custom distances and meshes for placeable housing objects + script properties that the player can make potions for quests, overhaul of the placement system in the players house (with controller compatibility), fixed the spelling of the "Hay Bale", fixed the texture on the gramophone + volume message
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gavrant player housing overhaul.esp
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gavrant player housing overhaul.esp
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meshes/clutter/bones/deerskullhornsstatic.nif
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meshes/enderal/architecture/undercity/gramophone.nif
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meshes/enderal/playerhousing/miscellaneous/haybale01.nif
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scripts/source/_00e_gaboff_grammophonesc.psc
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Scriptname _00E_Gaboff_GrammophoneSC extends ObjectReference
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Message Property _00E_Gaboff_GrammophoneMSG Auto
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Message Property _00E_PlayerhousingKoppophonVolume Auto
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Sound Property _00E_MUS_Special_OceansWidowM Auto
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MiscObject Property Gold001 Auto
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Actor Property PlayerREF Auto
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Int iSoundID = -1
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Float fVolume = 0.5
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Bool bMusicLocked = False
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Float Property MUSIC_LENGTH = 212.3 AutoReadOnly
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function PlayMusic(Sound musicSound, Float fMusicLength)
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If fVolume <= 0.0 || fVolume > 1.0
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fVolume = 0.5
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EndIf
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RegisterForModEvent("BardsLoadGame", "OnBardsLoadGame")
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iSoundID = musicSound.Play(Self)
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Sound.SetInstanceVolume(iSoundID, fVolume)
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RegisterForSingleUpdate(_00E_QuestFunctions.AdjustTimePeriodByEngineTimerError(fMusicLength))
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GoToState("")
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_00E_PlayerhousingKoppophonVolume.Show(fVolume * 100.0)
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EndFunction
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Function ChangeMusicVolume()
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If fVolume >= 0.0 && fVolume < 1.0
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fVolume += 0.25
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Else ; fVolume >= 1.0 or something is wrong with fVolume
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fVolume = 0.0
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EndIf
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Sound.SetInstanceVolume(iSoundID, fVolume)
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_00E_PlayerhousingKoppophonVolume.Show(fVolume * 100.0)
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EndFunction
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Function StopMusic()
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bMusicLocked = True
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GoToState("DoneCleanup")
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UnregisterForModEvent("BardsLoadGame")
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UnregisterForUpdate()
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If iSoundID != -1
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Sound.StopInstance(iSoundID)
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iSoundID = -1
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EndIf
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bMusicLocked = False
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EndFunction
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Function TryStopMusic()
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If bMusicLocked == False
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StopMusic()
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Else
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RegisterForSingleUpdate(0.5)
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EndIf
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EndFunction
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnInit()
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GoToState("DoneCleanup")
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EndEvent
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Event OnActivate(ObjectReference akActionRef)
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If akActionRef == PlayerREF && bMusicLocked == False
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bMusicLocked = True
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If iSoundID == -1
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If _00E_Gaboff_GrammophoneMSG.Show() == 0
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PlayerREF.RemoveItem(Gold001, 5)
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PlayMusic(_00E_MUS_Special_OceansWidowM, MUSIC_LENGTH)
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EndIf
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Else
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ChangeMusicVolume()
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EndIf
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bMusicLocked = False
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EndIf
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EndEvent
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Event OnUpdate()
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TryStopMusic()
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EndEvent
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Event OnBardsLoadGame(string eventName, string strArg, float numArg, Form sender)
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; Player just loaded a save with the gramophone playing. The sound is dead by now.
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TryStopMusic()
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EndEvent
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Event OnCellAttach()
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TryStopMusic()
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EndEvent
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Event OnLoad()
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TryStopMusic()
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EndEvent
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Event OnCellDetach()
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TryStopMusic()
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EndEvent
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Event OnUnload()
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TryStopMusic()
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EndEvent
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State DoneCleanup
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Event OnCellAttach()
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; Do nothing
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EndEvent
