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2 Commits
dcc1b25aec
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278c4cfefd
Author | SHA1 | Date | |
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278c4cfefd | |||
ea53444dbe |
@ -649,6 +649,7 @@ CommonLibSSE-NG by Ryan McKenzie, powerofthree, Charmed Baryon, and others
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Better Dialogue Controls by ecirbaf
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Unofficial Enderal Port (fs.dll) by Hishutup and FelesNoctis
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Shorter Grass by Fhaarkas
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CritterSpawn Congestion Fix by Excinerus
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Ghost Item Bug Fix for SkyUI by EdmanSA
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Drunk Sinking Head Idle Fix by KnightRangersGuild
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Book Covers Skyrim by DanielCoffey
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@ -1 +1 @@
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version = 2.0.12.5
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version = 2.0.13
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@ -151,15 +151,3 @@ Function TriggerAnimationSyncUpdate()
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RegisterForSingleUpdate(3.0)
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EndIf
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EndFunction
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Function UpdateFillPackages(Package akFillPackage) ; Version 2.0.8 Update
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Int i = 0
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While i < akCustomAnimPackageArray.Length
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akCustomAnimPackageArray[i] = akFillPackage
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i += 1
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EndWhile
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If Is3DLoaded()
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ResetAnimations()
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EndIf
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EndFunction
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@ -543,17 +543,6 @@ Function ClearPlayerAlias()
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EndFunction
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Function UpdateAarosCarryTraySpell() ; Version 2.0.8 Update
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If _00E_FS_NQ07_AarosREF.HasSpell(_00E_AbCarryDrinkTray_Old)
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_00E_FS_NQ07_AarosREF.RemoveSpell(_00E_AbCarryDrinkTray_Old)
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Wait(1.0)
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Int iCurStage = GetCurrentStageID()
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If iCurStage >= 35 && iCurStage < 50
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AarosAddSpell()
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EndIf
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EndIf
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EndFunction
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Function AskCreatePotion()
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If GetCurrentStageID() == 115
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@ -195,10 +195,6 @@ Function RegisterNewHousingObjectOffsets(Float fNewOffsetAngleZ, Float fNewOffse
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fStoredOffsetPositionZ = fNewOffsetPositionZ
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EndFunction
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Function Update_209()
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bStartTutorialShown = ((Self as Quest) as _00E_PlayerhousingTutorial).StartTutorialIsShown()
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EndFunction
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;=====================================================================================
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; CONTROLS
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@ -1,7 +1,7 @@
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Scriptname _00E_PlayerSetUpScript extends ObjectReference
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{Initializes all the necessary Quests, maintains the player, contains various OnPlayerLoadGame() failsafes. This script is important for proper updating, do not overwrite it.}
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Float Property CURRENT_PATCH_VERSION = 2.124 AutoReadOnly
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Float Property CURRENT_PATCH_VERSION = 2.13 AutoReadOnly
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;=====================================================================================
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@ -34,8 +34,6 @@ Event OnInit()
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EnableDisableKillmove()
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; Added in 1.5.8.0
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; starts all quests that are in the formlist
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Int iIndex = QuestsToStart.GetSize()
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While iIndex > 0
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@ -59,7 +57,7 @@ Event OnPlayerLoadGame()
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_00E_Func_CheckEnderalDLL.Run()
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Maintenance()
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If GetState() != "RealPlayer" ; Post-1.2.5.0 version update
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If GetState() != "RealPlayer"
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GoToState("RealPlayer")
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EndIf
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EndIf
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@ -74,114 +72,6 @@ State RealPlayer
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EndState
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;=====================================================================================
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; 2.0.6
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;=====================================================================================
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Function UpdateMQ12b_206()
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_00E_MQ12b_Functions MQ12bFunctions = Game.GetForm(0x2EBAD) as _00E_MQ12b_Functions
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Quest MQ15 = Game.GetFormFromFile(0x0002EBB0, "Skyrim.esm") as Quest
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If MQ12bFunctions.GetCurrentStageID() >= 135 && MQ15.GetCurrentStageID() < 5
