add game&rawdata
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93
gamedata/scripts/ph_hit.script
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93
gamedata/scripts/ph_hit.script
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----------------------------------------------------------------------------------------------------
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-- Apply directional hit to the object
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----------------------------------------------------------------------------------------------------
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-- Èñõîäíûé ñêðèïò: Oleg Hryptul (Haron) haronk@ukr.net
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----------------------------------------------------------------------------------------------------
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class "action_hit"
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----------------------------------------------------------------------------------------------------
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-- Constructor
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----------------------------------------------------------------------------------------------------
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function action_hit:__init(obj, storage)
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self.object = obj
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self.st = storage
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end
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function action_hit:reset_scheme()
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printf("_hr: action_hit:reset_scheme: self.object:name()='%s'", self.object:name())
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local p1 = patrol(self.st.dir_path):point(0)
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local p2 = self.object:position()
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local h = hit()
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h.power = self.st.power
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h.impulse = self.st.impulse
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h:bone(self.st.bone)
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h.type = hit.strike
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h.direction = utils.vector_copy_by_val(p1):sub(p2)
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h.draftsman = self.object
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self.object:hit(h)
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--printf("_hr: action_hit:reset_scheme: p1=%f,%f,%f", p1.x, p1.y, p1.z)
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--printf("_hr: action_hit:reset_scheme: p2=%f,%f,%f", p2.x, p2.y, p2.z)
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--printf("_hr: action_hit:reset_scheme: bone = %d", h.bone)
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printf("_hr: action_hit:reset_scheme: direction=%f,%f,%f", h.direction.x, h.direction.y, h.direction.z)
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end
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function action_hit:update(delta)
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--printf("_hr: action_hit:update()")
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--if not xr_logic.is_active(self.object, self.st) then
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-- return
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--end
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local actor = level.actor()
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if not actor then
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return
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end
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if xr_logic.try_switch_to_another_section(self.object, self.st, actor) then
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return
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end
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end
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--[[
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function action_hit:hit_callback(door, actor)
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if self.st.locked then
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if self.st.snd_open_start then
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self:door_play_snd_from_set(self.st.snd_open_start)
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end
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return
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end
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local angle = self.joint:get_axis_angle(90)
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if angle - self.low_limits > self.hi_limits - angle then
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self:open_door()
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else
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self:close_door(false)
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end
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end
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--]]
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---------------------------------------------------------------------------------------------------------------------
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function add_to_binder(npc, ini, scheme, section, storage)
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printf("DEBUG: add_to_binder: scheme='%s', section='%s'", scheme, section)
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local new_action = action_hit(npc, storage)
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-- Çàðåãèñòðèðîâàòü âñå actions, â êîòîðûõ äîëæåí áûòü âûçâàí ìåòîä reset_scheme ïðè èçìåíåíèè íàñòðîåê ñõåìû:
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xr_logic.subscribe_action_for_events(npc, storage, new_action)
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end
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function set_scheme(npc, ini, scheme, section, gulag_name)
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local st = xr_logic.assign_storage_and_bind(npc, ini, scheme, section)
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st.logic = xr_logic.cfg_get_switch_conditions(ini, section, npc)
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st.power = utils.cfg_get_number(ini, section, "power", npc, false, 0)
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st.impulse = utils.cfg_get_number(ini, section, "impulse", npc, false, 1000)
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st.bone = utils.cfg_get_string(ini, section, "bone", npc, true, "")
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st.dir_path = utils.cfg_get_string(ini, section, "dir_path", npc, true, "")
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end
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