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MapVar("g_UnitCombatBadgesEnabled", true)
GroundOrientOffsets = {
Human = {
point(40,-40) * const.SlabSizeX / 100,
point(40, 40) * const.SlabSizeX / 100,
point(-100, 0) * const.SlabSizeX / 100,
},
Crocodile = {
point(100,-40) * const.SlabSizeX / 100,
point(100, 40) * const.SlabSizeX / 100,
point(-100, 0) * const.SlabSizeX / 100,
},
OneTile = {
point(40,-40) * const.SlabSizeX / 100,
point(40, 40) * const.SlabSizeX / 100,
point(-40, 0) * const.SlabSizeX / 100,
},
}
AppearanceObjectAME.flags.gofUnitLighting = true
local AnimationStyleUnits = { "Male", "Female", "Crocodile", "Hyena", "Hen", "AmbientLifeMarker" }
WeaponVisualClasses = { "WeaponVisual", "GrenadeVisual" }
local GetAnimationStyleUnitEntities = {
Male = "Male",
Female = "Female",
Crocodile = "Animal_Crocodile",
Hyena = "Animal_Hyena",
Hen = "Animal_Hen",
}
function GetAnimationStyleUnitEntity(set)
return GetAnimationStyleUnitEntities[set]
end
function GetAnimationStyleUnits()
return AnimationStyleUnits
end
function Unit:GetAnimationStyleUnit()
return self.species == "Human" and self.gender or self.species
end
function Unit:ApplyAppearance(appearance, force)
AppearanceObject.ApplyAppearance(self, appearance, force)
self.gender = self:GetGender()
if self.Headshot then
self:SetHeadshot(true)
end
if self.target_dummy then
self.target_dummy:ApplyAppearance(self.Appearance)
end
end
local maxStainsAtDetailLevel = {
["Very Low"] = 2,
["Low"] = 2,
["Medium"] = 3,
["High"] = 5,
}
function Unit:UpdateGasMaskVisibility()
if self:GetItemInSlot("Head", "GasMaskBase") then
AppearanceObject.EquipGasMask(self)
else
AppearanceObject.UnequipGasMask(self)
end
end
function Unit:UpdateOutfit(appearance)
appearance = appearance or self:ChooseAppearance()
local appear_preset = appearance and AppearancePresets[appearance]
if not appear_preset then
appearance = self.spawner and self.spawner.Appearance or nil
end
self:StopAnimMomentHook()
if appearance and appearance ~= self.Appearance then
local anim = self:GetStateText()
local phase = self:GetAnimPhase()
self:ApplyAppearance(appearance)
self:SetStateText(anim, const.eKeepComponentTargets)
self:SetAnimPhase(1, phase)
end
self:FlushCombatCache()
local weapons_set1
if IsSetpiecePlaying() and IsSetpieceActor(self) then
weapons_set1 = self:GetEquippedWeapons("SetpieceWeapon")
end
if not weapons_set1 or #weapons_set1 == 0 then
weapons_set1 = self:GetEquippedWeapons(self.current_weapon)
end
local weapons_set2 = self:GetEquippedWeapons(self.current_weapon == "Handheld A" and "Handheld B" or "Handheld A")
local equipped_items
if #weapons_set1 > 0 or #weapons_set2 > 0 then
equipped_items = {
weapons_set1[1] or false,
weapons_set1[2] or false,
weapons_set2[1] or false,
weapons_set2[2] or false,
}
end
self:ForEachAttach(WeaponVisualClasses, function(o, equipped_items)
if o.weapon and not table.find(equipped_items, o.weapon) then
DoneObject(o)
end
end, equipped_items)
local item_scale = CheatEnabled("BigGuns") and 250 or 100
for equip_index, item in ipairs(equipped_items) do
local o = item and IsKindOfClasses(item, "Firearm", "MeleeWeapon", "HeavyWeapon") and item:GetVisualObj()
if o then
o.equip_index = equip_index
o:SetScale(item_scale)
if o ~= self.bombard_weapon then
local parent = o:GetParent()
if parent ~= self then
self:Attach(o)
end
end
end
end
self.anim_moment_fx_target = equipped_items and (equipped_items[1] and equipped_items[1].visual_obj or equipped_items[2] and equipped_items[2].visual_obj) or self:GetAttach("WeaponVisual")
self:UpdateAttachedWeapons()
self:UpdateGasMaskVisibility()
Msg("OnUpdateItemsVisuals", self)
self:SetContourOuterOccludeRecursive(true)
self:SetHierarchyGameFlags(const.gofUnitLighting)
self:StartAnimMomentHook()
DeleteBadgesFromTargetOfPreset("CombatBadge", self)
self.combat_badge = false
self.ui_badge = false
DeleteBadgesFromTargetOfPreset("NpcBadge", self)
if not self:IsDead() and (GameState.entered_sector or IsCompetitiveGame() or g_TestExploration) and g_UnitCombatBadgesEnabled then
local badge = CreateBadgeFromPreset("CombatBadge", self, self)
self.combat_badge = badge
self.ui_badge = badge.ui
if self.ImportantNPC then
CreateBadgeFromPreset("NpcBadge", { target = self, spot = self:GetInteractableBadgeSpot() or "Origin" }, self)
end
end
self:UpdateModifiedAnim()
self:UpdateMoveAnim()
--local max_stains = maxStainsAtDetailLevel[EngineOptions.ObjectDetail] or 3
for i, stain in ipairs(self.stains) do
--if i > max_stains then break end
stain:Apply(self)
end
if not IsRealTimeThread() and self:IsIdleCommand() and CurrentThread() ~= self.command_thread then
--set command is a sync event and shouldn't be done in rtt
--it happens during load session data due to cascade onsetwhatever calls
if self.command ~= "Hang" and self.command ~= "Cower" then
self:SetCommand("Idle")
end
end
end
function Unit:UpdatePreparedAttackAndOutfit()
-- in case of using a prepared attack, check if it can still find its weapon, cancel otherwise
self:FlushCombatCache() -- clear the cache so we don't get a weapon that is no longer equipped
if self:HasPreparedAttack() then
local params = g_Combat and self.combat_behavior_params or self.behavior_params or empty_table
local action_id = params[1]
local action = action_id and CombatActions[action_id]
if not action or not action:GetAttackWeapons(self) then
self:InterruptPreparedAttack()
self:RemovePreparedAttackVisuals()
end
end
self:UpdateOutfit()
end
function Unit:GetGender()
local appearance = AppearancePresets[self.Appearance]
if appearance and self.species == "Human" then
if appearance.Body then
if IsKindOf(g_Classes[appearance.Body], "CharacterBodyMale") then
return "Male"
end
else
if self:GetEntity() == "Male" then
return "Male"
end
end
return "Female"
end
return "N/A"
end
function Unit:SetState(anim, flags, crossfade, ...)
AnimChangeHook.SetState(self, anim, flags or 0, not GameTimeAdvanced and 0 or crossfade, ...)
end
function Unit:SetAnim(channel, anim, flags, crossfade, ...)
AnimChangeHook.SetAnim(self, channel, anim, flags or 0, not GameTimeAdvanced and 0 or crossfade, ...)
end
function Unit:RotateAnim(angle, anim)
self:SetState(anim, const.eKeepComponentTargets, Presets.ConstDef.Animation.BlendTimeRotateOnSpot.value)
self:SetIK("AimIK", false)
local duration = self:TimeToAnimEnd()
local start_angle = self:GetVisualOrientationAngle()
local delta = AngleDiff(angle, start_angle)
local step_angle = self:GetStepAngle()
if delta * step_angle < 0 then
if delta > 0 then
delta = delta - 360 * 60
else
delta = delta + 360 * 60
end
end
local steps = self.ground_orient and 20 or 2
for i = 1, steps do
local a = start_angle + i * delta / steps
local t = duration * i / steps - duration * (i - 1) / steps
self:SetOrientationAngle(a, t)
Sleep(t)
end
if step_angle == 0 then
local anim = self:ModifyWeaponAnim(self:GetIdleBaseAnim())
self:SetState(anim, const.eKeepComponentTargets, -1)
self:SetOrientationAngle(angle)
end
end
function Unit:Rotate180(angle, anim)
anim = self:ModifyWeaponAnim(anim)
self:SetState(anim, const.eKeepComponentTargets, Presets.ConstDef.Animation.BlendTimeRotateOnSpot.value)
self:SetIK("AimIK", false)
local duration = self:TimeToAnimEnd()
local start_angle = self:GetVisualOrientationAngle()
local delta = AngleDiff(angle, start_angle)
local step_angle = self:GetStepAngle()
if delta * step_angle < 0 then
if delta > 0 then
delta = delta - 360 * 60
else
delta = delta + 360 * 60
end
end
local steps = self.ground_orient and 20 or 2
for i = 1, steps do
local a = start_angle + i * delta / steps
local t = duration * i / steps - duration * (i - 1) / steps
self:SetOrientationAngle(a, t)
Sleep(t)
end
end
function Unit:AnimBlendingRotation(angle)
local start_angle = self:GetVisualOrientationAngle()
local angle_diff = AngleDiff(angle, start_angle)
local abs_angle_diff = abs(angle_diff)
if angle_diff == 0 then
if self:TimeToAngleInterpolationEnd() > 0 then
self:SetOrientationAngle(start_angle)
end
elseif abs_angle_diff < 15*60 then
self:SetOrientationAngle(angle, 300)
Sleep(300)
else
if abs_angle_diff > 150*60 then
local anim = "turn_180"
if IsValidAnim(self, anim) then
self:Rotate180(angle, anim)
return
end
end
self:SetIK("AimIK", false)
local anim1 = angle_diff < 0 and "turn_L_45" or "turn_R_45"
local anim2 = angle_diff < 0 and "turn_L_135" or "turn_R_135"
local destructor
if abs_angle_diff <= 45*60 then
self:SetAnim(1, anim1, const.eKeepComponentTargets, Presets.ConstDef.Animation.BlendTimeRotateOnSpot.value)
elseif abs_angle_diff >= 135*60 then
self:SetAnim(1, anim2, const.eKeepComponentTargets, Presets.ConstDef.Animation.BlendTimeRotateOnSpot.value)
else
destructor = true
self:PushDestructor(function(self)
self:ClearAnim(const.PathTurnAnimChnl)
end)
local weight2 = Clamp(abs_angle_diff - 45*60, 0, 90*60) * 100 / (90*60) -- 45 degrees -> 0, 135 degrees -> 100
self:SetAnim(1, anim1, const.eKeepComponentTargets, -1, 1000, 100 - weight2)
self:SetAnim(const.PathTurnAnimChnl, anim2, const.eKeepComponentTargets, -1, 1000, weight2)
end
local duration = self:TimeToMoment(1, "end") or self:TimeToAnimEnd()
local steps = self.ground_orient and 20 or 2
for i = 1, steps do
local a = start_angle + i * angle_diff / steps
local t = duration * i / steps - duration * (i - 1) / steps
self:SetOrientationAngle(a, t)
Sleep(t)
end
if destructor then
self:PopAndCallDestructor()
end
end
end
function Unit:GetRotateAnim(angle_diff, base_idle)
local prefix
if not base_idle then
base_idle = self:GetIdleBaseAnim(self.stance)
end
if string.ends_with(base_idle, "_Aim") then
prefix = base_idle
else
prefix = string.match(base_idle, "(.*)_%w+$")
end
if not prefix then
return
end
local take_cover_prefix = string.match(prefix, "(.*_)TakeCover")
