gamedata/sounds/actor
---------------------????????????? ???? ??????? ??? ?????? ?????-----------------------------
-- The table contains a section of suits with a helmet. Supplement those that are in your mod!
local outfits = {
["ecolog_outfit"]=true,
["specops_outfit"]=true,
["specops_outfit_bad"]=true
}
-- the sound of breathing ( Need file sounds\actor\gas_mask_idle.ogg )
local snd = xr_sound.get_safe_sound_object([[actor\gas_mask_idle]])
-- call from update (actor_binder:update(delta) )
function sound_update()
local outfit = db.actor:item_in_slot(6)
if outfit and outfits[outfit:section()] then
if not snd:playing() then snd:play_at_pos(db.actor, vector ():set (0, 0, 0), 0, sound_object.s2d) end
else
if snd:playing() then snd:stop() end
end
end
---------------------------------------------------------------------------------------------
function actor_binder:update(delta)
snd_breath.sound_update() -- sound of breathing
local outfits = {
["ecolog_outfit"]=true,
["specops_outfit"]=true,
["specops_outfit_bad"]=true
}
FATAL ERROR
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ....r. - shadow of chernobyl\gamedata\scripts\_g.script:20: bad argument #2 to 'format' (string expected, got no value)
function init (obj)
xr_motivator.AddToMotivator(obj)
end
function actor_init (npc)
npc:bind_object(actor_binder(npc))
end
lasthealth = 0
lasttime = 0
post_process = 0
local weapon_hide = false
----------------------------------------------------------------------------------------------------------------------
class "actor_binder" (object_binder)
----------------------------------------------------------------------------------------------------------------------
function actor_binder:__init (obj) super(obj)
self.bCheckStart = false
self.weather_manager = level_weathers.WeatherManager()
self.actor_detector = xr_detector.actor_detector()
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:net_spawn(data)
printf("actor net spawn")
level.show_indicators()
self.bCheckStart = true
self.weapon_hide = false -- ńďđ˙ňŕíî čëč íĺň îđóćčĺ ďđč đŕçăîâîđĺ.
weapon_hide = false -- óńňŕíŕâëčâŕĺě ăëîáŕëüíűé äĺôîëňîâűé ôëŕă.
if object_binder.net_spawn(self,data) == false then
return false
end
db.add_actor(self.object)
if self.st.disable_input_time == nil then
level.enable_input()
end
self.weather_manager:reset()
-- game_stats.initialize ()
if(actor_stats.add_to_ranking~=nil)then
actor_stats.add_to_ranking(self.object:id())
end
--' Çŕăđóćŕĺě íŕńňđîéęč äđîďŕ
death_manager.init_drop_settings()
return true
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:net_destroy()
if(actor_stats.remove_from_ranking~=nil)then
actor_stats.remove_from_ranking(self.object:id())
end
-- game_stats.shutdown ()
db.del_actor(self.object)
sr_light.clean_up ()
self.object:set_callback(callback.inventory_info, nil)
self.object:set_callback(callback.article_info, nil)
self.object:set_callback(callback.on_item_take, nil)
self.object:set_callback(callback.on_item_drop, nil)
--self.object:set_callback(callback.actor_sleep, nil)
self.object:set_callback(callback.task_state, nil)
self.object:set_callback(callback.level_border_enter, nil)
self.object:set_callback(callback.level_border_exit, nil)
self.object:set_callback(callback.take_item_from_box, nil)
if sr_psy_antenna.psy_antenna then
sr_psy_antenna.psy_antenna:destroy()
sr_psy_antenna.psy_antenna = false
end
xr_sound.stop_all_sound_object()
object_binder.net_destroy(self)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:reinit()
object_binder.reinit(self)
local npc_id = self.object:id()
db.storage[npc_id] = { }
self.st = db.storage[npc_id]
self.st.pstor = nil
self.next_restrictors_update_time = -10000
self.object:set_callback(callback.inventory_info, self.info_callback, self)
self.object:set_callback(callback.article_info, self.article_callback, self)
self.object:set_callback(callback.on_item_take, self.on_item_take, self)
self.object:set_callback(callback.on_item_drop, self.on_item_drop, self)
self.object:set_callback(callback.trade_sell_buy_item, self.on_trade, self) -- for game stats
