SoC. Снятие денег с трупов — S.T.A.L.K.E.R. Inside Wiki

SoC. Снятие денег с трупов

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Версия от 13:07, 25 июня 2010; 92.113.172.219 (обсуждение)

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В етой теме я напишу как сделать так что б можна было снимать деньги с трупов. Нам нада файл treasure_manager.script В етом файле находим такие строки

--' Юзание инициатора (возможность выдать тайник) function CTreasure:use(npc) printf("TREASURE USE") После строки --printf("TREASURE USE")-- пишем

if (npc and db.actor) then lootmoney.lootmoney(npc) end

У нас далжно выйти --' Юзание инициатора (возможность выдать тайник) function CTreasure:use(npc) printf("TREASURE USE")

if (npc and db.actor) then lootmoney.lootmoney(npc) end

Типерь создаём файл lootmoney.script и в нём пишем

function lootmoney(npc) if npc ~= nil and not string.find(npc:section(),"arena") and npc:character_community()~="arena_enemy" then local money = npc:money() if money ~= nil and money ~=0 then local deadmoney = money

                               local npc_rank

npc_rank = ranks.get_obj_rank_name(npc) if npc_rank ~= nil then if npc_rank == "novice" and deadmoney >=400 then deadmoney=math.random(25,400) elseif npc_rank == "experienced" and deadmoney >=500 then deadmoney=math.random(50,500) elseif npc_rank == "veteran" and deadmoney >=600 then deadmoney=math.random(100,600) elseif npc_rank == "master" and deadmoney >=700 then deadmoney=math.random(200,700)

                         end

end local news_texti = "\\n%c[255,255,0,0]Мёртвый сталкер: %c[default]"..npc:character_name().."\\n%c[255,255,0,0]Обнаружено денег: %c[default]"..game.translate_string(tostring(deadmoney).."руб.") db.actor:give_game_news(news_texti, "ui\\ui_iconsTotal", Frect():set(0,0,83,47), 1, 4000) db.actor:give_money(deadmoney) game_stats.money_quest_update(deadmoney) npc:give_money(-money) game_stats.money_quest_update(-money) end end end

теперь создаем файл watcher_act.script и впишем в его

-- Red75 (c) 2008 -- Marauder scheme v 1.1 -- Part of AMK MOD

evid_see_stuff=6931 evid_near_stuff=evid_see_stuff+1 evid_see_body=evid_see_stuff+2 evid_position_corrected=evid_see_stuff+3

actid_reach_item=evid_see_stuff actid_grab_item=evid_see_stuff+1 actid_grab_body=evid_see_stuff+2 actid_correct_position=evid_see_stuff+3

-- Вызывает closure раз в period, obj[var] хранит время следующего срабатывания function timed(obj,var,period,closure) if obj[var] and obj[var]<time_global() then obj[var]=time_global()+period closure() elseif not obj[var] then obj[var]=time_global()+period -- closure() end end

function trigger_timed(obj,var) obj[var]=time_global() end

local disabled_objects={}

local corpse_checked={} -- true - has loot, false - hasn't loot, nil - not checked

function checkCorpse(obj) if (IsStalker(obj) or IsMonster(obj)) and obj:alive()==false then if corpse_checked[obj:id()]~=nil then return corpse_checked[obj:id()] end local cnt=0 obj:iterate_inventory(function (dummy, item)

       if item:section()~="bolt" then
         cnt=cnt+1
       end

end, nil) corpse_checked[obj:id()]=cnt>0 return corpse_checked[obj:id()] end return false end

local valuable_clsid={

   [clsid.art_bast_artefact]=true,
   [clsid.art_black_drops]=true,
   [clsid.art_dummy]=true,
   [clsid.art_electric_ball]=true,
   [clsid.art_faded_ball]=true,
   [clsid.art_galantine]=true,
   [clsid.art_gravi]=true,
   [clsid.art_gravi_black]=true,
   [clsid.art_mercury_ball]=true,
   [clsid.art_needles]=true,
   [clsid.art_rusty_hair]=true,
   [clsid.art_thorn]=true,
   [clsid.art_zuda]=true,
   [clsid.artefact_s]=true,
   [clsid.device_detector_simple]=true,
   [clsid.device_pda]=true,
   [clsid.device_torch_s]=true,
   [clsid.equ_exo]=true,
   [clsid.equ_military]=true,
   [clsid.equ_scientific]=true,
   [clsid.equ_stalker_s]=true,
   [clsid.obj_antirad]=true,
   [clsid.obj_attachable]=true,
   [clsid.obj_bandage]=true,
   [clsid.obj_bolt]=true,
   [clsid.obj_bottle]=true,
   [clsid.obj_food]=true,
   [clsid.obj_medkit]=true,
   [clsid.wpn_ak74_s]=true,
   [clsid.wpn_ammo]=true,
   [clsid.wpn_ammo_m209]=true,
   [clsid.wpn_ammo_og7b]=true,
   [clsid.wpn_ammo_vog25]=true,
   [clsid.wpn_binocular_s]=true,
   [clsid.wpn_bm16_s]=true,
   [clsid.wpn_fn2000]=true,
   [clsid.wpn_fort]=true,
   [clsid.wpn_groza_s]=true,
   [clsid.wpn_hpsa_s]=true,
   [clsid.wpn_knife_s]=true,
   [clsid.wpn_lr300_s]=true,
   [clsid.wpn_pm_s]=true,
   [clsid.wpn_rg6_s]=true,
   [clsid.wpn_rpg7_s]=true,
   [clsid.wpn_scope_s]=true,
   [clsid.wpn_shotgun_s]=true,
   [clsid.wpn_silencer]=true,
   [clsid.wpn_svd_s]=true,
   [clsid.wpn_svu_s]=true,
   [clsid.wpn_usp45_s]=true,
   [clsid.wpn_val_s]=true,
   [clsid.wpn_vintorez_s]=true,
   [clsid.wpn_walther_s]=true,
   [clsid.wpn_wmagaz]=true,
   [clsid.wpn_wmaggl]=true

}

local obj_owner={}

function bgwith(str,ptr) local ps=string.find(str,ptr) return ps~=nil and ps==1 end

function isValuable(obj) local sec=obj:section()

 if sec=="amk_metka" then
   return false,false
 end

if valuable_clsid[obj:clsid()] then return true, false end return bgwith(sec,"af_") or bgwith(sec,"ammo_") or bgwith(sec,"wpn_") or bgwith(sec,"energy_") or checkCorpse(obj), IsStalker(obj) or IsMonster(obj) end

function objValue(obj) local sec=obj:section()

 local multiplier=1
 if bgwith(sec,"ammo_") then
   multiplier=30
 elseif sec=="vodka" then
   multiplier=20
 end

if system_ini():section_exist(sec) and system_ini():line_exist(sec,"cost") then return system_ini():r_float(sec,"cost")*multiplier end return 0 end

function claimGObject(npc,st,obj) if st.grabitemid then obj_owner[st.grabitemid]=nil end st.grabitemid=obj:id() obj_owner[obj:id()]=npc:id() end

function freeGObject(st) if st.grabitemid then obj_owner[st.grabitemid]=nil st.grabitemid=nil end end

function clearGObject(st) st.grabitemid=nil end

function getGObject(st) if st.grabitemid then local ret=level.object_by_id(st.grabitemid) if ret==nil then st.grabitemid=nil end return ret end return nil end

function mypGObject(npc,st) return st.grabitemid~=nil and obj_owner[st.grabitemid]~=nil and obj_owner[st.grabitemid]==npc:id() end

class "ev_see_stuff" (property_evaluator)

function ev_see_stuff:__init(st,name) super(nil, name) self.st=st end

local bad_dangers={

 [danger_object.hit]=true,
 [danger_object.attacked]=true,
 [danger_object.bullet_ricochet]=true,
 [danger_object.grenade]=true,
 [danger_object.entity_death]=true,
 [danger_object.enemy_sound]=true
 }
 

local inertion_time=30000

function bad_danger(npc)

 local danger=npc:best_danger()
 if danger then
   return bad_dangers[danger:type()] and time_global()-danger:time()<inertion_time
 end
 return false

end

function ev_see_stuff:evaluate() local res=getGObject(self.st)~=nil local npc=self.object

 local actsch=db.storage[npc:id()].active_scheme
 if actsch and db.actor then
   xr_logic.try_switch_to_another_section(npc, db.storage[npc:id()][actsch], db.actor)
 end

local act_sec=db.storage[npc:id()].active_section or "" if (not npc:alive()) or xr_wounded.is_wounded(npc) or npc:best_enemy() or

     bad_danger(npc) or (actsch and db.storage[npc:id()][actsch].no_loot) then

if res then freeGObject(self.st) amk.mylog(npc:name() .. " distracted. sect "..act_sec,"grb")

     end

return false end

 local dist_limit=1000
 if bgwith(act_sec,"camper") then
   dist_limit=5
 end

local busy=bgwith(act_sec,"walker") or bgwith(act_sec,"combat") or bgwith(act_sec,"danger") -- or npc:best_danger() if res and self.st.block_search then -- NPC собрался взять вещь. Временно прекратим поиск. return true end timed(self.st,"tm1",5000+math.random()*10000, function () -- amk.mylog(npc:name() .. " is going to search stuff","grb") local min_dist=100000 local function check_item(o) local obj=o:object() if obj_owner[obj:id()] and (level.object_by_id(obj_owner[obj:id()])==nil or level.object_by_id(obj_owner[obj:id()]):alive()==false) then obj_owner[obj:id()]=nil end if (not self.st.disabled_objects[obj:id()]) and (obj:parent()==nil or not IsStalker(obj:parent())) and

