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- -----------------------------------------------------------------------------
- --
- -----------------------------------------------------------------------------
- -- Beef NVG MCM values
- local nvg_gain_max = 2.0 -- max value for nvg gain (brightness)
- local nvg_gain_min = 0.5 -- min value for nvg gain (brightness)
- local nvg_washout_thresh = 0.1 -- used to calculate washout effect on light sources
- local nvg_view_through_scope = false -- can you keep your NVGs on when looking through scope?
- local nvg_gain_offset = 1.0 -- offset for nvg gain to accomodate for brighter/darker worlds
- local nvg_mode_gen1 = 3.0 -- overlay mode gen 1
- local nvg_num_tubes_gen2 = 2.0 -- number of tubes for NVG gen 2
- local nvg_mode_gen1 = 0.0 -- overlay mode gen 2
- local nvg_num_tubes_gen3 = 4.0 -- number of tubes for NVG gen 3
- local nvg_mode_gen1 = 0.0 -- overlay mode gen 3
- local nvg_stays_pda = true -- disable nvg on PDA?
- local shader_scope_compat = false -- compatibility with 2d shader scopes
- local nvg_radius = 0.55 -- Radius of circles
- -- Variables
- local nvg_generation = 0 -- 1, 2, or 3
- local nvg_num_tubes = 0 -- 1, 2, or 4 tubes -- 11 for single offset left and 12 for single offset right
- local nvg_gain_current = 1 -- current gain setting
- local vignette_amount = 0.1 -- standard vignette value
- local vignette_current = 1.0 -- current vignette value, for turn-on/ turn-off effect
- local vignette_speed = 1.4 -- how fast vignette changes
- local glitch_power = 0 -- how much 'glitch' to add to NVGs
- local nvg_mode = 0 -- overlay preset
- local crt_latch = false -- latches crt effect on turn-on
- local flip_latch = false -- latches flip down effect on turn-on
- local nv_eff = {} -- to store the effect
- local flip_speed = 20 -- how fast to flip down
- local flip_down = 1 -- flip down value (1 all the way up, 100 all the way down)
- -- Variables for turn-on animation
- local torch_anm_state = 0
- local torch_anm_start = 0
- local torch_anm_time = 0
- local mc_anm_time_1 = 0
- local torch_anm_sec = "anim_headlamp"
- local mc_anm_sec = "anim_mask_clean"
- local snd_headlamp = sound_object('interface\\inv_torch')
- local hide_hand_speed = 1.5
- local last_animation_frame = 0
- -- Variables for on-weapon zoom (and shader scopes compat)
- local zoomed_in = false
- local tube_count_temp = 0
- --local vignette_temp = 0
- local radius_temp
- local scope_blur_temp = 0
- local shader_scope_flag = false
- local zoom = true
- -- Variables for PDA auto-turn-off functionality
- local disable_nvg = false
- local normal_fov
- -----------------------------------------------------------------------------
- --
- -----------------------------------------------------------------------------
- function on_option_change()
- nvg_gain_max = z_beefs_nvgs_mcm.get_config("nvg_gain_max_mcm")
- nvg_gain_min = z_beefs_nvgs_mcm.get_config("nvg_gain_min_mcm")
- nvg_gain_offset = z_beefs_nvgs_mcm.get_config("nvg_gain_offset_mcm")
- nvg_washout_thresh = z_beefs_nvgs_mcm.get_config("nvg_washout_thresh_mcm")
- nvg_view_through_scope = z_beefs_nvgs_mcm.get_config("nvg_view_through_scope_mcm")
- nvg_num_tubes_gen1 = z_beefs_nvgs_mcm.get_config("nvg_gen1_tubes_mcm")
- nvg_num_tubes_gen2 = z_beefs_nvgs_mcm.get_config("nvg_gen2_tubes_mcm")
- nvg_num_tubes_gen3 = z_beefs_nvgs_mcm.get_config("nvg_gen3_tubes_mcm")
- nvg_mode_gen1 = z_beefs_nvgs_mcm.get_config("nvg_gen1_mode_mcm")
- nvg_mode_gen2 = z_beefs_nvgs_mcm.get_config("nvg_gen2_mode_mcm")
- nvg_mode_gen3 = z_beefs_nvgs_mcm.get_config("nvg_gen3_mode_mcm")
- nvg_stays_pda = z_beefs_nvgs_mcm.get_config("nvg_stays_pda_mcm")
- shader_scope_compat = z_beefs_nvgs_mcm.get_config("shader_scope_compat")
- end
- -----------------------------------------------------------------------------