--self.object:set_callback(callback.actor_sleep, self.sleep_callback, self)
self.object:set_callback(callback.task_state, self.task_callback, self)
--self.object:set_callback(callback.map_location_added, self.map_location_added_callback, self)
self.object:set_callback(callback.level_border_enter, self.level_border_enter, self)
self.object:set_callback(callback.level_border_exit, self.level_border_exit, self)
self.object:set_callback(callback.take_item_from_box, self.take_item_from_box, self)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:take_item_from_box(box, item)
local story_id = box:story_id()
if story_id == nil then
return
end
treasure_manager.take_item_from_box(box, story_id)
--[[
local respawner = se_respawn.get_respawner_by_parent(story_id)
if respawner == nil then
return
end
--' Íĺîáőîäčěî óěĺíüřčňü ń÷ĺň÷čę â đĺńďŕâíĺđĺ
respawner:remove_spawned(item:id())
local smart_terrain = db.strn_by_respawn[respawner:name()]
if smart_terrain == nil then
return
end
local npc = smart_terrain.gulag:get_nearest_online_obj(db.actor:position())
if npc ~= nil then
xr_sound.set_sound_play(npc, "reac_box")
xr_gulag.setGulagEnemy(smart_terrain:name() , db.actor)
end
]]
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:level_border_enter(npc, info_id)
self.actor_detector:actor_enter()
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:level_border_exit(npc, info_id)
self.actor_detector:actor_exit()
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:info_callback(npc, info_id)
printf("*INFO*: npc='%s' id='%s'", npc:name(), info_id)
--' Ńţćĺň
level_tasks.proceed(self.object)
-- Îňěĺňęč íŕ ęŕđňĺ
level_tasks.process_info_portion(info_id)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:on_trade (item, sell_bye, money)
if sell_bye == true then
game_stats.money_trade_update (money)
else
game_stats.money_trade_update (-money)
end
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:article_callback(npc, group, name)
--printf("article_callback [%s][%s]", group, name)
if device().precache_frame >1 then return end
if group == "Diary" then
news_manager.send_encyclopedy("diary", group)
else
news_manager.send_encyclopedy("encyclopedy", group)
end
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:on_item_take (obj)
level_tasks.proceed(self.object)
--game_stats.update_take_item (obj, self.object)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:on_item_drop (obj)
level_tasks.proceed(self.object)
--game_stats.update_drop_item (obj, self.object)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:task_callback(_task, _objective, _state)
task_manager.task_callback(_task:get_id(), _objective:get_idx(), _state)
if _objective:get_idx() == 0 then
if _state == task.fail then
news_manager.send_task(db.actor, "fail", _task, _objective)
elseif _state == task.completed then
task_manager.reward_by_task(_task)
news_manager.send_task(db.actor, "complete", _task, _objective)
else
news_manager.send_task(db.actor, "new", _task, _objective)
end
else
if _task:get_objective(0):get_state() == task.in_progress then
news_manager.send_task(db.actor, "update", _task, _objective)
end
end
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:map_location_added_callback(spot_type_str, object_id)
if (false==app_ready()) or (device().precache_frame>1) then return end
--'news_manager.send_task(db.actor, "new")
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:update(delta)
snd_breath.sound_update() -- sound of breathing
object_binder.update(self, delta)
-- DEBUG slowdown
-- slowdown.update()
local time = time_global()
game_stats.update (delta, self.object)
-- ŕďäĺéň ďîăîäű
self.weather_manager:update()
-- ŕďäĺéň ńőĺěű äĺňĺęňîđŕ
self.actor_detector:update()
-- ŕďäĺéň çâóęîâîé ńőĺěű ŕęňĺđŕ
xr_sound.update_actor()
--' Ďđîâĺđęŕ ďîňĺđč ćčçíč
--[[
if self.object.health - lasthealth > 0.001 or
self.object.health - lasthealth < -0.001 then
printf("%f | %f", self.object.health, self.object.health - lasthealth, game.time() - lasttime)
lasthealth = self.object.health
lasttime = game.time()
end
]]
-- Îáíîâëĺíčĺ îňęëţ÷ĺíč˙ ââîäŕ ń ęëŕâčŕňóđű.