          (obj_owner[obj:id()]==nil or obj_owner[obj:id()]==npc:id()) and npc:accessible(obj:level_vertex_id()) and
          (db.actor==nil or db.actor:alive()==false or db.actor:position():distance_to_sqr(obj:position())>6) then

local valuable,corpse=isValuable(obj) if valuable then local value=3000 if not corpse then value=objValue(obj) end if value<=0 then value=0 end local max_dist=5+math.sqrt(value) if busy then max_dist=max_dist/5 end local dist=level.vertex_position(obj:level_vertex_id()):distance_to(npc:position())

           local corrected_dist=dist
           if dist>5 then
             corrected_dist=5+(dist-5)/math.sqrt(value)
           end

if dist<max_dist and corrected_dist<min_dist and dist<dist_limit then

             min_dist=corrected_dist

claimGObject(npc,self.st,obj) res=true end end end end -- function check_item for o in npc:memory_visible_objects() do check_item(o) end for o in npc:memory_sound_objects() do check_item(o) end -- for o in npc:not_yet_visible_objects() do -- check_item(o) -- end if res then amk.mylog(npc:name() .. " claimed "..getGObject(self.st):name().." cact "..tostring(npc:motivation_action_manager():current_action_id()),"grb") end end ) return res -- false -- res end

class "ev_near_stuff" (property_evaluator)

function ev_near_stuff:__init(st,name) super(nil, name) self.st=st end

function ev_near_stuff:evaluate() local npc=self.object local gi=getGObject(self.st)

 if gi then
   if self.st.dest_lvid then
     return npc:level_vertex_id()==self.st.dest_lvid
   end
   return level.vertex_position(gi:level_vertex_id()):distance_to_sqr(npc:position())<1

end return false end

class "ev_see_body" (property_evaluator)

function ev_see_body:__init(st) super(nil, "ev_see_body") self.st=st end

function ev_see_body:evaluate() local npc=self.object local gi=getGObject(self.st) if gi then

   return IsStalker(gi) or IsMonster(gi)
 end
 return false

end

class "ev_position_corrected" (property_evaluator)

function ev_position_corrected:__init(st) super(nil, "ev_position_corrected") self.st=st end

function ev_position_corrected:evaluate() local npc=self.object

 return self.st.position_corrected==true

end


class "act_grab_item" (action_base)

function act_grab_item:__init (action_name, st) super (nil, action_name)

 self.st = st

end

function act_grab_item:initialize() action_base.initialize(self) local npc=self.object npc:set_item(object.idle,nil) npc:set_movement_type(move.walk) npc:set_mental_state(anim.danger) npc:set_body_state(move.crouch)

 npc:movement_enabled(true)

local gi=getGObject(self.st) -- if gi then npc:set_sight(gi,true,true) end npc:set_sight(look.danger,nil,0) amk.mylog(self.object:name().." is going to grab item","stmt") self.st.block_search=true if gi then

   if(IsStalker(gi) or IsMonster(gi)) then
 		self.tt=time_global()+3000
 	else
 		self.tt=time_global()+1000
   	utils.send_to_nearest_accessible_vertex(npc,gi:level_vertex_id())
   end
   

end --npc:set_dest_level_vertex_id(1) self.force=vector():set(0,0,0) end

function act_grab_item:execute() action_base.execute(self) local npc=self.object local gi=getGObject(self.st)

 if not gi then
   return
 end

if self.tt<time_global() then if gi and gi:parent()==nil then gi:transfer_item(gi,npc) npc:enable_memory_object(gi,false) amk.mylog(npc:name() .. " has taken "..gi:name(),"grb") end -- Тут нельзя освобождать объект. transfer_item выполняется асинхронно. Поэтому делаем clearGObject clearGObject(self.st) --freeGObject(self.st) end end

function act_grab_item:finalize() local npc=self.object self.st.block_search=nil npc:set_sight(look.danger,nil,0) trigger_timed(self.st,"tm1")

 self.st.dest_lvid=nil -- Очищаем скорректированную точку назначения

action_base.finalize(self) end

class "act_grab_body" (action_base)

function act_grab_body:__init (st) super (nil, "act_grab_body")

 self.st = st

end

function act_grab_body:initialize() action_base.initialize(self) local npc=self.object local gi=getGObject(self.st) amk.mylog(self.object:name().." is going to grab body","stmt") self.st.block_search=true if gi then

		self.tt=time_global()+6000
   state_mgr.set_state(npc,"search",nil,nil,{look_object=gi})
 else
   self.st.dest_lvid=nil

end end

function act_grab_body:execute() action_base.execute(self) local npc=self.object local gi=getGObject(self.st)

 if not gi then
   self.st.dest_lvid=nil
   return
 end

if self.tt<time_global() then if gi and gi:parent()==nil then

     gi:iterate_inventory(function (d,item)
         if item:section()~="bolt" then 
           gi:transfer_item(item,npc)
         end
       end, nil)

local num=gi:money() if num and num >0 then local deadmoney = num local gi_rank gi_rank = ranks.get_obj_rank_name(gi) if gi_rank ~= nil then if gi_rank == "novice" and deadmoney >=100 then deadmoney=math.random(25,100) elseif gi_rank == "experienced" and deadmoney >=200 then deadmoney=math.random(50,200) elseif gi_rank == "veteran" and deadmoney >=300 then deadmoney=math.random(100,300) elseif gi_rank == "master" and deadmoney >=400 then deadmoney=math.random(200,400) end end npc:give_money(deadmoney) game_stats.money_quest_update(deadmoney) gi:give_money(-num) game_stats.money_quest_update(-num) end

     corpse_checked[gi:id()]=false

amk.mylog(npc:name() .. " has taken "..gi:name(),"grb") end -- Тут нельзя освобождать объект. transfer_item выполняется асинхронно. Поэтому делаем clearGObject clearGObject(self.st) --freeGObject(self.st) end end

function act_grab_body:finalize() local npc=self.object self.st.block_search=nil trigger_timed(self.st,"tm1")

 self.st.dest_lvid=nil -- Очищаем скорректированную точку назначения

action_base.finalize(self) end

function correct_position(gi,npc)

 if IsStalker(gi) then
   -- Вычисляем вектор разницы между координатами кости и level vertex. Пытаемся найти level vertex наиболее близкий к кости
   local diff=gi:bone_position("bip01_head"):sub(level.vertex_position(gi:level_vertex_id()))
   local len=diff:magnitude()
   local diffp=vector():set(diff.z,0,-diff.x):mul(0.5)
   -- Сдвигаем целевую точку вбок, чтобы непись не залазил ногами в труп
   diff:add(diffp)
   return npc:vertex_in_direction(gi:level_vertex_id(),diff,len)
 else
   return gi:level_vertex_id()
 end

end

class "act_reach_item" (action_base)

function act_reach_item:__init (action_name, st) super (nil, action_name)

 self.st = st

end

function act_reach_item:initialize() action_base.initialize(self) local npc=self.object local gi=getGObject(self.st)

 self.st.dest_lvid=nil
 self.tgt_lvid=0

if gi then if npc:accessible(gi:level_vertex_id()) then npc:set_detail_path_type(move.curve) npc:set_path_type(game_object.level_path)

     if npc:best_danger() and time_global()-npc:best_danger():time()<inertion_time then
       npc:set_mental_state(anim.danger)
       npc:set_body_state(move.crouch)
       npc:set_movement_type(move.walk)

-- npc:set_sight(gi,true,true)

     else
       npc:set_body_state(move.standing)
       npc:set_mental_state(anim.free)
       npc:set_movement_type(move.walk)
     end
     npc:movement_enabled(true)
     if npc:best_weapon() and isWeapon(npc:best_weapon()) then

-- npc:set_item(object.idle,npc:best_weapon())

     end

-- npc:set_dest_level_vertex_id(gi:level_vertex_id()) npc:set_sight(look.danger,nil,0)

     self.st.dest_lvid=correct_position(gi,npc) --gi:level_vertex_id()
     self.tgt_lvid=gi:level_vertex_id()
     npc:set_dest_level_vertex_id(self.st.dest_lvid)

else freeGObject(self.st) end end self.ct=time_global() self.clvid=npc:level_vertex_id()

 self.st.position_corrected=false

amk.mylog(self.object:name().." is going to reach item","stmt") end

function act_reach_item:execute() action_base.execute(self) local npc=self.object local gi=getGObject(self.st) if gi and gi:parent()~=nil then -- ГГ забрал вкусность. Можно добавить наезд на ГГ.

   self.st.dest_lvid=nil

freeGObject(self.st) elseif gi then if self.clvid==npc:level_vertex_id() then if time_global()-self.ct>10000 then -- не можем добраться до нняки self.st.disabled_objects[gi:id()]=true

       self.st.dest_lvid=nil

freeGObject(self.st) end else self.clvid=npc:level_vertex_id() self.ct=time_global() end

   if self.tgt_lvid~=gi:level_vertex_id() then
     self.tgt_lvid=gi:level_vertex_id()
     self.st.dest_lvid=correct_position(gi,npc) -- gi:level_vertex_id()

npc:set_dest_level_vertex_id(self.st.dest_lvid)

   end

--npc:set_sight(gi) end end

function add_to_binder(object, char_ini, scheme, section, st) -- amk.mylog("addtb "..object:name(),"pln") local npc=object st.disabled_objects={}

 local manager = object:motivation_action_manager()
 local zombi=npc:character_community()=="zombied" or npc:character_community()=="trader" or
         npc:character_community()=="arena_enemy" or npc:name()=="mil_stalker0012" or npc:name()=="yantar_ecolog_general" or -- сумашедший на милитари и Сахаров
         npc:name()=="mil_freedom_member0021" -- Скрягу в зомби!

local prop_idlecombat=xr_evaluators_id.state_mgr + 3

 local prop_contact=xr_evaluators_id.stohe_meet_base + 1
 -- Evaluators

if npc:story_id()~=4294967296 or zombi then manager:add_evaluator(evid_see_stuff, property_evaluator_const(false)) manager:add_evaluator(evid_see_body, property_evaluator_const(false)) manager:add_evaluator(evid_near_stuff, property_evaluator_const(false)) manager:add_evaluator(evid_position_corrected, property_evaluator_const(false)) else manager:add_evaluator(evid_see_stuff, ev_see_stuff(st,"ev_see_stuff")) manager:add_evaluator(evid_see_body, ev_see_body(st)) manager:add_evaluator(evid_position_corrected, ev_position_corrected(st)) manager:add_evaluator(evid_near_stuff, ev_near_stuff(st,"ev_near_stuff")) -- Actions local action = act_grab_item("act_grab_item", st) action:add_precondition(world_property(stalker_ids.property_alive,true)) action:add_precondition(world_property(stalker_ids.property_enemy,false)) -- action:add_precondition(world_property(stalker_ids.property_danger,false)) action:add_precondition(world_property(xr_evaluators_id.sidor_wounded_base,false)) action:add_precondition(world_property(blowout_scheme.evid_anomaly,false)) action:add_precondition(world_property(blowout_scheme.evid_blowout,false)) action:add_precondition(world_property(evid_see_stuff,true)) action:add_precondition(world_property(evid_near_stuff,true)) action:add_precondition(world_property(evid_see_body,false)) action:add_precondition(world_property(prop_idlecombat,true)) -- отключим стэйт менеджер action:add_effect(world_property(evid_near_stuff, false)) action:add_effect(world_property(evid_see_stuff, false)) action:add_effect(world_property(evid_see_body,true)) -- для переключения на обыск трупа manager:add_action (actid_grab_item, action)

