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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: if tmp_lback: inv.LinkLeftHand('None') inv.LinkLeftBack('None') inv.LinkLeftBack(des_shield) else: inv.LinkLeftHand(des_shield) def ChangeQuiverHandler(pj_name, event): me = Bladex.GetEntity(pj_name) me.DelAnmEventFunc('ChangeREvent') inv = me.GetInventory() des_quiver_name = inv.GetSelectedQuiver() if me.InvRight and Reference.GiveObjectFlag(me.InvRight) == Reference.OBJ_ARROW: Actions.SheatheArrow(inv, me.InvRight) inv.SetCurrentQuiver(des_quiver_name) inv.LinkRightBack('None') inv.LinkRightBack(des_quiver_name) if inv.HoldingBow: 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() if des_weapon_name: des_weapon = Bladex.GetEntity(des_weapon_name) if me.InvLeft and Reference.GiveObjectFlag(me.InvLeft) == Reference.OBJ_BOW and me.InvLeftBack and Reference.GiveObjectFlag(me.InvLeftBack) == 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 des_weapon_name and 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') if des_weapon_name: inv.LinkRightHand(des_weapon_name) else: inv.LinkRightHand('None') 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)