add game&rawdata
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185
gamedata/scripts/sr_particle.script
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185
gamedata/scripts/sr_particle.script
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-----------------------------------------------------------------------------------------------------
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class "action_particle"
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------------------------
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function action_particle:__init (obj, storage)
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self.object = obj
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self.st = storage
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self.particles = {}
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self.path = nil
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self.last_update = 0
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self.started = false
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self.first_played = false
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end
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------------------------
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function action_particle:reset_scheme()
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if self.st.mode == 2 then
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self.path = patrol (self.st.path)
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local flags = utils.path_parse_waypoints (self.st.path)
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local count = self.path:count ()
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for a = 1, count, 1 do
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local d = 0
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if flags[a - 1]["d"] ~= nil then
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d = tonumber (flags[a - 1]["d"])
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if d == nil then d = 0 end
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end
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local sound_name = nil
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if flags[a - 1]["s"] ~= nil then
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sound_name = flags[a - 1]["s"]
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end
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local snd_obj = nil
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if sound_name ~= nil and sound_name ~= "" then
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snd_obj = xr_sound.get_sound_object(sound_name, "random")
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end
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self.particles[a] = {particle = particles_object (self.st.name),
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snd = snd_obj,
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delay = d,
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time = time_global (),
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played = false
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}
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end
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else
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self.particles[1] = {particle = particles_object (self.st.name),
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snd = nil,
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delay = 0,
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time = time_global (),
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played = false
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}
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self.path = nil
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end
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self.st.signals = {}
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self.last_update = 0
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self.started = false
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self.first_played = false
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end
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------------------------
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function action_particle:update (delta)
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local time = time_global ()
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if self.last_update ~= 0 then
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if time - self.last_update < 50 then
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return
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else
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self.last_update = time
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end
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else
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self.last_update = time
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end
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if self.started == false then
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self.started = true
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if self.st.mode == 1 then
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printf ("Load path %s", self.st.path)
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self.particles[1].particle:load_path (self.st.path)
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self.particles[1].particle:start_path (self.st.looped)
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self.particles[1].particle:play ()
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self.particles[1].played = true
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self.first_played = true
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end
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return
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end
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if self.st.mode == 1 then
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self:update_mode_1 ()
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else
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self:update_mode_2 ()
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end
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self:is_end ()
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xr_logic.try_switch_to_another_section (self.object, self.st, db.actor)
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end
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------------------------
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function action_particle:is_end ()
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if self.st.looped == true or self.first_played == false then
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return false
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end
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local size = #self.particles
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if size == 0 then
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return true
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end
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for a = 1, size, 1 do
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local particle = self.particles[a].particle
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if particle and particle:playing () == true then
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return false
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end
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end
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self.st.signals["particle_end"] = true
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return true
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end
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------------------------
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function action_particle:update_mode_1 ()
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if self.particles[1].particle:playing () == false and self.st.looped == true then
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self.particles[1].particle:play ()
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end
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end
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------------------------
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function action_particle:update_mode_2 ()
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local size = #self.particles
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if size == 0 then return end
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local time = time_global ()
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for a = 1, size, 1 do
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if (time - self.particles[a].time) > self.particles[a].delay and self.particles[a].particle:playing () == false then
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if self.particles[a].played == false then
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self.particles[a].particle:play_at_pos (self.path:point (a - 1))
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if self.particles[a].snd ~= nil then
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self.particles[a].snd:play_at_pos (self.object, self.path:point (a - 1), 0)
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end
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self.particles[a].played = true
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self.first_played = true
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else
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if self.st.looped == true then
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self.particles[a].particle:play_at_pos (self.path:point (a - 1))
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if self.particles[a].snd ~= nil then
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self.particles[a].snd:play_at_pos (self.object, self.path:point (a - 1), 0)
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end
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end
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end
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end
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end
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end
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------------------------
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function action_particle:deactivate ()
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local size = #self.particles
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for a = 1, size, 1 do
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if self.particles[a].particle:playing () == true then
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self.particles[a].particle:stop ();
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end
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self.particles[a].particle = nil
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if self.particles[a].snd ~= nil and self.particles[a].snd:playing () == true then
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self.particles[a].snd:stop ()
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end
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self.particles[a].snd = nil
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end
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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_particle (npc, storage)
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xr_logic.subscribe_action_for_events (npc, storage, new_action)
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end
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-----------------------------------------------------------------------------------------------------
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function set_scheme (obj, ini, scheme, section, gulag_name)
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local st = xr_logic.assign_storage_and_bind (obj, ini, scheme, section)
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st.logic = xr_logic.cfg_get_switch_conditions (ini, section, obj)
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st.name = utils.cfg_get_string (ini, section, "name", obj, true, "", nil)
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st.path = utils.cfg_get_string (ini, section, "path", obj, true, "", nil)
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st.mode = utils.cfg_get_number (ini, section, "mode", obj, true)
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st.looped = utils.cfg_get_bool (ini, section, "looped", obj, false)
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if st.path == nil or st.path == "" then
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abort ("SR_PARTICLE : invalid path name")
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end
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if st.mode ~= 1 and st.mode ~= 2 then
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abort ("SR_PARTICLE : invalid mode")
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end
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end
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