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- ------------------------------------------
- function actor_binder:on_item_take (obj)
- level_tasks.proceed(self.object)
- ev_inv_space.start(obj)
- --game_stats.update_take_item (obj, self.object)
- ---------------------------------------
- -- Daemonion's weapon audio perspective
- 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)
- ev_inv_space.start(obj)
- ev_gasmask.maskDrop(obj)
- ---------------------------------------
- -- Daemonion's weapon audio perspective
- 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
- ---------------------------------------
- --game_stats.update_drop_item (obj, self.object)
- abc_medkit.chk_medlot_object(obj)
- end
- --------------------------------------------------------------------
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