if take_cover_prefix then
prefix = take_cover_prefix .. "Crouch"
end
local rotate_anim
if abs(angle_diff) >= 150*60 then
local anim = prefix .. "_Turn180"
if IsValidAnim(self, anim) then
rotate_anim = anim
end
end
if not rotate_anim then
local anim = prefix .. (angle_diff < 0 and "_TurnLeft" or "_TurnRight")
if IsValidAnim(self, anim) then
rotate_anim = anim
end
end
if not rotate_anim then
if string.ends_with(prefix, "_Aim") then
local anim = string.sub(prefix, 1, -5) .. (angle_diff < 0 and "_TurnLeft" or "_TurnRight")
if IsValidAnim(self, anim) then
rotate_anim = anim
end
end
end
if rotate_anim then
local anim_rotation_angle = self:GetStepAngle(rotate_anim)
if anim_rotation_angle == 0 then
StoreErrorSource(self, string.format("%s animation %s should have compansated rotation", self:GetEntity(), rotate_anim))
end
end
return rotate_anim
end
function Unit:IdleRotation(angle, time)
if not GameTimeAdvanced then
time = 0
else
time = time or 300
end
if time > 0 then
local start_angle = self:GetVisualOrientationAngle()
local angle_diff = AngleDiff(angle, start_angle)
local steps = self.ground_orient and 20 or 2
for i = 1, steps do
local a = start_angle + i * angle_diff / steps
local t = time * i / steps - time * (i - 1) / steps
self:SetOrientationAngle(a, t)
Sleep(t)
end
else
self:SetOrientationAngle(angle)
end
end
function Unit:AnimatedRotation(angle, base_idle)
if not GameTimeAdvanced then
self:SetOrientationAngle(angle)
return
end
local start_angle = self:GetVisualOrientationAngle()
if angle == start_angle then
return
end
local angle_diff = AngleDiff(angle, start_angle)
if abs(angle_diff) < 45*60 then
self:SetOrientationAngle(angle, 300)
return
end
local move_style = GetAnimationStyle(self, self.cur_move_style)
if move_style then
local rotate_anim
if abs(angle_diff) >= 30*60 then
if angle_diff < 0 then
rotate_anim = move_style.TurnOnSpot_Left
else
rotate_anim = move_style.TurnOnSpot_Right
end
end
if rotate_anim and IsValidAnim(self, rotate_anim) then
self:RotateAnim(angle, rotate_anim)
else
self:SetOrientationAngle(angle, 300)
end
return
end
if self.species ~= "Human" then
self:AnimBlendingRotation(angle)
return
end
if not base_idle then
base_idle = self:GetIdleBaseAnim(self.stance)
end
local rotate_anim = self:GetRotateAnim(angle_diff, base_idle)
if not rotate_anim then
self:SetRandomAnim(base_idle, const.eKeepComponentTargets)
self:IdleRotation(angle)
elseif string.ends_with(rotate_anim, "180") then
self:Rotate180(angle, rotate_anim)
else
self:RotateAnim(angle, rotate_anim)
end
end
function Unit:PlayTransitionAnims(target_anim, angle)
self:ReturnToCover()
local cur_anim = self:GetStateText()
if IsAnimVariant(cur_anim, target_anim) then
return
end
if self.bombard_weapon then
self:PreparedBombardEnd()
end
local cur_anim_style = GetAnimationStyle(self, self.cur_idle_style)
if cur_anim_style and (cur_anim_style.End or "") ~= "" and not cur_anim_style:HasAnimation(target_anim) and cur_anim_style.Start ~= target_anim then
self:SetState(cur_anim_style.End)
Sleep(self:TimeToAnimEnd())
end
PlayTransitionAnims(self, target_anim, angle)
end
local WeaponAttachSpots = {
Hand = { "Weaponr", "Weaponl" },
Shoulder = { "Weaponrb", "Weaponlb" },
Leg = { "Weaponrs", "Weaponls" },
Mortar = { "Mortar", "Mortar" },
LegKnife = { "Weaponrknife", "Weaponlknife" },
ShoulderKnife = { "Weaponrbknife", "Weaponlbknife" },
}
BlockedSpotsVariants = {
["Weaponrknife"] = "Weaponrs",
["Weaponlknife"] = "Weaponls",
}
local HolsterAttachSpots = {
Weaponrb = true,
Weaponlb = true,
Weaponrs = true,
Weaponls = true,
Weaponrknife = true,
Weaponlknife = true,
Weaponrbknife = true,
Weaponlbknife = true,
}
local mkoffset = point(0,0,30*guic)
local WeaponAttachOffset =
{ -- spot - animation - offset
Weaponr = {
["mk_Standing_Aim_Forward"] = mkoffset,
["mk_Standing_Aim_Down"] = mkoffset,
["mk_Left_Aim_Start"] = mkoffset,
["mk_Right_Aim_Start"] = mkoffset,
["mk_Standing_Fire"] = mkoffset,
},
}
local MortarDrawnAnims = {
nw_Standing_MortarIdle = true,
nw_Standing_MortarEnd = true,
nw_Standing_MortarLoad = true,
nw_Standing_MortarFire = true,
}
local function GetItemAttachSpot(unit, item, equip_index, holster, avatar)
local slot
if holster == nil then
if equip_index ~= 1 and equip_index ~= 2 then
holster = true
else
local anim = unit:GetStateText()
if item.WeaponType == "Mortar" then
if MortarDrawnAnims[anim] then
return -- the mortar command will handle it
end
holster = true
elseif (avatar or unit):HasStatusEffect("ManningEmplacement") then
holster = true
else
local starts_with = string.starts_with
if starts_with(anim, "nw_") then
holster = true
elseif starts_with(anim, "gr_") then
holster = true
elseif starts_with(anim, "civ_") then
holster = true
elseif starts_with(anim, "mk_") then
if item.WeaponType ~= "MeleeWeapon" then
holster = true
end
end
end
end
end
if holster then
slot = item.HolsterSlot
if not WeaponAttachSpots[slot] then
slot = item.HandSlot == "OneHanded" and "Leg" or "Shoulder"
end
for i, component in pairs(item.components) do
local visuals = (WeaponComponents[component] or empty_table).Visuals or empty_table
local idx = table.find(visuals, "ApplyTo", item.class)
if idx then
local component_data = visuals[idx]
local override_holster_slot = component_data.OverrideHolsterSlot
if override_holster_slot == "Sholder" then
slot = "Shoulder"
break
elseif override_holster_slot == "Leg" then
slot = "Leg"
end
end
end
else
slot = "Hand"
end
if slot == "Leg" then
if IsKindOf(item, "MeleeWeapon") then
slot = "LegKnife"
end
elseif slot == "Shoulder" then
if IsKindOf(item, "MeleeWeapon") then
slot = "ShoulderKnife"
end
end
local spot = WeaponAttachSpots[slot][(equip_index == 2 or equip_index == 4) and 2 or 1]
return spot
end
local function GetItemSpotAttachment(unit, spot, attach)
local item = attach.weapon
local attach_axis, attach_angle, attach_offset, attach_state
if HolsterAttachSpots[spot] then
if attach:HasSpot("Holster") then
local offset = GetWeaponRelativeSpotPos(attach, "Holster")
if offset then
attach_offset = -offset
end
if IsKindOf(item, "RPG7") then
attach_axis = axis_z
attach_angle = 180*60
attach_offset = RotateAxis(attach_offset, attach_axis, attach_angle)
end
end
else
local spot_offset_by_anim = WeaponAttachOffset[spot]
local anim = unit:GetStateText()
if spot_offset_by_anim then
attach_offset = spot_offset_by_anim[anim]
end
if spot == "Weaponr" and IsKindOf(item, "MeleeWeapon") then
if unit.gender == "Female" then
if IsKindOf(item, "MacheteWeapon") then
attach_axis = axis_x
attach_angle = 180*60
elseif anim == "mk_Standing_Aim_Forward" then
attach_axis = axis_x
attach_angle = 90*60
attach_offset = point(0*guic,-30*guic,0*guic)
end
elseif IsKindOf(item, "MacheteWeapon") then
attach_offset = false
end
end
end
if attach_offset then
attach_offset = MulDivRound(attach_offset, attach:GetScale(), 100)
end
if item and item.WeaponType == "Mortar" then
attach_state = "packed"
end
return attach_axis or axis_x, attach_angle or 0, attach_offset, attach_state
end
local function AttachVisualItem(unit, spot, attach)
local attach_axis, attach_angle, attach_offset, attach_state = GetItemSpotAttachment(unit, spot, attach)
unit:Attach(attach, unit:GetSpotBeginIndex(spot))
attach:SetAttachAxis(attach_axis or axis_x)
attach:SetAttachAngle(attach_angle or 0)
attach:SetAttachOffset(attach_offset or point30)
if attach_state and attach:GetStateText() ~= attach_state then
attach:SetState(attach_state)
end
end
function GetAttackRelativePos(unit, anim, anim_phase, visual_weapon, weapon_attach_spot, attack_spot)
anim_phase = anim_phase or unit:GetAnimMoment(anim, "hit") or 0
local offset
if visual_weapon then
if not weapon_attach_spot then
weapon_attach_spot = GetItemAttachSpot(unit, visual_weapon.weapon, visual_weapon.equip_index, false) or "Weaponr"
end
local spot_pos, spot_angle, spot_axis = unit:GetRelativeAttachSpotLoc(anim, anim_phase, unit, unit:GetSpotBeginIndex(weapon_attach_spot))
local attach_axis, attach_angle, attach_offset = GetItemSpotAttachment(unit, weapon_attach_spot, visual_weapon)
local weapon_axis, weapon_angle = ComposeRotation(attach_axis, attach_angle, spot_axis, spot_angle)
local weapon_spot_offset = GetWeaponRelativeSpotPos(visual_weapon, attack_spot or "Muzzle")
offset = spot_pos + (attach_offset or point30) + (weapon_spot_offset and RotateAxis(weapon_spot_offset, weapon_axis, weapon_angle) or point30)
else
if not attack_spot then
attack_spot = unit.species == "Human" and "Weaponr" or "Head"
end
offset = unit:GetRelativeAttachSpotLoc(anim, anim_phase, unit, unit:GetSpotBeginIndex(attack_spot))
end
return offset
end
function GetAttackPos(unit, pos, axis, angle, aim_pos, anim, anim_phase, visual_weapon, weapon_attach_spot, attack_spot)
local offset = GetAttackRelativePos(unit, anim, anim_phase, visual_weapon, weapon_attach_spot, attack_spot)
if not pos:IsValidZ() then
pos = pos:SetTerrainZ()
end
local spot_pos = pos + RotateAxis(offset, axis, angle)
if aim_pos and aim_pos:IsValid() then
local center = pos + RotateAxis(offset:SetX(0), axis, angle)
spot_pos = center + SetLen(aim_pos - center, spot_pos:Dist(center))
end
return spot_pos
end
function OnMsg.CombatActionEnd(unit)
unit.action_visual_weapon = false
end
function Unit:AttachActionWeapon(action)
local visual_weapon
if action and (action.id == "KnifeThrow" or string.starts_with(action.id, "ThrowGrenade")) then
local attack_weapon = action:GetAttackWeapons(self)
if attack_weapon then
if attack_weapon.visual_obj and attack_weapon.visual_obj == self then
visual_weapon = attack_weapon.visual_obj
else
for i, classname in ipairs(WeaponVisualClasses) do
visual_weapon = self:GetAttach(classname, function(o, attack_weapon)
return o.weapon == attack_weapon
end, attack_weapon)
