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- = Fix to static renderer for errors with incorrect 'default' shader
- = Fix third person camera
- = Fix PVS Studio Warnings
- + Add new game_object exports:
- ;Anything
- u32 get_spatial_type() -- get alife object flags
- set_spatial_type(u32) -- set alife object flags
- iterate_feel_touch(funct) -- ex. obj:iterate_feel_touch(func) [passes ID as param to a given lua function]
- ;InventoryItem only
- set_weight(float) -- sets inventory weight
- use(game_object) -- Allows to force use an object if passed obj is the actor. ex. item:use(db.actor)
- ;Actor only
- start_trade(game_object) -- initiates trade with actor
- start_upgrade(game_object) -- initiates upgrade screen with actor
- set_character_icon(texture_name)
- ;Weapons only
- u8 get_ammo_type()
- set_ammo_type(u8 ammo_type)
- get_ammo_count_for_type(u8 ammo_type)
- has_ammo_type(u8 ammo_type)
- get_weapon_substate()
- get_main_weapon_type() -- deals with ef_main_weapon_type
- set_main_weapon_type(u16 type)
- get_weapon_type() -- deals with ef_weapon_type
- set_weapon_type(u16 type)
- ;Anomaly only
- set_restrictor_type(u8)
- u8 get_restrictor_type()
- --[[ Restrictor Types
- eDefaultRestrictorTypeNone = u8(0),
- eDefaultRestrictorTypeOut = u8(1),
- eDefaultRestrictorTypeIn = u8(2),
- eRestrictorTypeNone = u8(3),
- eRestrictorTypeIn = u8(4),
- eRestrictorTypeOut = u8(5),
- --]]
- + Added class export CActorMenu to lua
- + Added lua function call to level_input.script for level_input.on_key_press(key,bind). This allows for overriding engine keybinds like quicksave and quickload to be done in lua
- + Added lua function calls for icon drag&drop in actor menu: actor_menu_inventory.CUIActorMenu_OnItemDropped. Passes the item.
- + Added lua function calls for item hover (focus) in actor menu: actor_menu_inventory.CUIActorMenu_OnItemFocusReceive, actor_menu_inventory.CUIActorMenu_OnItemFocusLost and
- + Added lua function call for best_weapon (requires ai_stalker.script with update_best_weapon function. Passes npc,cur_wpn)
- + Added lua function call for _G.CActor__BeforeHitCallback(actor,hit,bone_id). Can edit hit properties before hit actually occurs, like reducing or increasing hit.power, hit.impulse, hit.direction, hit.type. If the function returns false then hit is ignored
- + Added lua function call for _G.CInventoryItem__Eat(npc,item). This function is called before inventory item is used. If function returns false then item isn't used/eaten.
- + Added weapon_magazine_empty callback for actor
- + Added cut-content AmebaZone
- + Added ZS_AMEBA and ZS_NGRAV class registrator ids
- + Added optional snd_shoot_actor and snd_silencr_shot_actor sounds (can be layered)
- - remove distance check when opening inventory boxes to allow scripted exploitation to initiate actor menu trade with other inventories located anywhere on the level
- - remove ai_die_in_anomaly console command
- - disabled some compiler security features which should improve game performance and aren't necessary.
- ~ Changed in-game text color for Neutral to yellow
- ~ _mp keybinds to work for _both
- ~ updated splash screen
- * now disable the use of precompiled shaders by default. Can be re-enabled with r__use_precompiled_shaders 1 in dev console
- * added/change use1_functor and use1_action_functor to added up to 5 custom context menu options. use1_functor must return string or nil. If it's a string then it will be displayed in the context menu on right-click. If it returns nil then option won't appear. use1_action_functor will execute when clicking the option.
- * Enabled layered sounds in build_config_defines.h for snd_shoot and snd_explode
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