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Mark Switch (Update 10) GAMMA Version/gamedata/anims/script/mark_adjust.anm
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3
Mark Switch (Update 10) GAMMA Version/gamedata/configs/mod_system_markswitch_colors.ltx
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[markswitch_colors] | ||
reflex_red = 1, 0.2, 0.2, 0.7 | ||
reflex_green = 0, 1, 0, 0.7 |
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27
Mark Switch (Update 10) GAMMA Version/gamedata/configs/mod_system_markswitch_weapons_bas.ltx
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; Sights | ||
|
||
![ekp8_02] | ||
ms_count = 4 | ||
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![ekp8_18] | ||
ms_count = 4 | ||
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![kp_sr2] | ||
ms_count = 4 | ||
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![okp] | ||
ms_count = 2 | ||
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![0kp2] | ||
ms_count = 2 | ||
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![okep77] | ||
ms_count = 2 | ||
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; Integrated | ||
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![wpn_sr2_veresk_sr2_upkit] | ||
ms_count = 4 | ||
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![wpn_ppsh_bas_uptacppsh] | ||
ms_count = 4 |
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106
...itch (Update 10) GAMMA Version/gamedata/configs/mod_system_markswitch_weapons_default.ltx
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; Sights | ||
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![ac10632] | ||
ms_count = 8 | ||
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![kobra] | ||
ms_count = 4 | ||
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![ekp8_02] | ||
ms_count = 4 | ||
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![ekp8_18] | ||
ms_count = 4 | ||
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![kp_sr2] | ||
ms_count = 4 | ||
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![okp] | ||
ms_count = 6 | ||
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![0kp2] | ||
ms_count = 6 | ||
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![okep77] | ||
ms_count = 6 | ||
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![eot] | ||
ms_count = 6 | ||
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![e0t2] | ||
ms_count = 6 | ||
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![rakurs] | ||
ms_count = 2 | ||
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![1p76] | ||
ms_count = 2 | ||
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![rmr] | ||
ms_count = 2 | ||
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![deltapoint] | ||
ms_count = 2 | ||
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![d0cter] | ||
ms_count = 2 | ||
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![aimpoint] | ||
ms_count = 2 | ||
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![aim_low] | ||
ms_count = 2 | ||
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![point_aimpro] | ||
ms_count = 2 | ||
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![aimpoint_pro] | ||
ms_count = 2 | ||
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![compm4s] | ||
ms_count = 2 | ||
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![mepro] | ||
ms_count = 2 | ||
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![c-more] | ||
ms_count = 2 | ||
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![kemper] | ||
ms_count = 2 | ||
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![lco1] | ||
ms_count = 2 | ||
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![pk6] | ||
ms_count = 3 | ||
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![p1x42] | ||
ms_count = 3 | ||
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![romeo4] | ||
ms_count = 4 | ||
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![romeo8] | ||
ms_count = 1 | ||
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![he510] | ||
ms_count = 2 | ||
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; Integrated | ||
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![wpn_toz34_bull] | ||
ms_count = 4 | ||
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![wpn_ak74u_snag] | ||
ms_count = 4 | ||
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![wpn_pkm_zulus] | ||
ms_count = 4 | ||
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![wpn_sr2_veresk_sr2_upkit] | ||
ms_count = 4 | ||
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![wpn_ppsh_bas_uptacppsh] | ||
ms_count = 4 | ||
|
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9
Mark Switch (Update 10) GAMMA Version/gamedata/configs/plugins/mark_switch.ltx
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[sights] | ||
pk6 = 3 | ||
kp_sr2 = 4 | ||
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[integrated] | ||
wpn_toz34_bull = 4 | ||
wpn_ak74u_snag = 4 | ||
wpn_pkm_zulus = 4 | ||
wpn_sr2_veresk_sr2_upkit = 4 |