if self.st.disable_input_time ~= nil and
game.get_game_time():diffSec(self.st.disable_input_time) >= self.st.disable_input_idle
then
level.enable_input()
self.st.disable_input_time = nil
end
-- Îáíîâëĺíčĺ ńíŕ ń ďĺđĺíîńîě ÷óâŕęŕ â óęŕçŕííóţ ďîçčöčţ
if self.st.sleep_relocate_time ~= nil and
game.get_game_time():diffSec(self.st.sleep_relocate_time) >= self.st.sleep_relocate_idle
then
self.object:set_actor_position(self.st.sleep_relocate_point)
local dir = self.st.sleep_relocate_point:sub(self.st.sleep_relocate_look)
self.object:set_actor_direction(dir:getH())
self.st.sleep_relocate_time = nil
end
-- Ŕďäĺéň ďđ˙ňŕíčĺ îđóćč˙ čăđîęŕ âî âđĺě˙ äčŕëîăŕ
if weapon_hide == true or self.object:is_talking() then
if self.weapon_hide == false then
self.object:hide_weapon()
self.weapon_hide = true
end
else
if self.weapon_hide == true then
self.object:restore_weapon()
self.weapon_hide = false
end
end
-- îáíîâëĺíčĺ đĺńňđčęňîđîâ, ęîňîđűĺ ďîä ëîăčęîé, ńđŕáŕňűâŕĺň ÷ĺđĺç číňĺđâŕëű âđĺěĺíč
if self.next_restrictors_update_time < time then
bind_restrictor.actor_update(delta)
self.next_restrictors_update_time = time + 200
task_manager.actor_update()
end
-- îáíîâëĺíčĺ ďîńňďđîöĺńńîâ
if post_process ~= 0 then
if post_process:update () == true then
post_process = 0
end
end
-- îáíîâëĺíčĺ ďńč-ŕíňĺííű
if sr_psy_antenna.psy_antenna then
sr_psy_antenna.psy_antenna:update(delta)
end
--' Âűâîä ńîîáůĺíč˙ î áîëüřîé đŕäčŕöčč
if self.object.radiation >= 0.7 then
local hud = get_hud()
local custom_static = hud:GetCustomStatic("cs_radiation_danger")
if custom_static == nil then
hud:AddCustomStatic("cs_radiation_danger", true)
hud:GetCustomStatic("cs_radiation_danger"):wnd():SetTextST("st_radiation_danger")
end
else
local hud = get_hud()
local custom_static = hud:GetCustomStatic("cs_radiation_danger")
if custom_static ~= nil then
hud:RemoveCustomStatic("cs_radiation_danger")
end
end
if self.bCheckStart then
printf("SET DEFAULT INFOS")
if not has_alife_info("storyline_actor_start") and
(level.name() == "l01_escape")
then
self.object:give_info_portion("storyline_actor_start")
_G.g_start_avi = true
printf("*AVI* RUN START AVI")
end
-- if not has_alife_info("encyclopedy") then
-- self.object:give_info_portion("encyclopedy")
-- end
if not has_alife_info("global_dialogs") then
self.object:give_info_portion("global_dialogs")
end
if not has_alife_info("level_changer_icons") then
self.object:give_info_portion("level_changer_icons")
end
level_tasks.add_lchanger_location()
self.bCheckStart = false
end
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:save(packet)
printf("actor_binder:save(): self.object:name()='%s'", self.object:name())
object_binder.save(self, packet)
--' Ńîőđŕí˙ĺě äŕííűĺ îá îňęëţ÷ĺííîě ââîäĺ
if self.st.disable_input_time == nil then
packet:w_bool(false)
else
packer:w_bool(true)
utils.w_CTime(packet, self.st.disable_input_time)
end
xr_logic.pstor_save_all(self.object, packet)
self.weather_manager:save(packet)
sr_psy_antenna.save( packet )
task_manager.save(packet)
self.actor_detector:save(packet)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:load(reader)
printf("actor_binder:load(): self.object:name()='%s'", self.object:name())
object_binder.load(self, reader)
printf("actor_binder:object_binder.load(): self.object:name()='%s'", self.object:name())
if reader:r_eof() then
abort("SAVE FILE IS CORRUPT")
end
local stored_input_time = reader:r_u8()
if stored_input_time == true then
self.st.disable_input_time = utils.r_CTime(reader)
end
xr_logic.pstor_load_all(self.object, reader)
self.weather_manager:load(reader)
sr_psy_antenna.load(reader)
task_manager.load(reader)
self.actor_detector:load(reader)
end
----------------------------------------------------------------------------------------------------------------------
--ńňŕđň ďđĺôĺň÷ŕ çâóęîâ