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Event OnLoad()
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; Do nothing
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EndEvent
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Event OnCellDetach()
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; Do nothing
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EndEvent
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Event OnUnload()
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; Do nothing
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EndEvent
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EndState
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scripts/source/_00e_game_playerhouse_boardsc.psc
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|
||||
scriptName _00E_Game_Playerhouse_BoardSC extends ObjectReference conditional
|
||||
|
||||
;=====================================================================================
|
||||
; FUNCTIONS
|
||||
;=====================================================================================
|
||||
|
||||
function EnableFurniture(Int iLevel)
|
||||
|
||||
FadeToBlackIMOD.Apply(1.00000)
|
||||
utility.Wait(2 as Float)
|
||||
FadeToBlackHoldIMOD.ApplyCrossFade(1 as Float)
|
||||
if iLevel == 1
|
||||
_00E_Game_Playerhouse_ArkMarket_Level01Linker.Enable()
|
||||
elseIf iLevel == 2
|
||||
_00E_Game_Playerhouse_ArkMarket_Level02Linker.Enable()
|
||||
elseIf iLevel == 3
|
||||
_00E_Game_Playerhouse_ArkMarket_Level03Linker.Enable()
|
||||
endIf
|
||||
FadeToBlackBackIMOD.ApplyCrossFade(1 as Float)
|
||||
|
||||
endFunction
|
||||
|
||||
function DisableFurniture()
|
||||
|
||||
FadeToBlackIMOD.Apply(1.00000)
|
||||
utility.Wait(2 as Float)
|
||||
FadeToBlackHoldIMOD.ApplyCrossFade(1 as Float)
|
||||
_00E_Game_Playerhouse_ArkMarket_Level01Linker.Disable(false)
|
||||
_00E_Game_Playerhouse_ArkMarket_Level02Linker.Disable(false)
|
||||
_00E_Game_Playerhouse_ArkMarket_Level03Linker.Disable(false)
|
||||
FadeToBlackBackIMOD.ApplyCrossFade(1 as Float)
|
||||
|
||||
endFunction
|
||||
|
||||
|
||||
function OnActivate(ObjectReference akActionRef)
|
||||
|
||||
;backwards compatibility for saves prior patch 1.2.3.0
|
||||
If (_00E_Game_Playerhouse_ArkMarket_Level01Linker.IsEnabled())
|
||||
_00E_FurniturePurchased.SetValue(1)
|
||||
EndIf
|
||||
;backwards compatibility for saves prior patch 1.2.3.0
|
||||
|
||||
Int iButton = _00E_Game_PlayerHouse_ArkMarket_Board.Show(0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000)
|
||||
if iButton == 7
|
||||
return
|
||||
elseIf iButton == 0
|
||||
|
||||
If PlayerREF.GetParentCell() == CapitalCityPlayerhouse
|
||||
PlayerREF.RemoveItem(Gold001, 300)
|
||||
Else
|
||||
PlayerREF.RemoveItem(Gold001, 1250)
|
||||
EndIf
|
||||
|
||||
_00E_FurniturePurchased.SetValue(1)
|
||||
self.EnableFurniture(1)
|
||||
|
||||
elseIf iButton == 1
|
||||
|
||||
If PlayerREF.GetParentCell() == CapitalCityPlayerhouse
|
||||
PlayerREF.RemoveItem(Gold001, 500)
|
||||
Else
|
||||
PlayerREF.RemoveItem(Gold001, 1500)
|
||||
EndIf
|
||||
|
||||
_00E_FurniturePurchased.SetValue(2)
|
||||
self.EnableFurniture(2)
|
||||
|
||||
elseIf iButton == 2
|
||||
|
||||
If PlayerREF.GetParentCell() == CapitalCityPlayerhouse
|
||||
PlayerREF.RemoveItem(Gold001, 700)
|
||||
Else
|
||||
PlayerREF.RemoveItem(Gold001, 1750)
|
||||
EndIf
|
||||
|
||||
_00E_FurniturePurchased.SetValue(3)
|
||||
self.EnableFurniture(3)
|
||||
|
||||
elseif iButton == 4
|
||||
|
||||
int iButton02 = _00E_Game_PlayerHouse_RemoveFurniture.Show()
|
||||
|
||||
if iButton02 == 0
|
||||
|
||||
ReturnAndRefund()
|
||||
|
||||
Else
|
||||
|
||||
Activate(PlayerREF)
|
||||
|
||||
EndIf
|
||||
|
||||
elseif iButton == 5
|
||||
|
||||
Cell cCurrentCell = Self.GetParentCell()
|
||||
String sHouseName = NQ24.ChooseHouseName()
|
||||
cCurrentCell.SetName(sHouseName)
|
||||
|
||||
If cCurrentCell == CapitalCityPlayerhouse
|
||||
Player.sHouseMarketQuarterName = sHouseName
|
||||
ElseIf cCurrentCell == CapitalCityPlayerHouseUpper
|
||||
Player.sHouseNobleQuarterName = sHouseName
|
||||
EndIf
|
||||
|
||||
elseif iButton == 6
|
||||
|
||||
_00E_PlayerhousingMaster.GetMaster().ShowExpansionBoardTutorial()
|
||||
|
||||
endIf
|
||||
|
||||
endFunction
|
||||
|
||||
;=====================================================================================
|
||||
; FUNCTIONS
|
||||
;=====================================================================================
|
||||
|
||||
Function ReturnAndRefund()
|
||||
|
||||
DisableFurniture()
|
||||
|
||||
If PlayerREF.GetParentCell() == CapitalCityPlayerhouse
|
||||
|
||||
If _00E_FurniturePurchased.GetValue() == 1
|
||||
PlayerREF.AddItem(Gold001, 150)
|
||||
_00E_FurniturePurchased.SetValue(0)
|
||||
ElseIf _00E_FurniturePurchased.GetValue() == 2
|
||||
PlayerREF.AddItem(Gold001, 250)
|
||||
_00E_FurniturePurchased.SetValue(0)
|
||||
ElseIf _00E_FurniturePurchased.GetValue() == 3
|
||||
PlayerREF.AddItem(Gold001, 350)
|
||||
_00E_FurniturePurchased.SetValue(0)
|
||||
EndIf
|
||||
|
||||
ElseIf PlayerREF.GetParentCell() == CapitalCityPlayerhouseUpper
|
||||
|
||||
If _00E_FurniturePurchased.GetValue() == 1
|
||||
PlayerREF.AddItem(Gold001, 625)
|
||||
_00E_FurniturePurchased.SetValue(0)
|
||||
ElseIf _00E_FurniturePurchased.GetValue() == 2
|
||||
PlayerREF.AddItem(Gold001, 750)
|
||||
_00E_FurniturePurchased.SetValue(0)
|
||||
ElseIf _00E_FurniturePurchased.GetValue() == 3
|
||||
PlayerREF.AddItem(Gold001, 875)
|
||||
_00E_FurniturePurchased.SetValue(0)
|
||||
EndIf
|
||||
|
||||
EndIf
|
||||
|
||||
EndFunction
|
||||
|
||||
;=====================================================================================
|
||||
; PROPERTIES
|
||||
;=====================================================================================
|
||||
|
||||
Actor Property PlayerREF Auto
|
||||
|
||||
Cell Property CapitalCityPlayerhouse Auto
|
||||
Cell Property CapitalCityPlayerHouseUpper Auto
|
||||
|
||||
GlobalVariable Property _00E_FurniturePurchased Auto
|
||||
|
||||
bool Property bLevel01FurniturePurchased Auto Conditional Hidden
|
||||
bool Property bLevel02FurniturePurchased Auto Conditional Hidden
|
||||
bool Property bLevel03FurniturePurchased Auto Conditional Hidden
|
||||
|
||||
imagespacemodifier property FadeToBlackBackIMOD auto
|
||||
ObjectReference property _00E_Game_Playerhouse_ArkMarket_Level01Linker auto
|
||||
message property _00E_Game_PlayerHouse_ArkMarket_Board auto
|
||||
imagespacemodifier property FadeToBlackIMOD auto
|
||||
Bool property __Config_bHouseHasLevel02 auto conditional
|
||||
{Check this if this house has level 02 furniture designed.}
|
||||
ObjectReference property _00E_Game_Playerhouse_ArkMarket_Level02Linker auto
|
||||
imagespacemodifier property FadeToBlackHoldIMOD auto
|
||||
Bool property __Config_bHouseHasLevel01 auto conditional
|
||||
{Check this if this house has level 01 furniture designed.}
|
||||
ObjectReference property _00E_Game_Playerhouse_ArkMarket_Level03Linker auto
|
||||
Bool property __Config_bHouseHasLevel03 auto conditional
|
||||
{Check this if this house has level 03 furniture designed.}
|
||||
|
||||
MiscObject Property Gold001 Auto
|
||||
|
||||
Message Property _00E_Game_PlayerHouse_RemoveFurniture Auto
|
||||
|
||||
_00E_NQ24_Playerhousing_Functions Property NQ24 Auto
|
||||
_00E_PlayerHousing_CellNameSC Property Player Auto
|
161
scripts/source/_00e_placeablegrammophonplay.psc
Normal file
161
scripts/source/_00e_placeablegrammophonplay.psc
Normal file
@ -0,0 +1,161 @@
|
||||
Scriptname _00E_PlaceableGrammophonPlay extends ObjectReference
|
||||
|
||||
Sound Property _00E_MUS_Placeable_Koppophon Auto
|
||||
MusicType Property _00E_SilenceTransitionHighPriority Auto ; OBSOLETE. Left for version update on older saves.
