Rewrote SprigganFXSCRIPT
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Scriptname SprigganFXSCRIPT extends ActiveMagicEffect
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{Attaches and controlss spriggan FX}
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import utility
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import form
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; Eddoursul 2024.01.27: Multi-stage dying, fixed the KillFX Papyrus warning
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Actor selfRef
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VisualEffect Property SprigganFXAttachEffect Auto
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Spell Property crSprigganHeal01 Auto
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Spell Property crSprigganCallCreatures Auto
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Idle Property FFselfIdle Auto
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int doOnce
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bool bBledout
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bool bIsDead
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;===============================================
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;RegisterForSleep() ; Before we can use OnSleepStart we must register.
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auto state Alive
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EVENT OnEffectStart(Actor Target, Actor Caster)
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;Play your particles.
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selfRef = caster
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;Added by USKP to prevent this effect from appearing on the player.
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If selfRef == Game.GetPlayer()
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Dispel()
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return
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EndIf
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;USKP 2.0 - Check for NONE and spit an error out to see if we can find it
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if( selfRef == None )
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Debug.TraceStack( "USKP error check: Spriggan called this as a NONE. Please report this error to the USKP team." )
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if Target == None
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Return
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EndIf
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;USSEP 4.1.5 Bug #14445: added this line:
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RegisterForAnimationEvent (selfRef, "KillFX")
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RegisterForAnimationEvent (selfRef, "Revive")
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If Target.IsDead() || Target == Game.GetForm(0x14)
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GotoState("DoNothing")
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Dispel()
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return
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EndIf
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;test to see if spriggan is in ambush mode
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if (selfRef.GetSleepState() == 3)
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; Debug.Trace("Spriggan is sleeping! 3")
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selfRef.PlaySubGraphAnimation( "KillFX" )
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else
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;USKP 2.0.3 - 3D check needed before shaders.
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if( selfRef.Is3DLoaded() )
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SprigganFXAttachEffect.Play(selfRef, -1)
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EndIf
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endIf
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;test to see if spriggan is not in ambush mode
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if (Target.IsInCombat() || Target.GetSleepState() == 0) && Target.Is3DLoaded()
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SprigganFXAttachEffect.Play(Target, -1)
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endif
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ENDEVENT
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; May fire when dispelled with a script or console
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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SprigganFXAttachEffect.Stop(selfRef)
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GotoState("DoNothing")
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SprigganFXAttachEffect.Stop(akTarget)
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endEvent
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Event OnGetUp(ObjectReference akFurniture)
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;Added by USKP to prevent this effect from appearing on the player.
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If selfRef == Game.GetPlayer()
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Dispel()
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return
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EndIf
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;USKP 2.0 - Check for NONE and spit an error out to see if we can find it
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if( selfRef == None )
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Debug.TraceStack( "USKP error check: Spriggan called this as a NONE. Please report this error to the USKP team." )
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Return
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EndIf
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; Debug.Trace("We just got up from " )
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SprigganFXAttachEffect.Play(selfRef, -1)
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selfRef.PlaySubGraphAnimation( "Revive" )
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endEvent
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EVENT onDeath(actor myKiller)
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;(selfRef as actor).PlaySubGraphAnimation( "LeavesScared" )
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;wait(10.0)
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;USKP 2.0 - Check for NONE and spit an error out to see if we can find it
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if( selfRef == None )
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Debug.TraceStack( "USKP error check: Spriggan called this as a NONE. Please report this error to the USKP team." )
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Return
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EndIf
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selfRef.PlaySubGraphAnimation( "KillFX" )
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wait(10.0)
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SprigganFXAttachEffect.Stop(selfRef)
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ENDEVENT
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EVENT onCombatStateChanged(Actor akTarget, int aeCombatState)
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Actor actorRef = GetTargetActor()
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if ! actorRef || ! actorRef.Is3DLoaded()
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return
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endif
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if aeCombatState == 0
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if actorRef.IsDead()
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GotoState("Dying")
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return
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endif
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SprigganFXAttachEffect.Stop(actorRef)
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return
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endif
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if aeCombatState == 1
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selfRef.playIdle(FFselfIdle)
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utility.wait(3.0)
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;USKP 2.0.1 - If the 3D isn't loaded, don't cast.
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if( selfRef.Is3DLoaded() )
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crSprigganCallCreatures.cast(selfRef,selfRef)
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EndIf
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SprigganFXAttachEffect.Play(actorRef, -1)
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actorRef.playIdle(FFselfIdle)
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Utility.Wait(Utility.RandomFloat(1.0, 4.0))
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crSprigganCallCreatures.cast(actorRef, actorRef)
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endif
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endEVENT
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Event OnGetUp(ObjectReference akFurniture)
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Actor actorRef = GetTargetActor()
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Event OnEnterBleedout()
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; Debug.Trace("dude im bleeeding out" )
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if doOnce == 0
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selfRef.PlaySubGraphAnimation( "KillFX" )
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wait(2.0)
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;USKP 2.0.1 - If the 3D isn't loaded, don't case.
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if( selfRef.Is3DLoaded() )
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crSprigganHeal01.Cast(selfRef)
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EndIf
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selfRef.setActorValue("variable07",1)
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selfRef.evaluatePackage()
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wait(1.0)
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selfRef.PlaySubGraphAnimation( "Revive" )
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doOnce = 1
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endIf
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if ! actorRef
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return
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endif
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SprigganFXAttachEffect.Play(actorRef, -1)
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actorRef.PlaySubGraphAnimation("Revive")
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endEvent
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EVENT onDying(actor myKiller)
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GotoState("Dying")
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ENDEVENT
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;-----------------------------------------------------------------
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; Added by USSEP 4.1.5 for Bug #14445:
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;-----------------------------------------------------------------
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EVENT onDeath(actor myKiller)
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GotoState("Dying")
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endevent
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Event OnAnimationEvent (ObjectReference akSource, string asEventName)
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;do nothing
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EndEvent
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Event OnEnterBleedout()
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if bBledout
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return
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endif
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bBledout = true
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RegisterForSingleUpdate(2.0)
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ENDEVENT
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; Heals itself
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event OnUpdate()
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Actor actorRef = GetTargetActor()
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if ! actorRef
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return
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endif
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if actorRef.Is3DLoaded()
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crSprigganHeal01.Cast(actorRef)
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actorRef.setActorValue("variable07",1)
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Utility.Wait(Utility.RandomFloat(1.5, 2.5))
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actorRef.evaluatePackage()
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endif
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endevent
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endstate
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state Dying
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event OnBeginState()
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RegisterForSingleUpdate(Utility.RandomFloat(2.5, 4.5))
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endevent
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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GotoState("DoNothing")
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akTarget.PlaySubGraphAnimation("KillFX")
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endEvent
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event OnCellAttach()
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RegisterForSingleUpdate(1.0)
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endevent
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event OnUpdate()
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if bIsDead
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Dispel()
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return
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endif
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bIsDead = true
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Actor actorRef = GetTargetActor()
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if actorRef
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SprigganFXAttachEffect.Stop(actorRef)
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endif
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RegisterForSingleUpdate(Utility.RandomFloat(3.0, 7.5))
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endevent
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endstate
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state DoNothing
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endstate
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; Compiler wants it here
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Event OnEnterBleedout()
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ENDEVENT
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