Oil traps ignite from lightning spells, fixed logical mistakes in TrapExplosiveGas, preventing ignition in some cases
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@ -30,7 +30,7 @@ bool property checkActorMagic = TRUE auto
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keyword property flameKeyword Auto
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keyword property lightningKeyword auto
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bool property lightningIgnites = FALSE Auto
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bool property lightningIgnites = TRUE Auto
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{if this is true lightning should ignite this trap
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default == false}
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@ -57,7 +57,7 @@ auto state waiting
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ElseIf( flExplodesGasTrapOnHit != NONE && flExplodesGasTrapOnHit.hasForm(akProjectile) )
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; debug.Trace(self + " is exploding due to " + akProjectile)
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GasExplode(akAggressor)
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ElseIf akWeapon.HasKeyword(flameKeyword)
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ElseIf akWeapon.HasKeyword(flameKeyword) || ( lightningIgnites && akWeapon.HasKeyword(lightningKeyword) )
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; debug.Trace(self + " is exploding due to " + akWeapon + " - hasKeyword")
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GasExplode(akAggressor)
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endif
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@ -97,37 +97,34 @@ auto state waiting
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event onTriggerEnter(objectReference triggerRef)
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if (triggerRef as Actor) || !storedObjRef || storedObjRef.getBaseObject() != triggerRef.getBaseObject()
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if !(triggerRef as Actor)
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storedObjRef = triggerRef
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endIf
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; debug.Trace(self + " is testing " + triggerRef + " due to onTriggerEnter")
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if ! triggerRef
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return
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endif
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Actor triggerActor = triggerRef as Actor
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if !triggerActor
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if flExplodesGasTrapOnEnter.hasForm(triggerRef.GetBaseObject())
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; debug.Trace(self + " is exploding due to " + triggerRef)
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GasExplode(triggerRef)
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; Checking to see if the entering ref is an actor
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elseif (triggerRef as Actor)
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;check actor equipped items if necessary
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if checkActorEquippedItems
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checkActorWeapons(triggerRef as actor)
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elseif checkActorMagic
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If (triggerRef as actor).hasMagicEffectWithKeyword(flameKeyword)
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; debug.Trace(self + " is exploding due to " + triggerRef + " having flame effect")
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GasExplode(triggerRef)
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ElseIf lightningIgnites
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if (triggerRef as actor).hasMagicEffectWithKeyword(lightningKeyword)
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; debug.Trace(self + " is exploding due to " + triggerRef + " having lightning effect")
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GasExplode(triggerRef)
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endif
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endif
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endif
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return
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endif
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if checkActorEquippedItems && checkActorWeapons(triggerActor)
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return
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endif
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if checkActorMagic
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If triggerActor.hasMagicEffectWithKeyword(flameKeyword)
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GasExplode(triggerRef)
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ElseIf lightningIgnites
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if triggerActor.hasMagicEffectWithKeyword(lightningKeyword)
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GasExplode(triggerRef)
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endif
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endif
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endif
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endEvent
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EndState
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function GasExplode(objectReference causeActor)
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@ -138,41 +135,31 @@ function GasExplode(objectReference causeActor)
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self.damageObject(5)
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endFunction
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function checkActorWeapons(actor triggerActor)
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bool function checkActorWeapons(actor triggerActor)
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; Checking if Torch is equipped
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if triggerActor.GetEquippedItemType(0) == 11 || triggerActor.GetEquippedItemType(1) == 11
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GasExplode(triggerActor)
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; Checking if the player has weapons drawn
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ElseIf triggerActor.IsWeaponDrawn() ;This should be a function check later
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;if the player has a flamable spell equiped and drawn
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; debug.Trace(self + " is testing " + (triggerActor).GetEquippedSpell(0) + " due to onTriggerEnter")
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; debug.Trace(self + " is testing " + (triggerActor).GetEquippedSpell(1) + " due to onTriggerEnter")
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;USKP 2.0.1 - Make sure they have something equipped before checking it.
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if triggerActor.GetEquippedSpell(0) && triggerActor.GetEquippedSpell(0).hasKeyword(flameKeyword) ;check left hand
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GasExplode(triggerActor)
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elseif triggerActor.GetEquippedSpell(1) && flExplodesGasTrapEquippedSpell.hasForm(triggerActor.GetEquippedSpell(1) as form) ;check right hand
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return true
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endif
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If triggerActor.IsWeaponDrawn()
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if IsIgnitingSpell(triggerActor.GetEquippedSpell(1)) || IsIgnitingSpell(triggerActor.GetEquippedSpell(0))
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GasExplode(triggerActor)
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return true
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endif
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endif
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return false
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endFunction
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bool function IsIgnitingSpell(Spell aSpell)
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return aSpell && ( aSpell.hasKeyword(flameKeyword) || ( lightningIgnites && aSpell.hasKeyword(lightningKeyword) ) || flExplodesGasTrapEquippedSpell.hasForm(aSpell as form) )
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endfunction
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event onReset()
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self.reset()
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self.clearDestruction()
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goToState("waiting")
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endEvent
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event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
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; debug.Trace(self + " has received destruction event #" + aiCurrentStage)
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endEvent
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