if visual_weapon then
break
end
end
if not visual_weapon then
if IsKindOf(attack_weapon, "Grenade") then
visual_weapon = attack_weapon:GetVisualObj(self)
elseif IsKindOfClasses(attack_weapon, "FirearmBase", "MeleeWeapon") or IsKindOf(attack_weapon, "UnarmedWeapon") then
visual_weapon = attack_weapon:CreateVisualObj(self)
end
end
end
end
end
if visual_weapon then
self.action_visual_weapon = visual_weapon
visual_weapon.custom_equip = true
if visual_weapon:GetParent() ~= self then
visual_weapon:ClearHierarchyEnumFlags(const.efVisible)
self:Attach(visual_weapon)
self:UpdateAttachedWeapons()
end
elseif self.action_visual_weapon then
self.action_visual_weapon = false
self:UpdateAttachedWeapons()
end
end
function AttachVisualItems(obj, attaches, crossfading, holster, avatar)
if not attaches or #attaches == 0 then
return
end
local hidden
if IsKindOf(obj, "Unit") then
local part_in_combat = g_Combat and obj.team and obj.team.side ~= "neutral"
if not part_in_combat then
if obj:GetCommandParam("weapon_anim_prefix") == "civ_" or obj:GetCommandParam("weapon_anim_prefix", "Idle") == "civ_" then
hidden = true
end
end
if obj.carry_flare then
hidden = not obj.visible
end
-- make sure we're not hiding weapons setup by a setpiece
for _, attach in ipairs(attaches) do
if IsKindOfClasses(attach, WeaponVisualClasses) and attach.weapon and obj:GetItemSlot(attach.weapon) == "SetpieceWeapon" then
hidden = false
break
end
end
end
if hidden then
for _, attach in ipairs(attaches) do
attach:ClearHierarchyEnumFlags(const.efVisible)
end
return
end
local custom_equip = obj.action_visual_weapon
if custom_equip or (IsKindOf(obj, "Unit") and obj.carry_flare) then
holster = true
end
for i = #attaches, 1, -1 do
local attach = attaches[i]
if IsKindOfClasses(attach, WeaponVisualClasses) and attach.custom_equip and attach ~= custom_equip and (attach.equip_index or 5) > 4 then
DoneObject(attach)
table.remove(attaches, i)
end
end
local wait_crossfade, grip_modify
local spot_attach = {}
table.sort(attaches, function(o1, o2) return o1.equip_index < o2.equip_index end)
for _, attach in ipairs(attaches) do
local item = attach.weapon
local spot
local cur_spot = attach:GetAttachSpotName()
if attach == custom_equip then
spot = WeaponAttachSpots["Hand"][1] or cur_spot
elseif item then
spot = GetItemAttachSpot(obj, item, attach.equip_index, holster, avatar) or cur_spot
end
if spot then
if spot ~= cur_spot and crossfading and not HolsterAttachSpots[spot] then
wait_crossfade = true
else
AttachVisualItem(obj, spot, attach)
end
spot_attach[spot] = attach -- prefer displaying the other set weapon attaches
if item and item.class == "Gewehr98" and spot == "Weaponr" then
-- grip_modify = true
end
end
end
local channel = const.AnimChannel_RightHandGrip
if grip_modify then
if GetStateName(obj:GetAnim(channel)) ~= "ar_RHand_AltGrip_Rifles" then
obj:SetAnimMask(channel, "RightHand")
obj:SetAnim(channel, "ar_RHand_AltGrip_Rifles")
obj:SetAnimWeight(channel, 1000)
end
else
obj:ClearAnim(channel)
end
-- update visibility
local blocked_spots = (avatar or obj).blocked_spots
local flare = IsKindOf(obj, "Unit") and obj.carry_flare and obj.visible
for _, attach in ipairs(attaches) do
local spot = attach:GetAttachSpotName()
local is_blocked = blocked_spots and (blocked_spots[spot] or blocked_spots[BlockedSpotsVariants[spot]])
if is_blocked or spot_attach[spot] ~= attach then
if flare and IsKindOf(attach, "GrenadeVisual") and attach.fx_actor_class == "FlareStick" then
attach:SetHierarchyEnumFlags(const.efVisible)
else
attach:ClearHierarchyEnumFlags(const.efVisible)
end
else
attach:SetHierarchyEnumFlags(const.efVisible)
attach:SetContourOuterOccludeRecursive(true)
end
local parts = attach.parts
if parts then
local is_holstered = attach.equip_index ~= 1 and attach.equip_index ~= 2
if parts.Bipod and parts.Bipod:HasState("folded") then
local bipod_state = not is_holstered and IsKindOf(obj, "Unit") and obj.stance == "Prone" and "idle" or "folded"
if parts.Bipod:GetStateText() ~= bipod_state then
parts.Bipod:SetState(bipod_state)
end
end
if parts.Under and parts.Under:HasState("folded") then
local bipod_state = not is_holstered and IsKindOf(obj, "Unit") and obj.stance == "Prone" and "idle" or "folded"
if parts.Under:GetStateText() ~= bipod_state then
parts.Under:SetState(bipod_state)
end
end
if parts.Barrel and parts.Barrel:HasState("folded") then
local bipod_state = not is_holstered and IsKindOf(obj, "Unit") and obj.stance == "Prone" and "idle" or "folded"
if parts.Barrel:GetStateText() ~= bipod_state then
parts.Barrel:SetState(bipod_state)
end
end
end
end
return wait_crossfade
end
function Unit:UpdateAttachedWeapons(crossfade)
DeleteThread(self.update_attached_weapons_thread)
self.update_attached_weapons_thread = false
local attaches = self:GetAttaches(WeaponVisualClasses)
if not attaches then return end
local wait_crossfade = AttachVisualItems(self, attaches, (crossfade ~= 0) and not IsPaused())
if wait_crossfade then
self.update_attached_weapons_thread = CreateGameTimeThread(function(self, delay)
Sleep(delay)
self.update_attached_weapons_thread = false
if IsValid(self) then
local attaches = self:GetAttaches(WeaponVisualClasses)
AttachVisualItems(self, attaches)
end
end, self, crossfade and crossfade > 0 and crossfade or hr.ObjAnimDefaultCrossfadeTime)
return
end
--[[
-- vertical grip support was canceled
local vertical_grip, grip_spot
local weapon1 = attached_weapons and attached_weapons[1]
if not holster_weapon and weapon1 and weapon1.weapon and #attached_weapons == 1 then
grip_spot = weapon1.weapon:GetLHandGripSpot()
end
if grip_spot then
local grip_obj = GetWeaponSpotObject(weapon1, grip_spot)
local grip_spot_idx = grip_obj:GetSpotBeginIndex(grip_spot)
local grip_spot_annotation = grip_obj:GetSpotAnnotation(grip_spot_idx)
if grip_spot_annotation == "Vert" then
vertical_grip = true
end
end
local channel = const.AnimChannel_VerticalGrip
if vertical_grip then
self:SetAnimMask(1, "LeftHand", "inverse")
self:SetAnimMask(channel, "LeftHand")
self:SetAnim(channel, "ar_Standing_Idle_Grip")
--self:SetAnimWeight(channel, 100)
--self:SetAnimBlendComponents(channel, true, true, false) -- channel, translation, orientation, scale
else
self:ClearAnim(channel)
self:SetAnimMask(1, false)
end]]
end
function Unit:AnimationChanged(channel, old_anim, flags, crossfade)
if channel == 1 then
self:UpdateAttachedWeapons(crossfade)
self:UpdateWeaponGrip()
end
AnimMomentHook.AnimationChanged(self, channel, old_anim, flags, crossfade)
end
function Unit:GetWeaponAnimPrefix()
if self.species ~= "Human" then
return ""
end
if self.die_anim_prefix then
return self.die_anim_prefix
end
local prefix = self:GetCommandParam("weapon_anim_prefix") or self:GetCommandParam("weapon_anim_prefix", "Idle")
if prefix then
return prefix
end
if self.action_visual_weapon then
prefix = GetWeaponAnimPrefix(self.action_visual_weapon.weapon)
return prefix
end
if self.infected then
return "inf_"
end
local weapon, weapon2 = self:GetActiveWeapons()
if not weapon and (not self.team or self.team.side == "neutral") then
return "civ_"
end
return GetWeaponAnimPrefix(weapon, weapon2)
end
function Unit:GetWeaponAnimPrefixFallback()
return ""
end
local human_one_slab_anims = { "DeathOnSpot", "DeathFall", "DeathWindow" }
function Unit:GetGroundOrientOffsets(anim)
local offsets = GroundOrientOffsets[self.species]
if anim and self.species == "Human" then
for _, pattern in ipairs(human_one_slab_anims) do
if string.match(anim, pattern) then
offsets = GroundOrientOffsets["OneTile"]
end
end
end
return offsets or GroundOrientOffsets["OneTile"]
end
function Unit:UpdateGroundOrientParams()
local offsets = self:GetGroundOrientOffsets(self:GetStateText())
pf.SetGroundOrientOffsets(self, table.unpack(offsets))
end
-- return: footplant, ground_orient
function Unit:GetFootPlantPosProps(stance)
if self.species == "Human" then
if self:HasStatusEffect("ManningEmplacement") then
return false, false
end
if (stance or self.stance) == "Prone" or self:IsDead() then
return false, true
end
return true, false
elseif self.species == "Crocodile" then
return false, true
elseif self.species == "Hyena" then
return true, false
end
return false, false
end
function Unit:SetFootPlant(set, time, stance)
local footplant, ground_orient
if set and not config.IKDisabled then
footplant, ground_orient = self:GetFootPlantPosProps(stance)
end
local label = "FootPlantIK"
local ikCmp = self:GetAnimComponentIndexFromLabel(1, label)
if ikCmp ~= 0 then
if footplant then
self:SetAnimComponentTarget(1, ikCmp, "IKFootPlant", 10*guic, 10*guic)
else
self:RemoveAnimComponentTarget(1, ikCmp)
end
end
if ground_orient then
if not self.ground_orient then
self.ground_orient = true
self:ChangePathFlags(const.pfmGroundOrient)
self:SetGroundOrientation(self:GetOrientationAngle(), time or 300)
end
else
if self.ground_orient then
self.ground_orient = false
self:ChangePathFlags(0, const.pfmGroundOrient)
self:SetAxisAngle(axis_z, self:GetVisualOrientationAngle(), time or 300)
else
self:ChangePathFlags(0, const.pfmGroundOrient)
self:SetAxis(axis_z)
end
end
end
MapVar("g_IKDebug", false)
MapVar("g_IKDebugThread", CreateRealTimeThread(function()
while true do
if g_IKDebug then
DbgClearVectors()
DbgClearTexts()
for unit, target in pairs(g_IKDebug) do
--DbgAddVector(target, point(0, 0, guim), const.clrWhite)
DbgAddText("Target", target, const.clrWhite)
local weapon = unit:GetActiveWeapons("Firearm")
local spot_obj = weapon and GetWeaponSpotObject(weapon:GetVisualObj(), "Muzzle")
local wpos = spot_obj and spot_obj:GetSpotVisualPos(spot_obj:GetSpotBeginIndex("Muzzle"))
if wpos then
DbgAddVector(wpos, target - wpos, const.clrWhite)
end
--local upos = unit:GetSpotLoc(unit:GetSpotBeginIndex("Weaponr"))
