120 lines
3.8 KiB
Plaintext
120 lines
3.8 KiB
Plaintext
local keybind = outfit_animations_mcm.get_config("keybind")
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local modifier = outfit_animations_mcm.get_config("modifier")
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local mode = outfit_animations_mcm.get_config("mode")
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local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
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local mcm_keybinds = ui_mcm and ui_mcm.key_hold
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local fov_manager = outfit_animations_fov_manager
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function on_game_start()
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RegisterScriptCallback("on_option_change", on_option_change)
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RegisterScriptCallback("on_key_hold", on_key_hold)
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RegisterScriptCallback("on_key_press", on_key_press)
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end
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function on_option_change()
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keybind = outfit_animations_mcm.get_config("keybind")
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modifier = outfit_animations_mcm.get_config("modifier")
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mode = outfit_animations_mcm.get_config("mode")
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mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement")
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end
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function on_key_hold(key)
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if mcm_keybinds and (key == keybind) and (mode == 2) and ui_mcm.get_mod_key(modifier) and ui_mcm.key_hold("liz_outfit_animations", key) then
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--do stuff on hold
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play_animation()
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end
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end
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function on_key_press(key)
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if key ~= keybind then return end
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if (not mcm_keybinds) then
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-- do stuff for non mcm users
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play_animation()
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return
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end
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if (mode == 0) and ui_mcm.get_mod_key(modifier) then
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ui_mcm.simple_press("liz_outfit_animations", key, play_animation)
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end
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if (mode == 1) and ui_mcm.get_mod_key(modifier) and ui_mcm.double_tap("liz_outfit_animations", key) then
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-- do stuff for double tap
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play_animation()
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return
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end
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end
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----------------------------------------
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-- main
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----------------------------------------
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local cur_slot
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local det_active
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function play_animation()
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--safety chekcs
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if not db.actor:alive() then return end
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if has_alife_info("bar_arena_fight") then return end
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--prepare
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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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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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local delay = 0.25
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local m_section = "outfit_animation_inspect_hud"
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local anm = "anm_equip"
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local cam = ini_sys:r_string_ex(m_section, "cam")
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local snd = ini_sys:r_string_ex(m_section, "snd")
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local length = 0
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length = length + game.get_motion_length(m_section, anm, 1) / 1000
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Invoke("play_outfti_inspect_animation_te1", delay, function()
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xr_effects.play_snd(db.actor, nil, {[1] = snd})
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level.add_cam_effector(cam, 1300, false, "")
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game.play_hud_motion(2, m_section, anm, false, 1)
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end)
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--restore
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Invoke("play_outfti_inspect_animation_te2", length + delay + 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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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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----------------------------------------
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-- helper functions
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----------------------------------------
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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_inspect", "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_inspect", name, time, function()
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action()
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return true
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end)
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end |