Stripped down Update.esm from 1.6.1170
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@ -8,7 +8,7 @@ Beware, spoilers ahead!
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2.1.4 (TBD)
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- Chinese Simplified localization revision by DaisyComment (no translation of lines added after 2.0.12.4 yet).
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- Fixed random crashes caused by guards conversation scenes, when any of them is riding a horse.
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- Fixed random crashes caused by guards conversation scenes, when any of them is riding a horse (reported by cloudropis).
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- Dreamflower can be found without finishing The Secrets first.
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- Dimension Rift might get stuck in an infinite effect+sound loop if player left the cell while it's active.
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- Fixed missing damage from spectral arrows produced by the Arcane Arrow affinity.
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BIN
Skyrim.esm
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Skyrim.esm
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Update.esm
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Update.esm
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scripts/ccbgs_arbuttonscript.pex
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scripts/ccbgs_arbuttonscript.pex
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scripts/ccbgs_arfloorsmasherscript.pex
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scripts/ccbgs_arfloorsmasherscript.pex
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scripts/ccbgs_arportcullisscript.pex
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scripts/ccbgs_arportcullisscript.pex
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scripts/ccbgs_arpressureplatescript.pex
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scripts/ccbgs_arpressureplatescript.pex
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scripts/ccbgs_arspiketrapscript.pex
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scripts/ccbgs_arspiketrapscript.pex
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scripts/ccbgs_arswitchscript.pex
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scripts/ccbgs_arswitchscript.pex
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@ -4798,4 +4798,10 @@ scripts\_00E_UpdateSpeedmult.pex
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scripts\_00E_AutolearnEffectsAlias.pex
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scripts\_00E_ArcaneArrowEffect.pex
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scripts\_00E_AlchArcaneFever.pex
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scripts\_00E_HelpMessage.pex
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scripts\_00E_HelpMessage.pex
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scripts\ccbgs_arbuttonscript.pex
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scripts\ccbgs_arfloorsmasherscript.pex
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scripts\ccbgs_arportcullisscript.pex
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scripts\ccbgs_arpressureplatescript.pex
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scripts\ccbgs_arspiketrapscript.pex
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scripts\ccbgs_arswitchscript.pex
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19
source/scripts/ccbgs_arbuttonscript.psc
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19
source/scripts/ccbgs_arbuttonscript.psc
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Scriptname ccBGS_ARButtonScript extends ObjectReference
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{Shared script for Ayleid button}
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Bool Property bPlayerOnly = false Auto
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Sound Property ActivateSound Auto
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Auto State Waiting
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Event OnActivate(ObjectReference akActionRef)
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GoToState("Busy")
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If(bPlayerOnly && akActionRef == Game.GetPlayer() || !bPlayerOnly)
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ActivateSound.Play(self)
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PlayAnimationAndWait("Stage2ReturnStage1", "TransitionComplete")
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EndIf
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GoToState("Waiting")
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EndEvent
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EndState
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State Busy
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EndState
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30
source/scripts/ccbgs_arfloorsmasherscript.psc
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30
source/scripts/ccbgs_arfloorsmasherscript.psc
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Scriptname ccBGS_ARFloorSmasherScript extends ObjectReference
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{Shared trap script for floor smasher.}
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Actor Property PlayerREF Auto
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Bool Property bPlayerOnly = True Auto
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Float Property fDelayReturn = 1.5 Auto
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Float Property fDelayReset = 5.0 Auto
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Sound Property ccBGS_TRP_TRPARFloorSmasherUp01SD Auto
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Sound Property ccBGS_TRP_TRPARFloorSmasherDown01SD Auto
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Auto State Waiting
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Event OnTriggerEnter(ObjectReference akActionRef)
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If(!bPlayerOnly || akActionRef == PlayerREF)
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GoToState("Busy")
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ccBGS_TRP_TRPARFloorSmasherUp01SD.Play(akActionRef)
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PlayAnimationAndWait("Stage2", "TransitionComplete")
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Utility.Wait(fDelayReturn)
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ccBGS_TRP_TRPARFloorSmasherDown01SD.Play(akActionRef)
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PlayAnimationAndWait("Stage1", "TransitionComplete")
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Utility.Wait(fDelayReset)
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GoToState("Waiting")
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EndIf
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EndEvent
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EndState
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State Busy
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EndState
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98
source/scripts/ccbgs_arportcullisscript.psc
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98
source/scripts/ccbgs_arportcullisscript.psc
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Scriptname ccBGS_ARPortcullisScript extends ObjectReference
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{Shared script for Ayleid gates and secret doors. LinkedRefs with LinkCustom01 will be disabled/enabled with animations, e.g. collision volumes or navcuts.}
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Keyword Property LinkCustom01 Auto
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{Link keyword for enable/disable}
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Bool Property bDownByDefault = False Auto
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{Set whether it's Down by default or not}
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Bool Property bDoOnce = False Auto
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{Only open/close once}
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Bool Property bCanActorsOpen = False Auto
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{Allow actors to open/close directly}
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Message Property MessageToShow Auto
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{Optional message to show if player is not allowed to activate}
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Sound Property SoundOpen Auto
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Sound Property SoundClose Auto
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ObjectReference LinkedObject
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Event OnLoad()
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SetDefaultState()
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EndEvent
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Event OnReset()
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SetDefaultState()
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EndEvent
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Function SetDefaultState()
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If(bDownByDefault)
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GoToState("Down")
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PlayAnimation("Stage2") ;Down
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DisableLinkedRef()
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Else
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GoToState("Up")
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PlayAnimation("Stage1") ;Up
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EnableLinkedRef()
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EndIf
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EndFunction
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Auto State Up
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Event OnActivate(ObjectReference akActionRef)
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If(bCanActorsOpen || !akActionRef.GetBaseObject() as ActorBase)
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GoToState("Busy")
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SoundOpen.Play(self)
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PlayAnimationAndWait("Stage2", "TransitionComplete")
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DisableLinkedRef()
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If(bDoOnce)
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GoToState("Finished")
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Else
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GoToState("Down")
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EndIf
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Else
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MessageToShow.Show()
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EndIf
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EndEvent