local upos = weapon and GetWeaponSpotPos(weapon:GetVisualObj(), "Muzzle")
if upos then
DbgAddVector(upos, target - upos, const.clrGreen)
end
end
end
Sleep(100)
end
end))
function Unit:GetIK(label)
local ikCmp = self:GetAnimComponentIndexFromLabel(1, label)
if ikCmp == 0 then
return
end
local direction = self:GetAnimComponentTargetDirection(1, ikCmp)
return direction
end
function Unit:UpdateWeaponGrip(anim)
if not IsEditorActive() then
anim = anim or self:GetStateText()
if string.starts_with(anim, "ar_") or string.starts_with(anim, "arg_") then
self:SetWeaponGrip(true)
return
end
end
self:SetWeaponGrip(false)
end
function Unit:SetWeaponGrip(set)
local ikCmp = self:GetAnimComponentIndexFromLabel(1, "LHandWeaponGrip")
if ikCmp == 0 then
return
end
if set then
if config.Force_Selection_WeaponGripIK and self == SelectedObj then
-- keep it
elseif config.IKDisabled or config.WeaponGripIKDisabled then
set = false
end
end
if set then
local weapon, weapon2 = self:GetActiveWeapons()
local weapon_obj = not weapon2 and weapon and weapon:GetVisualObj(self)
if weapon_obj and weapon_obj:GetAttachSpotName() == "Weaponr" then
local weapon = weapon_obj.weapon
local spot = weapon and weapon:GetLHandGripSpot()
if spot then
local offset = GetWeaponRelativeSpotPos(weapon_obj, spot)
if offset then
local spot = weapon_obj:GetAttachSpot()
self:SetAnimComponentTarget(1, ikCmp, "IKWeaponGrip", spot, offset)
return
end
end
end
end
self:RemoveAnimComponentTarget(1, ikCmp, true)
end
function Unit:CalcIKIntermediateTarget(ikCmp, target)
local direction = self:GetAnimComponentTargetDirection(1, ikCmp)
if direction then
local face_angle = self:GetOrientationAngle()
local target_angle = (IsValid(target) and self:AngleToObject(target) or self:AngleToPoint(target)) + self:GetAngle()
local dir_angle = CalcOrientation(direction)
local cur_angle = AngleDiff(dir_angle, face_angle)
local new_angle = AngleDiff(target_angle, face_angle)
if cur_angle * new_angle < 0 and abs(cur_angle - new_angle) > 90*60 then
local pos = self:GetVisualPos()
local target_pos = (IsValid(target) and target:GetVisualPos() or target)
local new_target = pos + Rotate(target_pos - pos, cur_angle + (cur_angle < 0 and 90*60 or -90*60) - new_angle)
return new_target
end
end
end
function Unit:SetIK(label, target, spot, initial_dir, time, overridePoseTime)
if config.IKDisabled then
target = false
end
if self.setik_thread then
DeleteThread(self.setik_thread)
self.setik_thread = false
end
local ikCmp = self:GetAnimComponentIndexFromLabel(1, label)
if ikCmp == 0 then
if target then
GameTestsErrorf("once", "Missing IK component %s for %s(%s) in state %s", tostring(label), self.unitdatadef_id, self:GetEntity(), self:GetStateText())
end
else
local intermediate_target
initial_dir = initial_dir or InvalidPos()
overridePoseTime = overridePoseTime or 0
time = -1000
if IsPoint(target) then
if not target:IsValidZ() then target = target:SetTerrainZ() end
intermediate_target = time ~= 0 and self:CalcIKIntermediateTarget(ikCmp, target)
if not intermediate_target then
self:SetAnimComponentTarget(1, ikCmp, target, initial_dir, time, overridePoseTime)
end
elseif IsValid(target) then
local spot_idx = target:GetSpotBeginIndex(spot or "Origin")
local bone = target:GetSpotBone(spot_idx)
if bone and bone ~= "" then
intermediate_target = time ~= 0 and self:CalcIKIntermediateTarget(ikCmp, target)
if not intermediate_target then
self:SetAnimComponentTarget(1, ikCmp, target, bone, initial_dir, time, overridePoseTime)
end
else
local pos = target:GetSpotLocPos(spot_idx)
intermediate_target = time ~= 0 and self:CalcIKIntermediateTarget(ikCmp, pos)
if not intermediate_target then
self:SetAnimComponentTarget(1, ikCmp, pos, initial_dir, time, overridePoseTime)
end
end
else
assert(not target)
self:RemoveAnimComponentTarget(1, ikCmp, true)
end
if intermediate_target then
self:SetAnimComponentTarget(1, ikCmp, intermediate_target, initial_dir, time, overridePoseTime)
self.setik_thread = CreateGameTimeThread(function(self, label, target, spot, initial_dir, time, overridePoseTime)
Sleep(25)
self.setik_thread = false
self:SetIK(label, target, spot, initial_dir, time, overridePoseTime)
end, self, label, target, spot, initial_dir, time, overridePoseTime)
end
end
if g_IKDebug then
g_IKDebug[self] = IsPoint(target) and target or IsValid(target) and target:GetSpotLocPos(target:GetSpotBeginIndex(spot or "Origin")) or nil
end
end
function Unit:AimIdle()
self.aim_rotate_last_angle = false
self.aim_rotate_cooldown_time = false
if not g_Combat then
local x, y, z = GetPassSlabXYZ(self)
if not x or not self:IsEqualPos(x, y, z) or not CanDestlock(self) then
self:GotoSlab()
end
end
while self.aim_action_id do
local time = GameTime()
local attack_args, attack_results = self:GetAimResults()
self:AimTarget(attack_args, attack_results, false)
Msg("AimIdleLoop")
if time == GameTime() then
Sleep(50)
end
end
self:ForEachAttach("GrenadeVisual", DoneObject)
end
local aim_rotate_cooldown_times = {
Standing = 250,
Crouch = 500,
Prone = 700,
}
function Unit:AimTarget(attack_args, attack_results, prepare_to_attack)
if self:HasStatusEffect("ManningEmplacement") then
if self:GetStateText() ~= "hmg_Crouch_Idle" then
self:SetState("hmg_Crouch_Idle", const.eKeepComponentTargets, 0)
end
return
end
if not attack_args then
return
end
local action_id = attack_args.action_id
local action = CombatActions[action_id]
local weapon = action and action:GetAttackWeapons(self)
local prepared_attack = attack_args.opportunity_attack_type == "PinDown" or attack_args.opportunity_attack_type == "Overwatch"
local lof_idx = table.find(attack_args.lof, "target_spot_group", attack_args.target_spot_group or "Torso")
local lof_data = attack_args.lof and attack_args.lof[lof_idx or 1] or attack_args
local aim_pos = lof_data.lof_pos2
local trajectory = attack_results and attack_results.trajectory
if trajectory and #trajectory > 1 then
local p1 = trajectory[1].pos
local p2 = trajectory[2].pos
if p1 ~= p2 then
aim_pos = p1 + SetLen(p2 - p1, 10*guim)
end
end
aim_pos = aim_pos or attack_args.target
if attack_args.OverwatchAction and lof_data.lof_pos1 then
if self.ground_orient then
local axis = self:GetAxis()
local angle = self:GetAngle()
local p1 = RotateAxis(lof_data.lof_pos1, axis, -angle)
local p2 = RotateAxis(aim_pos, axis, -angle)
aim_pos = RotateAxis(p2:SetZ(p1:z()), axis, angle)
else
aim_pos = aim_pos:SetZ(lof_data.lof_pos1:z())
end
end
local rotate_to_target = prepare_to_attack or IsValid(attack_args.target) and IsKindOf(attack_args.target, "Unit")
local aimIK = rotate_to_target and self:CanAimIK(weapon)
local stance = rotate_to_target and attack_args.stance or self.stance
local quick_play = not GameTimeAdvanced or self:CanQuickPlayInCombat()
local idle_aiming, rotate_cooldown_disable
if action_id == "MeleeAttack" then
idle_aiming = true
elseif not rotate_to_target and self.stance == "Prone" and attack_args.stance ~= "Prone" then
idle_aiming = true
elseif not rotate_to_target and aimIK and abs(self:AngleToPoint(aim_pos)) > 50*60 then
if self.last_idle_aiming_time then
if GameTime() - self.last_idle_aiming_time > config.IdleAimingDelay then
idle_aiming = true
end
else
self.last_idle_aiming_time = GameTime()
end
else
self.last_idle_aiming_time = false
end
local aim_anim
if idle_aiming then
local base_idle = self:GetIdleBaseAnim(stance)
if not IsAnimVariant(self:GetStateText(), base_idle) then
if self.stance == "Prone" then
-- first rotate
local visual_stance = string.match(self:GetStateText(), "^%a+_(%a+)_")
if visual_stance == "Standing" or visual_stance == "Crouch" then
local angle = self:GetPosOrientation()
if quick_play then
self:SetOrientationAngle(angle)
else
self:AnimatedRotation(angle, self:GetIdleBaseAnim(visual_stance))
end
end
self:SetFootPlant(true)
end
if not quick_play then
PlayTransitionAnims(self, base_idle)
end
self:SetRandomAnim(base_idle)
rotate_cooldown_disable = true
end
self:SetIK("AimIK", false)
aimIK = false
aim_anim = self:GetStateText()
else
if (stance == "Standing" or stance == "Crouch") and self.stance == "Prone" then
local cur_anim = self:GetStateText()
if string.match(cur_anim, "%a+_(%a+).*") == "Prone" then
self:SetFootPlant(true, nil, stance)
if not quick_play then
local base_idle = self:GetIdleBaseAnim(stance)
local angle = lof_data.angle or CalcOrientation(lof_data.step_pos, aim_pos)
PlayTransitionAnims(self, base_idle, angle)
end
end
end
self:AttachActionWeapon(action)
aim_anim = self:GetAimAnim(action_id, stance)
end
if quick_play then
if not self.return_pos and not IsCloser2D(self, lof_data.step_pos, const.SlabSizeX/2) and not attack_args.circular_overwatch then
self.return_pos = GetPassSlab(self)
end
self:SetPos(lof_data.step_pos)
self:SetOrientationAngle(lof_data.angle or CalcOrientation(lof_data.step_pos, aim_pos))
if self:GetStateText() ~= aim_anim then
self:SetState(aim_anim, const.eKeepComponentTargets, 0)
end
self:SetFootPlant(true)
if aimIK then
self:SetIK("AimIK", aim_pos, nil, nil, 0)
else
self:SetIK("AimIK", false)
end
return
end
self:SetIK("LookAtIK", false)
self:SetFootPlant(true, nil, stance)
if rotate_to_target then
local prefix = string.match(aim_anim, "^(%a+_).*") or self:GetWeaponAnimPrefix()
while true do
-- enter step pos
while not IsCloser2D(self, lof_data.step_pos, const.SlabSizeX/2) do
local dummy_angle
if lof_data.step_pos:Dist2D(self.return_pos or self) == 0 then
dummy_angle = CalcOrientation(self.return_pos, aim_pos)
else
dummy_angle = CalcOrientation(self.return_pos or self, lof_data.step_pos)
end
if self:ReturnToCover(prefix) then
-- some time passed, check if the lof_data.step_pos position has been changed
else
-- behind a cover. place the unit to the left or right of the cover.