- -- NVG DATA PACKING AND UPDATE FUNCTION
- -----------------------------------------------------------------------------
- function pack_nvg_data()
- local x_1 = tostring(nvg_generation) -- Generation (1,2,3) - outputs 1.x to 3.x
- local x_2 = tostring(nvg_num_tubes * 10) -- Num Tubes (1,2,4,1.1,1.2) outputs x.10, x.20, x.40, x.11, or x.12
- local y_1 = tostring(math.floor(nvg_gain_current * 10)) -- Gain Adjust (0.1 to 3) -- outputs 1.y to 30.y in 1. increment
- local y_2 = tostring(math.floor(nvg_washout_thresh * 10)) -- Washout Thresh (0.0 - 0.9) - outputs y.0 to y.9 in .1 increment
- local z_1 = tostring(math.floor(vignette_current * 100)) -- Vignette Amount (0.0 to 1.0) outputs 0.z to 100.z in 1. increment
- local z_2 = tostring(math.floor(glitch_power * 10)) -- Glitch Power (0.0 - 0.9) - outputs z.0 to z.9 in .1 increment
- local w_1 = tostring((math.floor(nvg_gain_offset * 10)) ) -- Gain Offset (0.5 to 3.0) - outputs 5.w to 30.w in 1. increment
- local w_2 = tostring(nvg_mode) -- Mode (0,1) - outputs w.0 or w.1 depending on mode
- return "(" .. x_1 .. "." .. x_2 .. "," .. y_1 .. "." .. y_2 .. "," .. z_1 .. "." .. z_2 .. "," .. w_1 .. "." .. w_2 .. ")"
- end
- function pack_nvg_data_2()
- local x_1 = tostring(math.floor(flip_down)) -- Flip down amount - outputs 1.x to 100.x
- local x_2 = tostring(0)
- local y_1 = tostring(0)
- local y_2 = tostring(math.floor(nvg_radius*100)) -- Radius for NVG effect - outputs 0.0 to 0.99
- local z_1 = tostring(0)
- local z_2 = tostring(0)
- local w_1 = tostring(0)
- local w_2 = tostring(0)
- return "(" .. x_1 .. "." .. x_2 .. "," .. y_1 .. "." .. y_2 .. "," .. z_1 .. "." .. z_2 .. "," .. w_1 .. "." .. w_2 .. ")"
- end
- function update_nvgs()
- get_console():execute("r__nightvision " .. nvg_generation )
- get_console():execute("shader_param_8 " .. pack_nvg_data() )
- get_console():execute("shader_param_7 " .. pack_nvg_data_2() )
- end
- -----------------------------------------------------------------------------
- -- NVG TURN ON AND TURN OFF FUNCTIONS, INCL ANIMATION
- -----------------------------------------------------------------------------
- function allow_animation()
- return (torch_anm_state == 0 and game.hud_motion_allowed() and (not game.only_movekeys_allowed()) and actor_menu.get_last_mode() == 0 and (not IsMoveState("mcClimb")))
- end
- local lowered_anm_kinds = {
- ["w_sniper"] = true,
- ["w_rifle"] = true,
- ["w_smg"] = true,
- ["w_shotgun"] = true,
- }
- local lowered_anm_classes = {
- ["WP_VAL"] = true,
- ["WP_AK74"] = true,
- ["WP_LR300"] = true,
- ["WP_BM16"] = true,
- ["WP_SVD"] = true,
- ["WP_SVU"] = true,
- ["WP_GROZA"] = true,
- ["WP_ASHTG"] = true,
- ["WP_ASHTG"] = true,
- ["WP_SHOTG"] = true,
- ["WP_RG6"] = true,
- ["WP_RPG7"] = true,
- ["D_PDA"] = true,
- }
- function register_nvg_callbacks()
- RegisterScriptCallback("actor_on_update", actor_on_update)
- RegisterScriptCallback("actor_on_weapon_zoom_in", actor_on_weapon_zoom_in)
- RegisterScriptCallback("actor_on_weapon_zoom_out", actor_on_weapon_zoom_out)
- RegisterScriptCallback("actor_on_info_callback",pda_check)
- end
- function unregister_nvg_callbacks()
- UnregisterScriptCallback("actor_on_weapon_zoom_in", actor_on_weapon_zoom_in)
- UnregisterScriptCallback("actor_on_weapon_zoom_out", actor_on_weapon_zoom_out)
- UnregisterScriptCallback("actor_on_info_callback",pda_check)
- UnregisterScriptCallback("actor_on_update", actor_on_update)
- end
- function item_device.set_nightvision(section,state)
- if (not section) then
- return
- end
- nv_eff[section] = nv_eff[section] or ini_sys:r_string_ex(section,"nv_effect")
- if nv_eff[section] ~= nil then
- if (nv_eff[section] == "nightvision_1") then
- nvg_generation = 1
- nvg_num_tubes = nvg_num_tubes_gen1
- nvg_mode = nvg_mode_gen1
- end
- if (nv_eff[section] == "nightvision_2") then