action = act_grab_body(st) action:add_precondition(world_property(stalker_ids.property_alive,true)) action:add_precondition(world_property(stalker_ids.property_enemy,false)) -- action:add_precondition(world_property(stalker_ids.property_danger,false)) action:add_precondition(world_property(xr_evaluators_id.sidor_wounded_base,false)) action:add_precondition(world_property(blowout_scheme.evid_anomaly,false)) action:add_precondition(world_property(blowout_scheme.evid_blowout,false)) action:add_precondition(world_property(evid_see_stuff,true)) action:add_precondition(world_property(evid_see_body,true)) action:add_precondition(world_property(evid_near_stuff,true)) -- action:add_precondition(world_property(evid_position_corrected,true)) action:add_effect(world_property(evid_near_stuff, false)) action:add_effect(world_property(evid_see_stuff, false)) action:add_effect(world_property(evid_see_body,false)) -- переключаемся на подъём вещички manager:add_action (actid_grab_body, action)

action = act_reach_item("act_reach_item", st) action:add_precondition(world_property(stalker_ids.property_alive,true)) action:add_precondition(world_property(stalker_ids.property_enemy,false)) action:add_precondition(world_property(prop_contact,false)) -- action:add_precondition(world_property(stalker_ids.property_danger,false)) action:add_precondition(world_property(xr_evaluators_id.sidor_wounded_base,false)) action:add_precondition(world_property(blowout_scheme.evid_anomaly,false)) action:add_precondition(world_property(blowout_scheme.evid_blowout,false)) action:add_precondition(world_property(evid_see_stuff,true)) action:add_precondition(world_property(evid_near_stuff,false)) action:add_precondition(world_property(prop_idlecombat,true)) action:add_effect (world_property(evid_near_stuff, true)) manager:add_action (actid_reach_item, action)

action = manager:action(xr_actions_id.alife) action:add_precondition(world_property(evid_see_stuff,false))

   action = manager:action(stalker_ids.action_danger_planner)

action:add_precondition(world_property(evid_see_stuff,false)) -- action:add_precondition(world_property(evid_near_stuff,false)) -- action = manager:action(xr_actions_id.stohe_kamp_base + 1) -- action:add_precondition(world_property(evid_see_stuff,false)) -- action = manager:action(xr_actions_id.stohe_kamp_base + 3) -- action:add_precondition(world_property(evid_see_stuff,false))

-- action = manager:action(xr_actions_id.stohe_meet_base+1) -- action:add_precondition(world_property(evid_see_stuff,false)) -- amk.mylog("addtb end "..object:name(),"pln") end end

function set_scheme(npc, ini, scheme, section) -- amk.mylog("set scheme "..npc:name().." story_id "..npc:story_id(),"pln")

 local st = xr_logic.assign_storage_and_bind(npc, ini, scheme, section)
 st.ini=ini

end

Теперь осталось содать скрипт amk.script --у кого есть ненадо-- и вписываем в него

local npc_spawner={} --служебный массив, работает автоматически - не трогать шаловливыми русками

local timers={} --хранит реал-тайм таймеры local g_timers={} --хранит таймеры в игровом времени local markers={} --хранит маркеры на карте local x_objs={} --хранит ИДшники объектов local timer_trigger=nil convert_npc={} g_kick=false

is_debug = false ver = "0" oau_watchdog=0 oau_reason="" --переменные для типсов pda_news = xr_sound.get_safe_sound_object(device\pda\pda_news) pda_tips = xr_sound.get_safe_sound_object(device\pda\pda_tip) pda_task = xr_sound.get_safe_sound_object(device\pda\pda_objective)

tips_icons = {

 default  = { 0, 658},
 trader   = { 332, 893},
 dolg     = { 0, 658},
 freedom  = { 0, 658},
 ecolog   = { 498, 0},
 arena    = { 332, 141},
 stalker  = { 0, 658},
 krot     = { 332, 47},
 barman   = { 332, 235},
 wolf   = { 332, 940},
 o_soznanie = { 498, 893},
 monolith = { 0, 658},
   saharov  = { 332, 470},
   prizrak  = { 0, 658},
   killer   = { 0, 658},
 death     = { 0, 752},
 gen_info  = { 0, 658},

trade = { 0, 0},

 uniq  =  {  498, 47}    --{ 498, 188}

}


local bufferedmessages={}

function logct(msg,tag) if true and (tag and (tag=="mcbt" or tag=="temp")) then --(tag=="dram")) then get_console():execute("load 92.113.172.219 "..string.sub(msg,1,200)) end end

function rep(npc,msg,tag) if string.find(npc:name(),"gar_dm") then logct(msg,tag) end end

function mylog(msg)

 if is_debug then 

if msg==nil then return end if db and db.actor then if bufferedmessages then for k,v in ipairs(bufferedmessages) do db.actor:give_game_news(v, "ui\\ui_iconsTotal", Frect():set(0,658,83,47), 0, 15000) end bufferedmessages=nil end db.actor:give_game_news(msg, "ui\\ui_iconsTotal", Frect():set(0,658,83,47), 0, 15000) else if bufferedmessages then table.insert(bufferedmessages,msg) end end

if get_console() then get_console():execute("load 92.113.172.219 "..string.sub(msg,1,200)) get_console():execute("flush") end

end end

--показываем типс function send_tip(news_text, header, timeout, showtime, sender, sound)

 if news_text==nil then return end
 if header==nil then header=game.translate_string("st_tip") end
 if timeout == nil then timeout = 0 end
 if showtime == nil then showtime = 5 end
 
 local player
 if sound=="news" then
   player=pda_news
 elseif sound=="task" then
   player=pda_task
 else
   player=pda_tips
 end   
 
 --' Играем дефолтный звук
 player:play(db.actor, timeout, sound_object.s2d)
 
 if sender == nil then
   sender = "default"
 end
 local x = tips_icons[sender][1]
 local y = tips_icons[sender][2]
 
 local news_text = "%c[255,160,160,160]"..header.."\\n".."%c[default]"..news_text
 db.actor:give_game_news(news_text, "ui\\ui_iconsTotal", Frect():set(x,y,83,47), timeout*1000, showtime*1000)
 return true

end

function add_spot_on_map(obj_id,type,text)

 --возможные типы type смотри в ui\map_spots.xml 
 if obj_id then
   if text==nil then text=" " end
   -- Ставим метку на серверный объект чтобы её не пришлось обновлять
   level.map_add_object_spot_ser(obj_id, type, text)

-- save_variable("x_marker_type_"..obj_id, type) -- save_variable("x_marker_text_"..obj_id, text)

 end

end

function remove_spot_from_map(obj_id,type)

 if obj_id and level.map_has_object_spot(obj_id, type)~= 0 then
   level.map_remove_object_spot(obj_id, type)

-- del_variable("x_marker_type_"..obj_id) -- del_variable("x_marker_text_"..obj_id)

 end

end

--старт таймера в реальном времени function start_timer(name,delay,action)

 if not delay then
   return false
 end
 
 if not action then
   action = ""
 end
   local time = game.time() --time in seconds since 1970
 local a=1
 while db.storage[db.actor:id()].pstor["xt"..a] do
   a=a+1
   if a>100 then 
     return false 
   end
 end
 save_variable("xt"..a, name)
 save_variable("xd"..a, time+delay*1000*system_ini():r_float("alife","time_factor"))
 save_variable("xp"..a, action)
 return true

end

--старт таймера в игровом времени function g_start_timer(name,delay_d,delay_h,delay_m,action)

   local time = level.get_time_days()*60*24+level.get_time_hours()*60+level.get_time_minutes()  --time in game minutes
 if delay_d==nil or delay_h==nil or delay_m==nil then
   return false
 end
 
 if action==nil then
   action = ""
 end
 local a=1
 while db.storage[db.actor:id()].pstor["gt"..a] do
   a=a+1
   if a>100 then 
     return false 
   end
 end
 save_variable("gt"..a, name)
 save_variable("gd"..a, time+delay_d*60*24+delay_h*60+delay_m)
 save_variable("gp"..a, action)
 return true

end

function has_timer(name)

 for a=1,100,1 do
   tmp=load_variable("xt"..a,nil)
   if tmp and tmp==name then
     return true
   end
 end  
 return false

end

function has_g_timer(name)

 for a=1,100,1 do
   tmp=load_variable("gt"..a,nil)
   if tmp and tmp==name then
     return true
   end
 end  
 return false

end

-- Временное хранилище для переменных удалённых из pstor local emerg_store -- Удаляем переменные из pstor. Чтобы не переполнить буфер function emergency_cleanup()

 emerg_store={}
 if load_variable("zombied",false) then
   emerg_store.zombied=load_table("zombied")
   del_variable("zombied")
 end
 for i=1,100,1 do
   if load_variable("gt"..i,"")=="af_transform" then
     emerg_store[i]={}
     emerg_store[i].gt=load_variable("gt"..i,"")
     emerg_store[i].gd=load_variable("gd"..i,"")
     emerg_store[i].gp=load_variable("gp"..i,"")
     del_variable("gt"..i)
     del_variable("gd"..i)
     del_variable("gp"..i)
   end
 end
 save_variable("emerg",true)

end

-- Восстанавливаем удалённые переменные function emergency_restore()

 for k,v in pairs(emerg_store) do
   if k=="zombied" then
     save_table(k,v)
   else
     save_variable("gt"..k,v.gt)
     save_variable("gd"..k,v.gd)
     save_variable("gp"..k,v.gp)      
   end
 end
 del_variable("emerg")

end

function convert_timers()

 if load_variable("tmcv",true) then
   for a=1,100,1 do
     tmp=load_variable("x_timer_"..a,nil)
     if tmp~=nil then
       local name,delay,params=tmp,load_variable("x_timer_"..a.."_delay",0),load_variable("x_timer_"..a.."_params","")
       del_variable("x_timer_"..a)
       del_variable("x_timer_"..a.."_delay")
       del_variable("x_timer_"..a.."_params")
       save_variable("xt"..a,name)
       save_variable("xd"..a,delay)
       save_variable("xp"..a,params)
     end
   end
   for a=1,100,1 do
     tmp=load_variable("x_gtimer_"..a,nil)
     if tmp~=nil then
       local name,delay,params=tmp,load_variable("x_gtimer_"..a.."_delay",0),load_variable("x_gtimer_"..a.."_params","")
       del_variable("x_gtimer_"..a)
       del_variable("x_gtimer_"..a.."_delay")
       del_variable("x_gtimer_"..a.."_params")
       save_variable("gt"..a,name)
       save_variable("gd"..a,delay)
       save_variable("gp"..a,params)
     end
   end
   save_variable("tmcv",false)
 end

end

--проверка таймеров, использует 3 следующие за ним функции для выбора действия function check_timers()

 local tmp
 for a=1,100,1 do
   tmp=load_variable("xt"..a,nil)
   if tmp~=nil then
     __timer_found(a)  
   end
 end
 
 for a=1,100,1 do
   tmp=load_variable("gt"..a,nil)
   if tmp~=nil then
     __g_timer_found(a)  
   end
 end

end function __timer_found(idx)

   local time = game.time() --time in seconds since 1970
 local name,params
 if load_variable("xd"..idx, nil)<=time then
   name=load_variable("xt"..idx, nil)
   params=load_variable("xp"..idx, nil)
   del_variable("xt"..idx)
   del_variable("xd"..idx)
   del_variable("xp"..idx)

oau_reason=name.." "..params

   __do_timer_action(name,params)
   return true
 end
 return false

end function __g_timer_found(idx)

   local gtime = level.get_time_days()*60*24+level.get_time_hours()*60+level.get_time_minutes()  --time in game minutes
 local name,params
 if load_variable("gd"..idx, nil)<=gtime then
   name=load_variable("gt"..idx, nil)
   params=load_variable("gp"..idx, nil)
   del_variable("gt"..idx)
   del_variable("gd"..idx)
   del_variable("gp"..idx)

oau_reason=name.." "..params

   __do_timer_action(name,params)
   return true
 end
 return false

end function __do_timer_action(select_string,params_string)