local angle = CalcOrientation(self, lof_data.step_pos)
local rotate = abs(AngleDiff(angle, self:GetVisualOrientationAngle())) > 90*60
self:SetIK("AimIK", false)
if rotate then
self:AnimatedRotation(angle, aim_anim)
end
if not rotate or self.command ~= "AimIdle" then
local step_to_target = CalcOrientation(lof_data.step_pos, aim_pos)
local cover_side = AngleDiff(step_to_target, angle) < 0 and "Left" or "Right"
local anim = string.format("%s%s_Aim_Start", prefix, cover_side)
if not self.return_pos and not attack_args.circular_overwatch then
self.return_pos = GetPassSlab(self)
end
if IsValidAnim(self, anim) then
anim = self:ModifyWeaponAnim(anim)
self:SetPos(lof_data.step_pos, self:GetAnimDuration(anim))
self:RotateAnim(step_to_target, anim)
else
local msg = string.format('Missing animation "%s" for "%s"', anim, self.unitdatadef_id)
StoreErrorSource(self, msg)
self:SetState(aim_anim, const.eKeepComponentTargets)
self:SetAngle(step_to_target, 500)
Sleep(500)
end
end
end
-- update aiming position (the cursor position could be changed)
if self.command ~= "AimIdle" then
if not IsCloser2D(self, lof_data.step_pos, const.SlabSizeX/2) then
return
end
break
end
if not self.aim_action_id then
return
end
attack_args, attack_results = self:GetAimResults()
lof_idx = table.find(attack_args.lof, "target_spot_group", attack_args.target_spot_group or "Torso")
lof_data = attack_args.lof and attack_args.lof[lof_idx or 1] or attack_args
aim_pos = lof_data.lof_pos2 or attack_args.target
if attack_results and attack_results.trajectory then
local p1 = attack_results.trajectory[1].pos
local p2 = attack_results.trajectory[2].pos
aim_pos = p1 + SetLen(p2 - p1, 10*guim)
end
end
if weapon then
self:SetAimFX(weapon:GetVisualObj(self))
end
local angle = CalcOrientation(self, aim_pos)
local start_angle = self:GetVisualOrientationAngle()
local angle_diff = AngleDiff(angle, start_angle)
if stance == "Prone" then
if prepared_attack and not attack_args.circular_overwatch then
angle = start_angle
else
if abs(angle_diff) <= 60*60 then
angle = start_angle
else
angle = FindProneAngle(self, nil, angle, 60*60)
end
end
end
-- play transition animations to target anim
local played_anims = PlayTransitionAnims(self, aim_anim, angle)
if played_anims and self.command == "AimIdle" then
break
end
if self.command ~= "AimIdle" then
if not attack_args.opportunity_attack or abs(AngleDiff(angle, start_angle)) > 45*60 then
self:AnimatedRotation(angle, aim_anim)
end
break
end
-- rotate left or right
if abs(AngleDiff(angle, self:GetOrientationAngle())) < 1*60 then
break
end
local max_deviation_angle = 45*60
if abs(angle_diff) < max_deviation_angle and not (prepare_to_attack and prepared_attack) then
self.aim_rotate_last_angle = false
break
end
if not rotate_cooldown_disable then
if not self.aim_rotate_last_angle or abs(AngleDiff(angle, self.aim_rotate_last_angle)) > max_deviation_angle then
self.aim_rotate_last_angle = angle
self.aim_rotate_cooldown_time = GameTime() + (aim_rotate_cooldown_times[stance] or 1000)
break
end
if GameTime() - self.aim_rotate_cooldown_time < 0 then
break
end
end
self.aim_rotate_last_angle = false
self.aim_rotate_cooldown_time = false
local rotate_anim = self:GetRotateAnim(angle_diff, aim_anim)
if not IsValidAnim(self, rotate_anim) then
self:IdleRotation(angle)
break
end
self:SetIK("AimIK", false)
rotate_anim = self:ModifyWeaponAnim(rotate_anim)
if abs(angle_diff) > 150*60 then
self:Rotate180(angle, rotate_anim)
else
self:SetState(rotate_anim, const.eKeepComponentTargets, Presets.ConstDef.Animation.BlendTimeRotateOnSpot.value)
local anim_rotation_angle = self:GetStepAngle()
local duration = self:TimeToAnimEnd()
local rotation_deviation = 45*60
local steps = 1 + duration / 20
for i = 1, steps do
local a = start_angle + i * angle_diff / steps
local t = duration * i / steps - duration * (i - 1) / steps
self:SetOrientationAngle(a, t)
Sleep(t)
end
end
self:SetState(aim_anim, const.eKeepComponentTargets)
if aimIK then
self:SetIK("AimIK", aim_pos)
end
end
else
if self.return_pos then
local prefix = string.match(aim_anim, "^(%a+_).*") or self:GetWeaponAnimPrefix()
self:ReturnToCover(prefix)
end
end
local cur_anim = self:GetStateText()
if cur_anim ~= aim_anim then
self:SetState(aim_anim, const.eKeepComponentTargets)
end
if aimIK then
if not self.aim_rotate_cooldown_time or GameTime() - self.aim_rotate_cooldown_time >= 0 then
self:SetIK("AimIK", aim_pos)
end
else
self:SetIK("AimIK", false)
end
end
function Unit:SetAimFX(fx_target, delayed)
if self.aim_fx_thread then
DeleteThread(self.aim_fx_thread)
self.aim_fx_thread = false
end
if self.aim_fx_target == (fx_target or false) then
return
end
if delayed then
self.aim_fx_thread = CreateGameTimeThread(function(self)
Sleep(1)
self.aim_fx_thread = false
self:SetAimFX(fx_target)
end, self, fx_target)
return
end
if self.aim_fx_target then
PlayFX("Aim", "end", self, self.aim_fx_target)
end
if fx_target then
PlayFX("Aim", "start", self, fx_target)
end
self.aim_fx_target = fx_target
end
function Unit:CanAimIK(weapon)
local weapon_type = weapon and weapon.WeaponType
if not weapon_type then
return false
elseif weapon_type == "Grenade" then
return false
elseif weapon_type == "MeleeWeapon" then
return false
elseif weapon_type == "Mortar" then
return false
elseif weapon_type == "FlareGun" then
return false
elseif self:HasStatusEffect("ManningEmplacement") then
return false
end
return true
end
function NetSyncEvents.Aim(unit, action_id, target)
if not unit then return end
local action = CombatActions[action_id]
if action and action.DisableAimAnim then return end
local changed = unit:SetAimTarget(action_id, target)
if changed and unit.team and unit.team.control == "UI" then
local playerId = unit:IsLocalPlayerControlled() and netUniqueId or GetOtherPlayerId()
local targetId = IsKindOf(target, "Unit") and target.session_id
SetCoOpPlayerAimingAtUnit(playerId, targetId)
end
end
function OnMsg.RunCombatAction(action_id, unit)
if unit and action_id ~= "Aim" and unit.aim_action_id then
unit:SetAimTarget()
end
end
local function playTurnOnFx(unit, weapon)
local visual = weapon and weapon.visual_obj
if not visual then return end
for slot, component_id in sorted_pairs(weapon.components) do
local component = WeaponComponents[component_id]
if component and component.EnableAimFX then
local fx_actor
for _, descr in ipairs(component and component.Visuals) do
if descr:Match(weapon.class) then
fx_actor = visual.parts[descr.Slot]
if fx_actor then
break
end
end
end
fx_actor = fx_actor or visual
PlayFX("TurnOn", "start", fx_actor)
unit.weapon_light_fx = unit.weapon_light_fx or {}
unit.weapon_light_fx[#unit.weapon_light_fx + 1] = fx_actor
end
end
end
function Unit:SetWeaponLightFx(enable)
for _, fx_actor in ipairs(self.weapon_light_fx) do
PlayFX("TurnOn", "end", fx_actor)
end
self.weapon_light_fx = false
if enable and self.visible and not self:CanQuickPlayInCombat() then
local weapon1, weapon2 = self:GetActiveWeapons()
playTurnOnFx(self, weapon1)
playTurnOnFx(self, weapon2)
end
end
function Unit:SetAimTarget(action_id, target)
if action_id then
local aim_target = target or false
if IsPoint(aim_target) and not aim_target:IsValidZ() then
aim_target = aim_target:SetTerrainZ(2*const.SlabSizeZ)
end
local aim_action_params = self.aim_action_params
if not aim_action_params then
aim_action_params = {}
self.aim_action_params = aim_action_params
end
if self.aim_action_id == action_id and aim_action_params.target == aim_target then
return false
end
if self.visible and self.aim_action_id ~= action_id then
self:SetWeaponLightFx(true)
end
self.aim_action_id = action_id
aim_action_params.target = aim_target
if self.command == "Idle" then
self:SetCommand("Idle")
end
elseif self.aim_action_id then
self.aim_action_id = false
self.aim_action_params = false
self.aim_results = false
self.aim_attack_args = false
end
return true
end
function Unit:GetActionResults(action_id, args)
local action = CombatActions[action_id]
if action then
return action:GetActionResults(self, args)
end
end
function Unit:GetAimResults()
local action = CombatActions[self.aim_action_id]
if not action then
return
elseif not self.aim_results then
-- check for valid aim target
local target = self.aim_action_params and self.aim_action_params.target
if not IsPoint(target) and not IsValid(target) then return end
self.aim_results, self.aim_attack_args = action:GetActionResults(self, self.aim_action_params)
end
return self.aim_attack_args, self.aim_results
end
local NonStanceActionAnims = {
["Idle"] = "idle",
["Run"] = "walk",
["Death"] = "death",
}
function Unit:UpdateModifiedAnim()
local modify_animations_ar = false
local weapon, weapon2 = self:GetActiveWeapons("Firearm")
if weapon and not weapon2 then
if weapon.ModifyRightHandGrip then
modify_animations_ar = true
else
for i, component in pairs(weapon.components) do
local visuals = (WeaponComponents[component] or empty_table).Visuals or empty_table
local idx = table.find(visuals, "ApplyTo", weapon.class)
if idx then
local component_data = visuals[idx]
if component_data.ModifyRightHandGrip then
modify_animations_ar = true
break
end
end
end
end
end
if self.modify_animations_ar ~= modify_animations_ar then