|
||||
MusicType Property _00E_SilenceKoppophon Auto
|
||||
GlobalVariable Property _00E_AchievementsEnabled Auto
|
||||
Message Property _00E_PlayerhousingKoppophonVolume Auto
|
||||
Actor Property PlayerREF Auto
|
||||
|
||||
Int playbackId = -1
|
||||
Float volume = 0.5
|
||||
Bool bDone ; Unlocked END_KOPPOPHON_01 achievement
|
||||
Bool bMusicLocked = False
|
||||
Bool bOldSilenceUpdated = False
|
||||
|
||||
Float Property MUSIC_LENGTH = 87.2 AutoReadOnly
|
||||
|
||||
|
||||
;=====================================================================================
|
||||
; FUNCTIONS
|
||||
;=====================================================================================
|
||||
|
||||
Function StopMusic()
|
||||
bMusicLocked = True
|
||||
|
||||
UnregisterForModEvent("BardsLoadGame")
|
||||
UnregisterForUpdate()
|
||||
|
||||
If bOldSilenceUpdated == False
|
||||
bOldSilenceUpdated = True
|
||||
If playbackId != -1
|
||||
_00E_SilenceTransitionHighPriority.Remove()
|
||||
EndIf
|
||||
EndIf
|
||||
|
||||
If playbackId != -1
|
||||
Sound.StopInstance(playbackId)
|
||||
playbackId = -1
|
||||
EndIf
|
||||
|
||||
_00E_SilenceKoppophon.Remove()
|
||||
|
||||
bMusicLocked = False
|
||||
EndFunction
|
||||
|
||||
Function TryStopMusic()
|
||||
If bMusicLocked == False
|
||||
StopMusic()
|
||||
Else
|
||||
RegisterForSingleUpdate(0.5)
|
||||
EndIf
|
||||
EndFunction
|
||||
|
||||
Function Cleanup()
|
||||
GoToState("DoneCleanup")
|
||||
TryStopMusic()
|
||||
EndFunction
|
||||
|
||||
|
||||
;=====================================================================================
|
||||
; EVENTS
|
||||
;=====================================================================================
|
||||
|
||||
Event OnInit()
|
||||
GoToState("DoneCleanup")
|
||||
EndEvent
|
||||
|
||||
Event OnActivate(ObjectReference triggerRef)
|
||||
If triggerRef == PlayerREF && _00E_PlayerhousingMaster.ReferenceCanBeActivated(Self) && bMusicLocked == False
|
||||
bMusicLocked = True
|
||||
|
||||
If playbackId == -1 ; Start playing
|
||||
bOldSilenceUpdated = True
|
||||
RegisterForModEvent("BardsLoadGame", "OnBardsLoadGame")
|
||||
|
||||
_00E_SilenceKoppophon.Add()
|
||||
|
||||
playbackId = _00E_MUS_Placeable_Koppophon.Play(Self)
|
||||
If volume <= 0.0 || volume > 1.0
|
||||
volume = 0.5
|
||||
EndIf
|
||||
Sound.SetInstanceVolume(playbackId, volume)
|
||||
RegisterForSingleUpdate(_00E_QuestFunctions.AdjustTimePeriodByEngineTimerError(MUSIC_LENGTH))
|
||||
|
||||
GoToState("")
|
||||
|
||||
_00E_PlayerhousingKoppophonVolume.Show(volume * 100.0)
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1 && (bDone == False)
|
||||
bDone = True
|
||||
Game.UnlockAchievement("END_KOPPOPHON_01")
|
||||
EndIf
|
||||
|
||||
ElseIf bOldSilenceUpdated == False
|
||||
; Player just loaded an older save with the Koppophon playing. The sound is dead by now.
|
||||
StopMusic()
|
||||
|
||||
Else ; Volume control
|
||||
Float fNewVolume = volume + 0.25
|
||||
If fNewVolume > 1.0
|
||||
fNewVolume = 0.0
|
||||
EndIf
|
||||
|
||||
Sound.SetInstanceVolume(playbackId, fNewVolume)
|
||||
If fNewVolume == 0.0 ; On mute
|
||||
_00E_SilenceKoppophon.Remove()
|
||||
ElseIf volume == 0.0 ; On unmute
|
||||
_00E_SilenceKoppophon.Add()
|
||||
EndIf
|
||||
volume = fNewVolume
|
||||
|
||||
_00E_PlayerhousingKoppophonVolume.Show(volume * 100.0)
|
||||
|
||||
EndIf
|
||||
|
||||
bMusicLocked = False
|
||||
EndIf
|
||||
EndEvent
|
||||
|
||||
Event OnUpdate()
|
||||
TryStopMusic()
|
||||
EndEvent
|
||||
|
||||
Event OnBardsLoadGame(string eventName, string strArg, float numArg, Form sender)
|
||||
; Player just loaded a save with the Koppophon playing. The sound is dead by now.
|
||||
TryStopMusic()
|
||||
EndEvent
|
||||
|
||||
Event OnCellAttach()
|
||||
Cleanup()
|
||||
EndEvent
|
||||
|
||||
Event OnLoad()
|
||||
Cleanup()
|
||||
EndEvent
|
||||
|
||||
Event OnCellDetach()
|
||||
Cleanup()
|
||||
EndEvent
|
||||
|
||||
Event OnUnload()
|
||||
Cleanup()
|
||||
EndEvent
|
||||
|
||||
State DoneCleanup
|
||||
Event OnCellAttach()
|
||||
; Do nothing
|
||||
EndEvent
|
||||
|
||||
Event OnLoad()
|
||||
; Do nothing
|
||||
EndEvent
|
||||
|
||||
Event OnCellDetach()
|
||||
; Do nothing
|
||||
EndEvent
|
||||
|
||||
Event OnUnload()
|
||||
; Do nothing
|
||||
EndEvent
|
||||
EndState
|
48
scripts/source/_00e_playerhousing_furniture.psc
Normal file
48
scripts/source/_00e_playerhousing_furniture.psc
Normal file
@ -0,0 +1,48 @@
|
||||
scriptname _00E_Playerhousing_Furniture extends ObjectReference
|
||||
{A manipulatable housing object while being in the world}
|
||||
|
||||
Float Property CustomDistance Auto
|
||||
{ Custom distance from the player in the placemenet Move Mode }
|
||||
Float Property OffsetAngleZ Auto
|
||||
{ Custom offset Z rotation in the placemenet Move Mode }
|
||||
Float Property OffsetPositionZ Auto
|
||||
{ Custom offset Z position in the placemenet Move Mode }
|
||||
Bool Property IsSetPositionIncompatible Auto
|
||||
{ If the .nif of the object has a bhkCollisionObject with SET_LOCAL flag, SetPosition() or MoveTo() can easily mess this object up in the placement mode. }
|
||||
|
||||
Form Property InventoryItem Auto Hidden
|
||||
|
||||
_00E_Playerhousing_FurnitureItem Property furnitureItem Auto Hidden
|
||||
{ OBSOLETE. Left for compatibility with older saves. }
|
||||
|
||||
Form Function GetInventoryItem()
|
||||
If furnitureItem ; Update from the old way of storing the base inventory item
|
||||
If InventoryItem == None
|
||||
InventoryItem = furnitureItem.GetBaseObject()
|
||||
EndIf
|
||||
furnitureItem = None
|
||||
EndIf
|
||||
|
||||
Return InventoryItem
|
||||
EndFunction
|
||||
|
||||
Function finishPlacement()
|
||||
; This function is called when the furniture object is at the right position and being placed.
