Divergent/mods/Outfit Animations/gamedata/scripts/outfit_animations_patches.s...

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local fov_manager = outfit_animations_fov_manager
local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
local
function on_game_start()
RegisterScriptCallback("on_option_change", on_option_change)
end
function on_option_change()
mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
end
function play_animation_apply_patch(faction)
local section_name = get_animation_section_name("outfit_animation_patch_apply", faction)
play_animation(section_name)
end
function play_animation_remove_patch(faction)
local section_name = get_animation_section_name("outfit_animation_patch_remove", faction)
play_animation(section_name)
end
function play_animation_apply_patch_inventory(faction)
local section_name = get_animation_section_name("outfit_animation_patch_apply_inventory", faction)
play_animation(section_name)
end
function play_animation_remove_patch_inventory(faction)
local section_name = get_animation_section_name("outfit_animation_patch_remove_inventory", faction)
play_animation(section_name)
end
------------------------------------------------------------------------------
-- main
------------------------------------------------------------------------------
-- local anm_info = nil --it's here cuz of stalke engine magic that I don't know
local cur_slot
local det_active
function play_animation(section_name)
--prepare
Invoke("play_patch_animation_prepare_te", 0.01, function()
hide_hud_inventory()
cur_slot = db.actor:active_slot()
det_active = db.actor:active_detector() or nil
if det_active then det_active:switch_state(2) end
db.actor:activate_slot(0)
if headgear_animations then headgear_animations.enable_animations = false end
end)
wait_for_free_hands(function()
--play
fov_manager.restore_fov()
if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end
-- anm_info = select_animation(faction, is_apply_patch, is_equipped)
local delay = 0.25
local length = 0
local anm = "anm_use"
local cam = ini_sys:r_string_ex(section_name, "cam")
local snd = ini_sys:r_string_ex(section_name, "snd")
length = length + game.get_motion_length(section_name, anm, 1) / 1000
Invoke("play_patch_animation_te", delay, function()
xr_effects.play_snd(db.actor, nil, { [1] = snd })
level.add_cam_effector(cam, 1300, false, "")
game.play_hud_motion(2, section_name, anm, false, 1)
end)
--restore
Invoke("play_patch_animation_restore_te", delay + length + 0.25, function()
if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end
if headgear_animations then headgear_animations.enable_animations = true end
-- db.actor:activate_slot(cur_slot or 0)
-- if det_active then det_active:switch_state(1) end
end)
end)
end
function get_animation_section_name(section_name, faction)
return section_name .. "_" .. faction .. "_hud"
end
function wait_for_free_hands(action_to_perform)
local force_timer = 0
CreateTimeEvent("outfit_animations_patch", "wait_for_free_hands_te0", 0.1, function()
if (db.actor:active_slot() == 0 and not db.actor:active_detector() and not enhanced_animations.used_item) or (force_timer > 5) then
Invoke("wait_for_free_hands_te1", 0, action_to_perform) --i don understan y this works (ノへ ̄、)
return true
end
force_timer = force_timer + (device().time_delta / 1000)
return false
end)
end
function Invoke(name, time, action)
CreateTimeEvent("outfit_animations_patch", name, time, function()
action()
return true
end)
end