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16
Mark Switch (Update 10) GAMMA Version/gamedata/configs/text/eng/ui_st_mark_switch.xml
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<?xml version="1.0" encoding="windows-1251"?> | ||
<string_table> | ||
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<string id="ui_mcm_menu_mark_switch"> | ||
<text>Mark Switch</text> | ||
</string> | ||
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<string id="ui_mcm_mark_switch_title"> | ||
<text>Mark switch</text> | ||
</string> | ||
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<string id="ui_mcm_mark_switch_keybind"> | ||
<text>Reflex sight mark switch</text> | ||
</string> | ||
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</string_table> |
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16
Mark Switch (Update 10) GAMMA Version/gamedata/configs/text/rus/ui_st_mark_switch.xml
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<?xml version="1.0" encoding="windows-1251"?> | ||
<string_table> | ||
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<string id="ui_mcm_menu_mark_switch"> | ||
<text>Mark Switch</text> | ||
</string> | ||
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<string id="ui_mcm_mark_switch_title"> | ||
<text>Ïåðåêëþ÷åíèå ìàðêè</text> | ||
</string> | ||
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<string id="ui_mcm_mark_switch_keybind"> | ||
<text>Ïåðåêëþ÷åíèå ìàðêè êîëëèìàòîðíîãî ïðèöåëà</text> | ||
</string> | ||
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</string_table> |
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130
Mark Switch (Update 10) GAMMA Version/gamedata/scripts/z_mark_switch.script
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--[[ | ||
===================================================================== | ||
Addon : Mark Switch | ||
Link : https://www.moddb.com/mods/stalker-anomaly/addons/mark-switch | ||
Author : party_50 | ||
Date : 10.02.2024 | ||
Last Edit : 13.03.2024 | ||
===================================================================== | ||
--]] | ||
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local KEYBIND | ||
local SOUND | ||
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local current_marks = {} | ||
local last_weapon_id | ||
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function init() | ||
SOUND = sound_object('interface\\mark_adjust') | ||
end | ||
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function on_option_change() | ||
KEYBIND = z_mark_switch_mcm.get_config("keybind") | ||
end | ||
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function get_sight_section(wpn_section) | ||
local parent = ini_sys:r_string_ex(wpn_section, "parent_section") or wpn_section | ||
if #parent == #wpn_section then | ||
return wpn_section | ||
end | ||
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return wpn_section:sub(#parent + 2) | ||
end | ||
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function get_mark_count(sight) | ||
return ini_sys:r_float_ex(sight, "ms_count") or 1 | ||
end | ||
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function get_mark_color(sight, i) | ||
local colors = parse_list(ini_sys, sight, "ms_colors") | ||
if not colors or #colors == 0 then | ||
return "0, 0, 0, 0" | ||
end | ||
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if i >= #colors then | ||
i = #colors - 1 | ||
end | ||
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return ini_sys:r_string_ex("markswitch_colors", colors[i + 1]) | ||
end | ||
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function update_shader(wpn_id, sight) | ||
get_console():execute("markswitch_current " .. tostring(current_marks[wpn_id] or 0)) | ||
get_console():execute("markswitch_count " .. tostring(get_mark_count(sight))) | ||
get_console():execute("markswitch_color " .. get_mark_color(sight, current_marks[wpn_id] or 0)) | ||
end | ||
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function apply_next_mark(wpn_id, sight) | ||
SOUND:play(db.actor, 0, sound_object.s2d) | ||
game.play_hud_anm("script\\mark_adjust.anm", 2, 2, 1, false, false) | ||
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local mark = current_marks[wpn_id] or 0 | ||
mark = (mark + 1) % get_mark_count(sight) | ||
current_marks[wpn_id] = mark | ||
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update_shader(wpn_id, sight) | ||
end | ||
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function on_key_release(key) | ||
if key == KEYBIND then | ||
if not (db.actor and db.actor:alive()) then | ||
return | ||
end | ||
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local wpn = db.actor:active_item() | ||
if not wpn then | ||
return | ||
end | ||
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local sight = get_sight_section(wpn:section()) | ||
if get_mark_count(sight) < 2 then | ||
return | ||
end | ||
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apply_next_mark(wpn:id(), sight) | ||
end | ||
end | ||
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function actor_on_update() | ||
