@@ -36,9 +36,9 @@ function actor_binder:net_spawn(data)
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-- printf("actor net spawn")
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level.show_indicators()
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self.bCheckStart = true
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- self.weapon_hide = false -- 鬨 ﱳ穥
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+ self.weapon_hide = false -- спрятано или нет оружие при разговоре.
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self.weapon_hide_in_dialog = false
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- weapon_hide = {} -- ������쩢 䬮⡫ 妴גּ硴졣 .
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+ weapon_hide = {} -- устанавливаем глобальный дефолтовый флаг .
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if object_binder.net_spawn(self,data) == false then
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return false
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end
@@ -50,9 +50,9 @@ function actor_binder:net_spawn(data)
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end
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xr_s.on_game_load() --' Distemper 03.2008 --
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self.weather_manager:reset()
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- --' Ƞ䱳硥ꡭᲲ桤
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+ --' Загружаем настройки дропа
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death_manager.init_drop_settings()
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- --'Ա㬨㡥ꡱ 楦殍
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+ --'Устанавливаем ссылку на таскменеджер
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self.task_manager = task_manager.get_task_manager()
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self.spawn_frame = device().frame
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self.already_jumped = false
@@ -130,7 +130,7 @@ function actor_binder:reinit()
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self.object:set_callback(callback.task_state, self.task_callback, self)
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self.object:set_callback(callback.take_item_from_box, self.take_item_from_box, self)
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self.object:set_callback(callback.use_object, self.use_inventory_item, self)
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-
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+
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----| aVo |--------------------------------------------------------------------
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self.object:set_callback(callback.hit, self.actor_hit, self)
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self.object:set_callback(callback.key_press, self.key_press, self)
@@ -144,8 +144,6 @@ function actor_binder:reinit()
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----| end:aVo |----------------------------------------------------------------
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end
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---------------------------------------------------------------------------------------------------------------------
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-
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-
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----| aVo |--------------------------------------------------------------------
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-- actor hit callback
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function actor_binder:actor_hit(obj, amount, local_direction, who, bone_index)
@@ -155,50 +153,51 @@ end
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-- key press callback
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function actor_binder:key_press(key)
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-- sm:call("key_press", key)
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- -- log1 (string.format("key pressed %d", key))
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+ -- log (string.format("key pressed %d", key))
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if key == DIK_keys.DIK_F7 then
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- log1 ("F7 pressed")
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+ log ("F7 pressed")
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end
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end
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-- key release callback (turn on in build_config_defines.h only if absolutely needed)
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function actor_binder:key_release(key)
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-- sm:call("key_release", key)
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- -- log1 (string.format("key released %d", key))
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+ -- log (string.format("key released %d", key))
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if key == DIK_keys.DIK_F7 then
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- log1 ("F7 released")
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+ log ("F7 released")
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end
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end
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-- key hold callback (turn on in build_config_defines.h only if absolutely needed)
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function actor_binder:key_hold(key)
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-- sm:call("key_hold", key)
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- -- log1 (string.format("key hold %d", key))
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+ -- log (string.format("key hold %d", key))
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if key == DIK_keys.DIK_F7 then
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- log1 ("F7 hold")
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+ log ("F7 hold")
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end
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end
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-- mouse move callback (turn on in build_config_defines.h only if absolutely needed)
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function actor_binder:mouse_move(dx, dy)
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- log1 (string.format("mouse moved to: [%d]:[%d]", dx, dy))
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+ log (string.format("mouse moved to: [%d]:[%d]", dx, dy))
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end
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-- mouse wheel callback (direction is 120 up and -120 down)
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function actor_binder:mouse_wheel(direction)
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- log1 (string.format("mouse wheel moved %s", tostring(direction)))
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+ log (string.format("mouse wheel moved %s", tostring(direction)))
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end
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-- item to ruck callback
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-- note: this is called on new game and level change
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function actor_binder:item_to_ruck(obj)
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- log1 (string.format("item_to_ruck [%s]", obj:name()))
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+ log (string.format("item_to_ruck [%s]", obj:name()))
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end
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-- item to belt callback
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-- note: this is called on new game and level change
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function actor_binder:item_to_belt(obj)
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- log1 (string.format("item_to_belt [%s]", obj:name()))
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+ log (string.format("item_to_belt [%s]", obj:name()))
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end
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-- item to slot callback
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-- note: this is called on new game and level change
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function actor_binder:item_to_slot(obj)
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- log1 (string.format("item_to_slot [%s]", obj:name()))
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+ log (string.format("item_to_slot [%s]", obj:name()))
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end
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+ ----| end:aVo |---------------------------------------------------------------
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----------------------------------------------------------------------------------------------------------------------