--if string.find(command_line(), "-noprefetch") == nil then
-- sound_prefetch.prefetch_sounds()
--end
-- Weapon functions
function hide_weapon()
weapon_hide = true
end
function restore_weapon()
weapon_hide = false
end
// this is test for section iteration
/**
local function test_section_iteration(file_name, section_name)
printf ("file : %s",file_name)
printf ("section : %s",section_name)
local file = ini_file(file_name)
local n = file:line_count(section_name)
printf ("lines : %d",n)
local id, value = "", "", result
for i=0,n-1 do
result, id, value = file:r_line(section_name,i,"","")
printf ("line %d : %s = %s",i,id,value)
end
end
test_section_iteration("system.ltx","space_restrictor")
/**/
function init (obj)
xr_motivator.AddToMotivator(obj)
end
function actor_init (npc)
npc:bind_object(actor_binder(npc))
end
lasthealth = 0
lasttime = 0
post_process = 0
local weapon_hide = false
----------------------------------------------------------------------------------------------------------------------
class "actor_binder" (object_binder)
----------------------------------------------------------------------------------------------------------------------
function actor_binder:__init (obj) super(obj)
self.bCheckStart = false
self.weather_manager = level_weathers.WeatherManager()
self.actor_detector = xr_detector.actor_detector()
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:net_spawn(data)
printf("actor net spawn")
level.show_indicators()
self.bCheckStart = true
self.weapon_hide = false -- ńďđ˙ňŕíî čëč íĺň îđóćčĺ ďđč đŕçăîâîđĺ.
weapon_hide = false -- óńňŕíŕâëčâŕĺě ăëîáŕëüíűé äĺôîëňîâűé ôëŕă.
if object_binder.net_spawn(self,data) == false then
return false
end
db.add_actor(self.object)
if self.st.disable_input_time == nil then
level.enable_input()
end
self.weather_manager:reset()
-- game_stats.initialize ()
if(actor_stats.add_to_ranking~=nil)then
actor_stats.add_to_ranking(self.object:id())
end
--' Çŕăđóćŕĺě íŕńňđîéęč äđîďŕ
death_manager.init_drop_settings()
return true
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:net_destroy()
if(actor_stats.remove_from_ranking~=nil)then
actor_stats.remove_from_ranking(self.object:id())
end
-- game_stats.shutdown ()
db.del_actor(self.object)
sr_light.clean_up ()
self.object:set_callback(callback.inventory_info, nil)
self.object:set_callback(callback.article_info, nil)
self.object:set_callback(callback.on_item_take, nil)
self.object:set_callback(callback.on_item_drop, nil)
--self.object:set_callback(callback.actor_sleep, nil)
self.object:set_callback(callback.task_state, nil)
self.object:set_callback(callback.level_border_enter, nil)
self.object:set_callback(callback.level_border_exit, nil)
self.object:set_callback(callback.take_item_from_box, nil)
if sr_psy_antenna.psy_antenna then
sr_psy_antenna.psy_antenna:destroy()
sr_psy_antenna.psy_antenna = false
end
xr_sound.stop_all_sound_object()
object_binder.net_destroy(self)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:reinit()
object_binder.reinit(self)
local npc_id = self.object:id()
db.storage[npc_id] = { }
self.st = db.storage[npc_id]
self.st.pstor = nil
self.next_restrictors_update_time = -10000
self.object:set_callback(callback.inventory_info, self.info_callback, self)
self.object:set_callback(callback.article_info, self.article_callback, self)
self.object:set_callback(callback.on_item_take, self.on_item_take, self)
self.object:set_callback(callback.on_item_drop, self.on_item_drop, self)
self.object:set_callback(callback.trade_sell_buy_item, self.on_trade, self) -- for game stats
--self.object:set_callback(callback.actor_sleep, self.sleep_callback, self)
self.object:set_callback(callback.task_state, self.task_callback, self)
--self.object:set_callback(callback.map_location_added, self.map_location_added_callback, self)