|
||||
|
||||
SetMotionType(Motion_Dynamic, True)
|
||||
|
||||
; in case we place a mannequin, we need to store its position
|
||||
ObjectReference myObjRef = self as ObjectReference
|
||||
If myObjRef as _00E_Playerhousing_MannequinControl
|
||||
(myObjRef as _00E_Playerhousing_MannequinControl).FinishPlacement()
|
||||
Else
|
||||
BlockActivation(true)
|
||||
Disable()
|
||||
Utility.Wait(0.1)
|
||||
Enable()
|
||||
|
||||
If myObjRef as _00E_Phasmalist_Workbench
|
||||
(myObjRef as _00E_Phasmalist_Workbench).FinishPlacement()
|
||||
EndIf
|
||||
EndIf
|
||||
EndFunction
|
43
scripts/source/_00e_playerhousing_furnitureitem.psc
Normal file
43
scripts/source/_00e_playerhousing_furnitureitem.psc
Normal file
@ -0,0 +1,43 @@
|
||||
scriptname _00E_Playerhousing_FurnitureItem extends ObjectReference
|
||||
{A manipulatable housing object while being in the players inventory}
|
||||
|
||||
ActorBase Property _MANNEQUIN_toCreate auto
|
||||
Furniture Property _FURNITURE_toCreate auto
|
||||
Container Property _CONTAINER_toCreate auto
|
||||
Light Property _LIGHT_toCreate auto
|
||||
MiscObject Property _MISC_toCreate Auto
|
||||
Activator Property _ACTIVATOR_toCreate Auto
|
||||
|
||||
_00E_PlayerhousingMaster Property master Auto
|
||||
|
||||
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
|
||||
If akNewContainer == None
|
||||
If master == None
|
||||
master = _00E_PlayerhousingMaster.GetMaster()
|
||||
EndIf
|
||||
master.playerItemDropped(Self)
|
||||
EndIf
|
||||
EndEvent
|
||||
|
||||
_00E_Playerhousing_Furniture Function placeFurnitureAtMe()
|
||||
_00E_Playerhousing_Furniture result = None
|
||||
If _MANNEQUIN_toCreate
|
||||
result = PlaceAtMe(_MANNEQUIN_toCreate, abForcePersist = True, abInitiallyDisabled = True) as _00E_Playerhousing_Furniture
|
||||
ElseIf _FURNITURE_toCreate
|
||||
result = PlaceAtMe(_FURNITURE_toCreate, abInitiallyDisabled = True) as _00E_Playerhousing_Furniture
|
||||
ElseIf _CONTAINER_toCreate
|
||||
result = PlaceAtMe(_CONTAINER_toCreate, abInitiallyDisabled = True) as _00E_Playerhousing_Furniture
|
||||
ElseIf _LIGHT_toCreate
|
||||
result = PlaceAtMe(_LIGHT_toCreate, abInitiallyDisabled = True) as _00E_Playerhousing_Furniture
|
||||
ElseIf _ACTIVATOR_toCreate
|
||||
result = PlaceAtMe(_ACTIVATOR_toCreate, abInitiallyDisabled = True) as _00E_Playerhousing_Furniture
|
||||
ElseIf _MISC_toCreate
|
||||
result = PlaceAtMe(_MISC_toCreate, abInitiallyDisabled = True) as _00E_Playerhousing_Furniture
|
||||
EndIf
|
||||
|
||||
If result == None
|
||||
Debug.MessageBox("ERROR: *_toCreate property in playerhousingfurnitureitem is no furnitureitem, please write a bugticket")
|
||||
EndIf
|
||||
|
||||
Return result
|
||||
EndFunction
|
23
scripts/source/_00e_playerhousing_lightfurniture.psc
Normal file
23
scripts/source/_00e_playerhousing_lightfurniture.psc
Normal file
@ -0,0 +1,23 @@
|
||||
Scriptname _00E_Playerhousing_LightFurniture extends _00E_Playerhousing_Furniture
|
||||
|
||||
Light Property LIGHT_toCreate auto
|
||||
{not used due to graphic bugs}
|
||||
; ObjectReference createdLight
|
||||
|
||||
function finishPlacement()
|
||||
{this function is called when the furniture object is at the right position and being placed; use e.g. for light}
|
||||
parent.finishPlacement()
|
||||
;real light cannot be placed since it causes graphic bugs
|
||||
|
||||
;createdLight = placeAtMe(LIGHT_toCreate)
|
||||
;createdLight.setScale(0.99)
|
||||
Endfunction
|
||||
|
||||
;/
|
||||
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
|
||||
if akOldContainer== None
|
||||
createdLight.disable()
|
||||
createdLight.delete()
|
||||
Endif
|
||||
Endevent
|
||||
/;
|
231
scripts/source/_00e_playerhousing_mannequincontrol.psc
Normal file
231
scripts/source/_00e_playerhousing_mannequincontrol.psc
Normal file
@ -0,0 +1,231 @@
|
||||
Scriptname _00E_Playerhousing_MannequinControl extends Actor
|
||||
|
||||
import utility
|
||||
|
||||
Actor Property PlayerREF Auto
|
||||
|
||||
Bool bIsInPlacementMode = False
|
||||
Bool bActivationBlocked = False
|
||||
|
||||
|
||||
;=====================================================================================
|
||||
; EVENTS
|
||||
;=====================================================================================
|
||||
|
||||
Event OnCellLoad()
|
||||
If bIsInPlacementMode == False
|
||||
ResetOnLoad()
|
||||
EndIf
|
||||
EndEvent
|
||||
|
||||
Event OnLoad()
|
||||
If bIsInPlacementMode
|
||||
ResetOnLoad()
|
||||
EndIf
|
||||
EndEvent
|
||||
|
||||
Event OnActivate(ObjectReference TriggerRef)
|
||||
If TriggerRef == PlayerREF && _00E_PlayerhousingMaster.ReferenceCanBeActivated(self) && bActivationBlocked == False
|
||||
bActivationBlocked = True
|
||||
|
||||
ConvertArmorSlots() ; Version update
|
||||
|
||||
OpenInventory(True)
|
||||
ResetPosition()
|
||||
Wait(0.1)
|
||||
EnableAI(False)
|
||||
|
||||
bActivationBlocked = False
|
||||
EndIf
|
||||
EndEvent
|
||||
|
||||
Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
|
||||
If (akBaseItem as Armor)
|
||||
If TryRegisterAddedArmor(akBaseItem)
|
||||
EquipItem(akBaseItem)
|
||||
Else
|
||||
;Turn it back if the mannequin has one of these already, or if all the slots are full.
|
||||
RemoveItem(akBaseItem, aiItemCount, True, PlayerREF)
|
||||
EndIf
|
||||
Else
|
||||
RemoveItem(akBaseItem, aiItemCount, True, PlayerREF)
|
||||
EndIf
|
||||
EndEvent
|
||||
|
||||
Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
|
||||
If (akBaseObject as Armor)
|
||||
UnregisterRemovedArmor(akBaseObject)
|
||||
EndIf
|
||||
EndEvent
|
||||
|
||||
|
||||
;=====================================================================================
|
||||
; ARMOR SLOTS TRACKING
|
||||
;=====================================================================================
|
||||
|
||||
Form Property ArmorSlot01 Auto Hidden ; Obsolete. Left for version updates on older saves.
|
||||
Form Property ArmorSlot02 Auto Hidden ; Obsolete. Left for version updates on older saves.
|
||||
Form Property ArmorSlot03 Auto Hidden ; Obsolete. Left for version updates on older saves.
|
||||
Form Property ArmorSlot04 Auto Hidden ; Obsolete. Left for version updates on older saves.
|
||||
Form Property ArmorSlot05 Auto Hidden ; Obsolete. Left for version updates on older saves.
|
||||
Form Property ArmorSlot06 Auto Hidden ; Obsolete. Left for version updates on older saves.
|
||||
Form Property ArmorSlot07 Auto Hidden ; Obsolete. Left for version updates on older saves.
|
||||
Form Property ArmorSlot08 Auto Hidden ; Obsolete. Left for version updates on older saves.
|
||||
Form Property ArmorSlot09 Auto Hidden ; Obsolete. Left for version updates on older saves.
|
||||
Form Property ArmorSlot10 Auto Hidden ; Obsolete. Left for version updates on older saves.
