2021-10-05 22:15:58 +00:00
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Scriptname _00E_ExplosiveBarrelsScript extends ObjectReference
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Import Math
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Import Utility
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; This script is used to control the behaviour of gunpowder-barrels.
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
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2022-08-23 23:50:58 +00:00
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bool bExplode = (akProjectile && _00E_ExplosiveBarrel_ValidProjectiles.HasForm(akProjectile)) || (akSource && _00E_ExplosiveBarrel_ValidSources.HasForm(akSource))
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if ! bExplode
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Actor aggressor = akAggressor as Actor
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if aggressor
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if _00E_A1_FireArrowAmm == None
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_00E_A1_FireArrowAmm = Game.GetForm(0x670EC) as Ammo
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endif
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if _00E_A1_FireArrowME == None
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_00E_A1_FireArrowME = Game.GetForm(0x5BD36) as MagicEffect
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endif
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if aggressor.IsEquipped(_00E_A1_FireArrowAmm) || ( aggressor.HasMagicEffect(_00E_A1_FireArrowME) && aggressor.GetItemCount(_00E_A1_FireArrowAmm) == 0 )
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bExplode = true
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endif
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endif
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endif
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If bExplode
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2021-10-05 22:15:58 +00:00
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If bExploded == False
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bExploded = True
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If ExplosionMarkerRef == None
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ExplosionMarkerRef = Self.PlaceAtMe(XMarker)
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EndIf
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Self.DamageObject(100) ; Damage the object to trigger the OnDestructionStageChanged events
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RegisterForSingleUpdate(30.0)
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EndIf
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EndIf
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EndEvent
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Event OnDestructionStageChanged(Int aiOldStage, Int aiCurrentStage)
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if aiCurrentStage == 1
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UnregisterForUpdate()
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Game.ShakeCamera(afStrength = 0.4)
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; Place VFX and explosion
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If ExplosionMarkerRef
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ExplosionMarkerRef.PlaceAtMe(_00E_ExplosiveBarrelEXP_Damage)
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Else
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Self.PlaceAtMe(_00E_ExplosiveBarrelEXP_Damage)
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EndIf
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Wait(0.1)
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If ExplosionMarkerRef
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ExplosionMarkerRef.PlaceAtMe(_00E_ExplosiveBarrelEXP_VFX)
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Else
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Self.PlaceAtMe(_00E_ExplosiveBarrelEXP_VFX)
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EndIf
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DeleteExplosionMarker()
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EndIf
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EndEvent
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Event OnUpdate()
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; Failsafe cleanup
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DeleteExplosionMarker()
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EndEvent
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Function DeleteExplosionMarker()
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If ExplosionMarkerRef
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ExplosionMarkerRef.Disable()
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ExplosionMarkerRef.Delete()
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ExplosionMarkerRef = None
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EndIf
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EndFunction
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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Explosion Property _00E_ExplosiveBarrelEXP_VFX Auto
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Explosion Property _00E_ExplosiveBarrelEXP_Damage Auto
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Formlist Property _00E_ExplosiveBarrel_ValidSources Auto
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Formlist Property _00E_ExplosiveBarrel_ValidProjectiles Auto
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Static Property XMarker Auto
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Bool bExploded = False
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ObjectReference ExplosionMarkerRef
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2022-08-23 23:50:58 +00:00
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MagicEffect Property _00E_A1_FireArrowME Auto
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Ammo Property _00E_A1_FireArrowAmm Auto
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