----------------------------------------------------------------------------------------------------
-- Disable actor's weapon
----------------------------------------------------------------------------------------------------
--function printf()
--end
local state_nowhere = 0 -- ńőĺěŕ ňîëüęî ÷ňî âęëţ÷čëŕńü
local state_inside = 1 -- ŕęňĺđ âíóňđč
local state_outside = 2 -- ŕęňĺđ ńíŕđóćč
class "action_no_weapon"
function action_no_weapon:__init( obj, storage )
self.object = obj
self.st = storage
self.inited_time = game.CTime()
end
function action_no_weapon:reset_scheme()
--printf("_bp: sr_idle: action_no_weapon:reset_scheme: self.object:name()='%s'", self.object:name())
self.state = state_nowhere -- ĺůĺ íĺ˙ńíî, â çîíĺ îí, čëč íĺň
self:switch_state(db.actor)
db.no_weap_zones[self.object:name()] = false
end
function action_no_weapon:update( delta )
--printf("_br: sr_idle: action_no_weapon:update()")
--if not xr_logic.is_active( self.object, self.st ) then
-- return
--end
local actor = db.actor
if xr_logic.try_switch_to_another_section( self.object, self.st, actor ) then
if self.state == state_inside then
self:zone_leave()
end
return
end
self:switch_state( actor )
local hud = get_hud()
local custom_static = hud:GetCustomStatic("can_use_weapon_now")
if custom_static ~= nil and game.get_game_time():diffSec(self.inited_time) > 30 then
hud:RemoveCustomStatic("can_use_weapon_now")
end
end
function action_no_weapon:switch_state( actor )
local state = self.state
--printf("on_update state[%s]", tostring(self.state))
if state == state_outside or state == state_nowhere then
if self.object:inside( actor:center() ) then
self:zone_enter()
--printf("on_update1 state[%s]", tostring(self.state))
return
end
end
if state == state_inside or state == state_nowhere then
if not self.object:inside( actor:center() ) then
self:zone_leave()
--printf("on_update2 state[%s]", tostring(self.state))
return
end
end
end
function action_no_weapon:zone_enter()
self.state = state_inside
--bind_stalker.restore_weapon(self.object:id())
end
function action_no_weapon:zone_leave()
self.state = state_outside
--bind_stalker.restore_weapon(self.object:id())
end
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function add_to_binder(npc, ini, scheme, section, storage)
printf("DEBUG: add_to_binder: scheme='%s', section='%s'", scheme, section)
local new_action = action_no_weapon(npc, storage)
-- Çŕđĺăčńňđčđîâŕňü âńĺ actions, â ęîňîđűő äîëćĺí áűňü âűçâŕí ěĺňîä reset_scheme ďđč čçěĺíĺíčč íŕńňđîĺę ńőĺěű:
xr_logic.subscribe_action_for_events(npc, storage, new_action)
end
function set_scheme(npc, ini, scheme, section, gulag_name)
local st = xr_logic.assign_storage_and_bind(npc, ini, scheme, section)
st.logic = xr_logic.cfg_get_switch_conditions(ini, section, npc)
end