|
||||
|
||||
Form[] ArmorSlots
|
||||
Bool bConvertedArmorSlots = False
|
||||
|
||||
Function ConvertArmorSlots()
|
||||
If bConvertedArmorSlots
|
||||
Return
|
||||
EndIf
|
||||
bConvertedArmorSlots = True
|
||||
|
||||
ArmorSlots = New Form[10]
|
||||
|
||||
Int index = _ConvertArmorSlot(0, ArmorSlot01)
|
||||
index = _ConvertArmorSlot(index, ArmorSlot02)
|
||||
index = _ConvertArmorSlot(index, ArmorSlot03)
|
||||
index = _ConvertArmorSlot(index, ArmorSlot04)
|
||||
index = _ConvertArmorSlot(index, ArmorSlot05)
|
||||
index = _ConvertArmorSlot(index, ArmorSlot06)
|
||||
index = _ConvertArmorSlot(index, ArmorSlot07)
|
||||
index = _ConvertArmorSlot(index, ArmorSlot08)
|
||||
index = _ConvertArmorSlot(index, ArmorSlot09)
|
||||
index = _ConvertArmorSlot(index, ArmorSlot10)
|
||||
|
||||
ArmorSlot01 = None
|
||||
ArmorSlot02 = None
|
||||
ArmorSlot03 = None
|
||||
ArmorSlot04 = None
|
||||
ArmorSlot05 = None
|
||||
ArmorSlot06 = None
|
||||
ArmorSlot07 = None
|
||||
ArmorSlot08 = None
|
||||
ArmorSlot09 = None
|
||||
ArmorSlot10 = None
|
||||
EndFunction
|
||||
|
||||
Int Function _ConvertArmorSlot(Int index, Form armorItem)
|
||||
If armorItem && ArmorSlots.Find(armorItem) < 0
|
||||
ArmorSlots[index] = armorItem
|
||||
index += 1
|
||||
EndIf
|
||||
|
||||
Return index
|
||||
EndFunction
|
||||
|
||||
Bool Function TryRegisterAddedArmor(Form armorItem)
|
||||
; First check to see if this is already in a slot
|
||||
If ArmorSlots.Find(armorItem) >= 0
|
||||
Return False
|
||||
EndIf
|
||||
|
||||
; Now find an emtpy slot to put it in, if there is one.
|
||||
Int i = 0
|
||||
While i < ArmorSlots.Length
|
||||
If ArmorSlots[i] == None
|
||||
ArmorSlots[i] = armorItem
|
||||
Return True
|
||||
EndIf
|
||||
|
||||
i += 1
|
||||
EndWhile
|
||||
|
||||
; Nope. No room left.
|
||||
Return False
|
||||
EndFunction
|
||||
|
||||
Function UnregisterRemovedArmor(Form armorItem)
|
||||
;This loop will also clear duplicates that might have been generated.
|
||||
Int i = 0
|
||||
While i < ArmorSlots.Length
|
||||
If ArmorSlots[i] == armorItem
|
||||
ArmorSlots[i] = None
|
||||
EndIf
|
||||
i += 1
|
||||
EndWhile
|
||||
EndFunction
|
||||
|
||||
Function ReequipAllArmor()
|
||||
UnequipAll()
|
||||
|
||||
Int i = 0
|
||||
While i < ArmorSlots.Length
|
||||
If ArmorSlots[i]
|
||||
EquipItem(ArmorSlots[i])
|
||||
EndIf
|
||||
i += 1
|
||||
EndWhile
|
||||
EndFunction
|
||||
|
||||
|
||||
;=====================================================================================
|
||||
; FUNCTIONS
|
||||
;=====================================================================================
|
||||
|
||||
Float forceX
|
||||
Float forceY
|
||||
Float forceZ
|
||||
Float forceAngleX
|
||||
Float forceAngleY
|
||||
Float forceAngleZ
|
||||
|
||||
Bool bPosisionValidated = False
|
||||
|
||||
Function ResetPosition()
|
||||
If bPosisionValidated == False
|
||||
bPosisionValidated = True
|
||||
|
||||
If forceX == 0 && forceY == 0 && forceZ == 0
|
||||
Float fAngleZ = PlayerREF.GetAngleZ()
|
||||
Float fDistanceFromPlayer = 100.0
|
||||
|
||||
forceX = PlayerREF.GetPositionX() + fDistanceFromPlayer * Math.sin(fAngleZ)
|
||||
forceY = PlayerREF.GetPositionY() + fDistanceFromPlayer * Math.cos(fAngleZ)
|
||||
forceZ = PlayerREF.GetPositionZ()
|
||||
EndIf
|
||||
EndIf
|
||||
|
||||
SetPosition(forceX, forceY, forceZ)
|
||||
SetAngle(forceAngleX, forceAngleY, forceAngleZ)
|
||||
EndFunction
|
||||
|
||||
Function ResetOnLoad()
|
||||
ConvertArmorSlots() ; Version update
|
||||
|
||||
BlockActivation()
|
||||
|
||||
EnableAI(True)
|
||||
If bIsInPlacementMode == False
|
||||
ResetPosition()
|
||||
EndIf
|
||||
ReequipAllArmor()
|
||||
EnableAI(False)
|
||||
EndFunction
|
||||
|
||||
Function StartPlacement()
|
||||
bIsInPlacementMode = True
|
||||
EndFunction
|
||||
|
||||
Function FinishPlacement()
|
||||
bIsInPlacementMode = False
|
||||
|
||||
Disable()
|
||||
|
||||
forceX = GetPositionX()
|
||||
forceY = GetPositionY()
|
||||
forceZ = GetPositionZ()
|
||||
forceAngleX = GetAngleX()
|
||||
forceAngleY = GetAngleY()
|
||||
forceAngleZ = GetAngleZ()
|
||||
|
||||
bPosisionValidated = True
|
||||
|
||||
Enable()
|
||||
|
||||
_00E_QuestFunctions.WaitForReferenceToLoad(self)
|
||||
ResetOnLoad()
|
||||
EndFunction
|
336
scripts/source/_00e_playerhousingcurrentomanipulate.psc
Normal file
336
scripts/source/_00e_playerhousingcurrentomanipulate.psc
Normal file
@ -0,0 +1,336 @@
|
||||
Scriptname _00E_PlayerhousingCurrentOManipulate extends ReferenceAlias
|
||||
|
||||
EffectShader Property _00E_PlayerHousingManipulationShader Auto
|
||||
Sound Property UIMenuPrevNext Auto
|
||||
Actor Property PlayerRef Auto
|
||||
|
||||
String Property CONTROL_TURN_LEFT = "Strafe Left" AutoReadOnly
|
||||
String Property CONTROL_TURN_RIGHT = "Strafe Right" AutoReadOnly
|