self.modify_animations_ar = modify_animations_ar
local anim = self:GetStateText()
local new_anim = modify_animations_ar and self:ModifyWeaponAnim(anim) or GetUnmodifiedAnim(anim)
if new_anim ~= anim then
self:SetState(new_anim, const.eKeepPhase)
end
end
end
function Unit:ModifyWeaponAnim(anim)
if self.modify_animations_ar then
if string.starts_with(anim, "ar_") then
local new_anim = "arg_" .. string.sub(anim, 4)
if IsValidAnim(self, new_anim) then
return new_anim
end
end
end
return anim
end
function GetUnmodifiedAnim(anim)
if string.starts_with(anim, "arg_") then
return "ar_" .. string.sub(anim, 5)
end
return anim
end
function Unit:GetUnmodifiedAnim()
return GetUnmodifiedAnim(self:GetStateText())
end
function Unit:GetValidAnim(prefix, stance, action_full)
local name = stance and stance ~= "" and string.format("%s_%s", stance, action_full) or action_full
local base_anim = name
if stance == "" then
base_anim = NonStanceActionAnims[action_full] or base_anim
end
if prefix and prefix ~= "" then
base_anim = prefix .. base_anim
end
local valid = self:HasState(base_anim) and not IsErrorState(self:GetEntity(), base_anim)
if not valid and action_full == "WalkSlow" then
return self:GetValidAnim(prefix, stance, "Walk")
end
return valid, base_anim, name
end
function IsAnimVariant(anim, base_anim)
anim = GetUnmodifiedAnim(anim)
return (anim == base_anim or string.starts_with(anim, base_anim) and tonumber(string.sub(anim, #base_anim + 1))) and true or false
end
function GetAnimVariants(entity, base_anim)
if not HasState(entity, base_anim) or IsErrorState(entity, base_anim) then
return {}
end
local format = string.match(base_anim, ".*%d$") and "%s_%d" or "%s%d"
local anim_variants = {}
local count = 0
while true do
count = count + 1
local anim = (count == 1) and base_anim or string.format(format, base_anim, count)
if not HasState(entity, anim) or IsErrorState(entity, anim) then
break
end
table.insert(anim_variants, anim)
end
return anim_variants
end
local anim_variations_weight_cache = {}
local anim_variations_phases_chunk = 1000
local anim_variations_min_time_offset = 2000
local nearby_unique_anim_distance = 12*guim
local function GetRandomAnims(entity, base_anim)
local t = anim_variations_weight_cache[entity]
if not t then
t = {}
anim_variations_weight_cache[entity] = t
end
if not t[base_anim] then
local anims = {}
t[base_anim] = anims
local total_chunks = 0
local total_weight = 0
local anim_variants = GetAnimVariants(entity, base_anim)
for idx, anim in ipairs(anim_variants) do
local anim_metadata = (Presets.AnimMetadata[entity] or empty_table)[anim] or empty_table
local anim_weight = anim_metadata.VariationWeight or 100
local max_random_phase = anim_metadata.RandomizePhase or -1
if max_random_phase < 0 then
max_random_phase = GetAnimDuration(entity, base_anim) * 70 / 100
end
local chunks_count = 1 + max_random_phase / anim_variations_phases_chunk
total_weight = total_weight + anim_weight
anims[idx] = {
anim = anim,
anim_weight = anim_weight,
total_weight = total_weight,
max_random_phase = max_random_phase,
chunk_idx = total_chunks,
chunks_count = chunks_count,
}
total_chunks = total_chunks + chunks_count
end
anims.total_weight = total_weight
anims.total_chunks = total_chunks
end
return t[base_anim]
end
function Unit:GetVariationsCount(base_anim)
if not base_anim then
return
end
local anims = GetRandomAnims(self:GetEntity(), base_anim)
return #anims
end
function Unit:GetRandomAnim(base_anim)
if not base_anim then
return
end
local anims = GetRandomAnims(self:GetEntity(), base_anim)
if #anims == 0 then
StoreErrorSource(self, string.format("Invalid '%s' variation request", base_anim))
return base_anim, 1, 1
end
local roll = self:Random(anims.total_weight)
local idx = GetRandomItemByWeight(anims, roll, "total_weight")
return anims[idx].anim, idx
end
function Unit:GetNearbyUniqueRandomAnim(base_anim)
if not base_anim then
return
end
local anims = GetRandomAnims(self:GetEntity(), base_anim)
if anims.total_chunks == 1 then
return anims[1].anim, 0, 1 -- animation, phase, variation index
end
local anims_locked_chunks = {}
MapForEach(self, nearby_unique_anim_distance, "Unit", function(o, self, anims, anims_locked_chunks)
if o == self then
return
end
if o.gender ~= self.gender then
return
end
local variation_idx = table.find(anims, "anim", o:GetUnmodifiedAnim())
if not variation_idx then
return
end
local min, max
local entry = anims[variation_idx]
if entry.max_random_phase == 0 then
min, max = 1, 1 -- this animation is not supposed to be played more than once
else
local phase = o:GetAnimPhase()
min = Max(0, phase - anim_variations_min_time_offset) / anim_variations_phases_chunk
max = Min(entry.max_random_phase, phase + anim_variations_min_time_offset) / anim_variations_phases_chunk
if min > max then
return
end
end
local chunk_idx = entry.chunk_idx
local locked_count = 0
for i = min, max do
if not anims_locked_chunks[chunk_idx + i] then
anims_locked_chunks[chunk_idx + i] = true
locked_count = locked_count + 1
end
end
if locked_count > 0 then
NetUpdateHash("GetNearbyUniqueRandomAnim_locking_anim", o, chunk_idx, variation_idx, locked_count, o:GetUnmodifiedAnim(), o:GetAnimPhase())
anims_locked_chunks[-variation_idx] = (anims_locked_chunks[-variation_idx] or 0) + locked_count
end
end, self, anims, anims_locked_chunks)
-- try first not used animation
local total_free_animations = 0
for idx, entry in ipairs(anims) do
if entry.chunks_count > 0 and not anims_locked_chunks[entry.chunk_idx] then
total_free_animations = total_free_animations + 1
end
end
NetUpdateHash("GetNearbyUniqueRandomAnim_total_free_animations", total_free_animations)
if total_free_animations > 0 then
local value = total_free_animations > 1 and self:Random(total_free_animations) or 0
for idx, entry in ipairs(anims) do
if entry.chunks_count > 0 and not anims_locked_chunks[entry.chunk_idx] then
value = value - 1
end
if value < 0 then
return entry.anim, 0, idx
end
end
assert(false)
end
-- look for not used animation segment
local total_weight = anims.total_weight
for idx, entry in ipairs(anims) do
local locked_chunks_count = anims_locked_chunks[-idx]
if locked_chunks_count then
local locked_weight = entry.anim_weight * locked_chunks_count / entry.chunks_count
total_weight = total_weight - locked_weight
end
end
if total_weight > 0 then
local value = self:Random(total_weight)
for idx, entry in ipairs(anims) do
local weight = entry.anim_weight
local locked_chunks_count = anims_locked_chunks[-idx]
if locked_chunks_count then
local locked_weight = weight * locked_chunks_count / entry.chunks_count
weight = weight - locked_weight
end
if weight > 0 then
value = value - weight
if value < 0 then
-- return the first free chunk
if not locked_chunks_count then
return entry.anim, 0, idx
end
for i = entry.chunk_idx, entry.chunk_idx + entry.chunks_count - 1 do
if not anims_locked_chunks[i] then
local phase = (i - entry.chunk_idx) * anim_variations_phases_chunk
return entry.anim, phase, idx
end
end
assert(false)
end
end
end
assert(false)
end
-- there is no free animations
local anim, variation_idx = self:GetRandomAnim(base_anim)
return anim, 0, variation_idx
end
function Unit:GetNearbyUniqueRandomAnimFromList(list)
local anims = table.icopy(list)
MapForEach(self, nearby_unique_anim_distance, "Unit", function(o, anims)
if o == self then
return
end
local idx = table.find(anims, o:GetUnmodifiedAnim())
if idx then
table.remove(anims, idx)
end
end, anims)
if #anims > 0 then
return anims[1 + self:Random(#anims)]
end
return list[1 + self:Random(#list)]
end
local UniversalAnimActions = {
Climb = true,
Drop = true,
JumpOverShort = true,
JumpOverLong = true,
JumpAcross1 = true,
JumpAcross2 = true,
}
local ActionAnimationPrefixMap = {
["Open_Door"] = {
["inf_"] = "nw_",
},
["BreakWindow"] = {
["civ_"] = "nw_",
["inf_"] = "nw_",
},
["Downed"] = {
["civ_"] = "nw_",
["inf_"] = "nw_",
},
["Death"] = {
["inf_"] = "civ_",
},
}
function Unit:TryGetActionAnim(action, stance, action_suffix)
local action_full
if not g_Combat and action == "Idle" or action == "IdlePassive" then
action_full = self:GetCommandParam("idle_action")
stance = self:GetCommandParam("idle_stance") or stance
end
if not action_full then
action_full = action_suffix and action .. action_suffix or action
end
local prefix
if self.species == "Human" then
if UniversalAnimActions[action] then
prefix = "civ_"
elseif self:HasStatusEffect("ManningEmplacement") and (action == "Idle" or action == "IdlePassive" or action == "Fire") then
prefix = "hmg_"
stance = "Crouch"
elseif action == "Fire" then
local weapon, weapon2 = self:GetActiveWeapons()
prefix = weapon and GetWeaponAnimPrefix(weapon, weapon2) or "nw_"
if prefix == "nw_" then
stance = "Standing"
action_full = "Attack_Down"
end
elseif self.infected then
if action == "Idle" and stance == "Prone" then
prefix = "nw_"
else
prefix = "inf_"
if action ~= "Death" and action ~= "Downed" and (stance == "Prone" or stance == "Crouch") then
stance = "Standing"
end
end
else
if action == "CombatBegin" then
stance = "Standing"
end
prefix = self:GetWeaponAnimPrefix()
end
local action_prefix_map = ActionAnimationPrefixMap[action]