- nvg_generation = 2
- nvg_num_tubes = nvg_num_tubes_gen2
- nvg_mode = nvg_mode_gen2
- end
- if (nv_eff[section] == "nightvision_3") then
- nvg_generation = 3
- nvg_num_tubes = nvg_num_tubes_gen3
- nvg_mode = nvg_mode_gen3
- end
- if state and (not item_device.nv_state) or (not state) and item_device.nv_state then
- local function nvg_turn_on()
- register_nvg_callbacks()
- last_animation_frame = time_global()
- update_nvgs()
- item_device.nv_state = true
- utils_obj.play_sound("interface\\inv_nv_start")
- end
- local function nvg_turn_off()
- last_animation_frame = time_global()
- update_nvgs()
- item_device.nv_state = false
- utils_obj.play_sound("interface\\inv_nv_off")
- end
- -- Check if headlamp is equipped. No need for battery check
- if (not allow_animation()) or (not item_device.can_toggle_torch()) then
- if ((not state) and item_device.nv_state) and torch_anm_state == 0 then
- nvg_turn_off()
- end
- return
- end
- local weapon_zoomed = axr_main.weapon_is_zoomed and (not (IsPistol(db.actor:active_item(),nil)) or db.actor:active_detector())
- local det_active = db.actor:active_detector() or nil
- local det_hide_time = 0
- local new_speed = 0
- local anm_name = "script\\headlamp.anm"
- local anm_additional_length = 0.45
- if (db.actor:active_item()) then
- local itm = db.actor:active_item()
- local hud = ini_sys:r_string_ex(itm:section(),"hud") or "hud_base"
- local name = ini_sys:r_string_ex(hud,"gasmask_anm")
- if (name) then
- anm_name = name
- else
- local kind = ini_sys:r_string_ex(itm:section(),"kind") or nil
- local class = ini_sys:r_string_ex(itm:section(),"class") or nil
- if ((kind and lowered_anm_kinds[kind]) or (class and lowered_anm_classes[class])) then
- anm_name = "script\\lower.anm"
- anm_additional_length = 0.8
- end
- end
- if (not det_active and weapon_zoomed) then
- if (get_console():get_bool("wpn_aim_toggle")) then
- level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM))
- else
- level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM))
- end
- end
- end
- if (det_active) then
- if (weapon_zoomed) then
- det_active:switch_state(2)
- det_hide_time = (det_active:play_hud_motion("anm_zoom_hide_fast", true, 3, 1, 0) / 1000)
- if (get_console():get_bool("wpn_aim_toggle")) then
- level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM))
- else
- level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM))
- end
- else
- det_hide_time = (det_active:play_hud_motion("anm_hide_fast", true, 3, 2, 0) / 1000) + 0.1
- end
- if (det_hide_time == 0) then
- det_hide_time = (det_active:play_hud_motion("anm_hide", true, 3, 3.5, 0) / 1000) + 0.1
- end
- game.play_hud_anm(anm_name, 0, 0.25, 1, false)
- end
- local function torch_toggle_anim_fast()
- local time_g = time_global()
- if (torch_anm_state == 1) then
- game.play_hud_motion(1, torch_anm_sec, "anm_switch", true, 0.75)
- level.add_cam_effector("camera_effects\\headlamp\\headlamp.anm", 7539, false, "", 0, false)
- torch_anm_start = time_g
- torch_anm_state = 2
- elseif (torch_anm_state == 2) and (time_g > torch_anm_start + torch_anm_time - 350) then
- if (item_device.nv_state) then
- nvg_turn_off()
- else
- nvg_turn_on()
- end
- torch_anm_state = 3
- elseif (torch_anm_state == 3) and (time_g > torch_anm_start + torch_anm_time + 1) then
- torch_anm_state = 0
- torch_anm_start = 0
- game.only_allow_movekeys(false)
- game.set_actor_allow_ladder(true)
- RemoveTimeEvent(0, "play_torch_toggle")
- end
- return false
- end
- local function torch_toggle_anim()
- local time_g = time_global()
- if (torch_anm_state == 1) then
- if (det_active) then
- det_active:switch_state(3)
- db.actor:force_hide_detector()
- else
- game.play_hud_anm(anm_name, 0, 1, 1, false)
- end
- game.play_hud_motion(1, mc_anm_sec, "anm_hide_hand", true, hide_hand_speed)
