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local function Vibrate ( eventCode , duration , coarseMotor , fineMotor , leftTriggerMotor , rightTriggerMotor , foundInfo , debugSourceInfo )
SetGamepadVibration ( duration , coarseMotor , fineMotor , leftTriggerMotor , rightTriggerMotor , debugSourceInfo )
end
end
-- WARNING! If you change this function, please update the event filter in c++ also, or remove
-- the filter (REGISTER_FILTER_VIBRATION_FILTER) below.
local actionType = nil
--player doing stuff to people
if sourceType == COMBAT_UNIT_TYPE_PLAYER then
if actionResult == ACTION_RESULT_DIED or --player killed someone (self included ie falling damage)
actionResult == ACTION_RESULT_DIED_XP or
actionResult == ACTION_RESULT_KILLING_BLOW then
actionType = GAMEPAD_VIBRATION_TRIGGER_KILLED
end
end
--people doing stuff to player
if targetType == COMBAT_UNIT_TYPE_PLAYER and sourceType ~= COMBAT_UNIT_TYPE_PLAYER then
if actionResult == ACTION_RESULT_DIED or --player died
actionResult == ACTION_RESULT_DIED_XP or
actionResult == ACTION_RESULT_KILLING_BLOW then
actionType = GAMEPAD_VIBRATION_TRIGGER_DIED
elseif actionResult == ACTION_RESULT_STUNNED then --player got stunned
actionType = GAMEPAD_VIBRATION_TRIGGER_STUNNED
elseif actionResult == ACTION_RESULT_KNOCKBACK then --player got knockedback
actionType = GAMEPAD_VIBRATION_TRIGGER_KNOCKED_BACK
elseif actionResult == ACTION_RESULT_STAGGERED then --player got staggered
actionType = GAMEPAD_VIBRATION_TRIGGER_STAGGERED
end
end
return actionType ;
end
actionResult ,
isError ,
abilityName ,
abilityGraphic ,
abilityActionSlotType ,
sourceName ,
sourceType ,
targetName ,
targetType ,
hitValue ,
powerType ,
damageType ,
shouldLog )
if actionType ~= nil then
end
end
end
end
EVENT_MANAGER : AddFilterForEvent ( "Vibration" , EVENT_COMBAT_EVENT , REGISTER_FILTER_VIBRATION_FILTER , 0 )
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