127 lines
3.4 KiB
Plaintext
127 lines
3.4 KiB
Plaintext
local play_anm = true
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companion_wait = axr_companions.set_companion_to_wait_state
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function axr_companions.set_companion_to_wait_state(npc)
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play_stuff("gesture_sound", "point_freeze", "anm_freeze", true)
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companion_wait(npc)
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end
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local baseMTP = axr_companions.move_to_point
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function axr_companions.move_to_point(p)
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baseMTP(p)
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if not (p == 1 or p ==2) then
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play_stuff("gesture_sound", "point_forward", "anm_point", true)
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end
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end
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companion_follow = axr_companions.set_companion_to_follow_state
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function axr_companions.set_companion_to_follow_state(npc)
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play_stuff("gesture_sound", "point_follow", "anm_follow", true)
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companion_follow(npc)
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end
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companion_stop_stealth = axr_companions.set_companion_to_default_substate
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function axr_companions.set_companion_to_default_substate(npc)
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play_stuff("gesture_sound", "point_nostealth", "anm_nostealth", true)
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companion_stop_stealth(npc)
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end
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companion_attack = axr_companions.set_companion_to_attack_state
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function axr_companions.set_companion_to_attack_state(npc)
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play_stuff("gesture_sound", "point_forward", "anm_point", true)
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companion_attack(npc)
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end
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companion_stop_attack = axr_companions.set_companion_to_ignore_combat_state
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function axr_companions.set_companion_to_ignore_combat_state(npc)
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play_stuff("gesture_sound", "point_freeze", "anm_freeze", true)
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companion_stop_attack(npc)
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end
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companion_stealth = axr_companions.set_companion_to_stealth_substate
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function axr_companions.set_companion_to_stealth_substate(npc)
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play_stuff("gesture_sound", "point_stealth", "anm_stealth", true)
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companion_stealth(npc)
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end
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companion_stop_loot = axr_companions.set_companion_to_loot_nothing
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function axr_companions.set_companion_to_loot_nothing(npc)
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play_stuff("gesture_sound", "point_freeze", "anm_freeze", true)
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companion_stop_loot(npc)
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end
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companion_close = axr_companions.set_companion_to_stay_close
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function axr_companions.set_companion_to_stay_close(npc)
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play_stuff("gesture_sound", "point_follow", "anm_follow", true)
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companion_close(npc)
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end
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companion_far = axr_companions.set_companion_to_stay_far
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function axr_companions.set_companion_to_stay_far(npc)
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play_stuff("gesture_sound", "point_far", "anm_far", true)
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companion_far(npc)
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end
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function companion_distance()
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for id, _ in pairs(axr_companions.non_task_companions) do
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local comp = level.object_by_id(id)
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local comp_dist = comp and comp:alive() and comp:position()
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if comp_dist and db.actor:position():distance_to(comp_dist) > 20 then
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return true
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end
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end
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return false
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end
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function play_stuff(sound1, anm1, anm2, dist_check)
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local snd = sound_object("gestures\\" .. sound1)
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if snd then
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snd:play_at_pos(db.actor, VEC_ZERO, 0, sound_object.s2d)
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end
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if dist_check and companion_distance() then
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return
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end
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local function delay()
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play_anm = true
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return true
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end
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if play_anm then
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play_anm = false
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local length = game.get_motion_length(anm1, anm2, 1) / 1000
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game.play_hud_motion(1, anm1, anm2, true, 1.0)
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CreateTimeEvent("gesture_anm_e", "gesture_anm_a", length, delay)
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end
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end
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function GUI_on_show(name)
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if name == "UIWheelCompanion" and companion_distance() then
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play_stuff("radio_on", "point_radio", "anm_radio")
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end
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end
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function GUI_on_hide(name)
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if name == "UIWheelCompanion" and companion_distance() then
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play_stuff("radio_off", "point_radio", "anm_radio")
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end
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end
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function on_game_start()
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RegisterScriptCallback("GUI_on_show", GUI_on_show)
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RegisterScriptCallback("GUI_on_hide", GUI_on_hide)
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end |