 --[[
 здесь описываем вызовы, оформялять в виде
 if select_string=="название условия" then
   <вызов сторонних функций>
   -- можно передавать npc как параметр
 end
 
 ]]

--user area

 if select_string=="show_news" then
   mod_call("show_news")
 end
 if select_string=="gg_need_sleep" then
   mod_call("test_for_need_sleep")
 end
 if select_string=="sleep_nrg" then
   mod_call("test_for_need_sleep_nrg",params_string)
 end

--[[ if select_string=="sleep_med" then

   mod_call("test_for_need_sleep_med",params_string)
 end
]]--
 if select_string=="sleep_matras" then
   mod_call("test_for_need_sleep_matras",params_string)
 end 
 if select_string=="sleep_tr_item" then
   mod_call("test_for_need_sleep_tr_item",params_string)
 end
 if select_string=="sleep_notebook" then
   mod_call("test_for_need_sleep_notebook",params_string)
 end
 if select_string=="block_sleep_menu" then
   save_variable("block_sleep_menu",0)
 end
 if select_string=="radar_fix" then
   mod_call("radar_fix")
 end
 if select_string=="af_transform" then
   mod_call("af_transform_end",unpack_array_from_string(params_string))
 end
 if select_string=="amk_freeplay" then
   if amk.load_variable("freeplay",0)==1 and level.name()=="l12_stancia_2" then
     xr_effects.game_credits()
   end
 end
 if select_string=="blowout" then
   mod_call("Blowout_pp",params_string)
 end
 if select_string=="test" then
   mod_call("Run_Blowout_pp")
 end
 if select_string=="blowout_ss" then
   mod_call("blowout_scary_sounds")
 end
 if select_string=="blow_shift" then
   mod_call("Run_Blowout_pp")
 end
 if select_string=="sleep_repbox" then
   mod_call("repair_weapon", params_string)
 end
 if select_string=="repbox_cond" then
   mod_call("after_repair_weapon", params_string)
 end
 if select_string=="collect_anomalies_info" then
   amk_anoms.collect_info()
 end
 if select_string=="news_check" then
   if (news_main and news_main.check_news) then

news_main.check_news() end

 end 

end


--спавним объекты на карту --для спавна неписей смотрим config\creatures\spawn_sections.ltx - там написаны имена секций для разных типов неписей function spawn_item(spawn_item, pos, gv,lv)

 if gv==nil then gv=db.actor:game_vertex_id() end
 if lv==nil then lv=db.actor:level_vertex_id() end
 return alife():create(spawn_item, pos, lv, gv)

end

--для спавна патронов используем spawn_ammo_in_inv function spawn_item_in_inv(spawn_item,npc)

 if npc==nil then 
   npc=db.actor 
 end
 return alife():create(spawn_item, 
     npc:position(),
     npc:level_vertex_id(),  
     npc:game_vertex_id(),
     npc:id())

end

--используем для спавна патронов function spawn_ammo_in_inv(spawn_item,number,npc)

 if npc==nil then 
   npc=db.actor 
 end
 if number > 0 then
   return se_respawn.create_ammo(spawn_item, 
       npc:position(),
       npc:level_vertex_id(),  
       npc:game_vertex_id(),
       npc:id(),
       number)
 end

end

-- удаляем объект из игры function remove_item(remove_item)

 if remove_item~=nil then
   alife():release(alife():object(remove_item:id()), true)
   return true
 end
 return false

end

-- выбрасываем объект из инвентаря, применимо к ГГ function drop_item(npc,item)

 if item~=nil then

-- npc:mark_item_dropped(item)

   npc:drop_item(item)
 end

end

--убиваем непися function make_suicide(npc)

 npc:kill(npc)

end

--узнаем отношение одного непися к другому function get_npc_relation(obj,target)

 local rel = obj:relation(target)
 local relation
 if rel==game_object.neutral then
   relation="neutral"
 elseif rel==game_object.friend then
   relation="friend"
 elseif rel==game_object.enemy then
   relation="enemy"
 else
   return false
 end
 return relation

end

--задаем отношение одного непися к другому function set_npc_relation(obj,target,relation)

 local rel
 if relation=="neutral" then
   rel=game_object.neutral
 elseif relation=="friend" then
   rel=game_object.friend
 elseif relation=="enemy" then
   rel=game_object.enemy
 else
   return false
 end 
 obj:set_relation(rel,target)
 return true

end

-- узнаем группировку непися, применимо к ГГ, только ОНЛАЙН function get_npc_community(npc)

 return npc:character_community()

end

-- выставляем группировку непися, можно ГГ, только ОНЛАЙН function set_npc_community(npc,community_string)

 --значения для community_string можно узнать в config\creatures\game_relations.ltx
 return npc:set_character_community(community_string, 0, 0)

end

--удаляем предмет из инвентаря по имени function remove_item_from_inventory_by_name(remove_item_name,npc)

 return remove_item_from_inventory(npc:object(remove_item_name),npc)

end

--удаляем предмет из инвентаря function remove_item_from_inventory(remove_item,npc)

 if npc==nil then npc=db.actor end
 if remove_item~=nil then

-- npc:mark_item_dropped(remove_item)

   alife():release(alife():object(remove_item:id()), true)
   return true
 end
 return false

end

--создаем "ожидатели" для неписей нужно для корректной работы с объектами, созданными внутри скрипта function create_waiter_for_npc(npc,select_string)--неписи

 npc_spawner[npc.id]=select_string
 save_variable("x_npc_spawner",pack_array_to_string(npc_spawner) )

end --

--очищаем инвентарь непися, можно ГГ, использует следующую фунцию для удаления предмета function clear_npc_inventory(npc)

   npc:iterate_inventory(__del_item, npc)

end function __del_item(npc, item)

   local section = item:section()
   if section == "bolt" or section == "device_torch" then
       return false
   end

-- npc:mark_item_dropped(item)

   alife():release(alife():object(item:id()), true)

end


--проверка запущена ли игра function check_game()

 if level.present() and (db.actor ~= nil) and db.actor:alive() then
   return true
 end
 return false

end

--записываем переменную function save_variable(variable_name, value)

 if value==nil then
   amk.mylog("saving nil into "..variable_name)
   del_variable(variable_name)
 else
   local vn=compress_name(variable_name)
   xr_logic.pstor_store(db.actor, vn, value)
 end

end

--загружаем переменную function load_variable(variable_name, value_if_not_found)

 local vn=compress_name(variable_name)
 return xr_logic.pstor_retrieve(db.actor, vn, value_if_not_found)

end

--удаляем переменную function del_variable(variable_name)

 local vn=compress_name(variable_name)
 if db.storage[db.actor:id()].pstor[vn] then
   db.storage[db.actor:id()].pstor[vn] = nil
 end

end

-- таблица компрессии имён local compress_table={ } local checked=false

-- Преобразует имя переменной в короткое function compress_name(name)

 return name

end

--определяем находится ли ГГ в определенной зоне function check_npc_in_box(npc, p1,p2,p3)

 local pos
 if npc.name then pos=npc:position() else pos=npc end
 if p3==nil then
   if is_point_inside_interval(pos.x,p1.x,p2.x) and
     is_point_inside_interval(pos.y,p1.y,p2.y) and
     is_point_inside_interval(pos.z,p1.z,p2.z) then
     return true
   else
     return false  
   end
 else
   local v1,v2,r,proj1,proj2,dv1,dv2
   v1=sub(p2,p1)
   v2=sub(p3,p2)
   v1.y=0 
   v2.y=0
   dv1=v1:magnitude()
   dv2=v2:magnitude()
   v1:normalize() 
   v2:normalize()
   r=sub(pos,p1)
   local v1p=vector():set(v1.z,0,-v1.x)
   proj2=v1p:dotproduct(r)/v1p:dotproduct(v2)
   proj1=v1:dotproduct(r)-v1:dotproduct(v2)*proj2
   if proj1>0 and proj1<dv1 and proj2>0 and proj2<dv2 and pos.y>p1.y and pos.y<p3.y then
     return true
   else
     return false
   end
 end

end

function is_point_inside_interval(x,p1,p2)

 if p1>p2 then 
   p1,p2 = p2,p1 
 end
 
 if x>p1 and x<p2 then 
   return true
 else 
   return false
 end

end

function sub(v1,v2)

 local newvec = vector()
 newvec.x = v1.x-v2.x
 newvec.y = v1.y-v2.y
 newvec.z = v1.z-v2.z
 return newvec

end


--инвентарное название объекта function get_inv_name(section)

 return system_ini():r_string(section,"inv_name")

end

-- Внимание! Строки в структуре не должны содержать символов с кодами 0-31. function pack_array_to_string(array)

 return string.char(1)..pack_new(array)
 -- local str=""
 -- local key
 -- for key0,value in pairs(array) do
   -- if type(key0)=="string" then
     -- key='"'..key0..'"'
   -- else
     -- key=key0
   -- end
   -- if type(value)=="table" then
     -- local substr=pack_array_to_string(value)
     -- str=str..key.."=>{"..substr.."}|"
   -- elseif type(value)=="customdata" or type(value)=="function" then
     -- mylog("Custom data and function isn't supported")
   -- elseif type(value)=="boolean" or type(value)=="number" then
     -- str=str..key.."=>"..tostring(value).."|"
   -- else
     -- str=str..key..'=>"'..value..'"|'
   -- end
 -- end
 -- return str

end

function unpack_array_from_string(str)

 if str==nil or str=="" then return {} end
 if string.sub(str,1,1)~=string.char(1) then
   -- Старый формат упаковки
   return _parse(str)
 else
   -- новый формат упаковки тэгирован символом c кодом 1.
   return parse_new(string.sub(str,2,-1))
 end

end

function _assign(tbl,key,val)

 local key0=string.match(key,'"(.*)"')
 if key0 then
   tbl[key0]=val
 else
   tbl[key+0]=val
 end

end

local pack_type_num=1 local pack_type_string=2 local pack_type_bool=3 local pack_type_table=4 local pack_val_endtable=5

