135 lines
3.4 KiB
Plaintext
135 lines
3.4 KiB
Plaintext
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Scriptname _00E_BardPlayInstrumentScript extends Actor
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Sound Property MusicPiece Auto
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Package Property PlayPackage Auto
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{ The package must have <subject> HasLoaded3D == 1 condition and optionally <subject> GetDisabled == 0 condition (if the reference can be disabled) }
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Keyword Property LinkedPlayMarkerKeyword Auto
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Spell Property BardPlayTrackerSP Auto
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Bool Property DontRestartTrack Auto
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Int Property PLAYSTATE_STOPPED = 0 AutoReadOnly
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Int Property PLAYSTATE_PLAYING = 1 AutoReadOnly
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Int Property PLAYSTATE_STOPPING_FADE = 2 AutoReadOnly
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Int PlayState
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Int MusicInstance
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Float MusicVolume
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Int WarmupCounter
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Float LastWarmupDistance
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Event OnPackageStart(Package akNewPackage)
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; Debug.Trace("_00E_BardPlayInstrumentScript, OnPackageStart, " + akNewPackage)
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If akNewPackage == PlayPackage
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AddSpell(BardPlayTrackerSP, False)
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Else
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RemoveSpell(BardPlayTrackerSP)
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StopMusic()
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EndIf
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EndEvent
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Event OnBardsLoadGame(string eventName, string strArg, float numArg, Form sender)
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; Debug.Trace("_00E_BardPlayInstrumentScript, OnBardsLoadGame...")
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If PlayState == PLAYSTATE_PLAYING
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StopMusicInstance()
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RegisterForSingleUpdate(0.25)
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Else ; PlayState == PLAYSTATE_STOPPING_FADE
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StopMusic()
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EndIf
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EndEvent
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Int Function TickWarmupCounter()
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ObjectReference PlayMarker = GetLinkedRef(LinkedPlayMarkerKeyword)
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If PlayMarker
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Float d = GetDistance(PlayMarker)
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; Is the NPC close to the play marker and kept the same distance from it since the previous tick (doesn't move)?
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If d < 128.0 && (WarmupCounter == 0 || Math.abs(d - LastWarmupDistance) < 1.0)
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LastWarmupDistance = d
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Return WarmupCounter + 1
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EndIf
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EndIf
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Return 0
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EndFunction
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Event OnUpdate()
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If PlayState == PLAYSTATE_STOPPED
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Return
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EndIf
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If MusicInstance != 0 ; Fading
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MusicVolume -= 0.025
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If MusicVolume >= 0.1
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Sound.SetInstanceVolume(MusicInstance, MusicVolume)
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RegisterForSingleUpdate(0.2)
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ElseIf PlayState == PLAYSTATE_PLAYING
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StopMusicInstance()
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RegisterForSingleUpdate(0.1)
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Else ; PlayState == PLAYSTATE_STOPPING_FADE
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StopMusic()
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EndIf
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Else
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If PlayState == PLAYSTATE_PLAYING
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; Wait for the NPC to get close to its linked play marker and stay stationary (more or less) for some time
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WarmupCounter = TickWarmupCounter()
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If WarmupCounter > 4
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MusicInstance = MusicPiece.Play(self)
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MusicVolume = 1.0
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If DontRestartTrack == False
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RegisterForSingleUpdate(2 * 60 + 40) ; 2:40 - roughly the length of the longest "classical" track in Sound\FX\Enderal\Bards
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EndIf
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Else
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RegisterForSingleUpdate(0.25)
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EndIf
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Else ; PlayState == PLAYSTATE_STOPPING_FADE
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StopMusic()
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EndIf
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EndIf
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EndEvent
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Function StopMusicInstance()
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If MusicInstance != 0
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Int _tempInst = MusicInstance
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MusicInstance = 0
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Sound.StopInstance(_tempInst)
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EndIf
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EndFunction
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Function StartMusic()
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If PlayState != PLAYSTATE_PLAYING
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PlayState = PLAYSTATE_PLAYING
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RegisterForModEvent("BardsLoadGame", "OnBardsLoadGame")
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StopMusicInstance()
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RegisterForSingleUpdate(0.01)
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EndIf
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EndFunction
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Function StopMusic()
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If PlayState != PLAYSTATE_STOPPED
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PlayState = PLAYSTATE_STOPPED
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UnregisterForUpdate()
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StopMusicInstance()
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UnregisterForModEvent("BardsLoadGame")
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EndIf
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WarmupCounter = 0
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EndFunction
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Function FadeAndStopMusic()
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If PlayState != PLAYSTATE_STOPPED
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If MusicInstance != 0
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PlayState = PLAYSTATE_STOPPING_FADE
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RegisterForSingleUpdate(0.1)
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While PlayState == PLAYSTATE_STOPPING_FADE
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Utility.Wait(0.5)
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EndWhile
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Else
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StopMusic()
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EndIf
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EndIf
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EndFunction
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