enderalse/source/scripts/speartrap.psc

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scriptName SpearTrap extends MovingTrap
;
;
;This is the script for the blade trap
;Activating the trap causes it to toggle on and off
;If activated while in the process of stopping, it should be able to handle that.
;================================================================
import debug
import utility
;If Loop is true, it swings until activated again.
;If Loop is false, it swings once when activated.
bool restartLooping = false
bool finishedPlaying = false
float property initialDelay = 0.05 auto
string property fireAnim = "Trigger01" auto
{firing animation, should not need to change}
string property fireEvent = "TrapStart" auto
{firing animation event, should not need to change}
string property resetAnim = "Open" auto
{reset animation, should not need to change}
string property resetEvent = "Opening" auto
{reset animation event, should not need to change}
string property startResetAnim = "Opened" auto
{reset animation event, should not need to change}
;-----------------------------------
Function fireTrap()
isFiring = True
;Basic wind up and fire once checking
;TRACE("fireTrap called")
ResolveLeveledDamage()
hitBase.goToState("CanHit")
if WindupSound
WindupSound.play( self as ObjectReference) ;play windup sound
endif
wait( initialDelay ) ;wait for windup
;TRACE("Initial Delay complete")
if (fireOnlyOnce == True) ;If this can be fired only once then disarm
trapDisarmed = True
endif
;TRACE("Looping =")
;TRACE(Loop)
;Trap Guts
finishedPlaying = False
while !finishedPlaying && isLoaded
;trace(self + "Firing trap: playanimation(" + fireAnim + ")")
;trace(self + "Firing trap: waiting for event(" + fireEvent + ")")
PlayAnimationAndWait(fireAnim, fireEvent)
finishedPlaying = True
if loop ;Reset Limiter
resetLimiter()
endif
wait(0.0)
endWhile
if isLoaded
isFiring = False
hitBase.goToState("CannotHit")
goToState("Reset")
endif
;trace(self + "Reset trap: playanimation(" + resetAnim + ")")
;trace(self + "Reset trap: waiting for event(" + resetEvent + ")")
;PlayAnimationAndWait(resetAnim, resetEvent)
endFunction
Function ResetLimiter()
finishedPlaying = False
;TrapHitBase hitBase = (self as objectReference) as TrapHitBase
;hitBase.goToState("CanHit")
EndFunction
Event onReset()
self.reset()
goToState("Idle")
endEvent
event onCellAttach()
isLoaded = TRUE
if isFiring == True
fireTrap()
endif
EndEvent
event onCellDetach()
; debug.Trace(self + " has recieved onUnload event")
isLoaded = FALSE
endEvent