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Feb 22nd, 2018
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Lua 3.17 KB | None | 0 0
  1. (function()
  2.   print("CmnDefInnBed loaded")
  3.   function CmnDefInnBed.OnScene00000(A0_0, A1_1, A2_2)
  4.     return 1
  5.   end
  6.   function CmnDefInnBed.OnScene00001(A0_3, A1_4, A2_5, A3_6)
  7.     if A0_3:GetTerritoryType() == A0_3.TERRITORY_TYPE_S1TI then
  8.       A1_4:Position(A0_3.POS_S1TI_BED_FRONT)
  9.     elseif A0_3:GetTerritoryType() == A0_3.TERRITORY_TYPE_W1TI then
  10.       A1_4:Position(A0_3.POS_W1TI_BED_FRONT)
  11.     elseif A0_3:GetTerritoryType() == A0_3.TERRITORY_TYPE_F1TI then
  12.       A1_4:Position(A0_3.POS_F1TI_BED_FRONT)
  13.     elseif A0_3:GetTerritoryType() == A0_3.TERRITORY_TYPE_R2TI then
  14.       A1_4:Position(A0_3.POS_R2TI_BED_FRONT)
  15.     elseif A0_3:GetTerritoryType() == A0_3.TERRITORY_TYPE_E3TI then
  16.       A1_4:Position(A0_3.POS_E3TI_BED_FRONT)
  17.     end
  18.     A0_3:FollowLookAt(A0_3.FOLLOW_LOOKAT_ON)
  19.     A0_3:PlayCamera(39, A1_4)
  20.     A0_3:Zoom(3, 3, 0, 0, 0)
  21.     A0_3:UpdownDolly(1, 1, 0, 0, 0)
  22.     A0_3:SideDolly(-1, -1, 0, 0, 0)
  23.     A1_4:Equip(A0_3.EQUIP_TYPE_WEAPON, 0, A0_3.WEAPON_SLOT_MAIN)
  24.     A1_4:Equip(A0_3.EQUIP_TYPE_WEAPON, 0, A0_3.WEAPON_SLOT_SUB)
  25.     A0_3:Wait(30)
  26.     A0_3:FadeIn(A0_3.FADE_SHORT)
  27.     A0_3:WaitForFade()
  28.     A1_4:PlayActionTimeline(A0_3.SLEEP_ACTION)
  29.     A0_3:Wait(220)
  30.     A0_3:FadeOut(A0_3.FADE_DEFAULT)
  31.     A0_3:WaitForFade()
  32.     A0_3:Skip(A0_3.SKIP_FINALIZE_AUTO_FADEIN)
  33.     return A3_6
  34.   end
  35.   function CmnDefInnBed.OnScene00002(A0_7, A1_8, A2_9, A3_10)
  36.     if A3_10 == 2 then
  37.       A0_7:Skip(A0_7.SKIP_FINALIZE_AUTO_FADEIN)
  38.       A0_7:Logout()
  39.     elseif A3_10 == 3 then
  40.       A0_7:Skip(A0_7.SKIP_FINALIZE_AUTO_FADEIN)
  41.       A0_7:Shutdown()
  42.     end
  43.   end
  44.   function CmnDefInnBed.OnScene00100(A0_11, A1_12, A2_13)
  45.     if A0_11:GetTerritoryType() == A0_11.TERRITORY_TYPE_S1TI then
  46.       A1_12:Position(A0_11.POS_S1TI_BED_FRONT)
  47.     elseif A0_11:GetTerritoryType() == A0_11.TERRITORY_TYPE_W1TI then
  48.       A1_12:Position(A0_11.POS_W1TI_BED_FRONT)
  49.     elseif A0_11:GetTerritoryType() == A0_11.TERRITORY_TYPE_F1TI then
  50.       A1_12:Position(A0_11.POS_F1TI_BED_FRONT)
  51.     elseif A0_11:GetTerritoryType() == A0_11.TERRITORY_TYPE_R2TI then
  52.       A1_12:Position(A0_11.POS_R2TI_BED_FRONT)
  53.     elseif A0_11:GetTerritoryType() == A0_11.TERRITORY_TYPE_E3TI then
  54.       A1_12:Position(A0_11.POS_E3TI_BED_FRONT)
  55.     end
  56.     A1_12:Direction(180)
  57.     A0_11:FollowLookAt(A0_11.FOLLOW_LOOKAT_ON)
  58.     A0_11:PlayCamera(38, A1_12)
  59.     A0_11:Zoom(3, 3, 0, 0, 0)
  60.     A0_11:UpdownDolly(1, 1, 0, 0, 0)
  61.     A0_11:SideDolly(-1, -1, 0, 0, 0)
  62.     A1_12:Equip(A0_11.EQUIP_TYPE_WEAPON, 0, A0_11.WEAPON_SLOT_MAIN)
  63.     A1_12:Equip(A0_11.EQUIP_TYPE_WEAPON, 0, A0_11.WEAPON_SLOT_SUB)
  64.     A1_12:PlayActionTimeline(A0_11.WAKEUP_ACTION, nil, nil, A0_11.ACTION_NO_INTERPOLATE)
  65.     A0_11:Wait(60)
  66.     A0_11:FadeIn(A0_11.FADE_SHORT)
  67.     A0_11:WaitForFade()
  68.     A0_11:Wait(190)
  69.     A0_11:FadeOut(A0_11.FADE_DEFAULT)
  70.     A0_11:WaitForFade()
  71.   end
  72. end)()
  73. ;(function()
  74.   local L0_14
  75.   L0_14 = CmnDefInnBed
  76.   L0_14.SCRIPT_VERSION = 1
  77.   L0_14 = CmnDefInnBed
  78.   function L0_14.IsAcceptEvent(A0_15, A1_16, A2_17, A3_18, A4_19, A5_20)
  79.     if A5_20 == A0_15.EVENT_ENTER_TERRITORY then
  80.       return A0_15:IsEnterTerritoryEventLogin(A1_16)
  81.     end
  82.     return true
  83.   end
  84. end)()
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