- new_speed = game.set_hud_anm_time(anm_name, ((torch_anm_time + mc_anm_time_1) / 1000) + anm_additional_length)
- torch_anm_start = time_g
- torch_anm_state = 2
- elseif (torch_anm_state == 2) and (time_g > torch_anm_start + mc_anm_time_1 - 10) then
- game.play_hud_motion(1, torch_anm_sec, "anm_switch", true, 1)
- level.add_cam_effector("camera_effects\\headlamp\\headlamp.anm", 7539, false, "", 0, false)
- torch_anm_state = 3
- elseif (torch_anm_state == 3) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time - 550) then
- if (item_device.nv_state) then
- nvg_turn_off()
- else
- nvg_turn_on()
- end
- torch_anm_state = 4
- elseif (torch_anm_state == 4) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time + 15) then
- if (new_speed) then game.play_hud_anm(anm_name, 2, new_speed, 1, false, true) end
- if (det_active) then db.actor:show_detector(true) end
- torch_anm_state = 5
- elseif (torch_anm_state == 5) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time + (anm_additional_length * 1000 + 100)) then
- torch_anm_state = 0
- torch_anm_start = 0
- game.only_allow_movekeys(false)
- game.set_actor_allow_ladder(true)
- RemoveTimeEvent(0, "play_torch_toggle")
- end
- return false
- end
- torch_anm_state = 1
- game.only_allow_movekeys(true)
- game.set_actor_allow_ladder(false)
- if (not db.actor:active_item() and not det_active) then
- CreateTimeEvent(0, "play_torch_toggle", det_hide_time, torch_toggle_anim_fast)
- else
- CreateTimeEvent(0, "play_torch_toggle", det_hide_time, torch_toggle_anim)
- end
- end
- end
- end
- -----------------------------------------------------------------------------
- -- NVG BRIGHTNESS ADJUSTMENT FUNCTIONS
- -----------------------------------------------------------------------------
- function brightness_up()
- if item_device.nv_state then
- local step_size = (nvg_gain_max - nvg_gain_min) / 5
- if nvg_gain_current < nvg_gain_max then
- nvg_gain_current = nvg_gain_current + step_size
- if nvg_gain_current > nvg_gain_max then
- nvg_gain_current = nvg_gain_max
- end
- local snd_adjust = sound_object('interface\\inv_nvg')
- snd_adjust:play(db.actor,0,sound_object.s2d)
- update_nvgs()
- end
- end
- end
- function brightness_down()
- if item_device.nv_state then
- local step_size = (nvg_gain_max - nvg_gain_min) / 5
- if nvg_gain_current > nvg_gain_min then
- nvg_gain_current = nvg_gain_current - step_size
- if nvg_gain_current <= nvg_gain_min then
- nvg_gain_current = nvg_gain_min
- end
- local snd_adjust = sound_object('interface\\inv_nvg')
- snd_adjust:play(db.actor,0,sound_object.s2d)
- update_nvgs()
- end
- end
- end
- -----------------------------------------------------------------------------
- -- NVG STATE CHANGE EFFECT, MANIPULATES VIGNETTE AND LOCATION TO
- -- SIMUALATE FLIPPING DOWN AND TURNING ON NVGS
- -----------------------------------------------------------------------------
- function state_change_effect()
- -- Each frame should take no more than 100ms
- local current_time = time_global()
- local passed_iters = (current_time - last_animation_frame) / 100
- if passed_iters == 0 then -- Less than 100ms from last frame, don't slow down animation
- passed_iters = 1
- end
- for i = 1, passed_iters do
- if item_device.nv_state then
- if not flip_latch then
- if flip_down < 100 then
- flip_down = flip_down + flip_speed
- end
- if flip_down >= 100 then
- flip_down = 100
- flip_latch = true
- end
- end
- if flip_latch and not crt_latch then
- if vignette_current > vignette_amount then
- vignette_current = vignette_current / vignette_speed
- end
- if vignette_current <= vignette_amount then
- vignette_current = vignette_amount
- crt_latch = true
- end
- end
- else
- if crt_latch then
- vignette_current = 1.0
- crt_latch = false
- end
- if not crt_latch and flip_latch then
- if flip_down > 1 then
- flip_down = flip_down - flip_speed
