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- how to inject notifies through code
- static function UpdateAnimations(out array<AnimSet> CustomAnimSets, XComGameState_Unit UnitState, XComUnitPawn Pawn)
- {
- local AnimSet Set;
- local AnimSequence Sequence;
- local AnimNotifyEvent NotifyEvent;
- local AnimNotify_FireWeaponVolley TestNotify;
- local int i;
- foreach Pawn.Mesh.AnimSets(Set)
- {
- foreach Set.Sequences(Sequence)
- {
- if (InStr(Sequence.SequenceName, "HL_Psi_SelfCast") != INDEX_NONE)
- {
- `log(`showvar(Sequence.SequenceName));
- for (i = 0; i<Sequence.Notifies.Length; i++)
- {
- TestNotify = AnimNotify_FireWeaponVolley(Sequence.Notifies[i].Notify);
- if (TestNotify==none) continue;
- if (TestNotify!=none && TestNotify.PerkAbilityName == "MCDetonate") return;
- if (TestNotify!=none && TestNotify.PerkAbilityName == "Fuse")
- {
- `log(`showvar(TestNotify.PerkAbilityName));
- `log(`showvar(TestNotify.bPerkVolley));
- NotifyEvent.Time = Sequence.Notifies[i].Time;
- NotifyEvent.Notify = new class'AnimNotify_FireWeaponVolley'(TestNotify);
- AnimNotify_FireWeaponVolley(NotifyEvent.Notify).PerkAbilityName = "MCDetonate";
- `log(`showvar(AnimNotify_FireWeaponVolley(NotifyEvent.Notify).bPerkVolley));
- Sequence.Notifies.InsertItem(i++, NotifyEvent);
- //break;
- }
- }
- }
- }
- }
- }
- static function UpdateAnimations(out array<AnimSet> CustomAnimSets, XComGameState_Unit UnitState, XComUnitPawn Pawn)
- {
- local AnimSet Set;
- local AnimSequence Sequence;
- local XComAnimNotify_Aim TestNotify;
- local int i;
- if (!UnitState.IsSoldier())
- {
- return;
- }
- foreach Pawn.Mesh.AnimSets(Set)
- {
- foreach Set.Sequences(Sequence)
- {
- if (InStr(Sequence.SequenceName, "MV_WalkFwdA") != INDEX_NONE ||
- InStr(Sequence.SequenceName, "MV_WalkFwdYellowAlertA") != INDEX_NONE)
- {
- //`log(GetFuncName() @ `showvar(Sequence.SequenceName),, 'TrueStealth');
- for (i = 0; i<Sequence.Notifies.Length; i++)
- {
- TestNotify = XComAnimNotify_Aim(Sequence.Notifies[i].Notify);
- if (TestNotify==none) continue;
- if (TestNotify!=none && TestNotify.Enable)
- {
- `log(GetFuncName() @ UnitState.SummaryString @ "Disabling" @ `showvar(TestNotify),, 'TrueStealth');
- TestNotify.Enable = false;
- //break;
- }
- }
- }
- }
- }
- }
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