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- # Source Generated with Decompyle++
- # File: in.pyc (Python 1.5)
-
- import Actions
- import Enm_Def
- import Reference
- import pdb
- import Bladex
-
- def IncCallBack():
- Reference.debugprint('IncCallBack: Hola')
-
-
- def InvChangeLeft(EntityName):
- me = Bladex.GetEntity(EntityName)
- if me.ActiveEnemy:
- me.AddAnmEventFunc('ChangeLEvent', ChangeLEventHandler)
- me.LaunchAnmType('Attack_Chg_l')
- else:
- me.AddAnmEventFunc('ChangeLEvent', ChangeLEventHandler)
- me.LaunchAnmType('Chg_l')
-
-
- def InvChangeRight(EntityName):
- me = Bladex.GetEntity(EntityName)
- if me.ActiveEnemy:
- me.AddAnmEventFunc('ChangeREvent', ChangeREventHandler)
- me.LaunchAnmType('Attack_Chg_r')
- else:
- me.AddAnmEventFunc('ChangeREvent', ChangeREventHandler)
- me.LaunchAnmType('Chg_r')
-
-
- def InvChangeRightLeft(EntityName):
- me = Bladex.GetEntity(EntityName)
- if me.ActiveEnemy:
- me.AddAnmEventFunc('ChangeRLEvent', ChangeRLEventHandler)
- me.LaunchAnmType('Attack_Chg_r_l')
- else:
- me.AddAnmEventFunc('ChangeRLEvent', ChangeRLEventHandler)
- me.LaunchAnmType('Chg_r_l')
-
-
- def ChangeLEventHandler(pj_name, event):
- me = Bladex.GetEntity(pj_name)
- me.DelAnmEventFunc('ChangeLEvent')
- inv = me.GetInventory()
- tmp_lback = me.InvLeftBack
- print 'ChangeLEventHandler'
- des_shield = inv.GetSelectedShield()
- if des_shield:
- inv.LinkLeftHand(des_shield)
-
- inv.LinkBack('None')
- if tmp_lback:
- inv.LinkBack(tmp_lback)
-
-
-
- def ChangeQuiverHandler(pj_name, event):
- me = Bladex.GetEntity(pj_name)
- me.DelAnmEventFunc('ChangeREvent')
- inv = me.GetInventory()
- if me.InvRight and Reference.GiveObjectFlag(me.InvRight) == Reference.OBJ_ARROW:
- Actions.SheatheArrow(inv, me.InvRight)
-
- Actions.UnSheatheArrow(inv)
-
-
- def CB_SO_AnmEnd(EntityName):
- me = Bladex.GetEntity(EntityName)
- inv = me.GetInventory()
- deal_quivers = 0
- des_weapon_name = inv.GetSelectedWeapon()
- if des_weapon_name:
- des_weapon = Bladex.GetEntity(des_weapon_name)
- if Reference.GiveObjectFlag(des_weapon_name) == Reference.OBJ_BOW:
- deal_quivers = 1
-
-
- if deal_quivers:
- if inv.GetSelectedQuiver() != inv.GetActiveQuiver():
- me.AddAnmEventFunc('ChangeREvent', ChangeQuiverHandler)
- me.LaunchAnmType('Chg_r')
-
- else:
- des_shield = inv.GetSelectedShield()
- if des_shield:
- if des_shield == me.InvLeft or des_shield == me.InvLeftBack:
- return None
-
- if Actions.SthOnBack(EntityName) == 1 and me.InvRightBack and not (me.InvRight):
- InvChangeRightLeft(EntityName)
- else:
- InvChangeLeft(EntityName)
- else:
- Reference.debugprint('no des_shield')
-
-
- def ChangeRLEventHandler(pj_name, event):
- me = Bladex.GetEntity(pj_name)
- me.DelAnmEventFunc('ChangeRLEvent')
- inv = me.GetInventory()
- des_weapon_name = inv.GetSelectedWeapon()
- des_weapon = Bladex.GetEntity(des_weapon_name)
- if me.InvLeft and Reference.GiveObjectFlag(me.InvLeft) == Reference.OBJ_BOW:
- if me.InvRight and Reference.GiveObjectFlag(me.InvRight) == Reference.OBJ_ARROW:
- Actions.SheatheArrow(inv, me.InvRight)
-
-
- if des_weapon_name != '':
- inv.LinkBack('None')
-
- if Reference.GiveObjectFlag(des_weapon_name) == Reference.OBJ_BOW:
- if Actions.StatL(me.Name) == Actions.LA_SHIELD:
- inv.LinkBack('None')
-
- inv.LinkLeftHand('None')
- inv.LinkLeftHand(des_weapon_name)
- Actions.UnSheatheArrow(inv)
- else:
- tmp_r_flag = Reference.W_FLAG_1H
- if des_weapon_name:
- tmp_r_flag = Reference.GiveWeaponFlag(des_weapon_name)
-
- if tmp_r_flag != Reference.W_FLAG_1H:
- inv.LinkLeftHand('None')
- inv.LinkRightHand(des_weapon_name)
- return None
- else:
- curr_left_name = inv.GetSelectedShield()
- if curr_left_name:
- inv.LinkLeftHand(curr_left_name)
- else:
- inv.LinkLeftHand('None')
- inv.LinkRightHand(des_weapon_name)
-
-
- def ChangeREventHandler(pj_name, event):
- me = Bladex.GetEntity(pj_name)
- me.DelAnmEventFunc('ChangeREvent')
- inv = me.GetInventory()
- des_weapon_name = inv.GetSelectedWeapon()
- if des_weapon_name:
- des_weapon = Bladex.GetEntity(des_weapon_name)
- if Reference.GiveObjectFlag(des_weapon_name) == Reference.OBJ_BOW:
- inv.LinkLeftHand(des_weapon_name)
- des_quiver_name = inv.GetSelectedQuiver()
- if des_quiver_name:
- inv.LinkRightHand(des_quiver_name)
- else:
- inv.LinkRightHand('None')
- else:
- inv.LinkRightHand(des_weapon_name)
-
- inv.LinkBack('None')
-
-
- def CB_ShieldOutX(EntityName, cycle):
- me = Bladex.GetEntity(EntityName)
- if me.Wuea == Reference.WUEA_WAIT:
- return None
-
- tmp_r_flag = Reference.W_FLAG_1H
- if me.InvRight:
- tmp_r_flag = Reference.GiveWeaponFlag(me.InvRight)
-
- if tmp_r_flag == Reference.W_FLAG_2W and tmp_r_flag == Reference.W_FLAG_AXE or tmp_r_flag == Reference.W_FLAG_SP:
- return None
-
- deal_quiver = 0
- inv = me.GetInventory()
- des_weapon_name = inv.GetSelectedWeapon()
- if des_weapon_name:
- des_weapon = Bladex.GetEntity(des_weapon_name)
- if Reference.GiveObjectFlag(des_weapon_name) == Reference.OBJ_BOW:
- deal_quiver = 1
-
-
- if cycle:
- if deal_quiver:
- inv.CycleQuivers()
- else:
- inv.CycleShields()
-
- if deal_quiver:
- des_quiver = inv.GetSelectedQuiver()
- if not des_quiver:
- return None
-
- CB_SO_AnmEnd(EntityName)
- else:
- des_shield = inv.GetSelectedShield()
- if not des_shield:
- return None
-
- if Actions.StatL(me.Name) != Actions.LA_NO_WEAPON and Actions.StatL(me.Name) != Actions.LA_SHIELD:
- object = Bladex.GetEntity(me.InvLeft)
- if Actions.StatL(me.Name) != Actions.LA_NO_WEAPON:
- if Actions.TryDropLeft(EntityName):
- Reference.debugprint('CB_ShieldOut. I can\tdrop it')
- me.AnmEndedFunc = CB_SO_AnmEnd
-
-
- else:
- CB_SO_AnmEnd(EntityName)
- print 'CB_ShieldOutX'
-
-
- def CB_ShieldOut():
- CB_ShieldOutX('Player1', 0)
-
-
- def CB_WO_AnmEnd(EntityName):
- me = Bladex.GetEntity(EntityName)
- inv = me.GetInventory()
- des_weapon_name = inv.GetSelectedWeapon()
- left_bow = 0
- curr_left_name = me.InvLeft
- if curr_left_name:
- curr_left = Bladex.GetEntity(curr_left_name)
- if Reference.GiveObjectFlag(curr_left_name) == Reference.OBJ_BOW:
- left_bow = 1
-
-
- if des_weapon_name:
- des_weapon = Bladex.GetEntity(des_weapon_name)
- if Reference.GiveObjectFlag(des_weapon_name) == Reference.OBJ_BOW or left_bow:
- if des_weapon_name == me.InvLeft:
- return None
-
- Actions.UnGraspString(EntityName, 'UnGraspString')
- InvChangeRightLeft(EntityName)
- elif des_weapon_name == me.InvRight or des_weapon_name == me.InvRightBack:
- return None
-
- if Actions.SthOnBack(EntityName) == 1 and me.InvLeftBack:
- InvChangeRightLeft(EntityName)
- elif Reference.GiveWeaponFlag(des_weapon_name) != Reference.W_FLAG_1H and me.InvLeft != '':
- InvChangeRightLeft(EntityName)
- else:
- InvChangeRight(EntityName)
- else:
- Reference.debugprint('no des_weapon')
-
-
- def CB_WeaponOutX(EntityName, cycle = 0):
- me = Bladex.GetEntity(EntityName)
- if me.Wuea == Reference.WUEA_WAIT:
- Reference.debugprint('Wait is on . Returning...')
- return 0
-
- inv = me.GetInventory()
- if cycle:
- inv.CycleWeapons()
-
- des_w = inv.GetSelectedWeapon()
- if not des_w:
- return 1
-
- curr_right_name = me.InvRight
- if des_w == curr_right_name or des_w == me.InvRightBack:
- return 1
-
- if Actions.IsRightHandStandardObject(EntityName):
- if Actions.TryDropRight(EntityName):
- Actions.DropReleaseEventHandler(EntityName, 'DropRightEvent')
- CB_WO_AnmEnd(EntityName)
-
- else:
- CB_WO_AnmEnd(EntityName)
- return 1
-
-
- def CB_WeaponOut():
- CB_WeaponOutX('Player1', 0)
-
-