self.object:set_callback(callback.level_border_enter, self.level_border_enter, self)
self.object:set_callback(callback.level_border_exit, self.level_border_exit, self)
self.object:set_callback(callback.take_item_from_box, self.take_item_from_box, self)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:take_item_from_box(box, item)
local story_id = box:story_id()
if story_id == nil then
return
end
treasure_manager.take_item_from_box(box, story_id)
--[[
local respawner = se_respawn.get_respawner_by_parent(story_id)
if respawner == nil then
return
end
--' Íĺîáőîäčěî óěĺíüřčňü ń÷ĺň÷čę â đĺńďŕâíĺđĺ
respawner:remove_spawned(item:id())
local smart_terrain = db.strn_by_respawn[respawner:name()]
if smart_terrain == nil then
return
end
local npc = smart_terrain.gulag:get_nearest_online_obj(db.actor:position())
if npc ~= nil then
xr_sound.set_sound_play(npc, "reac_box")
xr_gulag.setGulagEnemy(smart_terrain:name() , db.actor)
end
]]
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:level_border_enter(npc, info_id)
self.actor_detector:actor_enter()
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:level_border_exit(npc, info_id)
self.actor_detector:actor_exit()
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:info_callback(npc, info_id)
printf("*INFO*: npc='%s' id='%s'", npc:name(), info_id)
--' Ńţćĺň
level_tasks.proceed(self.object)
-- Îňěĺňęč íŕ ęŕđňĺ
level_tasks.process_info_portion(info_id)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:on_trade (item, sell_bye, money)
if sell_bye == true then
game_stats.money_trade_update (money)
else
game_stats.money_trade_update (-money)
end
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:article_callback(npc, group, name)
--printf("article_callback [%s][%s]", group, name)
if device().precache_frame >1 then return end
if group == "Diary" then
news_manager.send_encyclopedy("diary", group)
else
news_manager.send_encyclopedy("encyclopedy", group)
end
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:on_item_take (obj)
level_tasks.proceed(self.object)
--game_stats.update_take_item (obj, self.object)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:on_item_drop (obj)
level_tasks.proceed(self.object)
--game_stats.update_drop_item (obj, self.object)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:task_callback(_task, _objective, _state)
task_manager.task_callback(_task:get_id(), _objective:get_idx(), _state)
if _objective:get_idx() == 0 then
if _state == task.fail then
news_manager.send_task(db.actor, "fail", _task, _objective)
elseif _state == task.completed then
task_manager.reward_by_task(_task)
news_manager.send_task(db.actor, "complete", _task, _objective)
else
news_manager.send_task(db.actor, "new", _task, _objective)
end
else
if _task:get_objective(0):get_state() == task.in_progress then
news_manager.send_task(db.actor, "update", _task, _objective)
end
end
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:map_location_added_callback(spot_type_str, object_id)
if (false==app_ready()) or (device().precache_frame>1) then return end
--'news_manager.send_task(db.actor, "new")
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:update(delta)
object_binder.update(self, delta)
snd_breath.sound_update() -- sound of breathing
local time = time_global()
game_stats.update (delta, self.object)
-- ŕďäĺéň ďîăîäű
self.weather_manager:update()
-- ŕďäĺéň ńőĺěű äĺňĺęňîđŕ
self.actor_detector:update()
-- ŕďäĺéň çâóęîâîé ńőĺěű ŕęňĺđŕ
xr_sound.update_actor()
--' Ďđîâĺđęŕ ďîňĺđč ćčçíč
--[[
if self.object.health - lasthealth > 0.001 or
self.object.health - lasthealth < -0.001 then
printf("%f | %f", self.object.health, self.object.health - lasthealth, game.time() - lasttime)
lasthealth = self.object.health
lasttime = game.time()
end
]]
-- Îáíîâëĺíčĺ îňęëţ÷ĺíč˙ ââîäŕ ń ęëŕâčŕňóđű.
