------------
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-- actor_on_load(bind_stalker,packet)
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-- IMPORTANT: Cannot be used as callback because this needs to be done in specific order, just call script directly!
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-------------------
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function actor_on_load(binder,packet)
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if (treasure_manager) then
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treasure_manager.load(packet)
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end
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surge_manager.actor_on_load(binder,packet)
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psi_storm_manager.actor_on_load(binder,packet)
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end
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local flags = { ret_value = true }
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function actor_on_item_before_pickup(item) -- called from engine!
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-- Called when actor is pressing use key to pick up an item
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-- return false will prevent actor from pickup the item
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SendScriptCallback("actor_on_item_before_pickup",item,flags)
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return flags.ret_value
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end
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---------------------------------------------
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-- on_key_press
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---------------------------------------------
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function on_key_press(binder,key)
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if (not KEYS_UNLOCK) then
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if key == K_CTRL or key == K_SHIFT or key == K_ALT then
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else
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return
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end
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end
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SendScriptCallback("on_key_press",key)
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end
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---------------------------------------------
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-- on_key_release
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---------------------------------------------
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function on_key_release(binder,key)
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if (not KEYS_UNLOCK) then
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if key == K_CTRL or key == K_SHIFT or key == K_ALT then
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else
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return
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end
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end
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SendScriptCallback("on_key_release",key)
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end
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---------------------------------------------
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-- on_key_hold
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---------------------------------------------
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function on_key_hold(binder,key)
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--[[
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if (not KEYS_UNLOCK) then
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if key == K_CTRL or key == K_SHIFT or key == K_ALT then
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else
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return
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end
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end
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--]]
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SendScriptCallback("on_key_hold",key)
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end
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---------------------------------------------
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-- on_actor_before_death
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---------------------------------------------
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function actor_on_before_death(binder,whoID)
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local flags = { ret_value = true }
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SendScriptCallback("actor_on_before_death",whoID,flags)
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if (flags.ret_value == true) then
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db.actor:kill(db.actor,true)
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end
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end
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---------------------------------------------
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-- on_attach_vehicle
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---------------------------------------------
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function actor_on_attach_vehicle(binder,obj)
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SendScriptCallback("actor_on_attach_vehicle",obj)
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end
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---------------------------------------------
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-- on_detach_vehicle
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---------------------------------------------
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function actor_on_detach_vehicle(binder,obj)
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SendScriptCallback("actor_on_detach_vehicle",obj)
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if (obj:section() == "deployable_mgun") then
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alife_release_id(obj:id())
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alife_create_item("itm_deployable_mgun", db.actor)
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end
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end
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---------------------------------------------
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-- on_use_vehicle
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---------------------------------------------
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function actor_on_use_vehicle(binder,obj)
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SendScriptCallback("actor_on_use_vehicle",obj)
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end
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---------------------------------------------
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-- actor_on_task_callback
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---------------------------------------------
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function actor_on_task_callback(binder,_task, _state)
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if _state ~= task.fail then
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if _state == task.completed then
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news_manager.send_task(db.actor, "complete", _task)
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else
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news_manager.send_task(db.actor, "new", _task)
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end
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end
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task_manager.task_callback(_task, _state)
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end
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------------------------------------------
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-- anabiotic_callback
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------------------------------------------
