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@ -4,7 +4,7 @@ Event OnEffectStart(Actor akTarget, Actor akCaster)
akTarget.AddPerk(PerkToAdd)
_00E_QuestFunctions.PrintDebugMessage("_00E_AddingPerk has perk.")
_00E_Debug.log("_00E_AddingPerk has perk.")
endevent

@ -46,7 +46,7 @@ EndFunction
Function PlayKissAnimation()
_00E_QuestFunctions.EndWerewolfModeWhenTransformed()
_FS_TheriantrophistControlQuest.TransformBackIfTransformed()
If Player.GetRace() == HighElfRace
fPlayerScale = _00E_SetActorScale.Change(PlayerREF, 0.92)

@ -0,0 +1,5 @@
Scriptname _00E_Debug Hidden
Function log(String msg) Global
; Do nothing (override _00E_Debug with implementation)
EndFunction

@ -2,6 +2,6 @@ Scriptname _00E_Debug_OnTranslationPrint extends ReferenceAlias
Event OnTranslationFailed()
_00E_QuestFunctions.PrintDebugMessage("Translation failed for " + Self.GetActorReference().GetActorBase().GetName())
_00E_Debug.log("Translation failed for " + Self.GetActorReference().GetActorBase().GetName())
EndEvent
EndEvent

@ -28,7 +28,7 @@ Function SetUpDreamScene()
PlayerREF.MoveTo(PlayerStartMarkerNew)
SkyrimStormRain.ForceActive(True)
_00E_QuestFunctions.DisableReferenceFormList(FS_MQ18c_StuffToDisable)
_00E_Func_ReferenceFormList.Disable(FS_MQ18c_StuffToDisable)
; if Player.GetSex() == 1
; FS_MQ18c_PlayerREF.Disable()

@ -0,0 +1,30 @@
Scriptname _00E_Func_HourIsInRange Hidden
Float Function NormalizeHour(Float fHour) Global
If fHour >= 24.0
Return (fHour - 24.0)
ElseIf fHour < 0.0
Return (fHour + 24.0)
Else
Return fHour
EndIf
EndFunction
Bool Function Run(Float fHour, Float fHourStart, Float fHourEnd) Global
; "Smart" test for fHour being withing a range.
; Works both with "day" ranges (e.g., 06:00- 20:00) and with "night" ranges (e.g., 21:00-06:00)
fHour = NormalizeHour(fHour)
fHourStart = NormalizeHour(fHourStart)
fHourEnd = NormalizeHour(fHourEnd)
If fHourStart <= fHourEnd ; Something like 06:00 - 20:00
Return (fHour >= fHourStart && fHour < fHourEnd)
Else ; Something like 20:00 - 06:00
Return (fHour >= fHourStart || fHour < fHourEnd)
EndIf
EndFunction

@ -0,0 +1,41 @@
Scriptname _00E_Func_ReferenceFormList Hidden
Function Enable(FormList referenceList) Global
Int nItems = referenceList.GetSize()
Int i = 0
If nItems < 128 && nItems > 1
Form[] refArray = referenceList.ToArray()
While i < nItems
(refArray[i] as ObjectReference).EnableNoWait()
i += 1
EndWhile
Else
While i < nItems
(referenceList.GetAt(i) as ObjectReference).EnableNoWait()
i += 1
EndWhile
EndIf
EndFunction
Function Disable(FormList referenceList) Global
Int nItems = referenceList.GetSize()
Int i = 0
If nItems < 128 && nItems > 1
Form[] refArray = referenceList.ToArray()
While i < nItems
(refArray[i] as ObjectReference).DisableNoWait()
i += 1
EndWhile
Else
While i < nItems
(referenceList.GetAt(i) as ObjectReference).DisableNoWait()
i += 1
EndWhile
EndIf
EndFunction

@ -0,0 +1,41 @@
Scriptname _00E_Func_SafeMove Hidden
Function SafeMoveTo(ObjectReference refToMove, ObjectReference targetRef, Bool bFadeIn = False) Global
; A safer way to move an object reference to another ref than just MoveTo.
; Mostly for actors to take their intended positions.
; It's better for the actor to be already running a package that moves them to targetRef at the moment this function is called.
refToMove.Disable()
refToMove.MoveTo(targetRef)
refToMove.Enable(bFadeIn)
EndFunction
Function SafeMoveTo_NoWait(ObjectReference refToMove, ObjectReference targetRef, Bool bFadeIn = False) Global
; A safer way to move an object reference to another ref than just MoveTo (without waiting for it to be fully enabled).
; Mostly for actors to take their intended positions.
; It's better for the actor to be already running a package that moves them to targetRef at the moment this function is called.
refToMove.Disable()
refToMove.MoveTo(targetRef)
refToMove.EnableNoWait(bFadeIn)
EndFunction
Bool Function DistanceFailsafeMoveTo(ObjectReference refToMove, ObjectReference targetRef, Float fTooFarDistance) Global
; Moves refToMove to targetRef if refToMove is not within fTooFarDistance from targetRef.
; Mostly for character travel failsafes in scenes.
; Debug.Trace("FailsafeMoveTo: refToMove = " + refToMove + "; d = " + refToMove.GetDistance(targetRef))
If refToMove.GetDistance(targetRef) >= fTooFarDistance
refToMove.MoveTo(targetRef)
; Debug.Trace("FailsafeMoveTo: refToMove = " + refToMove + " force-moved to marker")
Return True
Else
Return False
EndIf
EndFunction

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