Files
FunctionalTurrets/Contents/mods/FunctionalTurretsFerret/42.20/media/lua/shared/KFT_Ferret.lua
T
2026-10-27 17:27:44 -04:00

93 lines
3.2 KiB
Lua

-- Local compatibility adapter. Original Workshop files remain dependencies.
KFTFerret = KFTFerret or {}
local F = KFTFerret
F.scriptName = "Base.62daimlerFerretMk2"
F.weaponPart = "KFT_FerretMG"
F.ammoType = "Base.762x63mm"
F.version = 1
function F.isFerret(vehicle)
return vehicle ~= nil and vehicle:getScriptName() == F.scriptName
end
function F.isGunner(vehicle, character)
return F.isFerret(vehicle) and character ~= nil
and character:getVehicle() == vehicle and vehicle:getSeat(character) == 1
end
function F.AmmoAccess(vehicle, part, character)
return F.isGunner(vehicle, character)
end
function F.InitTurret(vehicle, part)
local data = part:getModData()
local vehicleData = vehicle:getModData()
local pose = data.kftPose or vehicleData.turretAnimID or "002"
vehicleData.turretAnimID = pose
part:setModelVisible("Default", true)
vehicle:playPartAnim(part, pose)
local gloveBox = vehicle:getPartById("GloveBox")
if gloveBox then gloveBox:setModelVisible("interiorTop", false) end
end
function F.InitGloveBox(vehicle, part)
part:setModelVisible("interiorTop", false)
end
function F.InitWeapon(vehicle, part)
local data = part:getModData()
if not data.kftInitialized then
-- Called once for a newly added part, including an existing-save migration.
-- A removed or destroyed gun is never recreated on subsequent loads.
if not part:getInventoryItem() then
VehicleUtils.createPartInventoryItem(part)
part:setCondition(100)
end
data.kftInitialized = F.version
end
end
function F.weaponReady(vehicle)
if not F.isFerret(vehicle) then return false end
local part = vehicle:getPartById(F.weaponPart)
return part ~= nil and part:getInventoryItem() ~= nil and part:getCondition() > 0
end
function F.poseForAngle(relativeAngle)
local pose = math.floor(math.floor((relativeAngle % 360) + 0.5) / 2) * 2 + 2
if pose > 360 then pose = 2 end
return string.format("%03d", pose)
end
function F.savePose(vehicle, pose)
local turret = vehicle:getPartById("Turrent")
if not turret then return end
vehicle:getModData().turretAnimID = pose
local data = turret:getModData()
if data.kftPose ~= pose then
data.kftPose = pose
if isServer() then vehicle:transmitPartModData(turret) end
end
end
function F.patchScript()
local script = getScriptManager():getVehicle(F.scriptName)
if not script then
print("[KI5FerretTurret] Ferret Mk2 script unavailable; adapter not applied.")
return false
end
if script:getPartById(F.weaponPart) then return true end
if not script:getPartById("GloveBox") or not script:getPartById("FER62HatchTurret") then
print("[KI5FerretTurret] Unexpected Ferret layout; adapter not applied.")
return false
end
-- Load merges only the named parts. Do NOT call Loaded(): in B42.21 it
-- multiplies chassis dimensions and suspension by modelScale a second time.
script:Load("62daimlerFerretMk2", require "KFT_FerretPatch")
print("[KI5FerretTurret] Ferret Mk2 turret parts applied (v0.1.1).")
return true
end
Events.OnGameBoot.Add(F.patchScript)
Events.OnInitGlobalModData.Add(F.patchScript)