Fixed powder barrels not blowing up from hit with a fire arrow
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Powder barrels explode on hit with flame arrow.esp
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BIN
Powder barrels explode on hit with flame arrow.esp
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@ -20,6 +20,7 @@ Event OnEffectStart(Actor akTarget, Actor akCaster)
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amOldAmmo = GetEquippedAmmo()
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akCaster.AddItem(_00E_A1_FireArrowAmm, GetArrowCount())
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akcaster.EquipItem(_00E_A1_FireArrowAmm)
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AddInventoryEventFilter(_00E_A1_FireArrowAmm)
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EndEvent
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@ -49,7 +50,7 @@ Event OnPlayerBowShot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGaz
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EndEvent
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Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
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If akBaseItem == _00E_A1_FireArrowAmm
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If akItemReference && ! akDestContainer
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akItemReference.Delete()
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EndIf
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EndEvent
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@ -11,7 +11,24 @@ Import Utility
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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 (akProjectile && _00E_ExplosiveBarrel_ValidProjectiles.HasForm(akProjectile)) || (akSource && _00E_ExplosiveBarrel_ValidSources.HasForm(akSource))
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bool bExplode = (akProjectile && _00E_ExplosiveBarrel_ValidProjectiles.HasForm(akProjectile)) || (akSource && _00E_ExplosiveBarrel_ValidSources.HasForm(akSource))
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if ! bExplode
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Actor aggressor = akAggressor as Actor
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if aggressor
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if _00E_A1_FireArrowAmm == None
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_00E_A1_FireArrowAmm = Game.GetForm(0x670EC) as Ammo
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endif
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if _00E_A1_FireArrowME == None
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_00E_A1_FireArrowME = Game.GetForm(0x5BD36) as MagicEffect
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endif
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if aggressor.IsEquipped(_00E_A1_FireArrowAmm) || ( aggressor.HasMagicEffect(_00E_A1_FireArrowME) && aggressor.GetItemCount(_00E_A1_FireArrowAmm) == 0 )
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bExplode = true
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endif
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endif
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endif
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If bExplode
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If bExploded == False
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bExploded = True
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If ExplosionMarkerRef == None
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@ -75,3 +92,6 @@ Static Property XMarker Auto
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Bool bExploded = False
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ObjectReference ExplosionMarkerRef
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MagicEffect Property _00E_A1_FireArrowME Auto
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Ammo Property _00E_A1_FireArrowAmm Auto
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