Another update for unloaded smokers
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@ -12,36 +12,77 @@ Event OnEffectStart(Actor akTarget, Actor akCaster)
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; Debug.Trace(self + ": OnEffectStart, " + akTarget)
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Target = akTarget
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AnimationStage = 0
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RegisterForSingleUpdate(1.5)
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RegisterForSleep()
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GotoState("Smoking")
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EndEvent
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Event OnUpdate()
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_LockAnimationUpdates()
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state Smoking
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If AnimationStage == 0 && Target.GetSitState() != 3
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; Debug.Trace(self + ": OnUpdate, " + Target + ", stage " + AnimationStage + ", waiting...")
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RegisterForSingleUpdate(1.0)
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ElseIf bIsFinished == False
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AnimationStage += 1
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event OnBeginState()
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; Debug.Trace(self + ": Registering for updates, " + Target)
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AnimationStage = 0
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RegisterForSingleUpdate(1.5)
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RegisterForSleep()
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endevent
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; Debug.Trace(self + ": OnUpdate, " + Target + ", stage " + AnimationStage)
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Event OnUpdate()
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_LockAnimationUpdates()
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If AnimationStage == 1
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Target.SetHeadtracking(False)
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Target.SetDontMove(True)
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Debug.SendAnimationEvent(Target, "pipesmokingcrossleggedstartblaze")
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Debug.SendAnimationEvent(Target, "pipesmokingcrossleggedblazed")
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RegisterForSingleUpdate(2.5)
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ElseIf AnimationStage == 2
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Debug.SendAnimationEvent(Target, "pipesmokingcrosslegged")
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_00E_Smoking_PipeSmokingSmokeExhaleEffect.Play(Target, -1 as Float, none)
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If AnimationStage == 0 && Target.GetSitState() != 3
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; Debug.Trace(self + ": OnUpdate, " + Target + ", stage " + AnimationStage + ", waiting...")
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RegisterForSingleUpdate(1.0)
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ElseIf bIsFinished == False
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AnimationStage += 1
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; Debug.Trace(self + ": OnUpdate, " + Target + ", stage " + AnimationStage)
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If AnimationStage == 1
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Target.SetHeadtracking(False)
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Target.SetDontMove(True)
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Debug.SendAnimationEvent(Target, "pipesmokingcrossleggedstartblaze")
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Debug.SendAnimationEvent(Target, "pipesmokingcrossleggedblazed")
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RegisterForSingleUpdate(2.5)
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ElseIf AnimationStage == 2
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Debug.SendAnimationEvent(Target, "pipesmokingcrosslegged")
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_00E_Smoking_PipeSmokingSmokeExhaleEffect.Play(Target, -1 as Float, none)
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EndIf
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EndIf
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EndIf
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_UnlockAnimationUpdates()
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EndEvent
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_UnlockAnimationUpdates()
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EndEvent
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Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
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; Debug.Trace(self + ": OnSleepStart, " + Target)
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; Force reset of the animations to make the NPC re-enter the furniture (if it wishes).
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; Fixes NPCs creeping away from the furniture while the player is sleeping in the same location.
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_LockAnimationUpdates()
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If bIsFinished == False
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UnregisterForUpdate()
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StopAnimations(True)
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Target.RemoveSpell(_00E_Smoking_CrossLeggedMarkerSP)
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EndIf
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_UnlockAnimationUpdates()
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EndEvent
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Event OnCellDetach()
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GotoState("")
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endEvent
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event OnEndState()
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; Debug.Trace(self + ": Unregistering for updates, " + Target)
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UnregisterForUpdate()
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UnregisterForSleep()
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endevent
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endstate
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Event OnCellAttach()
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If ! bIsFinished
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GotoState("Smoking")
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endif
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endEvent
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Event OnPackageChange(Package akOldPackage)
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; Debug.Trace(self + ": OnPackageChange, " + Target + ", old package " + akOldPackage)
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@ -50,34 +91,6 @@ Event OnPackageChange(Package akOldPackage)
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Target.RemoveSpell(_00E_Smoking_CrossLeggedMarkerSP)
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EndEvent
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Event OnCellAttach()
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If ! bIsFinished
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RegisterForSingleUpdate(1.0)
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RegisterForSleep()
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endif
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endEvent
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Event OnCellDetach()
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UnregisterForUpdate()
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UnregisterForSleep()
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endEvent
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Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
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; Debug.Trace(self + ": OnSleepStart, " + Target)
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; Force reset of the animations to make the NPC re-enter the furniture (if it wishes).
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; Fixes NPCs creeping away from the furniture while the player is sleeping in the same location.
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_LockAnimationUpdates()
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If bIsFinished == False
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UnregisterForUpdate()
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StopAnimations(True)
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Target.RemoveSpell(_00E_Smoking_CrossLeggedMarkerSP)
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EndIf
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_UnlockAnimationUpdates()
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EndEvent
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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; Debug.Trace(self + ": OnEffectFinish, " + Target)
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@ -37,7 +37,9 @@ EVENT onActivate(objectReference actronaut)
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UnlockMeMSG.show()
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endif
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; either way, play a nice ker-chunk sound to feedback why door isn't opening
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barredSFX.play(self)
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if barredSFX
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barredSFX.play(self)
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endif
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; add a tiny rumble bump for good measure
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game.shakeController(0.1, 0.1, 0.1)
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else
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