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EndState
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State Down
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Event OnActivate(ObjectReference akActionRef)
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If(bCanActorsOpen || !akActionRef.GetBaseObject() as ActorBase)
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GoToState("Busy")
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EnableLinkedRef()
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SoundClose.Play(self)
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PlayAnimationAndWait("Stage1", "TransitionComplete")
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If(bDoOnce)
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GoToState("Finished")
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Else
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GoToState("Up")
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EndIf
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Else
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MessageToShow.Show()
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EndIf
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EndEvent
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EndState
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State Busy
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EndState
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State Finished
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EndState
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Function EnableLinkedRef()
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LinkedObject = GetLinkedRef(LinkCustom01)
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If(LinkedObject)
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LinkedObject.EnableNoWait()
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EndIf
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EndFunction
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Function DisableLinkedRef()
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LinkedObject = GetLinkedRef(LinkCustom01)
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If(LinkedObject)
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LinkedObject.DisableNoWait()
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EndIf
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EndFunction
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61
source/scripts/ccbgs_arpressureplatescript.psc
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61
source/scripts/ccbgs_arpressureplatescript.psc
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Scriptname ccBGS_ARPressurePlateScript extends TrapTriggerBase
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{Shared script for Ayleid Pressure Plates. Inherits from TrapTriggerBase, and is based on PressurePlate script.}
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;PLEASE NOTE: This inherits from TrapTriggerBase to make it a fully-functional pressure plate. The states, functions, structure are overrides dicated by that script.
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State Active
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Event OnBeginState()
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GoToState("DoNothing")
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If(StoredTriggerType == 1)
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Type = 3
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Utility.Wait(0.1)
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Activate(self as ObjectReference)
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Utility.Wait(0.1)
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Else
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Activate(Self as ObjectReference)
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EndIf
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TriggerSound.Play(self)
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If(PlayAnimationAndWait("Stage2","TransitionComplete"))
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If(ObjectsInTrigger == 0)
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GoToState("Inactive")
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PlayAnimation("Stage1")
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EndIf
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EndIf
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EndEvent
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Event OnTriggerEnter(ObjectReference akActionRef)
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ObjectsInTrigger = self.GetTriggerObjectCount()
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EndEvent
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Event OnTriggerLeave(ObjectReference akActionRef)
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ObjectsInTrigger = self.GetTriggerObjectCount()
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If(ObjectsInTrigger == 0)
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GoToState("Inactive")
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PlayAnimation("Stage1")
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EndIf
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EndEvent
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EndState
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State DoNothing
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Event OnTriggerEnter(ObjectReference akActionRef)
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ObjectsInTrigger = self.GetTriggerObjectCount()
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EndEvent
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Event OnTrigger(ObjectReference triggerRef)
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EndEvent
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Event OnTriggerLeave(ObjectReference akActionRef)
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ObjectsInTrigger = self.GetTriggerObjectCount()
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If(ObjectsInTrigger == 0)
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GoToState("Inactive")
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PlayAnimation("Stage1")
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EndIf
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EndEvent
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EndState
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18
source/scripts/ccbgs_arspiketrapscript.psc
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source/scripts/ccbgs_arspiketrapscript.psc
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Scriptname ccBGS_ARSpikeTrapScript extends HazardBase
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{Script for the Ayleid spike trap (inherits from HazardBase)}
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Float Property fHazardInterval = 5.0 Auto
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Auto State CanHit
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Event OnTrapHit(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
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GoToState("CannotHit")
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If(isAngleAcceptable(afXVel, afYVel, afZVel))
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doLocalHit(akTarget, afXVel, afYVel, afZVel, afXPos, afYPos, afZPos, aeMaterial, abInitialHit, aeMotionType)
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EndIf
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RegisterForSingleUpdate(fHazardInterval)
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EndEvent
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EndState
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Event OnUpdate()
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GoToState("CanHit")
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EndEvent
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47
source/scripts/ccbgs_arswitchscript.psc
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47
source/scripts/ccbgs_arswitchscript.psc
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Scriptname ccBGS_ARSwitchScript extends ObjectReference
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{Shared script for Ayleid activator button}
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Bool Property bPlayerOnly = false Auto
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Bool Property bIsInDownState = false Auto
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Sound Property ActivateSound Auto
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Event OnLoad()
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SetDefaultState()
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EndEvent
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Event OnReset()
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SetDefaultState()
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EndEvent
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Function SetDefaultState()
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If(bIsInDownState)
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GoToState("PositionDown")
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PlayAnimation("ForceStage2")
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Else
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GoToState("PositionUp")
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PlayAnimation("Reset")
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EndIf
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EndFunction
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Auto State PositionUp
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Event OnActivate(ObjectReference akActionRef)
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GoToState("Busy")
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bIsInDownState = True
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ActivateSound.Play(self)
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PlayAnimationAndWait("Stage2", "TransitionComplete")
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GoToState("PositionDown")
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EndEvent
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EndState
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State PositionDown
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Event OnActivate(ObjectReference akActionRef)
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GoToState("Busy")
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bIsInDownState = False
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ActivateSound.Play(self)
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PlayAnimationAndWait("Stage1", "TransitionComplete")
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GoToState("PositionUp")
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EndEvent
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EndState
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State Busy
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EndState
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