2023-12-04 15:02:58 +00:00
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Scriptname BlackreachDoorScript extends ObjectReference Conditional
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{Script to open the door to blackreach when activated by the lock.}
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import game
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import debug
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import utility
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bool property isOpen = false auto Conditional
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{set to true to start open}
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bool property isAnimating = false auto Hidden
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{is the activator currently animating from one state to another?}
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string property openAnim = "Down" auto Hidden
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{animation to play when opening}
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string property openEvent = "TransDown" auto Hidden
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{open event name - waits for this event before considering itself "open"}
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int myState = 1
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; true when static or animating
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; 0 == open or opening
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; 1 == closed or closing
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EVENT OnLoad()
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if (isOpen )
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myState = 0
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endif
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endEVENT
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auto STATE waiting ; waiting to be activated
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EVENT onActivate (objectReference triggerRef)
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; switch open state when activated
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SetOpen(!isOpen)
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endEVENT
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endState
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STATE busy
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; This is the state when I'm busy animating
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EVENT onActivate (objectReference triggerRef)
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2023-12-06 15:31:10 +00:00
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;trace (self + " Busy")
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2023-12-04 15:02:58 +00:00
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endEVENT
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endSTATE
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function SetOpen(bool abOpen = true)
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; if busy, wait to finish
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while getState() == "busy"
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wait(1)
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endWhile
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; open
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isAnimating = true
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if !isOpen
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gotoState ("busy")
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2023-12-06 15:31:10 +00:00
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;trace(self + " Opening")
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2023-12-04 15:02:58 +00:00
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playAnimationandWait(openAnim, openEvent) ; Animate Open
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endif
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2023-12-06 15:31:10 +00:00
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;trace(self + " Opened")
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2023-12-04 15:02:58 +00:00
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isOpen = true
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gotoState("done")
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isAnimating = false
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endFunction
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STATE done
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; This is the end state, player should not be able to reactivate
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endSTATE
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