Another update for unloaded smokers

This commit is contained in:
Eddoursul 2024-01-23 03:41:33 +01:00
parent 627fa71a4e
commit a3560e8e65
4 changed files with 67 additions and 52 deletions

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@ -12,12 +12,19 @@ Event OnEffectStart(Actor akTarget, Actor akCaster)
; Debug.Trace(self + ": OnEffectStart, " + akTarget)
Target = akTarget
GotoState("Smoking")
EndEvent
state Smoking
event OnBeginState()
; Debug.Trace(self + ": Registering for updates, " + Target)
AnimationStage = 0
RegisterForSingleUpdate(1.5)
RegisterForSleep()
EndEvent
endevent
Event OnUpdate()
Event OnUpdate()
_LockAnimationUpdates()
If AnimationStage == 0 && Target.GetSitState() != 3
@ -41,28 +48,9 @@ Event OnUpdate()
EndIf
_UnlockAnimationUpdates()
EndEvent
EndEvent
Event OnPackageChange(Package akOldPackage)
; Debug.Trace(self + ": OnPackageChange, " + Target + ", old package " + akOldPackage)
; Failsafe auto-stop smoking on package change
Target.RemoveSpell(_00E_Smoking_CrossLeggedMarkerSP)
EndEvent
Event OnCellAttach()
If ! bIsFinished
RegisterForSingleUpdate(1.0)
RegisterForSleep()
endif
endEvent
Event OnCellDetach()
UnregisterForUpdate()
UnregisterForSleep()
endEvent
Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
; Debug.Trace(self + ": OnSleepStart, " + Target)
; Force reset of the animations to make the NPC re-enter the furniture (if it wishes).
@ -76,6 +64,31 @@ Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
EndIf
_UnlockAnimationUpdates()
EndEvent
Event OnCellDetach()
GotoState("")
endEvent
event OnEndState()
; Debug.Trace(self + ": Unregistering for updates, " + Target)
UnregisterForUpdate()
UnregisterForSleep()
endevent
endstate
Event OnCellAttach()
If ! bIsFinished
GotoState("Smoking")
endif
endEvent
Event OnPackageChange(Package akOldPackage)
; Debug.Trace(self + ": OnPackageChange, " + Target + ", old package " + akOldPackage)
; Failsafe auto-stop smoking on package change
Target.RemoveSpell(_00E_Smoking_CrossLeggedMarkerSP)
EndEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)

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@ -37,7 +37,9 @@ EVENT onActivate(objectReference actronaut)
UnlockMeMSG.show()
endif
; either way, play a nice ker-chunk sound to feedback why door isn't opening
if barredSFX
barredSFX.play(self)
endif
; add a tiny rumble bump for good measure
game.shakeController(0.1, 0.1, 0.1)
else