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- function end_intro_play()
- if not has_info("ecs_trader_meet") then
- cam_inert = get_console():get_float("cam_inert")
- get_console():execute("cam_inert 0")
- level.add_cam_effector("camera_effects\\actor_wake_up.anm", 25, false, "")
- db.actor:deactivate_slot()
- local bolt = db.actor:item_in_slot(5)
- if bolt then
- db.actor:remove_from_inventory( bolt:id() )
- end
- Spawn_ItemInInv("bolt_anim_base")
- start_real_timer(1, "tasks_escape.wait_for_hands_register")
- end
- end
- function wait_for_hands_register(t)
- local hands = db.actor:object("bolt_anim_base")
- if hands then
- xr_effects.restore_weapon_helper()
- db.actor:move_to_slot(hands, false)
- db.actor:activate_slot(5)
- end
- --db.actor:restore_weapon()
- Spawn_ItemInInv("bolt")
- start_quick_timer(9, this.end_hand_anim) --/ ~9 real-sec (wait 'hand_anim' done)
- end
- function end_hand_anim(t)
- local hands = db.actor:item_in_slot(5)
- if hands then
- db.actor:move_to_ruck( hands )
- db.actor:remove_from_inventory( hands:id() )
- end
- local bolt = db.actor:object("bolt")
- if bolt then
- db.actor:move_to_slot(bolt, true)
- end
- get_console():execute("cam_inert "..cam_inert)
- level.show_indicators()
- level.enable_input()
- level.save_allowed(true)
- give_info("ecs_trader_meet")
- disable_info("esc_actor_scene")
- end
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