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function anabiotic_callback()
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level.add_cam_effector("camera_effects\\surge_01.anm", 10, false, "bind_stalker_ext.anabiotic_callback2")
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local rnd = math.random(35,45)
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local m = surge_manager.get_surge_manager()
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if(m.started) then
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local tf = level.get_time_factor()
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local diff_sec = math.ceil(game.get_game_time():diffSec(m.inited_time)/tf)
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if(rnd>(m.surge_time-diff_sec)*tf/60) then
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m.time_forwarded = true
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m.ui_disabled = true
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m:end_surge()
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end
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end
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m = psi_storm_manager.get_psi_storm_manager()
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if(m and m.started) then
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local tf = level.get_time_factor()
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local diff_sec = math.ceil(game.get_game_time():diffSec(m.inited_time)/tf)
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if(rnd>(m.psi_storm_duration-diff_sec)*tf/60) then
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m.time_forwarded = true
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--m.ui_disabled = true
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m:finish()
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end
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end
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level.change_game_time(0,0,rnd)
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level_weathers.get_weather_manager():forced_weather_change()
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--printf("anabiotic_callback: time forwarded on [%d]", rnd)
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end
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function anabiotic_callback2()
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xr_effects.enable_ui(db.actor, nil)
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exec_console_cmd("snd_volume_music "..tostring(_G.mus_vol))
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exec_console_cmd("snd_volume_eff "..tostring(_G.amb_vol))
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_G.amb_vol = 0
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_G.mus_vol = 0
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disable_info("anabiotic_in_process")
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end
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function actor_on_info_callback(binder,obj,info_id)
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SendScriptCallback("actor_on_info_callback",obj,info_id)
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--printf("info_id = %s",info_id)
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end
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function actor_item_to_belt(binder,obj)
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SendScriptCallback("actor_item_to_belt",obj)
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end
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function actor_item_to_slot(binder,obj)
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if (ui_options.get("gameplay/general/outfit_portrait") == true) then
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local outfit = db.actor:item_in_slot(7)
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if (outfit and outfit:id() == obj:id()) then
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local icon = ini_sys:r_string_ex(outfit:section(),"character_portrait")
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if (icon) then
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db.actor:set_character_icon(icon)
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elseif (db.actor_binder.character_icon) then -- use default portrait if no outfit portrait exists
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db.actor:set_character_icon(db.actor_binder.character_icon)
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end
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end
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end
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SendScriptCallback("actor_item_to_slot",obj)
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end
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function actor_item_to_ruck(binder,obj)
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if (ui_options.get("gameplay/general/outfit_portrait") == true) and IsOutfit(obj) then
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local outfit = db.actor:item_in_slot(7)
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if (outfit == nil and db.actor_binder.character_icon) then
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db.actor:set_character_icon(db.actor_binder.character_icon)
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end
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end
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SendScriptCallback("actor_item_to_ruck",obj)
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end
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function actor_on_weapon_jammed(binder,actor,wpn)
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SendScriptCallback("actor_on_weapon_jammed",wpn)
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end
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function actor_on_weapon_magazine_empty(binder,wpn,ammo_total)
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--printf("weapon_no_ammo wpn=%s ammo_total=%s",wpn and wpn:name(),ammo_total)
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SendScriptCallback("actor_on_weapon_no_ammo",wpn,ammo_total)
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end
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function actor_on_weapon_lowered(binder,wpn)
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SendScriptCallback("actor_on_weapon_lower",wpn)
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end
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function actor_on_weapon_raised(binder,wpn)
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SendScriptCallback("actor_on_weapon_raise",wpn)
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end
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function actor_on_weapon_reload(binder,wpn,ammo_total)
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SendScriptCallback("actor_on_weapon_reload",wpn,ammo_total)
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end
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function actor_on_hud_animation_end(binder,item,section,motion,state,slot)
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--printf("hud_animation_end [%s] sec=%s motion=%s state=%s slot=%s",item and item:name(),section,motion,state,slot)
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SendScriptCallback("actor_on_hud_animation_end",item,section,motion,state,slot)
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end
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function actor_on_hit_callback(binder, obj, amount, local_direction, who, bone_index)
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if (amount <= 0) then
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return
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end
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SendScriptCallback("actor_on_hit_callback",obj, amount, local_direction, who, bone_index)
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end
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function actor_on_foot_step(binder,obj,power,b_play,b_on_ground,b_hud_view)
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SendScriptCallback("actor_on_foot_step",obj,power,b_play,b_on_ground,b_hud_view)
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end |