if action_prefix_map and action_prefix_map[prefix] then
prefix = action_prefix_map[prefix]
end
else
if stance == "Downed" then
action = "Downed"
else
stance = ""
end
if action == "Idle" then
if self.species == "Hyena" then
action_full = "idle_Combat"
end
elseif action == "Climb" then
action_full = action_suffix == 1 and "climb_1x" or "climb_2x"
elseif action == "Drop" then
action_full = action_suffix == 1 and "drop_1x" or "drop_2x"
elseif action == "CombatBegin" then
action_full = "combat_Begin"
end
end
local valid, anim, name = self:GetValidAnim(prefix, stance, action_full)
if valid then
return anim
end
-- fallback
if action == "Downed" then
if self.species == "Human" then
return "civ_DeathOnSpot_F"
end
return "death"
end
local fallback_prefix = self:GetWeaponAnimPrefixFallback()
if fallback_prefix ~= prefix then
local fallback_anim = string.format("%s%s", fallback_prefix, name)
if self:HasState(fallback_anim) and not IsErrorState(self:GetEntity(), fallback_anim)then
return fallback_anim
end
end
return false, anim
end
function Unit:GetActionBaseAnim(action, stance, action_suffix)
local anim, name = self:TryGetActionAnim(action, stance, action_suffix)
if not anim then
local msg = string.format('Missing animation "%s" for "%s"', name, self.unitdatadef_id)
StoreErrorSource(self, msg)
end
return anim
end
function Unit:GetActionRandomAnim(action, stance, action_suffix)
local base_anim = self:GetActionBaseAnim(action, stance, action_suffix)
local anim = self:GetNearbyUniqueRandomAnim(base_anim)
return anim
end
function Unit:SetRandomAnim(base_anim, flags, crossfade, force)
if not force and IsAnimVariant(self:GetStateText(), base_anim) then
return
end
local anim, phase = self:GetNearbyUniqueRandomAnim(base_anim)
anim = self:ModifyWeaponAnim(anim)
self:SetState(anim, flags or const.eKeepComponentTargets, crossfade or -1)
if phase > 0 then
self:SetAnimPhase(1, phase)
end
end
function Unit:RandomizeAnimPhase()
local duration = GetAnimDuration(self:GetEntity(), self:GetState())
if duration > 1 then
local phase = self:Random(duration - 1)
self:SetAnimPhase(1, phase)
end
end
function Unit:GetAttackAnim(action_id, stance)
local attack_anim
if self.species == "Human" then
if action_id then
if string.starts_with(action_id, "ThrowGrenade") then
attack_anim = "gr_Standing_Attack"
elseif string.match(action_id, "DoubleToss") then
attack_anim = "gr_Standing_Attack"
elseif action_id == "KnifeThrow" or action_id == "HundredKnives" then
attack_anim = "mk_Standing_Fire"
elseif action_id == "UnarmedAttack" then
attack_anim = "nw_Standing_Attack_Down"
elseif action_id == "Bombard" then
attack_anim = "nw_Standing_MortarFire"
elseif action_id == "FireFlare" then
attack_anim = string.format("hg_%s_Flare_Fire", stance or self.stance)
elseif action_id == "Charge" or action_id == "GloryHog" or action_id == "MeleeAttack" then
attack_anim = IsKindOf(self:GetActiveWeapons(), "MacheteWeapon") and "mk_Standing_Machete_Attack_Forward"
or "mk_Standing_Attack_Forward"
elseif action_id == "Bandage" then
return "nw_Bandaging_Idle"
end
end
if not attack_anim then
attack_anim = self:GetActionBaseAnim("Fire", stance)
end
else
if self:HasState("attack") and not IsErrorState(self:GetEntity(), "attack") then
attack_anim = "attack"
end
end
attack_anim = self:ModifyWeaponAnim(attack_anim)
return attack_anim
end
function Unit:GetAimAnim(action_id, stance)
local aim_idle
if self.species == "Human" then
if action_id then
if string.starts_with(action_id, "ThrowGrenade") then
aim_idle = "gr_Standing_Aim"
elseif string.match(action_id, "DoubleToss") then
aim_idle = "gr_Standing_Aim"
elseif action_id == "KnifeThrow" or action_id == "HundredKnives" then
aim_idle = "mk_Standing_Aim_Forward"
--aim_idle = "mk_Standing_Aim_Down"
elseif action_id == "UnarmedAttack" then
aim_idle = "nw_Standing_Aim_Forward"
elseif action_id == "Bombard" then
aim_idle = "nw_Standing_Idle"
elseif action_id == "FireFlare" then
aim_idle = string.format("hg_%s_Flare_Aim", stance or self.stance)
end
end
if not aim_idle then
local weapon, weapon2 = self:GetActiveWeapons()
if IsKindOf(weapon, "MeleeWeapon") then
aim_idle = "mk_Standing_Aim_Forward"
elseif weapon then
local attack_anim = self:GetActionBaseAnim("Fire", stance or self.stance)
local prefix, stance = string.match(attack_anim or "", "(%a+)_(%a+).*")
if prefix then
local anim = string.format("%s_%s_Aim", prefix, stance)
if IsValidAnim(self, anim) then
aim_idle = anim
end
end
end
aim_idle = aim_idle or "nw_Standing_Aim_Forward"
end
else
aim_idle = "idle"
end
if not IsValidAnim(self, aim_idle) then
return
end
aim_idle = self:ModifyWeaponAnim(aim_idle)
return aim_idle
end
function Unit:GetIdleStyle()
local anim_style
if self.species ~= "Human" then
local aware = g_Combat and (self:IsAware() or self:HasStatusEffect("Surprised")) or self:HasStatusEffect("Suspicious")
local cur_style = GetAnimationStyle(self, self.cur_idle_style)
anim_style =
aware and (cur_style and cur_style.VariationGroup == "CombatIdle" and cur_style
or GetRandomAnimationStyle(self, "CombatIdle"))
or cur_style and cur_style.VariationGroup == "Idle" and cur_style
or GetRandomAnimationStyle(self, "Idle")
else
if self.carry_flare then
anim_style = GetRandomAnimationStyle(self, "FlareIdle")
end
end
return anim_style
end
function Unit:GetIdleBaseAnim(stance)
local cur_style = GetAnimationStyle(self, self.cur_idle_style)
local base_idle = cur_style and cur_style:GetMainAnim()
if base_idle then
if not IsValidAnim(self, base_idle) then
local msg = string.format('GetIdleBaseAnim: Missing animation style "%s - %s" animation "%s". Gender: "%s". Entity: "%s". Appearance: %s', cur_style.group, cur_style.Name, base_idle or "", self.gender, self:GetEntity(), self.Appearance or "false")
StoreErrorSource(self, msg)
end
return base_idle
end
stance = stance or self.stance
local aware = g_Combat and (self:IsAware("pending") or self:HasStatusEffect("Surprised")) or self:HasStatusEffect("Suspicious")
if aware and self.species == "Human" and self.team and self.team.side == "neutral" and not self.conflict_ignore and not self.infected then
base_idle = "civ_Standing_Fear"
end
if not base_idle and not aware and self.species == "Human" then
base_idle = self:TryGetActionAnim("IdlePassive", stance)
end
if not base_idle and self.species == "Human" and (stance == "Standing" or stance == "Crouch") and self:HasStatusEffect("Protected") then
base_idle = self:TryGetActionAnim("TakeCover_Idle", false)
end
if not base_idle then
base_idle = self:TryGetActionAnim("Idle", stance)
end
return base_idle or "idle"
end
function Unit:ShowActiveMeleeWeapon()
local weapon1 = self:GetActiveWeapons()
local wobj1 = IsKindOf(weapon1, "MeleeWeapon") and weapon1:GetVisualObj()
if not wobj1 then
return false
end
wobj1:SetEnumFlags(const.efVisible)
return true
end
function Unit:HideActiveMeleeWeapon()
local weapon1 = self:GetActiveWeapons()
local wobj1 = IsKindOf(weapon1, "MeleeWeapon") and weapon1:GetVisualObj()
if not wobj1 then
return false
end
wobj1:ClearEnumFlags(const.efVisible)
return true
end
local function lGetFallbackUnitAppearance(preset)
if not preset then return "Soldier_Local_01" end
if preset.gender == "Male" then
return "Commando_Foreign_01"
end
return "Soldier_Local_01"
end
function GetAppearancesListTotalWeight(preset)
local weighted_list = {total_weight = 0}
for _, descr in ipairs(preset.AppearancesList) do
if MatchGameState(descr.GameStates) then
weighted_list.total_weight = weighted_list.total_weight + descr.Weight
table.insert(weighted_list, {weight = weighted_list.total_weight, appearance = descr.Preset})
end
end
return weighted_list
end
function GetWeightedAppearance(weighted_list, slot)
local idx = GetRandomItemByWeight(weighted_list, slot, "weight")
return weighted_list[idx].appearance
end
function ChooseUnitAppearance(merc_id, handle)
local preset = UnitDataDefs[merc_id]
if not preset or not preset.AppearancesList then
return lGetFallbackUnitAppearance(preset)
end
local weighted_list = GetAppearancesListTotalWeight(preset)
local slot = handle and (xxhash(handle) % weighted_list.total_weight) or InteractionRand(weighted_list.total_weight, "Appearance")
local appearance = GetWeightedAppearance(weighted_list, slot)
return appearance or lGetFallbackUnitAppearance(preset)
end
function Unit:ChooseAppearance()
local forcedAppearance = false
if self.spawner then
local templates = self.spawner.UnitDataSpawnDefs or empty_table
local data = table.find_value(templates, "UnitDataDefId", self.unitdatadef_id)
forcedAppearance = data and data.ForcedAppearance
end
local unitData = gv_UnitData[self.session_id]
if not forcedAppearance and unitData and unitData.ForcedAppearance then
forcedAppearance = unitData.ForcedAppearance
end
if forcedAppearance then
return forcedAppearance
end
return ChooseUnitAppearance(self.unitdatadef_id, self.handle)
end
function Unit:ExplosionFly(prev_hit_points)
-- not flying anymore(too cartoon) - just play Pain
self:PushDestructor(function(self)
SetCombatActionState(self, false)
self:InterruptPreparedAttack() -- force interrupt when the unit gets thrown off by an explosion
self:RemoveStatusEffect("Protected") -- lose cover
if ShouldDoDestructionPass() then
