--*******************************************************************
function actor_binder:on_item_take (obj)
level_tasks.proceed(self.object)
--game_stats.update_take_item (obj, self.object)
if (isWeapon(obj)) then
local sec = obj:section()
local ini = system_ini()
-- Check system ini if section with the postfix "_actor" exists
if (ini:section_exist(sec.."_actor")) then
alife():release( alife():object(obj:id()),true )
alife():create(sec.."_actor",db.actor:position(),0,0,0)
end
end
end
function actor_binder:on_item_drop (obj)
level_tasks.proceed(self.object)
--game_stats.update_drop_item (obj, self.object)
if (isWeapon(obj) and string.find(obj:section(),"_actor")) then
local sec = string.gsub(obj:section(),"_actor","")
alife():release( alife():object(obj:id()),true )
alife():create(sec,db.actor:position(),db.actor:level_vertex_id(),db.actor:game_vertex_id())
end
if _z.item_drop_is_intentional(obj, self.object) then
if _z.on_item_drop(obj, self.object) then return end -- true = used item
if use_sleeping_bag and abc_sleep and obj:section()=="sleep_bag" then
if not has_alife_info("ui_inventory") then return end
if _dev then
_dev.queue_delayed_event({delay=1200,event="abc_sleep.show_sleep_dialog()"})
else
dbglog("sleep_bag needs valid _dev.script")
end
end
end
end
--*******************************************************************