146 lines
4.4 KiB
Plaintext
146 lines
4.4 KiB
Plaintext
local zoom_flag = true
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local jump_flag = true
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local lean_flag = true
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local move_flag = true
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local crouch_flag = true
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local fmode_flag = true
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local weapon_jammed = true
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function on_option_change()
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jump_flag = camera_reanim_project_mcm.get_config("jump_land")
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zoom_flag = camera_reanim_project_mcm.get_config("wpn_ads")
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lean_flag = camera_reanim_project_mcm.get_config("leaning")
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move_flag = camera_reanim_project_mcm.get_config("moving")
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crouch_flag = camera_reanim_project_mcm.get_config("crouch")
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fmode_flag = camera_reanim_project_mcm.get_config("fire_mode")
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end
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local function on_key_press(key)
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if lean_flag and (key == bind_to_dik(key_bindings.kR_LOOKOUT)) then
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level.add_cam_effector("camera_effects\\lean_right_crp.anm", 1903, false, "")
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end
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if lean_flag and (key == bind_to_dik(key_bindings.kL_LOOKOUT)) then
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level.add_cam_effector("camera_effects\\lean_left_crp.anm", 1902, false, "")
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end
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if crouch_flag and (key == bind_to_dik(key_bindings.kCROUCH)) then
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level.add_cam_effector("camera_effects\\crouch_crp.anm", 1900, false, "")
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end
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if not actor_menu.is_hud_free() or device():is_paused() then
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return
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end
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local bind = dik_to_bind(key)
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if fmode_flag and (bind == key_bindings.kWPN_FIREMODE_PREV or bind == key_bindings.kWPN_FIREMODE_NEXT) then
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play_switch_anm()
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end
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end
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function play_switch_anm()
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local wpn = db.actor:active_item()
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if not is_supported_weapon(wpn) then
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return
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end
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if not is_weapon_ready(wpn) then
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return
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end
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local sec = wpn:section()
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if not has_multiple_fire_modes(sec) then
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return
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end
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level.add_cam_effector("camera_effects\\fmode_crp.anm", 1912, false, "")
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end
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function is_supported_weapon(wpn)
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return wpn and IsWeapon(wpn) and (not IsItem("fake_ammo_wpn", wpn:section()))
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end
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function is_weapon_ready(wpn)
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local state = wpn:get_state()
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return state == 0 -- eIdle
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end
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function has_multiple_fire_modes(sec)
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local fire_modes = parse_list(ini_sys, sec, "fire_modes")
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if fire_modes and table.getn(fire_modes) > 1 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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local function on_key_release(key)
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if lean_flag and (key == bind_to_dik(key_bindings.kR_LOOKOUT)) then
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level.add_cam_effector("camera_effects\\lean_right_crp.anm", 1903, false, "")
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end
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if lean_flag and (key == bind_to_dik(key_bindings.kL_LOOKOUT)) then
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level.add_cam_effector("camera_effects\\lean_left_crp.anm", 1902, false, "")
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end
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if crouch_flag and (key == bind_to_dik(key_bindings.kCROUCH)) then
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level.add_cam_effector("camera_effects\\stand_crp.anm", 1901, false, "")
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end
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end
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tg_anim1 = 0
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tg_anim1_delay = 1000
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local function actor_on_land(fall_speed)
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if jump_flag and (fall_speed > 5) and time_global() > tg_anim1 then
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local rand = math.random(1,2)
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level.add_cam_effector("camera_effects\\landing_crp" .. rand .. ".anm", 1905, false, "")
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tg_anim1 = time_global() + tg_anim1_delay
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end
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end
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local function actor_on_jump()
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if jump_flag then
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level.add_cam_effector("camera_effects\\jump_crp.anm", 1906, false, "")
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end
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end
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local function actor_on_weapon_zoom_in()
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if zoom_flag then
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level.add_cam_effector("camera_effects\\zoom_crp.anm", 1908, false, "")
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end
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end
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local function actor_on_weapon_zoom_out()
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if zoom_flag then
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level.add_cam_effector("camera_effects\\zoom_crp.anm", 1907, false, "")
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end
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end
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function actor_on_footstep()
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if move_flag then
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if (db.actor.power < 0.25) then
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level.add_cam_effector("camera_effects\\tired_crp.anm", 1910, false, "")
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elseif IsMoveState("mcSprint") then
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level.add_cam_effector("camera_effects\\sprint_crp.anm", 1909, false, "")
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else level.add_cam_effector("camera_effects\\move_crp.anm", 1904, false, "")
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end
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end
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end
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local function actor_on_weapon_jammed()
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if weapon_jammed then
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level.add_cam_effector("camera_effects\\jammed_crp.anm", 1913, false, "")
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end
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end
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function on_game_start()
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RegisterScriptCallback("actor_on_footstep", actor_on_footstep)
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RegisterScriptCallback("actor_on_weapon_zoom_out", actor_on_weapon_zoom_out)
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RegisterScriptCallback("actor_on_weapon_zoom_in", actor_on_weapon_zoom_in)
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RegisterScriptCallback("actor_on_jump",actor_on_jump)
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RegisterScriptCallback("actor_on_land",actor_on_land)
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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("actor_on_weapon_jammed",actor_on_weapon_jammed)
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RegisterScriptCallback("on_option_change", on_option_change)
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on_option_change()
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end |