WaitMsg("DestructionPassDone", 1000) --wait for destro if slabs beneath us get destroyed, so we can get a falldown point
end
--remove badge as the removal of it in unitdiestart is too late in this case
if self:IsDead() then
DeleteBadgesFromTargetOfPreset("CombatBadge", self)
DeleteBadgesFromTargetOfPreset("NpcBadge", self)
if self:ShouldGetDowned() and (g_Combat or (not g_Combat and (prev_hit_points > 1))) then
self.HitPoints = 1 -- make sure the unit is not considered dead and evicted from the UI
self:SetCommand("GetDowned", false, "skip anim")
elseif self.species == "Human" then
self.on_die_hit_descr = self.on_die_hit_descr or {}
self.on_die_hit_descr.death_explosion = true
self:SetCommand("Die")
else
self:SetCommand("Die")
end
else
self:Pain()
-- the combat use the same GotoSlab (the unit should have already been interrupted)
local pos = GetPassSlab(RotateRadius(guim/2, self:GetOrientationAngle(), self)) or GetPassSlab(self)
if self:GetPos() ~= pos then
self:SetCommand("GotoSlab", pos, nil, nil, nil, nil, nil, "interrupted")
end
end
end)
self:PopAndCallDestructor()
end
function Unit:AttachGrenade(grenade)
local visual = PlaceObject("GrenadeVisual", {fx_actor_class = grenade.class})
self:Attach(visual, self:GetSpotBeginIndex("Weaponr"))
grenade:OnPrepareThrow(self, visual)
return visual
end
function Unit:DetachGrenade(grenade)
self:DestroyAttaches("GrenadeVisual")
grenade:OnFinishThrow(self)
end
function GravityFall(obj, pos)
obj:SetGravity()
local fall_time = obj:GetGravityFallTime(pos)
obj:SetPos(pos, fall_time)
Sleep(fall_time)
obj:SetGravity(0)
end
function Unit:FallDown(pos, cower)
pos = ValidateZ(pos)
local myPos = ValidateZ(self:GetPos())
local height = myPos:z() - pos:z()
if height > 0 then
if self:HasPreparedAttack() then
self:InterruptPreparedAttack()
end
self:LeaveEmplacement(true)
local orientation_angle = self:GetOrientationAngle()
local stance = self:GetValidStance(self.stance, pos)
if self:IsDead() then
local norm = self:GetGroundOrientation(self, pos, orientation_angle)
self:SetOrientation(norm, orientation_angle, 300)
GravityFall(self, pos)
else
if stance == "Prone" then
orientation_angle = FindProneAngle(self, pos, orientation_angle, 60*60)
local norm = self:GetGroundOrientation(self, pos, orientation_angle)
self:SetOrientation(norm, orientation_angle, 300)
else
self:SetOrientation(axis_z, orientation_angle, 300)
end
local anim_style = GetAnimationStyle(self, self.cur_idle_style)
local base_idle = anim_style and anim_style:GetMainAnim() or self:GetIdleBaseAnim(stance)
self:SetRandomAnim(base_idle)
self:SetTargetDummy(pos, orientation_angle, base_idle, 0, stance)
GravityFall(self, pos)
local floors = DivCeil(height, 4 * const.SlabSizeZ)
local damage = 1 + self:Random(floors * 10)
local floating_text = T{443902454775, "<damage> (High Fall)", damage = damage}
self:TakeDirectDamage(damage, floating_text)
if not self:IsDead() then
if stance ~= self.stance then
self:DoChangeStance(stance)
end
self:UninterruptableGoto(self:GetPos())
end
end
elseif pos ~= myPos then
if self:HasPreparedAttack() then
self:InterruptPreparedAttack()
end
self:LeaveEmplacement()
if not self:IsDead() then
local stance = self:GetValidStance(self.stance, pos)
if stance ~= self.stance then
self:DoChangeStance(stance)
end
self:UninterruptableGoto(pos, true)
end
end
self:SetTargetDummyFromPos()
if cower and not self:IsDead() then
self:SetCommand("Cower", "find cower spot")
self:SetCommandParamValue("Cower", "move_anim", "Run")
self:UpdateMoveAnim()
end
end
function Unit:PlayAwarenessAnim(followup_cmd)
local setPiece = GetDialog("XSetpieceDlg")
local triggerUnit = setPiece and setPiece.triggerUnits and setPiece.triggerUnits[1]
local isTriggerUnit = triggerUnit and triggerUnit == self
local idleAnim = false
if self.stance == "Prone" then
self:DoChangeStance("Standing")
end
local anims
if self:HasStatusEffect("ManningEmplacement") or self:GetBandageTarget() then
-- do nothing
elseif setPiece and not isTriggerUnit then
anims = { self:TryGetActionAnim("Idle", self.stance) }
idleAnim = true
elseif self.species == "Human" then
local heavyWeaponUsage = IsKindOf(self:GetActiveWeapons(), "HeavyWeapon")
local sniperUsage = IsKindOf(self:GetActiveWeapons(), "SniperRifle")
local base_anim = self:GetActionBaseAnim("CombatBegin", self.stance)
if base_anim then
if self.infected then
-- zombies do not have variatins of _CombatBegin
anims = { base_anim }
else
if self.pending_awareness_role == "alerter" then
if heavyWeaponUsage or sniperUsage then
anims = { base_anim } -- variation 3 shoots and with snipers and heavy weapons we do not want that
else
anims = { base_anim .. 3 }
end
elseif self.pending_awareness_role == "alerted" then
anims = { base_anim }
elseif self.pending_awareness_role == "attacked" then
anims = { base_anim .. 4 }
elseif self.pending_awareness_role == "surprised" then
anims = { base_anim .. 2 }
end
end
end
else
if self.pending_awareness_role == "alerter" then
anims = { "combat_Begin" }
else
anims = { "combat_Begin2" }
end
end
if anims then
if self.pending_awareness_role == "alerted" and not IsValid(self.alerted_by_enemy) then
Sleep(self:Random(500)) -- randomize phase when multiple units playing
end
if IsValid(self.alerted_by_enemy) and not self:HasStatusEffect("ManningEmplacement") and not self:GetBandageTarget() then
local alerted_angle = CalcOrientation(self, self.alerted_by_enemy)
local face_angle = self:GetPosOrientation(nil, alerted_angle, self.stance, false, true)
if face_angle then
self:AnimatedRotation(face_angle, anims[1])
end
end
local anim = self:GetNearbyUniqueRandomAnimFromList(anims)
anim = self:ModifyWeaponAnim(anim)
self:SetState(anim, const.eKeepComponentTargets)
local weapon = self:GetActiveWeapons()
local fx_target = weapon and weapon:GetVisualObj() or false
if fx_target and not idleAnim then
PlayFX("AwarenessAnim", "start", self, fx_target)
local index = 1
while true do
local t = self:TimeToMoment(1, "hit", index)
if not t then break end
Sleep(t)
PlayFX("AwarenessAnim", "hit", self, fx_target)
index = index + 1
end
Sleep(self:TimeToAnimEnd())
PlayFX("AwarenessAnim", "end", self, fx_target)
elseif not idleAnim then
Sleep(self:TimeToAnimEnd())
end
end
self.pending_awareness_role = nil
if followup_cmd then
self:SetCommand(followup_cmd)
end
end
function Unit:BanterIdle(idle_style)
self:PlayIdleStyle(idle_style)
end
-- setpiece stuff
function Unit:SetpieceIdle(set_idle)
-- default command to put units into while playing setpiece and to store some behavior specific params for the setpiece
Msg("OnSetpieceIdleStart", self)
local wasInterruptable = self.interruptable
if wasInterruptable then
self:EndInterruptableMovement()
end
if set_idle then
local base_idle = self:GetIdleBaseAnim()
if not IsAnimVariant(self:GetStateText(), base_idle) then
local anim = self:GetNearbyUniqueRandomAnim(base_idle)
self:SetState(anim)
end
end
repeat
Sleep(100)
until not IsSetpiecePlaying()
if wasInterruptable then
self:BeginInterruptableMovement()
end
end
function Unit:SetpieceSetStance(anim_stance)
if Presets.CombatStance.Default[anim_stance] then
self.stance = anim_stance
end
local base_idle = self:GetIdleBaseAnim(anim_stance)
if not IsAnimVariant(self:GetStateText(), base_idle) then
local anim = self:GetNearbyUniqueRandomAnim(base_idle)
self:SetState(anim)
end
self:SetCommand("SetpieceIdle")
end
function Unit:RestoreAiming(target_pt, lof_params)
local weapon, weapon2 = self:GetActiveWeapons()
if weapon then
local attack_data = self:ResolveAttackParams(nil, target_pt, lof_params)
local aim_idle = self:GetAimAnim(nil, attack_data.stance)
self:SetState(aim_idle, const.eKeepComponentTargets)
self:SetPos(attack_data.step_pos)
else
if self.return_pos then
self:SetPos(self.return_pos)
self.return_pos = false
end
self:SetRandomAnim(self:GetIdleBaseAnim())
end
self:Face(target_pt)
end
function Unit:SetpieceAimAt(target_pt)
self:RestoreAiming(target_pt, {can_use_covers = false})
Msg("SetpieceUnitAimed", self)
self:SetCommand("SetpieceIdle")
end
function Unit:SetpieceGoto(pos, end_angle, stance, straight_line, animated_rotation, delay)
self.goto_target = false
if delay then
Sleep(delay)
end
if (stance or "") ~= "" and stance ~= self.stance then
self:DoChangeStance(stance)
end
-- initial animated face target
if animated_rotation then
local face_pos
if straight_line then
face_pos = pos
else
self:FindPath(pos)
local pathlen = pf.GetPathPointCount(self)
for i = pathlen, 1, -1 do
local p = pf.GetPathPoint(self, i)
if p and p:IsValid() and self:GetDist2D(p) > 0 then
face_pos = p
break
end
end
end
if face_pos then
local angle = CalcOrientation(self, face_pos)
if abs(AngleDiff(angle, self:GetOrientationAngle())) > 45*60 then
self:AnimatedRotation(angle)
end
end
end
-- goto
self:UninterruptableGoto(pos, straight_line)
-- finish: face target
if end_angle then
if animated_rotation and abs(AngleDiff(end_angle, self:GetOrientationAngle())) > 45*60 then
self:AnimatedRotation(end_angle)
else
self:SetOrientationAngle(end_angle, 100)
end
end
self:SetCommand("SetpieceSetStance", self.stance)
end
function OnMsg.ClassesPreprocess(classdefs)
classdefs.AppearanceObjectPart.flags.gofUnitLighting = true
end |