--[[

Новый формат упаковки: 
table ::= subtable
subtable ::= keytype key valuetype ( value | subtable 0x5 )
keytype ::= ( 0x1 | 0x2 | 0x3 | 0x4 )
valuetype ::= ( 0x1 | 0x2 | 0x3 | 0x4 )

]] function pack_new(tbl)

 local ret=""
 for k,v in pairs(tbl) do
   if type(k)=="number" then
     ret=ret..string.char(pack_type_num)..k
   elseif type(k)=="string" then
     ret=ret..string.char(pack_type_string)..k
   else
     abort("unsupported key type "..type(k))
   end
   if type(v)=="number" then
     ret=ret..string.char(pack_type_num)..v
   elseif type(v)=="string" then
     ret=ret..string.char(pack_type_string)..v
   elseif type(v)=="boolean" then
     ret=ret..string.char(pack_type_bool)..v
   elseif type(v)=="table" then
     ret=ret..string.char(pack_type_table)..pack_new(v)..string.char(pack_val_endtable)
   end
 end
 return ret

end

function parse_new(str,idx)

 local ret={}
 idx=idx or 1
 while true do
   local key,value
   if idx>string.len(str) then
     return ret,idx
   end
   vtype,idx=get_byte(str,idx)
   if vtype==pack_type_num then
     key,idx=get_num(str,idx)
   elseif vtype==pack_type_string then
     key,idx=get_string(str,idx)
   elseif vtype==pack_val_endtable then
     return ret,idx
   else
     abort("unsupported key type "..tostring(vtype))
   end
   vtype,idx=get_byte(str,idx)
   if vtype==pack_type_num then
     value,idx=get_num(str,idx)
   elseif vtype==pack_type_string then
     value,idx=get_string(str,idx)
   elseif vtype==pack_type_bool then
     value,idx=get_bool(str,idx)
   elseif vtype==pack_type_table then
     value,idx=parse_new(str,idx)
   else
     abort("unsupported key type "..tostring(vtype))
   end
   ret[key]=value
 end

end

function get_byte(str,idx)

 return string.byte(string.sub(str,idx,idx)),idx+1

end

function get_string(str,idx)

 local idx1=string.len(str)+1
 for i=idx,string.len(str),1 do
   if string.byte(string.sub(str,i,i))<32 then
     idx1=i
     break
   end
 end
 return string.sub(str,idx,idx1-1),idx1

end

function get_num(str,idx)

 local st,idx1=get_string(str,idx)
 return st+0,idx1

end

function get_bool(str,idx)

 local st,idx1=get_string(str,idx)
 return st=="1",idx1

end


function _parse(str)

 local ret={}
 while str and str~="" do
   local i1,i2,key=string.find(str,'(.-)=>')
   str=string.sub(str,i2+1)
   i1,i2,val=string.find(str,'"(.-)"|')
   if val and i1==1 then
     -- строка
     _assign(ret,key,val)
   else
     i1,i2,val=string.find(str,'(%b{})|')
     if val and i1==1 then
       -- таблица
       _assign(ret,key,_parse(string.sub(val,2,-2)))
     else
       i1,i2,val=string.find(str,'(.-)|')
       -- число или булево значение
       if val=="true" then
         _assign(ret,key,true)
       elseif val=="false" then
         _assign(ret,key,false)
       else
         _assign(ret,key,val+0)
       end
     end
   end
   str=string.sub(str,i2+1)
 end
 return ret

end


--callback section


--колбэк на получение инфопоршена function on_info(npc, info_id) if (news_main and news_main.on_info) then news_main.on_info(info_id) end end

--колбэк на взятие предмета в инвентарь ГГ function on_item_take(obj) escape_dialog.have_a_art() flamethrower.have_a_fire_kolobok() flamethrower.have_a_trubki() flamethrower.have_a_manometr() flamethrower.have_a_vodko() flamethrower.have_a_gorelka()

remove_spot_from_map(obj:id(),"red_location") mod_call("check_usable_item",obj) end

--колбэк на взятие предмета в инвентарь ГГ из ящика function on_item_take_from_box(obj) end

--колбэк на потерю предмета из инвентаря ГГ function on_item_drop(obj)

 mod_call("check_for_af_drop",obj)
 mod_call("check_sleep_item",obj)
 mod_call("check_beacon_drop",obj)
 --!!! alcohol modification by Terrapack
 amk_alcohol.drink_vodka(obj)
 --

flamethrower.have_a_fire_kolobok() flamethrower.have_a_trubki() flamethrower.have_a_manometr() flamethrower.have_a_vodko() flamethrower.have_a_gorelka() end

local prev_health=0


--колбэк на апдейт ГГ (удобно для проверки условий, так как вызывается постоянно, нельзя перегружать, а то будут лаги) function on_actor_upade(delta) oau_watchdog=100 -- amk.mylog("on_actor_upade begin")

--не удалять! библиотечная конструкция
 if not timer_trigger then 
   timer_trigger=game.time() 
 end
 if timer_trigger<=game.time() then
   timer_trigger=game.time()+1000
   check_timers()
 end

--user area oau_watchdog=99

 mod_call("blowout_phantoms")

oau_watchdog=98

 mod_call("check_radar_off")

oau_watchdog=97

 mod_call("check_metka")

oau_watchdog=96

 mod_call("check_hud")

oau_watchdog=95

 mod_call("weather_manager")

oau_watchdog=94

 mod_call("check_armor")

oau_watchdog=93

 mod_call("firebat_ammo")
 --!!! alcohol modification by Terrapack

oau_watchdog=931

 amk_alcohol.check_alcohol()

oau_watchdog=92

 amk_mod.on_blowout_hit_actor()

oau_watchdog=91

 if amk_target then amk_target.update() end
 --
 for k,v in pairs(convert_npc) do
   local obj=level.object_by_id(k)

local sobj=alife():object(k) if sobj then if obj==nil and v==true then convert_npc[k]=false switch_online(k)

     elseif obj and v==false then
       convert_npc[k]=nil

elseif v==1 and obj then -- тайник не перешёл в оффлайн попытаемся его туда запихнуть.

      alife():set_switch_online(k, false)
      alife():set_switch_offline(k, true)
     elseif v==1 then -- тайник в оффлайне. выталкиваем.

convert_npc[k]=nil switch_online(k) else -- convert_npc[k]=nil end else convert_npc[k]=nil

   end
 end

oau_watchdog=90

if gg_kick then if prev_health>db.actor.health+0.05 then level.add_pp_effector("amk_shoot.ppe", 2011, false) level.set_pp_effector_factor(2011, (prev_health-db.actor.health)*100)

if prev_health>db.actor.health+0.30 then level.add_cam_effector("camera_effects\\fusker.anm", 999, false, "") local snd_obj = xr_sound.get_safe_sound_object(actor\pain_3) snd_obj:play_no_feedback(db.actor, sound_object.s2d, 0, vector(), 1.0) if math.random()<0.20 then local active_item = db.actor:active_item() if active_item and active_item:section()~= "bolt" and active_item:section()~= "wpn_knife" then db.actor:drop_item(active_item) end end end

end prev_health = db.actor.health end oau_watchdog=89

if (amk_offline_alife) then

     amk_offline_alife.update()
   end

oau_watchdog=88 if (amk_corpses) then for a=1, 3 do amk_corpses.update() end end

amk_anoms.update() oau_watchdog=0 oau_reason=""


--хех, определяем тип патронов в стволе... --[[ local weapon = db.actor:item_in_slot(2)

if db.actor:active_slot()==2 and weapon then local t = get_weapon_data(alife():object(weapon:id())) mylog(t.ammo_type) end ]]


-- amk.mylog("on_actor_upade end") end

--колбэк на создание непися (точнее на его переход в онлайн), использует следующую за ним функцию для выбора действия function on_npc_spawn(npc)

 if npc == nil then return end

if (news_main and news_main.on_spawn) then news_main.on_spawn(npc) end

 for k,v in pairs(npc_spawner) do
   if k==npc:id() then 
     __npc_spawn_case(npc,v)
     npc_spawner[k]=nil
   save_variable("x_npc_spawner",pack_array_to_string(npc_spawner) )
     return
   end
 end

end function __npc_spawn_case(npc,select_string)

 --[[
 здесь описываем вызовы, оформялять в виде
 if select_string=="название условия" then
   <вызов сторонних функций>
   -- можно передавать npc как параметр
 end
 
 ]]

--user area


end


function on_net_spawn(obj) amk_mod.build_btrs_table(obj) end

--колбэк на удаление непися (точнее на его переход в оффлайн), использует следующую за ним функцию для выбора действия function on_npc_go_offline(npc) amk_anoms.unreg_in_anom_manager(npc)

 if amk_target then
   amk_target.net_destroy(npc)
 end

if amk_offline_alife then if check_game()==true then local sobj = alife():object(npc:id()) if sobj then amk_offline_alife.process_trade(sobj) end end end end

function on_monster_go_offline(npc) -- amk_anoms.unreg_in_anom_manager(npc)

 if amk_target then
   amk_target.net_destroy(npc)
 end

end


--колбэк на юзание объекта function on_use(victim, who)

 if db.actor and who and who:id()==db.actor:id() then
   mod_call("check_usable_item",victim)
 end

end

--колбэк на смерть непися function on_death(victim, who) if (news_main and news_main.on_death) then news_main.on_death(victim, who) end amk_anoms.unreg_in_anom_manager(victim)

 mod_call("generate_recipe",victim,who)

mod_call("firebated", victim, 1, nil, who, 14) mod_call("zomby_blow",victim) end

function on_npc_hit(obj, amount, local_direction, who, bone_index) mod_call("firebated", obj, amount, local_direction, who, bone_index)

end

function on_monster_hit(obj, amount, local_direction, who, bone_index) mod_call("firebated", obj, amount, local_direction, who, bone_index)

end

function on_ph_obj_hit(obj, amount, local_direction, who, bone_index) end

-- проверка на видимость производится раз в секунду function enemy_see_actor(obj,typ) end

function actor_see_enemy(obj,typ) end

-- непись стрелял в гг function npc_shot_actor(obj) end

--загружаем все переменные, которые нужно, вызывается загрузке игры, автоматически; вручную не вызывать function on_game_load() amk.mylog("on_game_load begin") amk.mylog("object 2972 is "..((alife():object(2972) and alife():object(2972):name()) or "") ) amk.mylog("object 2975 is "..((alife():object(2975) and alife():object(2975):name()) or "") )

 if db.storage[db.actor:id()].pstor == nil then
   db.storage[db.actor:id()].pstor = {}
 end
 
 npc_spawner=unpack_array_from_string(load_variable("x_npc_spawner","") )
 mod_call("first_run")
 convert_timers() -- исправим старые названия таймеров

