add game&rawdata
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118
gamedata/scripts/sr_no_weapon.script
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118
gamedata/scripts/sr_no_weapon.script
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----------------------------------------------------------------------------------------------------
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-- Disable actor's weapon
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----------------------------------------------------------------------------------------------------
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--function printf()
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--end
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local state_nowhere = 0 -- ñõåìà òîëüêî ÷òî âêëþ÷èëàñü
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local state_inside = 1 -- àêòåð âíóòðè
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local state_outside = 2 -- àêòåð ñíàðóæè
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class "action_no_weapon"
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function action_no_weapon:__init( obj, storage )
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self.object = obj
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self.st = storage
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self.inited_time = game.CTime()
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end
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function action_no_weapon:reset_scheme()
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--printf("_bp: sr_idle: action_no_weapon:reset_scheme: self.object:name()='%s'", self.object:name())
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self.state = state_nowhere -- åùå íåÿñíî, â çîíå îí, èëè íåò
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self:switch_state(db.actor)
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db.no_weap_zones[self.object:name()] = false
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end
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function action_no_weapon:update( delta )
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--printf("_br: sr_idle: action_no_weapon: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 = db.actor
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if xr_logic.try_switch_to_another_section( self.object, self.st, actor ) then
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if self.state == state_inside then
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self:zone_leave()
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end
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return
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end
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self:switch_state( actor )
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local hud = get_hud()
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local custom_static = hud:GetCustomStatic("can_use_weapon_now")
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if custom_static ~= nil and game.get_game_time():diffSec(self.inited_time) > 30 then
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hud:RemoveCustomStatic("can_use_weapon_now")
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end
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end
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function action_no_weapon:switch_state( actor )
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local state = self.state
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--printf("on_update state[%s]", tostring(self.state))
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if state == state_outside or state == state_nowhere then
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if self.object:inside( actor:center() ) then
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self:zone_enter()
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--printf("on_update1 state[%s]", tostring(self.state))
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return
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end
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end
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if state == state_inside or state == state_nowhere then
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if not self.object:inside( actor:center() ) then
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self:zone_leave()
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--printf("on_update2 state[%s]", tostring(self.state))
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return
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end
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local weap_obj = db.actor:active_item()
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if weap_obj ~= nil and isWeapon (weap_obj) ~= false then
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printf("no weapon zone [%s] actor is inside, but with weapon active", tostring(self.object:name()))
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end
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end
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end
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function action_no_weapon:zone_enter()
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self.state = state_inside
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bind_stalker.hide_weapon(self.object:id())
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local hud = get_hud()
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local custom_static = hud:GetCustomStatic("can_use_weapon_now")
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if custom_static ~= nil then
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hud:RemoveCustomStatic("can_use_weapon_now")
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end
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printf("entering no weapon zone [%s]", tostring(self.object:name()))
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end
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function action_no_weapon:zone_leave()
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self.state = state_outside
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bind_stalker.restore_weapon(self.object:id())
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local hud = get_hud()
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local custom_static = hud:GetCustomStatic("can_use_weapon_now")
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if db.no_weap_zones[self.object:name()] == true then
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db.no_weap_zones[self.object:name()] = false
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elseif custom_static == nil then
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hud:AddCustomStatic("can_use_weapon_now", true)
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hud:GetCustomStatic("can_use_weapon_now"):wnd():TextControl():SetTextST("st_can_use_weapon_now")
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end
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printf("exiting no weapon zone [%s]", tostring(self.object:name()))
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self.inited_time = game.get_game_time()
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end
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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_no_weapon(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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end
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