Fixed Papyrus spam on unloaded critters
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@ -77,6 +77,7 @@ objectReference property hunter auto hidden
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{if being hunted, by whom?}
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bool bKilled = false
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; if been killed once, don't do Die() a second time
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bool bAttached = false
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;----------------------------------------------
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; Properties set by the spawner
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@ -229,9 +230,18 @@ Event OnUpdateGameTime()
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DisableAndDelete(false)
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endEvent
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Event OnLoad()
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bAttached = true
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endEvent
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Event OnUnload()
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bAttached = false
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endEvent
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;/ Match OnCellDetach() for all critters, to clean up old critters [USKP 2.0.1]
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/;
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EVENT OnCellAttach()
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bAttached = true
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;~ Trace(self + "OnCellAttach() had failed to kill self OnCellDetach", 2)
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; kick the OnUpdate in hopes it will clean up.
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RegisterForSingleUpdate(0.70711); [USKP 2.0.3]
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@ -249,6 +259,7 @@ endEVENT
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; duplicate code from various critters moved here. [USKP 2.0.3]
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/;
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EVENT OnCellDetach()
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bAttached = false
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;~ Trace(self + "OnCellDetach() Killing self", 2)
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;! DisableAndDelete()
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; Parentcell usually removed by the time this event triggers,
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@ -273,6 +284,7 @@ endEVENT
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Event OnInit()
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; We know default properties are good
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bDefaultPropertiesInitialized = true
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bAttached = true
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; If everything else is also good, start doing stuff
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CheckStateAndStart()
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endEvent
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@ -307,7 +319,7 @@ Function SetSpawnerProperties()
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fSpawnerX = Spawner.X
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fSpawnerY = Spawner.Y
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fSpawnerZ = Spawner.Z
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PlayerRef = Game.GetPlayer()
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PlayerRef = Game.GetForm(0x14) as Actor
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endFunction
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Function SetPositionVariance(float xVar, float yVar, float minZVar, float maxZVar)
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@ -388,6 +400,14 @@ endFunction
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Function DisableAndDelete(bool abFadeOut = true)
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bKilled = true ; BUGFIX BY STEVE40+USKP
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; vanilla code doesn't have this variable. Use it to detect
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; earlier partially disabled/deleted critters, and also as the
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; StopNowWeReallyMeanIt flag! The advantage over isDisabled() is
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; non-interruptible idempotent run-time testing.
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PlayerRef = None
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UnregisterForUpdate()
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if bCalculating && abFadeOut
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; interlock [UKSP 2.0.3]
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;~ TraceStack(self + " bCalculating && abFadeOut true")
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@ -395,6 +415,8 @@ Function DisableAndDelete(bool abFadeOut = true)
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return
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endif
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UnregisterForUpdateGameTime()
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if bDeleting
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; interlock [UKSP 2.0.1]
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;~ TraceStack(self + " bDeleting true")
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@ -414,11 +436,6 @@ Function DisableAndDelete(bool abFadeOut = true)
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DisableNoWait()
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endIf
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; vanilla code doesn't have this variable. Use it to detect
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; earlier partially disabled/deleted critters, and also as the
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; StopNowWeReallyMeanIt flag! The advantage over isDisabled() is
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; non-interruptible idempotent run-time testing.
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PlayerRef = None
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; Stop Any movement
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CurrentMovementState = "Idle"
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@ -471,12 +488,6 @@ Function DisableAndDelete(bool abFadeOut = true)
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; STEVE40+USKP fix persistent reference to deleted object
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dummyMarker = none
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; StopTranslation must be called before UnregisterForUpdate,
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; because OnCritterGoalFailed() can now RegisterForSingleUpdate()
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; Unregister for any kind of update
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UnregisterForUpdate()
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UnregisterForUpdateGameTime()
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; And delete ourselves
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;~ Debug.Trace("Critter " + self + " will kill itself.")
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; Delete must be called, is not dependent on parent cell [USKP 1.3.3]
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@ -1030,7 +1041,9 @@ endEvent
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Event OnTranslationFailed()
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; Trigger event
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; Debug.Trace("Critter " + self + " Translation Failed", 1)
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if bAttached && ! bKilled
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OnCritterGoalFailed()
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endif
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endEvent
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; Debugging
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@ -1116,7 +1129,7 @@ endFunction
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/;
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Bool Function CheckCellAttached(ObjectReference AnyItemRef)
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if ! AnyItemRef
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if ! bAttached || ! AnyItemRef
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return false
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endif
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