/***********************************************************************/ /** © 2015 CD PROJEKT S.A. All rights reserved. /** THE WITCHER® is a trademark of CD PROJEKT S. A. /** The Witcher game is based on the prose of Andrzej Sapkowski. /***********************************************************************/ state CombatSteel in W3PlayerWitcher extends CombatSword { event OnEnterState( prevStateName : name ) { super.OnEnterState(prevStateName); this.CombatSteelInit( prevStateName ); } event OnLeaveState( nextStateName : name ) { this.CombatSteelDone( nextStateName ); super.OnLeaveState(nextStateName); } public function GetSwordType() : name { return 'steelsword'; } entry function CombatSteelInit( prevStateName : name ) { parent.OnEquipMeleeWeapon( PW_Steel, true ); parent.SetBIsCombatActionAllowed( true ); BuildComboPlayer(); super.ProcessStartupAction( startupAction ); CombatSteelLoop(); } entry function CombatSteelDone( nextStateName : name ) { if ( nextStateName != 'AimThrow' && nextStateName != 'CombatSilver' && nextStateName != 'CombatFists' ) parent.SetBehaviorVariable( 'playerCombatStance', (float)( (int)PCS_Normal ) ); } private latent function CombatSteelLoop() { while( true ) { Sleep( 0.5 ); } } public final function HACK_ExternalCombatComboUpdate( timeDelta : float ) { InteralCombatComboUpdate( timeDelta ); } } state CombatSteel in W3ReplacerCiri extends CombatSword { event OnEnterState( prevStateName : name ) { super.OnEnterState(prevStateName); this.CombatSteelInit( prevStateName ); } event OnLeaveState( nextStateName : name ) { this.CombatSteelDone( nextStateName ); super.OnLeaveState(nextStateName); } entry function CombatSteelInit( prevStateName : name ) { parent.OnEquipMeleeWeapon( PW_Steel, false ); parent.SetBIsCombatActionAllowed( true ); parent.SetBehaviorVariable( 'test_ciri_replacer', 1.0f); parent.LockEntryFunction( false ); BuildComboPlayer(); super.ProcessStartupAction( startupAction ); CombatSteelLoop(); } entry function CombatSteelDone( nextStateName : name ) { if ( nextStateName != 'AimThrow' && nextStateName != 'CombatSilver' && nextStateName != 'CombatFists' ) parent.SetBehaviorVariable( 'playerCombatStance', (float)( (int)PCS_Normal ) ); } private latent function CombatSteelLoop() { while( true ) { Sleep( 0.5 ); } } public final function HACK_ExternalCombatComboUpdate( timeDelta : float ) { InteralCombatComboUpdate( timeDelta ); } }