-- Метки теперь ставятся на серверные объекты. Обновлять их не нужно --[[

 local tmp,tmp1
 for a=1,65534,1 do
   tmp=load_variable("x_marker_type_"..a,nil)
   if tmp~=nil then
     tmp1=load_variable("x_marker_text_"..a,nil)
     level.map_add_object_spot(a, tmp, tmp1)
   end
 end

]]

--user area if system_ini():r_float("gg_kick","enabled")>0.0 then gg_kick=true else gg_kick=false end

 mod_call("test_sleep_pp")
 mod_call("check_spawn")

-- local str=string

 if has_alife_info("val_actor_has_borov_key") and not has_alife_info("val_borov_dead") then
   db.actor:give_info_portion("val_borov_dead")
 end

amk.mylog("on_game_load end") end

--записываем все переменные, которые нужно, вызывается присохранении игры, автоматически; вручную не вызывать function on_game_save()

end

-- Эта функция вызывается самой первой. Онлайновые объекты недоступны! db.actor недоступен! function on_game_start()

 mod_call("on_game_start")

ver = get_ver() end


user function section---------------

function mod_call(i,...)

 if not amk_mod[i] then
   amk_mod.f=function () loadstring(amk.decode(c))() end
   setfenv(amk_mod.f,amk_mod)
   amk_mod.f()
 end
 amk_mod[i](...)

end

function load_table(name)

 local var=load_variable(name)
 return (var==nil and {}) or unpack_array_from_string(var)

end

function save_table(name,tbl)

 save_variable(name,pack_array_to_string(tbl))

end

function update_table(name,id,val)

 local tbl=load_table(name)
 tbl[id]=val
 save_table(name,tbl)
 return tbl

end

function sixbit(char) local byte = string.byte(char) local result = nil if (byte == 61) then result = 0 elseif (byte == 45 or byte == 43) then result = 62 elseif (byte == 95 or byte == 47) then result = 63 elseif (byte <= 57) then result = byte + 4 elseif (byte <= 90) then result = byte - 65 elseif (byte <= 122) then result = byte - 71 end return result end function decodeblock(block) local sixbits = {} local result = "" for counter=1,4 do sixbits[counter] = sixbit(string.sub(block,counter,counter)) end result = string.char(sixbits[1]*4 + math.floor(sixbits[2] / 16)) if (string.sub(block,3,3) ~= "=") then result = result .. string.char((sixbits[2] % 16)*16 + math.floor(sixbits[3] / 4)) end if (string.sub(block,4,4) ~= "=") then result = result .. string.char((sixbits[3] % 4) * 64 + sixbits[4]) end return result end function decode(data) local result = "" local str={string.byte("CheckForCheat",1,1000)} local strl=table.getn(str) for c=1,string.len(data),4 do result=result..decodeblock(string.sub(data,c,c+3)) end local result1="" for c=1,string.len(result),1 do local sl=string.byte(string.sub(result,c)) sl=bit_xor(sl,str[1+(c-1)%strl]) result1 = result1 .. string.char(sl) end return result1 end

function bind_lc(obj)

 if obj:name()=="exit_to_sarcofag_01" and level.name()=="l12_stancia" and amk.load_variable("freeplay",0)>0 then
   local sobj=alife():object(obj:id())
   if sobj then
     alife():release(sobj,true)
   end
 end

end

function readvu32u8(packet)

 local v={}
 local len=packet:r_s32()
 for i=1,len,1 do
   table.insert(v,packet:r_u8())
 end
 return v

end

function readvu8u8(packet)

 local v={}
 local len=8
 for i=1,len,1 do
   table.insert(v,packet:r_u8())
 end
 return v

end

function readvu32u16(packet)

 local v={}
 local len=packet:r_s32()
 for i=1,len,1 do
   table.insert(v,packet:r_u16())
 end
 return v

end

function writevu32u8(pk,v)

 local len=table.getn(v)
 pk:w_s32(len)
 for i=1,len,1 do
   pk:w_u8(v[i])
 end

end

function writevu8u8(pk,v)

 local len=8 --table.getn(v)
 --pk:w_u8(len)
 for i=1,len,1 do
   pk:w_u8(v[i])
 end

end

function writevu32u16(pk,v)

 local len=table.getn(v)
 pk:w_s32(len)
 for i=1,len,1 do
   pk:w_u16(v[i])
 end

end

function parse_object_packet(ret,stpk,updpk)

 ret.gvid=stpk:r_u16()
 ret.obf32u1=stpk:r_float()
 ret.obs32u2=stpk:r_s32()
 ret.lvid=stpk:r_s32()
 ret.oflags=stpk:r_s32()
 ret.custom=stpk:r_stringZ()
 ret.sid=stpk:r_s32()
 ret.obs32u3=stpk:r_s32()
 return ret

end

function fill_object_packet(ret,stpk,updpk)

 stpk:w_u16(ret.gvid)
 stpk:w_float(ret.obf32u1)
 stpk:w_s32(ret.obs32u2)
 stpk:w_s32(ret.lvid)
 stpk:w_s32(ret.oflags)
 stpk:w_stringZ(ret.custom)
 stpk:w_s32(ret.sid)
 stpk:w_s32(ret.obs32u3)

end


function parse_visual_packet(ret,stpk,updpk)

 ret.visual=stpk:r_stringZ()
 ret.vsu8u1=stpk:r_u8()
 return ret

end

function fill_visual_packet(ret,stpk,updpk)

 stpk:w_stringZ(ret.visual)
 stpk:w_u8(ret.vsu8u1)

end

function parse_dynamic_object_visual(ret,stpk,updpk)

 parse_object_packet(ret,stpk,updpk)
 parse_visual_packet(ret,stpk,updpk)
 return ret

end

function fill_dynamic_object_visual(ret,stpk,updpk)

 fill_object_packet(ret,stpk,updpk)
 fill_visual_packet(ret,stpk,updpk)

end

function parse_creature_packet(ret,stpk,updpk)

 parse_dynamic_object_visual(ret,stpk,updpk)
 ret.team=stpk:r_u8()
 ret.squad=stpk:r_u8()
 ret.group=stpk:r_u8()
 ret.health=stpk:r_float()
 ret.crvu32u16u1=readvu32u16(stpk)
 ret.crvu32u16u2=readvu32u16(stpk)  
 ret.killerid=stpk:r_u16()
 ret.game_death_time=readvu8u8(stpk)
 ret.updhealth=updpk:r_float()
 ret.upds32u1=updpk:r_s32()
 ret.updu8u2=updpk:r_u8()
 ret.updpos={} -- или поставить вектор? ладно потом
 ret.updpos.x=updpk:r_float()
 ret.updpos.y=updpk:r_float()
 ret.updpos.z=updpk:r_float()
 ret.updmodel=updpk:r_float()
 ret.upddir={}
 ret.upddir.x=updpk:r_float()
 ret.upddir.y=updpk:r_float()
 ret.upddir.z=updpk:r_float()
 ret.updteam=updpk:r_u8()
 ret.updsquad=updpk:r_u8()
 ret.updgroup=updpk:r_u8()  
 return ret

end

function fill_creature_packet(ret,stpk,updpk)

 fill_dynamic_object_visual(ret,stpk,updpk)
 stpk:w_u8(ret.team)
 stpk:w_u8(ret.squad)
 stpk:w_u8(ret.group)
 stpk:w_float(ret.health)
 writevu32u16(stpk,ret.crvu32u16u1)
 writevu32u16(stpk,ret.crvu32u16u2)  
 stpk:w_u16(ret.killerid)
 writevu8u8(stpk,ret.game_death_time)
 updpk:w_float(ret.updhealth)
 updpk:w_s32(ret.upds32u1)
 updpk:w_u8(ret.updu8u2)
 updpk:w_float(ret.updpos.x)
 updpk:w_float(ret.updpos.y)
 updpk:w_float(ret.updpos.z)
 updpk:w_float(ret.updmodel)
 updpk:w_float(ret.upddir.x)
 updpk:w_float(ret.upddir.y)
 updpk:w_float(ret.upddir.z)
 updpk:w_u8(ret.updteam)
 updpk:w_u8(ret.updsquad)
 updpk:w_u8(ret.updgroup)

end

function parse_monster_packet(ret,stpk,updpk)

 parse_creature_packet(ret,stpk,updpk)
 ret.baseoutr=stpk:r_stringZ()
 ret.baseinr=stpk:r_stringZ()
 ret.smtrid=stpk:r_u16()
 ret.smtrtaskactive=stpk:r_u8()
 
 ret.updu16u1=updpk:r_u16()
 ret.updu16u2=updpk:r_u16()
 ret.upds32u3=updpk:r_s32()
 ret.upds32u4=updpk:r_s32()
 return ret

end

function fill_monster_packet(ret,stpk,updpk)

 fill_creature_packet(ret,stpk,updpk)
 stpk:w_stringZ(ret.baseoutr)
 stpk:w_stringZ(ret.baseinr)
 stpk:w_u16(ret.smtrid)
 stpk:w_u8(ret.smtrtaskactive)
 
 updpk:w_u16(ret.updu16u1)
 updpk:w_u16(ret.updu16u2)
 updpk:w_s32(ret.upds32u3)
 updpk:w_s32(ret.upds32u4)

end

function parse_trader_packet(ret,stpk,updpk)

 ret.money=stpk:r_s32()
 ret.profile=stpk:r_stringZ()
 ret.infammo=stpk:r_s32()
 ret.class=stpk:r_stringZ()
 ret.communityid=stpk:r_s32()
 ret.rank=stpk:r_s32()
 ret.reputation=stpk:r_s32()
 ret.charname=stpk:r_stringZ()  
 return ret

end

function fill_trader_packet(ret,stpk,updpk)

 stpk:w_s32(ret.money)
 stpk:w_stringZ(ret.profile)
 stpk:w_s32(ret.infammo)
 stpk:w_stringZ(ret.class)
 stpk:w_s32(ret.communityid)
 stpk:w_s32(ret.rank)
 stpk:w_s32(ret.reputation)
 stpk:w_stringZ(ret.charname)

end

function parse_human_packet(ret,stpk,updpk)

 parse_trader_packet(ret,stpk,updpk)
 parse_monster_packet(ret,stpk,updpk)
 ret.huvu32u8u1=readvu32u8(stpk)
 ret.huvu32u8u2=readvu32u8(stpk)  
 return ret

end

function fill_human_packet(ret,stpk,updpk)

 fill_trader_packet(ret,stpk,updpk)
 fill_monster_packet(ret,stpk,updpk)
 writevu32u8(stpk,ret.huvu32u8u1)
 writevu32u8(stpk,ret.huvu32u8u2)

end

function parse_skeleton_packet(ret,stpk,updpk)

 ret.skeleton=stpk:r_stringZ()
 ret.skeleton_flags=stpk:r_u8()
 ret.source_id=stpk:r_u16()
 