if self.st.disable_input_time ~= nil and
game.get_game_time():diffSec(self.st.disable_input_time) >= self.st.disable_input_idle
then
level.enable_input()
self.st.disable_input_time = nil
end
-- Îáíîâëĺíčĺ ńíŕ ń ďĺđĺíîńîě ÷óâŕęŕ â óęŕçŕííóţ ďîçčöčţ
if self.st.sleep_relocate_time ~= nil and
game.get_game_time():diffSec(self.st.sleep_relocate_time) >= self.st.sleep_relocate_idle
then
self.object:set_actor_position(self.st.sleep_relocate_point)
local dir = self.st.sleep_relocate_point:sub(self.st.sleep_relocate_look)
self.object:set_actor_direction(dir:getH())
self.st.sleep_relocate_time = nil
end
-- Ŕďäĺéň ďđ˙ňŕíčĺ îđóćč˙ čăđîęŕ âî âđĺě˙ äčŕëîăŕ
if weapon_hide == true or self.object:is_talking() then
if self.weapon_hide == false then
self.object:hide_weapon()
self.weapon_hide = true
end
else
if self.weapon_hide == true then
self.object:restore_weapon()
self.weapon_hide = false
end
end
-- îáíîâëĺíčĺ đĺńňđčęňîđîâ, ęîňîđűĺ ďîä ëîăčęîé, ńđŕáŕňűâŕĺň ÷ĺđĺç číňĺđâŕëű âđĺěĺíč
if self.next_restrictors_update_time < time then
bind_restrictor.actor_update(delta)
self.next_restrictors_update_time = time + 200
task_manager.actor_update()
end
-- îáíîâëĺíčĺ ďîńňďđîöĺńńîâ
if post_process ~= 0 then
if post_process:update () == true then
post_process = 0
end
end
-- îáíîâëĺíčĺ ďńč-ŕíňĺííű
if sr_psy_antenna.psy_antenna then
sr_psy_antenna.psy_antenna:update(delta)
end
--' Âűâîä ńîîáůĺíč˙ î áîëüřîé đŕäčŕöčč
if self.object.radiation >= 0.7 then
local hud = get_hud()
local custom_static = hud:GetCustomStatic("cs_radiation_danger")
if custom_static == nil then
hud:AddCustomStatic("cs_radiation_danger", true)
hud:GetCustomStatic("cs_radiation_danger"):wnd():SetTextST("st_radiation_danger")
end
else
local hud = get_hud()
local custom_static = hud:GetCustomStatic("cs_radiation_danger")
if custom_static ~= nil then
hud:RemoveCustomStatic("cs_radiation_danger")
end
end
if self.bCheckStart then
printf("SET DEFAULT INFOS")
if not has_alife_info("storyline_actor_start") and
(level.name() == "l01_escape")
then
self.object:give_info_portion("storyline_actor_start")
_G.g_start_avi = true
printf("*AVI* RUN START AVI")
end
-- if not has_alife_info("encyclopedy") then
-- self.object:give_info_portion("encyclopedy")
-- end
if not has_alife_info("global_dialogs") then
self.object:give_info_portion("global_dialogs")
end
if not has_alife_info("level_changer_icons") then
self.object:give_info_portion("level_changer_icons")
end
level_tasks.add_lchanger_location()
self.bCheckStart = false
end
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:save(packet)
printf("actor_binder:save(): self.object:name()='%s'", self.object:name())
object_binder.save(self, packet)
--' Ńîőđŕí˙ĺě äŕííűĺ îá îňęëţ÷ĺííîě ââîäĺ
if self.st.disable_input_time == nil then
packet:w_bool(false)
else
packer:w_bool(true)
utils.w_CTime(packet, self.st.disable_input_time)
end
xr_logic.pstor_save_all(self.object, packet)
self.weather_manager:save(packet)
sr_psy_antenna.save( packet )
task_manager.save(packet)
self.actor_detector:save(packet)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:load(reader)
printf("actor_binder:load(): self.object:name()='%s'", self.object:name())
object_binder.load(self, reader)
printf("actor_binder:object_binder.load(): self.object:name()='%s'", self.object:name())
if reader:r_eof() then
abort("SAVE FILE IS CORRUPT")
end
local stored_input_time = reader:r_u8()
if stored_input_time == true then
self.st.disable_input_time = utils.r_CTime(reader)
end
xr_logic.pstor_load_all(self.object, reader)
self.weather_manager:load(reader)
sr_psy_antenna.load(reader)
task_manager.load(reader)
self.actor_detector:load(reader)
end
----------------------------------------------------------------------------------------------------------------------
--ńňŕđň ďđĺôĺň÷ŕ çâóęîâ
--if string.find(command_line(), "-noprefetch") == nil then
-- sound_prefetch.prefetch_sounds()
--end
-- Weapon functions
function hide_weapon()
weapon_hide = true
end
function restore_weapon()
weapon_hide = false
end
// this is test for section iteration
/**
local function test_section_iteration(file_name, section_name)
printf ("file : %s",file_name)
printf ("section : %s",section_name)
local file = ini_file(file_name)
local n = file:line_count(section_name)
printf ("lines : %d",n)
local id, value = "", "", result
for i=0,n-1 do
result, id, value = file:r_line(section_name,i,"","")
printf ("line %d : %s = %s",i,id,value)
end
end
test_section_iteration("system.ltx","space_restrictor")
/**/
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