- end
- if flip_down <= 1 then
- flip_down = 1
- flip_latch = false
- unregister_nvg_callbacks()
- nvg_generation = 0
- item_device.nv_discharged = false
- end
- end
- end
- if i == passed_iters then
- last_animation_frame = time_global()
- end
- end
- if (item_device.nv_discharged) then
- vignette_current = 1.0
- end
- end
- -----------------------------------------------------------------------------
- -- NVG GLITCH EFFECT, CALLED FROM ITEM_DEVICES AND GLITCHES NVG DURING
- -- PSY STORM AND BLOWOUT
- -----------------------------------------------------------------------------
- -- nvg glitch effect during blowouts and psy storms
- function nvg_glitch(power)
- if item_device.nv_state then
- if glitch_power ~= power then
- glitch_power = power
- if not zoomed_in then
- update_nvgs()
- end
- end
- end
- end
- -----------------------------------------------------------------------------
- -- TURNS OFF NVGS WHEN ADS, AS WELL AS CHANGE TO SINGLE CENTERED SCOPE
- -- WHEN USING SHADER SCOPES TO MAINTAIN COMPATIBILITY
- -----------------------------------------------------------------------------
- function actor_on_weapon_zoom_in()
- zoom = true
- if ((not nvg_view_through_scope) or axr_main.binoc_is_zoomed) and item_device.nv_state then
- zoomed_in = true
- get_console():execute("r__nightvision 0")
- get_console():execute("shader_param_8 (0,0,0,0)")
- elseif (shader_scope_compat and item_device.nv_state) then
- local scopeName = nil
- local wpn = db.actor:active_item()
- local zoom_type = wpn:cast_Weapon():GetZoomType()
- if wpn:weapon_scope_status() == 2 then
- if wpn:weapon_is_scope() then
- local scope = utils_item.get_attached_scope(wpn)
- scopeName = utils_item.get_param(scope, wpn:id(), "scope_texture", "string")
- end
- else
- scopeName = utils_item.get_param(wpn:section(), wpn:id(), "scope_texture", "string")
- end
- --local tex_active = get_console():get_integer("scope_2dtexactive")
- if scopeName and scopeRadii.scopeRadii[scopeName] and zoom_type == 0 then
- scope_blur_temp = get_console():get_float("scope_blur_inner")
- tube_count_temp = nvg_num_tubes
- radius_temp = nvg_radius
- --vignette_temp = vignette_current
- nvg_num_tubes = 1
- get_console():execute("scope_blur_inner 0")
- nvg_radius = math.min(scopeRadii.scopeRadii[scopeName],0.9)
- --vignette_current = 0.5 - scopeRadii.scopeRadii[scopeName]
- CreateTimeEvent("nvg_scope", "nvg_scope", 0.25, function()
- update_nvgs()
- return true
- end)
- shader_scope_flag = true
- end
- end
- end
- -----------------------------------------------------------------------------
- -- TURN NVGS BACK ON AFTER THEY'VE BEEN TEMPORARILY DISABLED BY ADS FUNCTION
- -----------------------------------------------------------------------------
- function actor_on_weapon_zoom_out()
- zoom = false
- if (not nvg_view_through_scope and item_device.nv_state and zoomed_in) then
- zoomed_in = false
- update_nvgs()
- elseif (shader_scope_compat and item_device.nv_state and shader_scope_flag) then
- --vignette_current = vignette_temp
- nvg_num_tubes = tube_count_temp
- --nvg_radius = radius_temp
- nvg_radius = 0.55 -- hack to fix not correctly going back until i am better at this shit
- get_console():execute("scope_blur_inner " .. scope_blur_temp)
- RemoveTimeEvent("nvg_scope", "nvg_scope")
- shader_scope_flag = false
- update_nvgs()
- end
- end
- -----------------------------------------------------------------------------
- -- IF AUTO-TURN-OFF IS ENABLED, THEN AUTO DISABLE NVG WHEN BRING UP PDA
- -----------------------------------------------------------------------------
- function pda_check(npc,info_id)
- local actor = db.actor
- if actor and item_device.nv_state then
- if info_id == "ui_pda" and not nvg_stays_pda then
- if not disable_nvg then
- get_console():execute("r__nightvision 0")