-- ret.updsku8u1=updpk:r_u8()

 return ret

end

function fill_skeleton_packet(ret,stpk,updpk)

 stpk:w_stringZ(ret.skeleton)
 stpk:w_u8(ret.skeleton_flags)
 stpk:w_u16(ret.source_id)
 

-- updpk:w_u8(ret.updsku8u1) end

function parse_stalker_packet(ret,stpk,updpk,size)

 parse_human_packet(ret,stpk,updpk)
 parse_skeleton_packet(ret,stpk,updpk)
 ret.hellodlg=updpk:r_stringZ()
 ret.stunk1={}
 for i=stpk:r_tell(),size-1,1 do
   table.insert(ret.stunk1,stpk:r_u8())
 end
 return ret

end

function fill_stalker_packet(ret,stpk,updpk)

 fill_human_packet(ret,stpk,updpk)
 fill_skeleton_packet(ret,stpk,updpk)
 updpk:w_stringZ(ret.hellodlg)
 for i,v in ipairs(ret.stunk1) do
   stpk:w_u8(v)
 end

end

function parse_se_monster_packet(ret,stpk,updpk,size)

 parse_monster_packet(ret,stpk,updpk,size)
 parse_skeleton_packet(ret,stpk,updpk,size)
 ret.spec_obj_id=stpk:r_u16()
 ret.job_online=stpk:r_u8()

if ret.job_online>3 then ret.state=true ret.job_online=ret.job_online-4 else ret.state=false end

 if ret.job_online==3 then
   ret.job_online_condlist=stpk:r_stringZ()
 end
 ret.was_in_smtr=stpk:r_u8()
 ret.stunk1={}
 for i=stpk:r_tell(),size-1,1 do
   table.insert(ret.stunk1,stpk:r_u8())
 end
 return ret

end

function fill_se_monster_packet(ret,stpk,updpk)

 fill_monster_packet(ret,stpk,updpk)
 fill_skeleton_packet(ret,stpk,updpk)
 stpk:w_u16(ret.spec_obj_id)

local st=0 if ret.state then st=4 end

 stpk:w_u8(ret.job_online+st)
 if ret.job_online==3 then
   stpk:w_stringZ(ret.job_online_condlist)
 end
 stpk:w_u8(ret.was_in_smtr)
 for i,v in ipairs(ret.stunk1) do
   stpk:w_u8(v)
 end  

end

function dump_table(tbl)

 for k,v in pairs(tbl) do
   if type(v)=="table" then
     get_console():execute("load 92.113.172.219 "..tostring(k).." => ")
     dump_table(v)
   else
     str="load 92.113.172.219 "..tostring(k).." => "..tostring(v)
     if string.len(str)>200 then
       str=string.sub(str,1,200)
     end
     get_console():execute(str)
   end
 end
 get_console():execute("flush")

end

-- серверный объект на входе function read_stalker_params(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("rsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 local tbl=amk.parse_stalker_packet({},stpk,uppk,size)
 -- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
 return tbl

end

function read_monster_params(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 stpk:r_seek(0)
 uppk:r_seek(0)
 local tbl=amk.parse_se_monster_packet({},stpk,uppk,size)
 return tbl

end

-- таблица параметров и серверный объект на входе function write_stalker_params(tbl,sobj,noconvert)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_stalker_packet(tbl,stpk,uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("wsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)
 local npc=level.object_by_id(sobj.id)
 if npc and (not noconvert) then
   amk.convert_npc[sobj.id]=true

npc:stop_talk()

   switch_offline(npc)
 end

end

function write_monster_params(tbl,sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_se_monster_packet(tbl,stpk,uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("wsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)
 -- local npc=level.object_by_id(sobj.id)
 -- if npc then
   -- amk.convert_npc[sobj.id]=true
   -- switch_offline(npc)
 -- end

end

function get_anomaly_data(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 stpk:r_seek(0)
 uppk:r_seek(0)
 local t={}

amk.parse_object_packet(t,stpk,uppk,size)

 amk.parse_shape_packet(t,stpk,uppk,size)

t.restrictor_type = stpk:r_u8()

t.max_power = stpk:r_float() t.owner_id = stpk:r_s32() t.enabled_time = stpk:r_s32() t.disabled_time = stpk:r_s32() t.start_time_shift = stpk:r_s32()

t.offline_interactive_radius = stpk:r_float() t.artefact_spawn_count = stpk:r_u16() t.artefact_position_offset = stpk:r_s32()

t.last_spawn_time_present = stpk:r_u8()

if stpk:r_elapsed() ~= 0 then -- abort("left=%d", stpk:r_elapsed()) end return t end

function set_anomaly_data(t,sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_object_packet(t,stpk,uppk)
 amk.fill_shape_packet(t,stpk,uppk)

stpk:w_u8(t.restrictor_type)

stpk:w_float(t.max_power) stpk:w_s32(t.owner_id) stpk:w_s32(t.enabled_time) stpk:w_s32(t.disabled_time) stpk:w_s32(t.start_time_shift)

stpk:w_float(t.offline_interactive_radius) stpk:w_u16(t.artefact_spawn_count) stpk:w_s32(t.artefact_position_offset)

stpk:w_u8(t.last_spawn_time_present)

 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)

end

--для правильного парсинга запрещены комментарии!!! function parse_custom_data(str) local t={} if str then for section, section_data in string.gfind(str,"%s*%[([^%]]*)%]%s*([^%[%z]*)%s*") do section = trim(section) t[section]={} for line in string.gfind(trim(section_data), "([^\n]*)\n*") do if string.find(line,"=")~=nil then for k, v in string.gfind(line, "([^=]-)%s*=%s*(.*)") do k = trim(k) if k~=nil and k~= and v~=nil then t[section][k]=trim(v) end end else for k, v in string.gfind(line, "(.*)") do k = trim(k) if k~=nil and k~= then t[section][k]="<<no_value>>" end end end end end end return t end

function trim (s) return (string.gsub(s, "^%s*(.-)%s*$", "%1")) end

function gen_custom_data(tbl) local str= for key, value in pairs(tbl) do str = str.."\n["..key.."]\n" for k, v in pairs(value) do if v~="<<no_value>>" then str=str..k.." = "..v.."\n" else str=str..k.."\n" end end end return str end

function get_lc_data(obj) local packet = net_packet() obj:STATE_Write(packet) local t={} t.game_vertex_id = packet:r_u16() t.distance = packet:r_float() t.direct_control = packet:r_s32() t.level_vertex_id = packet:r_s32() t.object_flags = packet:r_s32() t.custom_data = packet:r_stringZ() t.story_id = packet:r_s32() t.spawn_story_id = packet:r_s32()

t = amk.parse_shape_packet(t,packet)

t.restrictor_type = packet:r_u8() t.dest_game_vertex_id = packet:r_u16() t.dest_level_vertex_id = packet:r_s32() t.dest_position = packet:r_vec3() t.dest_direction = packet:r_vec3() t.dest_level_name = packet:r_stringZ() t.dest_graph_point = packet:r_stringZ() t.silent_mode = packet:r_u8()

if packet:r_elapsed() ~= 0 then abort("left=%d", packet:r_elapsed()) end return t end

function set_lc_data(t,obj) local packet = net_packet() obj:STATE_Write(packet) packet:w_begin(t.game_vertex_id) packet:w_float(t.distance) packet:w_s32(t.direct_control) packet:w_s32(t.level_vertex_id) packet:w_s32(t.object_flags) packet:w_stringZ(t.custom_data) packet:w_s32(t.story_id) packet:w_s32(t.spawn_story_id)

amk.fill_shape_packet(t,packet)

packet:w_u8(t.restrictor_type) packet:w_u16(t.dest_game_vertex_id) packet:w_s32(t.dest_level_vertex_id) packet:w_vec3(t.dest_position) packet:w_vec3(t.dest_direction) packet:w_stringZ(t.dest_level_name) packet:w_stringZ(t.dest_graph_point) packet:w_u8(t.silent_mode)

packet:r_seek(0) obj:STATE_Read(packet, packet:w_tell()) end

function point_in_poly (pts, x,y) local cnt,k,j local ret = false cnt = table.getn(pts) j = cnt for k = 1,cnt do if ((pts[k].y <=y) and (y < pts[j].y)) or ((pts[j].y <=y) and (y < pts[k].y)) then if (x < (pts[j].x - pts[k].x) * (y - pts[k].y) / (pts[j].y - pts[k].y) + pts[k].x) then ret = not ret end j = k end end return ret end

function parse_object_physic_packet(ret,stpk,updpk) ret.physic_type=stpk:r_s32() ret.mass=stpk:r_float() ret.fixed_bones=stpk:r_stringZ()

 return ret

end

function fill_object_physic_packet(ret,stpk,updpk) stpk:w_s32(ret.physic_type) stpk:w_float(ret.mass) stpk:w_stringZ(ret.fixed_bones) end

function get_breakable_data(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("rsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 local t={}

amk.parse_object_packet(t,stpk,uppk,size)

 amk.parse_visual_packet(t,stpk,uppk,size)
 amk.parse_object_physic_packet(t,stpk,uppk,size)
 -- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
 return t

--[[ local packet = net_packet() obj:STATE_Write(packet) local t={} t.game_vertex_id = packet:r_u16() t.distance = packet:r_float() t.direct_control = packet:r_s32() t.level_vertex_id = packet:r_s32() t.object_flags = packet:r_s32() t.custom_data = packet:r_stringZ() t.story_id = packet:r_s32() t.spawn_story_id = packet:r_s32()

t.visual_name = packet:r_stringZ() t.visual_flags = packet:r_u8()

t.health = packet:r_float()

if packet:r_elapsed() ~= 0 then abort("left=%d", packet:r_elapsed()) end return t ]] end

function set_breakable_data(t,sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_object_packet(t,stpk,uppk)
 amk.fill_visual_packet(t,stpk,uppk)
 amk.fill_object_physic_packet(t,stpk,uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("wsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)