||||
String Property CONTROL_MOVE_UP = "Forward" AutoReadOnly
|
||||
String Property CONTROL_MOVE_DOWN = "Back" AutoReadOnly
|
||||
|
||||
Int Property TRANSLATION_TURN_LEFT = 0 AutoReadOnly
|
||||
Int Property TRANSLATION_TURN_RIGHT = 1 AutoReadOnly
|
||||
Int Property TRANSLATION_MOVE_UP = 2 AutoReadOnly
|
||||
Int Property TRANSLATION_MOVE_DOWN = 3 AutoReadOnly
|
||||
|
||||
Int Property STATE_IDLE = 0 AutoReadOnly
|
||||
Int Property STATE_UPDATING = 1 AutoReadOnly
|
||||
Int Property STATE_WORKING = 2 AutoReadOnly
|
||||
|
||||
Float Property ROTATION_SPEED_START = 15.0 AutoReadOnly
|
||||
Float Property ROTATION_SPEED_FALLBACK = 20.0 AutoReadOnly
|
||||
Float Property ROTATION_SPEED_MAX = 180.0 AutoReadOnly
|
||||
Float Property ROTATION_SPEED_CHANGE_MOD = 0.25 AutoReadOnly
|
||||
Float Property ROTATION_MAX = 90.0 AutoReadOnly
|
||||
|
||||
Float Property MOVEMENT_SPEED_START = 10.0 AutoReadOnly
|
||||
Float Property MOVEMENT_SPEED_FALLBACK = 20.0 AutoReadOnly
|
||||
Float Property MOVEMENT_SPEED_MAX = 200.0 AutoReadOnly
|
||||
Float Property MOVEMENT_SPEED_CHANGE_MOD = 0.25 AutoReadOnly
|
||||
Float Property MOVEMENT_MAX = 100.0 AutoReadOnly
|
||||
|
||||
Float Property FAST_TRANSLATION_SPEED = 1000000.0 AutoReadOnly
|
||||
|
||||
Float fObjectPosX
|
||||
Float fObjectPosY
|
||||
Float fObjectPosZ
|
||||
Float fObjectAngleX
|
||||
Float fObjectAngleY
|
||||
Float fObjectAngleZ
|
||||
Float fPlayerPosZ
|
||||
Float fTablePosZ
|
||||
|
||||
Float fTranslationSpeed
|
||||
Float fTranslationSpeedIncrease
|
||||
|
||||
Int iWorkingState
|
||||
Int iCurrentTranslation
|
||||
Bool bGamepadMode
|
||||
Int iWatchedKeyCode
|
||||
Int iTurnLeftKey
|
||||
Int iTurnRightKey
|
||||
Int iMoveUpKey
|
||||
Int iMoveDownKey
|
||||
|
||||
Function Setup(ObjectReference curObjectRef)
|
||||
ForceRefTo(curObjectRef)
|
||||
|
||||
iWorkingState = STATE_IDLE
|
||||
|
||||
bGamepadMode = Game.UsingGamepad()
|
||||
If bGamepadMode == False
|
||||
iTurnLeftKey = Input.GetMappedKey(CONTROL_TURN_LEFT, 0)
|
||||
iTurnRightKey = Input.GetMappedKey(CONTROL_TURN_RIGHT, 0)
|
||||
iMoveUpKey = Input.GetMappedKey(CONTROL_MOVE_UP, 0)
|
||||
iMoveDownKey = Input.GetMappedKey(CONTROL_MOVE_DOWN, 0)
|
||||
Else
|
||||
iTurnLeftKey = 274
|
||||
iTurnRightKey = 275
|
||||
iMoveUpKey = 280
|
||||
iMoveDownKey = 281
|
||||
EndIf
|
||||
|
||||
If PlayerRef == None ; Just in case
|
||||
PlayerRef = Game.GetPlayer()
|
||||
EndIf
|
||||
|
||||
fPlayerPosZ = PlayerRef.GetPositionZ()
|
||||
fTablePosZ = fPlayerPosZ + 64.0
|
||||
|
||||
GoToState("Working")
|
||||
|
||||
TryRegisterForKey(iTurnLeftKey, CONTROL_TURN_LEFT)
|
||||
TryRegisterForKey(iTurnRightKey, CONTROL_TURN_RIGHT)
|
||||
TryRegisterForKey(iMoveUpKey, CONTROL_MOVE_UP)
|
||||
TryRegisterForKey(iMoveDownKey, CONTROL_MOVE_DOWN)
|
||||
|
||||
_00E_PlayerHousingManipulationShader.Play(curObjectRef)
|
||||
EndFunction
|
||||
|
||||
Function TryRegisterForKey(Int iKeyCode, String control)
|
||||
If iKeyCode > 0
|
||||
RegisterForKey(iKeyCode)
|
||||
Else
|
||||
RegisterForControl(control)
|
||||
EndIf
|
||||
EndFunction
|
||||
|
||||
Function Shutdown(Bool bRegisterNewOffsets)
|
||||
GoToState("")
|
||||
UnregisterForAllKeys()
|
||||
UnregisterForAllControls()
|
||||
UnregisterForUpdate()
|
||||
|
||||
ObjectReference myRef = GetRef()
|
||||
If myRef != None
|
||||
_00E_PlayerHousingManipulationShader.Stop(myRef)
|
||||
|
||||
While iWorkingState != STATE_IDLE && iWorkingState != STATE_WORKING
|
||||
Utility.WaitMenuMode(0.05)
|
||||
EndWhile
|
||||
If iWorkingState == STATE_WORKING
|
||||
myRef.StopTranslation()
|
||||
EndIf
|
||||
|
||||
If bRegisterNewOffsets
|
||||
Float fNewOffsetAngleZ = myRef.GetAngleZ() - PlayerRef.GetAngleZ()
|
||||
Float fNewOffsetPosZ = myRef.GetPositionZ() - PlayerRef.GetPositionZ()
|
||||
(GetOwningQuest() as _00E_PlayerhousingMaster).RegisterNewHousingObjectOffsets(fNewOffsetAngleZ, fNewOffsetPosZ)
|
||||
EndIf
|
||||
|
||||
Clear()
|
||||
EndIf
|
||||
EndFunction
|
||||
|
||||
State Working
|
||||
Event OnKeyDown(Int iKeyCode)
|
||||
TryStartTranslation(KeyCodeToTranslationMode(iKeyCode), iKeyCode)
|
||||
EndEvent
|
||||
|
||||
Event OnKeyUp(Int iKeyCode, Float fHoldTime)
|
||||
TryStopTranslation(KeyCodeToTranslationMode(iKeyCode))
|
||||
EndEvent
|
||||
|
||||
Event OnControlDown(String control)
|
||||
TryStartTranslation(ControlToTranslationMode(control), 0)
|
||||
EndEvent
|
||||
|
||||
Event OnControlUp(String control, Float fHoldTime)
|
||||
TryStopTranslation(ControlToTranslationMode(control))
|
||||
EndEvent
|
||||
|
||||
Event OnUpdate()
|
||||
; OnControlUp is not always properly triggered. Maybe OnKeyUp too. The code below is a workaround for that.
|
||||
; For gamepads this failsafe is useless because Input.IsKeyPressed always returns False for controller buttons.
