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https://github.com/sfall-team/sfall.git
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Added the ability to define allowed weapon animations for NPCs to NPC armor appearance mod (#159)
This commit is contained in:
@@ -19,6 +19,7 @@ Robe=16777218
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; Sulik
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[1]
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PID=16777313
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WeaponAnims=1,3,4,6
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Default=16777280
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Leather=16777325
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Power=16777324
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@@ -29,6 +30,7 @@ Combat=16777322
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; Vic
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[2]
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PID=16777278
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WeaponAnims=1,5,7
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Default=16777307
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Jacket=16777329
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Combat=16777330
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@@ -39,6 +41,7 @@ Leather=16777333
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; Cassidy
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[3]
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PID=16777305
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WeaponAnims=4,5,7
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Default=16777354
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Leather=16777260
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Power=16777328
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@@ -49,6 +52,7 @@ Combat=16777326
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; Myron
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[4]
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PID=16777376
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WeaponAnims=1,5
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Default=16777304
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Leather=
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Power=16777349
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@@ -57,6 +61,7 @@ Combat=16777350
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; Cat Jules
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[5]
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PID=16777734
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WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
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Default=16777353
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Leather=16777347
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Metal=16777348
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@@ -66,6 +71,7 @@ Combat=16777226
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; Kitsune
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[6]
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PID=16777724
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WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
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Default=16777222
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Leather=16777221
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Metal=16777223
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Binary file not shown.
@@ -4,18 +4,19 @@
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Used to replace the scripted part of B-Team mod.
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Appropriate graphics are required for this mod to work.
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Can be adopted to any mod by adjusting armor PIDs, NPC PIDs and NPC FIDs in INI file.
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Can be adopted to any mod by adjusting armor PIDs, allowed weapon anim codes, NPC PIDs and NPC FIDs in INI file.
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NOTE: this script requires compiler from sfall modderspack with -s option
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(short circuit evaluation)
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version 1.0
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version 1.1
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*/
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#include "main.h"
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#define IS_ARMOR(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_armor)
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#define IS_WEAPON(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_weapon)
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variable
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modIni := "npcarmor.ini",
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@@ -41,9 +42,28 @@ procedure check_armor_change(variable critter, variable item, variable isWorn) b
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return -1;
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end
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// for NPCs when they change armor themselves
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procedure check_weapon_change(variable critter, variable item, variable isWield) begin
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variable npc, newWeaponAnim, weaponAnimList, i;
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if (npcMap[obj_pid(critter)]) then begin
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npc := npcMap[obj_pid(critter)];
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if isWield then begin
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newWeaponAnim := get_proto_data(obj_pid(item), PROTO_WP_ANIM);
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weaponAnimList := string_split(npc["WeaponAnims"], ",");
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if newWeaponAnim then begin
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foreach (i in weaponAnimList) begin
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if (newWeaponAnim == atoi(i)) then return -1;
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end
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end else begin // anim code 0 - none/unarmed
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return -1;
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end
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end
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end
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return 0;
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end
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// for NPCs when they change armor/weapon themselves
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procedure invenwield_handler begin
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variable critter, item, fid, slot, isWorn;
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variable critter, item, fid, slot, isWorn, canWield;
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critter := get_sfall_arg;
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item := get_sfall_arg;
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slot := get_sfall_arg;
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@@ -55,6 +75,11 @@ procedure invenwield_handler begin
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art_change_fid_num(critter, fid);
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end
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end
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if (critter and item and (slot == INVEN_TYPE_RIGHT_HAND or slot == INVEN_TYPE_LEFT_HAND)) then begin
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canWield := check_weapon_change(critter, item, isWorn);
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set_sfall_return(canWield);
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end
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end
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// when changing armor from inventory while controlling other NPCs
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@@ -69,12 +94,26 @@ procedure adjustfid_handler begin
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end
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end
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// when changing weapon from inventory while controlling other NPCs
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procedure inventorymove_handler begin
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variable slot, item, canWield;
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slot := get_sfall_arg;
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item := get_sfall_arg;
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if (dude_obj != real_dude_obj) then begin
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if (IS_WEAPON(item) and (slot == INVEN_TYPE_RIGHT_HAND or slot == INVEN_TYPE_LEFT_HAND)) then begin
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canWield := check_weapon_change(dude_obj, item, item != 0);
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set_sfall_return(canWield);
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end
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end
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end
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procedure start begin
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variable sect, sects, armorTypes, armorType, npc, pid, pids, i;
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if game_loaded and (sfall_ver_major >= 4) then begin
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register_hook_proc(HOOK_INVENWIELD, invenwield_handler);
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register_hook_proc(HOOK_ADJUSTFID, adjustfid_handler);
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register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
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defaultFids := get_ini_section(modIni, "Default");
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fix_array(defaultFids);
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@@ -97,6 +136,7 @@ procedure start begin
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sect := get_ini_section(modIni, ""+i);
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while (sect.PID) do begin
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npc := create_array_map;
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npc["WeaponAnims"] := sect["WeaponAnims"];
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npc["Default"] := atoi(sect["Default"]);
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foreach (armorType: pids in armorTypes) begin
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if (sect[armorType]) then begin
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