if not (db.actor and db.actor:alive()) then | ||
return | ||
end | ||
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local wpn = db.actor:active_item() | ||
if not wpn then | ||
return | ||
end | ||
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if not last_weapon_id or last_weapon_id ~= wpn:id() then | ||
last_weapon_id = wpn:id() | ||
local sight = get_sight_section(wpn:section()) | ||
update_shader(wpn:id(), sight) | ||
end | ||
end | ||
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function server_entity_on_unregister(obj) | ||
if current_marks[obj.id] then | ||
current_marks[obj.id] = nil | ||
end | ||
end | ||
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function save_state(m_data) | ||
m_data.mark_switch_current_marks = current_marks | ||
end | ||
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function load_state(m_data) | ||
current_marks = type(m_data.mark_switch_current_marks) == "table" and m_data.mark_switch_current_marks or {} | ||
end | ||
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function on_game_start() | ||
init() | ||
on_option_change() | ||
RegisterScriptCallback("on_option_change", on_option_change) | ||
RegisterScriptCallback("on_key_release", on_key_release) | ||
RegisterScriptCallback("actor_on_update", actor_on_update) | ||
RegisterScriptCallback("server_entity_on_unregister", server_entity_on_unregister) | ||
RegisterScriptCallback("save_state", save_state) | ||
RegisterScriptCallback("load_state", load_state) | ||
end |
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Mark Switch (Update 10) GAMMA Version/gamedata/scripts/z_mark_switch_mcm.script
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-- If you don't use MCM, change your defaults from here | ||
local defaults = { | ||
["keybind"] = DIK_keys.DIK_EQUALS | ||
} | ||
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function get_config(key) | ||
if ui_mcm then | ||
return ui_mcm.get("mark_switch/" .. key) | ||
else | ||
return defaults[key] | ||
end | ||
end | ||
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function on_mcm_load() | ||
op = { | ||
id = "mark_switch", | ||
sh = true, | ||
gr = { | ||
{id = "title", type = "slide", link = "ui_options_slider_player", text = "ui_mcm_mark_switch_title", size = {512, 50}, spacing = 20}, | ||
{id = "keybind", type = "key_bind", val = 2, def = DIK_keys.DIK_EQUALS}, | ||
} | ||
} | ||
return op | ||
end |
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44
Mark Switch (Update 10) GAMMA Version/gamedata/shaders/r3/mark_adjust.h
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#define MARK_ADJUST 1 | ||
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uniform float4 markswitch_current; | ||
uniform float4 markswitch_count; | ||
uniform float4 markswitch_color; | ||
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int mark_sides() | ||
{ | ||
int sides = 1; | ||
while (sides * sides < int(markswitch_count.x)) | ||
{ | ||
sides += 1; | ||
} | ||
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return sides; | ||
} | ||
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float2 mark_adjust(float2 pos) | ||
{ | ||
int sides = mark_sides(); | ||
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float d_x = int(markswitch_current.x) % sides; | ||
float d_y = int(markswitch_current.x) / sides; | ||
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float p_x = clamp(d_x + pos.x, d_x, d_x + 1) / sides; | ||
float p_y = clamp(d_y + pos.y, d_y, d_y + 1) / sides; | ||
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return float2(p_x, p_y); | ||
} | ||
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float current_lum() | ||
{ | ||
float lum_min = 0.85; | ||
float lum_max = 3; | ||
float lum = s_tonemap.Load(int3(0, 0, 0)).x; | ||
return clamp(1 - (lum - lum_min) / (lum_max - lum_min), 0, 1); | ||
} | ||
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float4 lum_adjust(float4 color) | ||
{ | ||
if (markswitch_color.a) | ||
color = float4(markswitch_color.r, markswitch_color.g, markswitch_color.b, markswitch_color.a * (color.r + (1 - current_lum()) * color.g)); | ||
return color; | ||
} |
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Mark Switch (Update 10) GAMMA Version/gamedata/shaders/r3/models_lfo_light_dot_weapons.ps
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Mark Switch (Update 10) GAMMA Version/gamedata/shaders/r3/models_lfo_light_dot_weapons.s
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("model_def_lplanes","models_lfo_light_dot_weapons") | ||
: fog (true) | ||
: zb (true,false) | ||
: blend (true,blend.srcalpha,blend.invsrcalpha) | ||
: aref (true,0) | ||
: sorting (2,true) | ||
: distort (true) | ||
shader:dx10texture ("s_base", t_base) | ||
shader:dx10texture ("s_tonemap", "$user$tonemap") | ||
end |
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Mark Switch (Update 10) GAMMA Version/gamedata/textures/wpn/wpn_scope_all_lens2_blue.dds
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