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Fixed Papyrus spam on unloaded critters

development
Eddoursul 3 months ago
parent 1911ec2434
commit 0f7fde96b4
  1. BIN
      scripts/critter.pex
  2. 41
      source/scripts/critter.psc

Binary file not shown.

@ -77,6 +77,7 @@ objectReference property hunter auto hidden
{if being hunted, by whom?}
bool bKilled = false
; if been killed once, don't do Die() a second time
bool bAttached = false
;----------------------------------------------
; Properties set by the spawner
@ -229,9 +230,18 @@ Event OnUpdateGameTime()
DisableAndDelete(false)
endEvent
Event OnLoad()
bAttached = true
endEvent
Event OnUnload()
bAttached = false
endEvent
;/ Match OnCellDetach() for all critters, to clean up old critters [USKP 2.0.1]
/;
EVENT OnCellAttach()
bAttached = true
;~ Trace(self + "OnCellAttach() had failed to kill self OnCellDetach", 2)
; kick the OnUpdate in hopes it will clean up.
RegisterForSingleUpdate(0.70711); [USKP 2.0.3]
@ -249,6 +259,7 @@ endEVENT
; duplicate code from various critters moved here. [USKP 2.0.3]
/;
EVENT OnCellDetach()
bAttached = false
;~ Trace(self + "OnCellDetach() Killing self", 2)
;! DisableAndDelete()
; Parentcell usually removed by the time this event triggers,
@ -273,6 +284,7 @@ endEVENT
Event OnInit()
; We know default properties are good
bDefaultPropertiesInitialized = true
bAttached = true
; If everything else is also good, start doing stuff
CheckStateAndStart()
endEvent
@ -307,7 +319,7 @@ Function SetSpawnerProperties()
fSpawnerX = Spawner.X
fSpawnerY = Spawner.Y
fSpawnerZ = Spawner.Z
PlayerRef = Game.GetPlayer()
PlayerRef = Game.GetForm(0x14) as Actor
endFunction
Function SetPositionVariance(float xVar, float yVar, float minZVar, float maxZVar)
@ -387,6 +399,14 @@ endFunction
; This should be called when a critter is too far from the player to be seen for instance
Function DisableAndDelete(bool abFadeOut = true)
bKilled = true ; BUGFIX BY STEVE40+USKP
; vanilla code doesn't have this variable. Use it to detect
; earlier partially disabled/deleted critters, and also as the
; StopNowWeReallyMeanIt flag! The advantage over isDisabled() is
; non-interruptible idempotent run-time testing.
PlayerRef = None
UnregisterForUpdate()
if bCalculating && abFadeOut
; interlock [UKSP 2.0.3]
@ -395,6 +415,8 @@ Function DisableAndDelete(bool abFadeOut = true)
return
endif
UnregisterForUpdateGameTime()
if bDeleting
; interlock [UKSP 2.0.1]
;~ TraceStack(self + " bDeleting true")
@ -414,11 +436,6 @@ Function DisableAndDelete(bool abFadeOut = true)
DisableNoWait()
endIf
; vanilla code doesn't have this variable. Use it to detect
; earlier partially disabled/deleted critters, and also as the
; StopNowWeReallyMeanIt flag! The advantage over isDisabled() is
; non-interruptible idempotent run-time testing.
PlayerRef = None
; Stop Any movement
CurrentMovementState = "Idle"
@ -471,12 +488,6 @@ Function DisableAndDelete(bool abFadeOut = true)
; STEVE40+USKP fix persistent reference to deleted object
dummyMarker = none
; StopTranslation must be called before UnregisterForUpdate,
; because OnCritterGoalFailed() can now RegisterForSingleUpdate()
; Unregister for any kind of update
UnregisterForUpdate()
UnregisterForUpdateGameTime()
; And delete ourselves
;~ Debug.Trace("Critter " + self + " will kill itself.")
; Delete must be called, is not dependent on parent cell [USKP 1.3.3]
@ -1030,7 +1041,9 @@ endEvent
Event OnTranslationFailed()
; Trigger event
; Debug.Trace("Critter " + self + " Translation Failed", 1)
OnCritterGoalFailed()
if bAttached && ! bKilled
OnCritterGoalFailed()
endif
endEvent
; Debugging
@ -1116,7 +1129,7 @@ endFunction
/;
Bool Function CheckCellAttached(ObjectReference AnyItemRef)
if ! AnyItemRef
if ! bAttached || ! AnyItemRef
return false
endif

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