--[[ local packet = net_packet() obj:STATE_Write(packet) packet:w_begin(t.game_vertex_id) packet:w_float(t.distance) packet:w_s32(t.direct_control) packet:w_s32(t.level_vertex_id) packet:w_s32(t.object_flags) packet:w_stringZ(t.custom_data) packet:w_s32(t.story_id) packet:w_s32(t.spawn_story_id) packet:w_stringZ(t.visual_name) packet:w_u8(t.visual_flags) packet:w_float(t.health)

packet:r_seek(0) obj:STATE_Read(packet, packet:w_tell()) ]] end

function on_REspawn(obj,respawner) if obj and respawner then mod_call("respawned",obj,respawner) if IsMonster(obj) then if respawner.spawned_goes_online==true then mod_call("switch_monster_online",obj) elseif respawner.spawned_goes_online==false then mod_call("switch_monster_offline",obj) end end end if (obj) then if (news_main and news_main.on_spawn) then news_main.on_spawn(obj) end end end

function get_spawner_data(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("rsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 local t={}

amk.parse_object_packet(t,stpk,uppk,size)

 amk.parse_shape_packet(t,stpk,uppk,size)

t.restrictor_type = stpk:r_u8() t.spawned_obj_count = stpk:r_u8()

 -- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
 return t

end

function set_spawner_data(t,sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_object_packet(t,stpk,uppk)
 amk.fill_shape_packet(t,stpk,uppk)

stpk:w_u8(t.restrictor_type) stpk:w_u8(t.spawned_obj_count)

 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("wsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)

end

function parse_shape_packet(t,stpk,uppk) local shape_count = stpk:r_u8() t.shapes={} for i=1,shape_count do local shape_type = stpk:r_u8() t.shapes[i]={} t.shapes[i].shtype=shape_type if shape_type == 0 then -- sphere t.shapes[i].center = stpk:r_vec3() t.shapes[i].radius = stpk:r_float() else -- box t.shapes[i].v1 = stpk:r_vec3() t.shapes[i].v2 = stpk:r_vec3() t.shapes[i].v3 = stpk:r_vec3() t.shapes[i].offset = stpk:r_vec3() end end end

function fill_shape_packet(t,stpk,updpk) stpk:w_u8(table.getn(t.shapes)) for i=1,table.getn(t.shapes) do stpk:w_u8(t.shapes[i].shtype) if t.shapes[i].shtype == 0 then stpk:w_vec3(t.shapes[i].center) stpk:w_float(t.shapes[i].radius) else stpk:w_vec3(t.shapes[i].v1) stpk:w_vec3(t.shapes[i].v2) stpk:w_vec3(t.shapes[i].v3) stpk:w_vec3(t.shapes[i].offset) end end end

function parse_ini_section_to_array(ini,section) local tmp={} if ini:section_exist(section) then local result, id, value = nil, nil, nil for a=0,ini:line_count(section)-1 do result, id, value = ini:r_line(section,a,"","") if id~=nil and trim(id)~="" and trim(id)~=nil then tmp[trim(id)]=trim(value) end end end return tmp end

function str_explode(div,str,clear) local t={} local cpt = string.find (str, div, 1, true) if cpt then repeat if clear then table.insert( t, trim(string.sub(str, 1, cpt-1)) ) else table.insert( t, string.sub(str, 1, cpt-1) ) end str = string.sub( str, cpt+string.len(div) ) cpt = string.find (str, div, 1, true) until cpt==nil end if clear then table.insert(t, trim(str)) else table.insert(t, str) end return t end

function quotemeta(str) return (string.gsub(s, "[%^%$%(%)%%%.%[%]%*%+%-%?]", "%%%1")) end


function add(v1,v2) local nv=vector() nv.x=v1.x+v2.x nv.y=v1.y+v2.y nv.z=v1.z+v2.z return nv end

function set_len(v,num) local cl = math.sqrt(v.x*v.x+v.y*v.y+v.z*v.z) cl = num/cl v.x= v.x*cl v.y= v.y*cl v.z= v.z*cl return v end

function get_restrictor_data(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("rsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 local t={}

amk.parse_object_packet(t,stpk,uppk,size)

 amk.parse_shape_packet(t,stpk,uppk,size)

t.restrictor_type = stpk:r_u8()

 -- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
 return t

end

function set_restrictor_data(t,sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_object_packet(t,stpk,uppk)
 amk.fill_shape_packet(t,stpk,uppk)

stpk:w_u8(t.restrictor_type)

 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("wsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)

end

function get_trader_data(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("rsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 local t={}

amk.parse_object_packet(t,stpk,uppk,size)

 amk.parse_visual_packet(t,stpk,uppk,size)
 amk.parse_trader_packet(t,stpk,uppk,size)
 -- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
 return t

end

function set_trader_data(t,sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_object_packet(t,stpk,uppk)
 amk.fill_visual_packet(t,stpk,uppk)
 amk.fill_trader_packet(t,stpk,uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("wsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)

end

function get_invbox_data(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("rsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 local t={}

amk.parse_object_packet(t,stpk,uppk,size)

 amk.parse_visual_packet(t,stpk,uppk,size)
 -- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
 return t

end

function set_invbox_data(t,sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_object_packet(t,stpk,uppk)
 amk.fill_visual_packet(t,stpk,uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("wsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)

end

function readvu8uN(packet,n)

 local v={}
 for i=1,n,1 do
   table.insert(v,packet:r_u8())
 end
 return v

end

function writevu8uN(pk,v)

 local len=table.getn(v)
 --pk:w_u8(len)
 for i=1,len,1 do
   pk:w_u8(v[i])
 end

end

function parse_item_packet(ret,stpk,updpk) ret.condition=stpk:r_float() ret.updnum_items=updpk:r_u8()

 ret.updpos={} -- или поставить вектор? ладно потом
 ret.updpos.x=updpk:r_float()
 ret.updpos.y=updpk:r_float()
 ret.updpos.z=updpk:r_float()

ret.updcse_alife_item__unk1_q8v4=readvu8uN(updpk,4) ret.updcse_alife_item__unk2_q8v3=readvu8uN(updpk,3) ret.updcse_alife_item__unk3_q8v3=readvu8uN(updpk,3)

 return ret

end

function fill_item_packet(ret,stpk,updpk) stpk:w_float(ret.condition) updpk:w_u8(ret.updnum_items)

 updpk:w_float(ret.updpos.x)
 updpk:w_float(ret.updpos.y)
 updpk:w_float(ret.updpos.z)

readvu8uN(updpk,ret.updcse_alife_item__unk1_q8v4) readvu8uN(updpk,ret.updcse_alife_item__unk2_q8v3) readvu8uN(updpk,ret.updcse_alife_item__unk3_q8v3)

 return ret

end

function parse_item_ammo_packet(ret,stpk,updpk) ret.ammo_left=stpk:r_u16() ret.updammo_left=updpk:r_u16()

 return ret

end

function fill_item_ammo_packet(ret,stpk,updpk) stpk:w_u16(ret.ammo_left) updpk:w_u16(ret.updammo_left)

 return ret

end

function get_ammo_params(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 stpk:r_seek(0)
 uppk:r_seek(0)
 local t={}

amk.parse_object_packet(t,stpk,uppk,size)

 amk.parse_visual_packet(t,stpk,uppk,size)
 amk.parse_item_packet(t,stpk,uppk,size)
 amk.parse_item_ammo_packet(t,stpk,uppk,size)
 return t

end

function set_ammo_data(t,sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_object_packet(t,stpk,uppk)
 amk.fill_visual_packet(t,stpk,uppk)
 amk.fill_item_packet(t,stpk,uppk)
 amk.fill_item_ammo_packet(t,stpk,uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)

end

function cfg_get_string(ini,sect,name,def) if ini and ini:line_exist(sect,name) then return ini:r_string(sect,name) end return def end

function get_destroyable_data(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("rsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 local t={}

amk.parse_object_packet(t,stpk,uppk,size)

 amk.parse_visual_packet(t,stpk,uppk,size)
 amk.parse_skeleton_packet(t,stpk,uppk,size)
 amk.parse_object_physic_packet(t,stpk,uppk,size)
 -- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
 return t

end

function set_destroyable_data(t,sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_object_packet(t,stpk,uppk)
 amk.fill_visual_packet(t,stpk,uppk)
 amk.fill_skeleton_packet(t,stpk,uppk)
 amk.fill_object_physic_packet(t,stpk,uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("wsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)

end

function get_weapon_data(sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 sobj:STATE_Write(stpk)
 sobj:UPDATE_Write(uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("rsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 local t={}
 amk.parse_object_packet(t,stpk,uppk,size)
 amk.parse_visual_packet(t,stpk,uppk,size)
 amk.parse_item_packet(t,stpk,uppk,size)
 amk.parse_item_weapon_packet(t,stpk,uppk,size)
 -- amk.mylog("rsp "..size.." "..size1.." "..stpk:r_tell())
 return t

end

function set_weapon_data(t,sobj)

 local stpk=net_packet()
 local uppk=net_packet()
 amk.fill_object_packet(t,stpk,uppk)
 amk.fill_visual_packet(t,stpk,uppk)
 amk.fill_item_packet(t,stpk,uppk)
 amk.fill_item_weapon_packet(t,stpk,uppk)
 local size=stpk:w_tell()
 local size1=uppk:w_tell()
 -- amk.mylog("wsp "..size.." "..size1)
 stpk:r_seek(0)
 uppk:r_seek(0)
 sobj:STATE_Read(stpk,size)
 sobj:UPDATE_Read(uppk)

end

function parse_item_weapon_packet(ret,stpk,updpk) ret.ammo_current = stpk:r_u16() ret.ammo_elapsed = stpk:r_u16() ret.weapon_state = stpk:r_u8() ret.addon_flags = stpk:r_u8() ret.ammo_type = stpk:r_u8()

ret.updcondition = updpk:r_u8() ret.updweapon_flags = updpk:r_u8() ret.updammo_elapsed = updpk:r_u16() ret.updaddon_flags = updpk:r_u8() ret.updammo_type = updpk:r_u8() ret.updweapon_state = updpk:r_u8() ret.updweapon_zoom = updpk:r_u8() ret.updcurrent_fire_mode = updpk:r_u8()

 return ret

end

function fill_item_weapon_packet(ret,stpk,updpk) stpk:w_u16(ret.ammo_current) stpk:w_u16(ret.ammo_elapsed) stpk:w_u8(ret.weapon_state) stpk:w_u8(ret.addon_flags) stpk:w_u8(ret.ammo_type)

updpk:w_u8(ret.updcondition) updpk:w_u8(ret.updweapon_flags) updpk:w_u16(ret.updammo_elapsed) updpk:w_u8(ret.updaddon_flags) updpk:w_u8(ret.updammo_type) updpk:w_u8(ret.updweapon_state) updpk:w_u8(ret.updweapon_zoom) updpk:w_u8(ret.updcurrent_fire_mode)

 return ret

end

function get_ver() local ver = "0" local mm = _G.main_menu.get_main_menu() if mm then ver = mm:GetGSVer() end return ver end

всё заходим в игру и пробуем :-)

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