2021-10-05 22:22:24 +00:00
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Scriptname _00E_AnimTest_SC extends Actor
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2021-10-05 22:15:58 +00:00
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2021-10-05 22:59:59 +00:00
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Package[] Property akCustomAnimPackageArray Auto
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Bool Property SyncAnimations = False Auto
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{ (Optional) If True, sets bIsSynced animation variable to True on the packages' start. By default, False. }
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Bool bIsInCombat ; Flag protecting from IdleForceDefaultState spam in combat
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnCellAttach()
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; Failsafe resets
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bIsInCombat = False
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EndEvent
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Event OnPackageStart(Package akNewPackage)
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If IsAnimPackage(akNewPackage)
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RegisterForSleep()
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TriggerAnimationSyncUpdate()
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EndIf
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EndEvent
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Event OnPackageChange(Package akOldPackage)
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If IsAnimPackage(akOldPackage)
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GoToState("") ; Quit PackageStartUpdate state
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UnregisterForSleep()
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ResetAnimations()
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EndIf
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EndEvent
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State PackageStartUpdate
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Event OnUpdate()
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If IsInDialogueWithPlayer()
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RegisterForSingleUpdate(3.0)
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Return
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EndIf
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GoToState("")
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If SyncAnimations && Is3DLoaded() && bIsInCombat == False
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SetAnimationVariableBool("bIsSynced", True)
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EndIf
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EndEvent
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EndState
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Event OnSleepStop(bool abInterrupted)
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If Is3DLoaded()
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Package akCurPackage = GetCurrentPackage()
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If IsAnimPackage(akCurPackage)
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ResetAnimations()
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TriggerAnimationSyncUpdate()
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EndIf
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EndIf
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EndEvent
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Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
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If bIsInCombat == False
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CombatResetAnimations()
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EndIf
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EndEvent
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Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
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If aeCombatState != 0
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If bIsInCombat == False
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bIsInCombat = True
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CombatResetAnimations()
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EndIf
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Else ; aeCombatState == 0
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GetCombatState()
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If GetCombatState() == 0
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bIsInCombat = False
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EndIf
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EndIf
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EndEvent
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Event OnDying(Actor akKiller)
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UnregisterForSleep()
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GoToState("DoNothing")
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EndEvent
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Event OnDeath(Actor akKiller)
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UnregisterForSleep()
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GoToState("DoNothing")
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EndEvent
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State DoNothing
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Event OnPackageStart(Package akNewPackage)
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; Do nothing
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EndEvent
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Event OnPackageChange(Package akOldPackage)
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; Do nothing
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EndEvent
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Event OnSleepStop(bool abInterrupted)
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; Do nothing
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EndEvent
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Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
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; Do nothing
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EndEvent
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Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
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; Do nothing
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EndEvent
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Event OnDying(Actor akKiller)
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; Do nothing
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EndEvent
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Event OnDeath(Actor akKiller)
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; Do nothing
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EndEvent
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EndState
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Bool bCombatResetLocked = False
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Function CombatResetAnimations()
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If bCombatResetLocked == False
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bCombatResetLocked = True
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If IsAnimPackage(GetCurrentPackage())
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ResetAnimations()
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EndIf
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Utility.Wait(1.0)
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bCombatResetLocked = False
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EndIf
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EndFunction
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Function ResetAnimations()
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If SyncAnimations
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SetAnimationVariableBool("bIsSynced", False)
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EndIf
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Debug.SendAnimationEvent(Self, "IdleForceDefaultState")
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EndFunction
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Bool Function IsAnimPackage(Package akPackage)
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Return (akPackage && akCustomAnimPackageArray.Find(akPackage) >= 0)
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EndFunction
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Function TriggerAnimationSyncUpdate()
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If SyncAnimations && bIsInCombat == False
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GoToState("PackageStartUpdate")
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RegisterForSingleUpdate(3.0)
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EndIf
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EndFunction
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Function UpdateFillPackages(Package akFillPackage) ; Version 2.0.8 Update
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Int i = 0
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While i < akCustomAnimPackageArray.Length
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akCustomAnimPackageArray[i] = akFillPackage
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i += 1
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EndWhile
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If Is3DLoaded()
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ResetAnimations()
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EndIf
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EndFunction
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