|
||||
If iWatchedKeyCode > 0 && iWorkingState == STATE_WORKING
|
||||
If Input.IsKeyPressed(iWatchedKeyCode)
|
||||
RegisterForSingleUpdate(0.05)
|
||||
Else
|
||||
TryStopTranslation(iCurrentTranslation)
|
||||
EndIf
|
||||
EndIf
|
||||
EndEvent
|
||||
|
||||
Event OnTranslationComplete()
|
||||
; The previously started translation reached its end point
|
||||
|
||||
If iWorkingState != STATE_WORKING
|
||||
Return
|
||||
EndIf
|
||||
iWorkingState = STATE_UPDATING
|
||||
|
||||
ObjectReference myRef = GetRef()
|
||||
|
||||
If iWatchedKeyCode <= 0 || fTranslationSpeedIncrease < 0.0
|
||||
; Do nothing
|
||||
ElseIf iCurrentTranslation == TRANSLATION_TURN_LEFT || iCurrentTranslation == TRANSLATION_TURN_RIGHT
|
||||
Float fRotationAngle = GetNextTranslationStep(ROTATION_SPEED_MAX, ROTATION_SPEED_CHANGE_MOD, ROTATION_MAX)
|
||||
fObjectAngleZ = myRef.GetAngleZ()
|
||||
TurnTranslate(myRef, fRotationAngle)
|
||||
|
||||
iWorkingState = STATE_WORKING
|
||||
Return
|
||||
ElseIf iCurrentTranslation == TRANSLATION_MOVE_UP || iCurrentTranslation == TRANSLATION_MOVE_DOWN
|
||||
Float fMoveZ = GetNextTranslationStep(MOVEMENT_SPEED_MAX, MOVEMENT_SPEED_CHANGE_MOD, MOVEMENT_MAX)
|
||||
fObjectPosZ = myRef.GetPositionZ()
|
||||
MoveTranslate(myRef, fMoveZ)
|
||||
|
||||
iWorkingState = STATE_WORKING
|
||||
Return
|
||||
EndIf
|
||||
|
||||
; Fallback
|
||||
FinalizeTranslation(myRef)
|
||||
UIMenuPrevNext.Play(PlayerRef)
|
||||
|
||||
iWorkingState = STATE_IDLE
|
||||
EndEvent
|
||||
EndState
|
||||
|
||||
Int Function KeyCodeToTranslationMode(Int iKeyCode)
|
||||
If iKeyCode > 0
|
||||
If iKeyCode == iTurnLeftKey
|
||||
Return TRANSLATION_TURN_LEFT
|
||||
ElseIf iKeyCode == iTurnRightKey
|
||||
Return TRANSLATION_TURN_RIGHT
|
||||
ElseIf iKeyCode == iMoveUpKey
|
||||
Return TRANSLATION_MOVE_UP
|
||||
ElseIf iKeyCode == iMoveDownKey
|
||||
Return TRANSLATION_MOVE_DOWN
|
||||
EndIf
|
||||
EndIf
|
||||
|
||||
Return -1
|
||||
EndFunction
|
||||
|
||||
Int Function ControlToTranslationMode(String control)
|
||||
If control == CONTROL_TURN_LEFT
|
||||
Return TRANSLATION_TURN_LEFT
|
||||
ElseIf control == CONTROL_TURN_RIGHT
|
||||
Return TRANSLATION_TURN_RIGHT
|
||||
ElseIf control == CONTROL_MOVE_UP
|
||||
Return TRANSLATION_MOVE_UP
|
||||
ElseIf control == CONTROL_MOVE_DOWN
|
||||
Return TRANSLATION_MOVE_DOWN
|
||||
EndIf
|
||||
|
||||
Return -1
|
||||
EndFunction
|
||||
|
||||
Function TryStartTranslation(Int iTranslationMode, Int iTriggerKeyCode)
|
||||
If iTranslationMode < 0 || iWorkingState != STATE_IDLE
|
||||
Return
|
||||
EndIf
|
||||
|
||||
iWorkingState = STATE_UPDATING
|
||||
iCurrentTranslation = iTranslationMode
|
||||
iWatchedKeyCode = iTriggerKeyCode
|
||||
|
||||
ObjectReference myRef = GetRef()
|
||||
|
||||
fObjectPosX = myRef.GetPositionX()
|
||||
fObjectPosY = myRef.GetPositionY()
|
||||
fObjectPosZ = myRef.GetPositionZ()
|
||||
|
||||
fObjectAngleX = myRef.GetAngleX()
|
||||
fObjectAngleY = myRef.GetAngleY()
|
||||
fObjectAngleZ = myRef.GetAngleZ()
|
||||
|
||||
fTranslationSpeedIncrease = 0.0
|
||||
|
||||
If iCurrentTranslation == TRANSLATION_TURN_LEFT || iCurrentTranslation == TRANSLATION_TURN_RIGHT
|
||||
If iWatchedKeyCode > 0
|
||||
fTranslationSpeed = ROTATION_SPEED_START
|
||||
TurnTranslate(myRef, fTranslationSpeed * ROTATION_SPEED_CHANGE_MOD)
|
||||
Else
|
||||
fTranslationSpeed = ROTATION_SPEED_FALLBACK
|
||||
TurnTranslate(myRef, ROTATION_MAX)
|
||||
EndIf
|
||||
ElseIf iCurrentTranslation == TRANSLATION_MOVE_UP || iCurrentTranslation == TRANSLATION_MOVE_DOWN
|
||||
If iWatchedKeyCode > 0
|
||||
fTranslationSpeed = MOVEMENT_SPEED_START
|
||||
MoveTranslate(myRef, fTranslationSpeed * MOVEMENT_SPEED_CHANGE_MOD)
|
||||
Else
|
||||
fTranslationSpeed = MOVEMENT_SPEED_FALLBACK
|
||||
MoveTranslate(myRef, MOVEMENT_MAX)
|
||||
EndIf
|
||||
EndIf
|
||||
|
||||
If iWatchedKeyCode > 0 && bGamepadMode == False
|
||||
RegisterForSingleUpdate(0.05)
|
||||
EndIf
|
||||
|
||||
iWorkingState = STATE_WORKING
|
||||
EndFunction
|
||||
|
||||
Function TryStopTranslation(Int iTranslationMode)
|
||||
If iCurrentTranslation != iTranslationMode || iWorkingState != STATE_WORKING
|
||||
Return
|
||||
EndIf
|
||||
|
||||
iWorkingState = STATE_UPDATING
|
||||
|
||||
ObjectReference myRef = GetRef()
|
||||
myRef.StopTranslation()
|
||||
UnregisterForUpdate()
|
||||
FinalizeTranslation(myRef)
|
||||
|
||||
iWorkingState = STATE_IDLE
|
||||
EndFunction
|
||||
|
||||
Function TurnTranslate(ObjectReference myRef, Float fRotationAngle)
|
||||
If iCurrentTranslation == TRANSLATION_TURN_LEFT
|
||||
fObjectAngleZ -= fRotationAngle
|
||||
Else
|
||||
fObjectAngleZ += fRotationAngle
|
||||
EndIf
|
||||
myRef.TranslateTo(fObjectPosX, fObjectPosY, fObjectPosZ, fObjectAngleX, fObjectAngleY, fObjectAngleZ, FAST_TRANSLATION_SPEED, fTranslationSpeed)
|
||||
EndFunction
|
||||
|
||||
Function MoveTranslate(ObjectReference myRef, Float fMoveZ)
|
||||
If iCurrentTranslation == TRANSLATION_MOVE_DOWN
|
||||
Float fNewZ = fObjectPosZ - fMoveZ
|
||||
If fObjectPosZ > fTablePosZ && fNewZ < fTablePosZ
|
||||
; A primitive "drop on the table"
|
||||
fNewZ = fTablePosZ
|
||||
fTranslationSpeedIncrease = -1.0 ; Stop on reaching fPlayerPosZ.
|
||||
ElseIf fObjectPosZ > fPlayerPosZ && fNewZ < fPlayerPosZ
|
||||
; A primitive "drop on the floor"
|
||||
fNewZ = fPlayerPosZ
|
||||
fTranslationSpeedIncrease = -1.0 ; Stop on reaching fPlayerPosZ.