- get_console():execute("shader_param_8 (0,0,0,0)")
- disable_nvg = true
- end
- elseif info_id == "ui_pda_hide" and not nvg_stays_pda then
- if disable_nvg then
- update_nvgs()
- disable_nvg = false
- end
- end
- end
- end
- -----------------------------------------------------------------------------
- -- Actor on update Function - keep as minimal as possible
- -----------------------------------------------------------------------------
- local tmr = 0
- local tmr_step = 200
- function actor_on_update()
- if item_device.nv_discharged or ((not crt_latch or not flip_latch) and item_device.nv_state) or ((crt_latch or flip_latch) and not item_device.nv_state) then
- state_change_effect()
- update_nvgs()
- end
- tg = time_global()
- if tg < tmr then return end
- tmr = tg + tmr_step
- if (not zoom) and (zoomed_in or shader_scope_flag) then
- -- check for disable NVG while ADS
- if (not nvg_view_through_scope and item_device.nv_state and zoomed_in) then
- zoomed_in = false
- update_nvgs()
- elseif (shader_scope_compat and item_device.nv_state and shader_scope_flag) then
- --vignette_current = vignette_temp
- nvg_num_tubes = tube_count_temp
- --nvg_radius = radius_temp
- nvg_radius = 0.55 -- hack to fix not correctly going back until i am better at this shit
- get_console():execute("scope_blur_inner " .. scope_blur_temp)
- RemoveTimeEvent("nvg_scope", "nvg_scope")
- shader_scope_flag = false
- update_nvgs()
- end
- end
- end
- -----------------------------------------------------------------------------
- -- Keybinding Functions
- -----------------------------------------------------------------------------
- -- long press to turn on/off NVG, short press to change brightness
- function on_key_press()
- return
- end
- function on_key_release(key)
- if key == bind_to_dik(key_bindings.kWPN_FUNC) and zoom == true and item_device.nv_state then
- local scopeName = nil
- local wpn = db.actor:active_item()
- local zoom_type = wpn:cast_Weapon():GetZoomType()
- if wpn:weapon_scope_status() == 2 then
- if wpn:weapon_is_scope() then
- local scope = utils_item.get_attached_scope(wpn)
- scopeName = utils_item.get_param(scope, wpn:id(), "scope_texture", "string")
- end
- else
- scopeName = utils_item.get_param(wpn:section(), wpn:id(), "scope_texture", "string")
- end
- if scopeName and scopeRadii.scopeRadii[scopeName] and zoom_type == 0 then
- scope_blur_temp = get_console():get_float("scope_blur_inner")
- tube_count_temp = nvg_num_tubes
- radius_temp = nvg_radius
- nvg_num_tubes = 1
- get_console():execute("scope_blur_inner 0")
- nvg_radius = math.min(scopeRadii.scopeRadii[scopeName],0.9)
- update_nvgs()
- elseif zoom_type == 1 or zoom_type == 2 then
- if nvg_generation == 1 then
- nvg_num_tubes = nvg_num_tubes_gen1
- nvg_mode = nvg_mode_gen1
- elseif nvg_generation == 2 then
- nvg_num_tubes = nvg_num_tubes_gen2
- nvg_mode = nvg_mode_gen2
- elseif nvg_generation == 3 then
- nvg_num_tubes = nvg_num_tubes_gen3
- nvg_mode = nvg_mode_gen3
- end
- nvg_radius = 0.55
- update_nvgs()
- end
- end
- return
- end
- -----------------------------------------------------------------------------
- -- RegisterScriptCallback Functions
- -----------------------------------------------------------------------------
- local function actor_on_first_update()
- normal_fov = device().fov * 0.7
- mc_anm_time_1 = game.get_motion_length(mc_anm_sec, "anm_hide_hand", hide_hand_speed)
- torch_anm_time = game.get_motion_length(torch_anm_sec, "anm_switch", 1)
- update_nvgs()
- end
- function on_game_start()
- RegisterScriptCallback("on_option_change", on_option_change)
- RegisterScriptCallback("on_key_press", on_key_press)
- RegisterScriptCallback("on_key_release", on_key_release)
- RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
- on_option_change()
- end
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