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function actor_binder:take_item_from_box(box, item)
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local box_name = box:name()
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----------------------------------------------------------------------------------------------------------------------
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function actor_binder:info_callback(npc, info_id)
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printf("*INFO*: npc='%s' id='%s'", npc:name(), info_id)
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- --' Ҿ禲
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- -- ϲ릠롰end
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+ --' Сюжет
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+ -- Отметки на карте
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+ end
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----------------------------------------------------------------------------------------------------------------------
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function actor_binder:on_trade (item, sell_bye, money)
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if sell_bye == true then
@@ -319,7 +319,7 @@ function actor_binder:update(delta)
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return
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end
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- -- û询 ᰤ檲ힺ���汥ힺ���䱮랠㯤揄
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+ -- Вызов апдейта переноса игрока проводником
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if travel_func ~= nil then
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travel_func()
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end
@@ -328,23 +328,25 @@ function actor_binder:update(delta)
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--slowdown.update()
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local time = time_global()
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game_stats.update (delta, self.object)
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- -- ᰤ檲 糧
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+ -- апдейт погоды
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self.weather_manager:update()
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self:check_detective_achievement()
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self:check_mutant_hunter_achievement()
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- --' o妩𡲠������殥姥 xr_sound.update(self.object:id())
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+ --' Апдейт саундменеджера
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+ xr_sound.update(self.object:id())
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- -- ϡ즭飠ﳪ쿷殨 㣮垠흆���ᣨᳳ
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+ -- Обновление отключения ввода с клавиатуры.
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if self.st.disable_input_time ~= nil and
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game.get_game_time():diffSec(self.st.disable_input_time) >= self.st.disable_input_idle
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then
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level.enable_input()
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self.st.disable_input_time = nil
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end
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- -- o妩𡰰㡮 餰 㬠㱥���婠쯣ힸ��� if self.object:is_talking() then
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+ -- Апдейт прятание оружия игрока во время диалога
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+ if self.object:is_talking() then
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if self.weapon_hide_in_dialog == false then
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self.object:hide_weapon()
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printf("hiding weapon!!!")
@@ -357,7 +359,7 @@ function actor_binder:update(delta)
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self.weapon_hide_in_dialog = false
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end
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end
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- -- o妩𡰰㡮 餰 ࡧﮥ sr_no_weapon
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+ -- Апдейт прятание оружия игрока в зоне sr_no_weapon
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if check_for_weapon_hide_by_zones() == true then
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if self.weapon_hide == false then
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printf("hiding weapon!!!")
@@ -372,12 +374,13 @@ function actor_binder:update(delta)
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end
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end
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- -- 殨㡯
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+ -- обновление пси-антенны
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if sr_psy_antenna.psy_antenna then
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sr_psy_antenna.psy_antenna:update(delta)
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end
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--[[
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- --' û㯤 殨 졡לּ易ᷨ拊 if self.object.radiation >= 0.7 then
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+ --' Вывод сообщения о большой радиации
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+ if self.object.radiation >= 0.7 then
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local hud = get_hud()
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local custom_static = hud:GetCustomStatic("cs_radiation_danger")
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if custom_static == nil then
@@ -426,7 +429,7 @@ function actor_binder:update(delta)
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end
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self.surge_manager:update()
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end
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- -- o妩𡥮콠퀶馮
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+ -- Апдейт доступности для симуляции.
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simulation_objects.get_sim_obj_registry():update_avaliability(alife():actor())
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if not self.loaded then
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function actor_binder:save(packet)
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set_save_marker(packet, "save", false, "actor_binder")
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object_binder.save(self, packet)
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- --' Ү������檠������殼 packet:w_u8(level.get_game_difficulty())
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- --' Ү������檠塭 ﳪ쿷殭猪㣮壍
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+ --' Сохраняем уровень сложности
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+ packet:w_u8(level.get_game_difficulty())
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+ --' Сохраняем данные об отключенном вводе
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if self.st.disable_input_time == nil then
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packet:w_bool(false)
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else
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function actor_binder:load(reader)
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set_save_marker(reader, "load", false, "actor_binder")
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object_binder.load(self, reader)
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- --' Ƞ䱳硥ꡳ local game_difficulty = reader:r_u8()
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+ --' Загружаем уровень сложности
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+ local game_difficulty = reader:r_u8()
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printf("load game_difficulty %s", tostring(game_difficulty))
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get_console():execute("g_game_difficulty "..game_difficulty_by_num[game_difficulty])
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local stored_input_time = reader:r_u8()
@@ -564,7 +569,7 @@ function actor_binder:load(reader)
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end
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--*************************************************************
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- --* Ю岯ᴭ 㦹槠ࡿ髨 *
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+ --* Подспаун вещей в ящики *
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--*************************************************************
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local detective_achievement_items = { "medkit",
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"antirad",
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