|
||||
EndIf
|
||||
fObjectPosZ = fNewZ
|
||||
Else
|
||||
fObjectPosZ += fMoveZ
|
||||
EndIf
|
||||
myRef.TranslateTo(fObjectPosX, fObjectPosY, fObjectPosZ, fObjectAngleX, fObjectAngleY, fObjectAngleZ, fTranslationSpeed, FAST_TRANSLATION_SPEED)
|
||||
EndFunction
|
||||
|
||||
Float Function GetNextTranslationStep(Float fSpeedMax, Float fSpeedChangeMod, Float fChangeMax)
|
||||
If fTranslationSpeed < fSpeedMax
|
||||
If fTranslationSpeedIncrease < 20.0
|
||||
fTranslationSpeedIncrease += 5.0
|
||||
EndIf
|
||||
fTranslationSpeed += fTranslationSpeedIncrease
|
||||
If fTranslationSpeed > fSpeedMax
|
||||
fTranslationSpeed = fSpeedMax
|
||||
EndIf
|
||||
EndIf
|
||||
Float fResult = fTranslationSpeed * fSpeedChangeMod
|
||||
If fTranslationSpeed >= fSpeedMax || fResult > fChangeMax
|
||||
Return fChangeMax
|
||||
Else
|
||||
Return fResult
|
||||
EndIf
|
||||
EndFunction
|
||||
|
||||
Function FinalizeTranslation(ObjectReference myRef)
|
||||
; TranslateTo below prevents the object from twitching and becoming blurry when a translation ends
|
||||
If iCurrentTranslation == TRANSLATION_TURN_LEFT || iCurrentTranslation == TRANSLATION_TURN_RIGHT
|
||||
fObjectAngleZ = myRef.GetAngleZ()
|
||||
ElseIf iCurrentTranslation == TRANSLATION_MOVE_UP || iCurrentTranslation == TRANSLATION_MOVE_DOWN
|
||||
fObjectPosZ = myRef.GetPositionZ()
|
||||
EndIf
|
||||
myRef.TranslateTo(fObjectPosX, fObjectPosY, fObjectPosZ, fObjectAngleX, fObjectAngleY, fObjectAngleZ, FAST_TRANSLATION_SPEED, FAST_TRANSLATION_SPEED)
|
||||
EndFunction
|
117
scripts/source/_00e_playerhousingcurrentotranslation.psc
Normal file
117
scripts/source/_00e_playerhousingcurrentotranslation.psc
Normal file
@ -0,0 +1,117 @@
|
||||
Scriptname _00E_PlayerhousingCurrentOTranslation extends ReferenceAlias
|
||||
|
||||
EffectShader Property _00E_PlayerHousingTranslationShader Auto
|
||||
Actor Property PlayerRef Auto
|
||||
|
||||
Bool bIsWorking = False
|
||||
Bool bIsWarmingUp = False
|
||||
|
||||
Float fDistance
|
||||
Float fOffsetAngleZ
|
||||
Float fOffsetPosZ
|
||||
|
||||
Float Property ORBIT_ANGULAR_SPEED_CAP = 30.0 AutoReadOnly
|
||||
Float Property FAST_TRANSLATION_SPEED = 1000000.0 AutoReadOnly
|
||||
|
||||
|
||||
Function Setup(_00E_Playerhousing_Furniture furnitureRef, Bool bEnteringPlacement, Float fStoredOffsetAngleZ, Float fStoredOffsetPositionZ)
|
||||
bIsWarmingUp = True
|
||||
furnitureRef.Disable()
|
||||
|
||||
If PlayerRef == None
|
||||
PlayerRef = Game.GetPlayer()
|
||||
EndIf
|
||||
|
||||
fDistance = furnitureRef.CustomDistance
|
||||
If fDistance <= 0.0
|
||||
fDistance = 100.0
|
||||
EndIf
|
||||
|
||||
If bEnteringPlacement
|
||||
fOffsetAngleZ = furnitureRef.OffsetAngleZ
|
||||
fOffsetPosZ = furnitureRef.OffsetPositionZ
|
||||
|
||||
If furnitureRef.IsSetPositionIncompatible == False
|
||||
Float x = PlayerRef.GetPositionX()
|
||||
Float y = PlayerRef.GetPositionY()
|
||||
Float z = PlayerRef.GetPositionZ()
|
||||
Float fAngleZ = PlayerRef.GetAngleZ()
|
||||
|
||||
furnitureRef.SetPosition(x + fDistance * Math.sin(fAngleZ), y + fDistance * Math.cos(fAngleZ), z + fOffsetPosZ)
|
||||
furnitureRef.SetAngle(0, 0, fAngleZ + fOffsetAngleZ)
|
||||
EndIf
|
||||
|
||||
ObjectReference myRef = furnitureRef as ObjectReference
|
||||
If (myRef as _00E_Playerhousing_MannequinControl)
|
||||
(myRef as _00E_Playerhousing_MannequinControl).StartPlacement()
|
||||
ElseIf (myRef as _00E_Phasmalist_Workbench)
|
||||
(myRef as _00E_Phasmalist_Workbench).StartPlacement()
|
||||
EndIf
|
||||
Else
|
||||
fOffsetAngleZ = fStoredOffsetAngleZ
|
||||
fOffsetPosZ = fStoredOffsetPositionZ
|
||||
EndIf
|
||||
|
||||
ForceRefTo(furnitureRef)
|
||||
bIsWorking = True
|
||||
furnitureRef.Enable()
|
||||
EndFunction
|
||||
|
||||
Function Shutdown()
|
||||
bIsWorking = False
|
||||
|
||||
ObjectReference myRef = GetRef()
|
||||
If myRef
|
||||
While bIsWarmingUp && (PlayerRef.GetParentCell() == myRef.GetParentCell())
|
||||
Utility.WaitMenuMode(0.05)
|
||||
EndWhile
|
||||
myRef.StopTranslation()
|
||||
_00E_PlayerHousingTranslationShader.Stop(myRef)
|
||||
Clear()
|
||||
EndIf
|
||||
EndFunction
|
||||
|
||||
Event OnLoad()
|
||||
; Loop needs to be extracted from the rest of the code due to performance reasons (don't know why exactly, but defining new functions slows this down dramatically)
|
||||
ObjectReference myRef = GetRef()
|
||||
Float fPrevAngleZ = -1.0
|
||||
|
||||
myRef.SetMotionType(4) ; Set motion type to Motion_Keyframed. This would fix "collision phantoms" of the object while the player is moving around "dragging" it.
|
||||
_00E_PlayerHousingTranslationShader.Play(myRef)
|
||||
|
||||
bIsWarmingUp = False
|
||||
|
||||
While bIsWorking
|
||||
Float x = PlayerRef.GetPositionX()
|
||||
Float y = PlayerRef.GetPositionY()
|
||||
Float z = PlayerRef.GetPositionZ()
|
||||
Float fAngleZ = PlayerRef.GetAngleZ()
|
||||
|
||||
; Cap the angular speed of the object's orbiting around the player at ORBIT_ANGULAR_SPEED_CAP.
|
||||
; This fixes some objects pushing the player (because they pass THROUGH the player?) on sharp camera turns.
|
||||
If fPrevAngleZ >= 0.0
|
||||
Float fDelta = fAngleZ - fPrevAngleZ
|
||||
If fDelta < -180.0
|
||||
fDelta += 360.0
|
||||
ElseIf fDelta > 180.0
|
||||
fDelta -= 360.0
|
||||
EndIf
|
||||
If fDelta < -ORBIT_ANGULAR_SPEED_CAP
|
||||
fAngleZ = fPrevAngleZ - ORBIT_ANGULAR_SPEED_CAP
|
||||
If fAngleZ < 0.0
|
||||
fAngleZ += 360.0
|
||||
EndIf
|
||||
ElseIf fDelta > ORBIT_ANGULAR_SPEED_CAP
|
||||
fAngleZ = fPrevAngleZ + ORBIT_ANGULAR_SPEED_CAP
|
||||
If fAngleZ >= 360.0
|
||||
fAngleZ -= 360.0
|
||||
EndIf
|
||||
EndIf
|
||||
EndIf
|
||||
|
||||
If bIsWorking
|
||||
myRef.TranslateTo(x + fDistance * Math.sin(fAngleZ), y + fDistance * Math.cos(fAngleZ), z + fOffsetPosZ, 0, 0, fAngleZ + fOffsetAngleZ, FAST_TRANSLATION_SPEED, FAST_TRANSLATION_SPEED)
|
||||
EndIf
|
||||
fPrevAngleZ = fAngleZ
|
||||
EndWhile
|
||||
EndEvent
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user