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MQ12bFunctions.OldReenableDisabledNPC()
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EndIf
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EndFunction
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;=====================================================================================
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; 2.0.8
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;=====================================================================================
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Function Update_208()
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; Obsolete abilities cleanup
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_00E_FS_NQ07_Functions FS_NQ07_Quest = Game.GetFormFromFile(0x0001CA09, "Enderal - Forgotten Stories.esm") as _00E_FS_NQ07_Functions
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Int iFS_NQ07Stage = FS_NQ07_Quest.GetCurrentStageID()
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If iFS_NQ07Stage >= 5 && iFS_NQ07Stage < 410
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FS_NQ07_Quest.UpdateAarosCarryTraySpell()
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Else
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RemoveObsoleteSpell(0x0009A893, "Skyrim.esm", 0x000F649A, "Skyrim.esm")
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EndIf
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RemoveObsoleteSpell(0x0010D339, "Skyrim.esm", 0x000F649A, "Skyrim.esm")
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RemoveObsoleteSpell(0x0006FFAF, "Skyrim.esm", 0x000F6498, "Skyrim.esm")
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RemoveObsoleteSpell(0x000F64A0, "Skyrim.esm", 0x000F6498, "Skyrim.esm")
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; Refill _00E_AnimTest_SC package arrays where needed
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FillAnimTestPackages(0x00137889, "Skyrim.esm", 0x00070657, "Skyrim.esm")
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FillAnimTestPackages(0x0013788A, "Skyrim.esm", 0x00070657, "Skyrim.esm")
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FillAnimTestPackages(0x0013789F, "Skyrim.esm", 0x00070657, "Skyrim.esm")
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FillAnimTestPackages(0x001378A2, "Skyrim.esm", 0x00070657, "Skyrim.esm")
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FillAnimTestPackages(0x001378AA, "Skyrim.esm", 0x00070657, "Skyrim.esm")
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FillAnimTestPackages(0x001378AB, "Skyrim.esm", 0x00070657, "Skyrim.esm")
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FillAnimTestPackages(0x00147E12, "Skyrim.esm", 0x00070657, "Skyrim.esm")
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FillAnimTestPackages(0x00147E14, "Skyrim.esm", 0x00070657, "Skyrim.esm")
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FillAnimTestPackages(0x0010D336, "Skyrim.esm", 0x00070645, "Skyrim.esm")
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FillAnimTestPackages(0x0010D33B, "Skyrim.esm", 0x00070645, "Skyrim.esm")
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FillAnimTestPackages(0x00147DEA, "Skyrim.esm", 0x00070645, "Skyrim.esm")
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FillAnimTestPackages(0x00147E37, "Skyrim.esm", 0x00070645, "Skyrim.esm")
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; "Gypsy minstrels" update
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Keyword performSpotKwd = Game.GetFormFromFile(0x000FB905, "Skyrim.esm") as Keyword
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(Game.GetFormFromFile(0x00044EBC, "Skyrim.esm") as _00E_BardPlayInstrumentScript).LinkedPlayMarkerKeyword = performSpotKwd
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(Game.GetFormFromFile(0x00046D79, "Skyrim.esm") as _00E_GypsyMinstrelsControlScript).UpdateWaypoint()
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EndFunction
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Function RemoveObsoleteSpell(Int idNPC, String esmNPC, Int idSpell, String esmSpell)
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Spell obsoleteSpell = Game.GetFormFromFile(idSpell, esmSpell) as Spell
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(Game.GetFormFromFile(idNPC, esmNPC) as Actor).RemoveSpell(obsoleteSpell)
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EndFunction
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Function FillAnimTestPackages(Int idNPC, String esmNPC, Int idPackage, String esmPackage)
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Package newPackage = Game.GetFormFromFile(idPackage, esmPackage) as Package
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(Game.GetFormFromFile(idNPC, esmNPC) as _00E_AnimTest_SC).UpdateFillPackages(newPackage)
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EndFunction
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;=====================================================================================
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; 2.0.10
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;=====================================================================================
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Function Update_210()
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Spell abSoulcaller = Game.GetFormFromFile(0x002F0EA, "Enderal - Forgotten Stories.esm") as Spell
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If PlayerREF.HasSpell(abSoulcaller)
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PlayerREF.RemoveSpell(abSoulcaller)
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Utility.Wait(1)
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PlayerREF.AddSpell(abSoulcaller, False)
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EndIf
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Perk perkBloodlust = Game.GetFormFromFile(0x00069D38, "Skyrim.esm") as Perk
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_ResetPerk(perkBloodlust)
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_00E_PlayerhousingMaster.GetMaster().Update_209()
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; Previous versions may have silence tracks stuck
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Levelsystem.RemoveSilence()
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EndFunction
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;=====================================================================================
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; 2.0.12
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;=====================================================================================
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Function Update_212()
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PlayerREF.AddPerk(Game.GetFormFromFile(0x14CF8, "Enderal - Forgotten Stories.esm") as Perk) ; _00E_SE_WerewolfBlockFurniturePerk
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PlayerREF.AddPerk(Game.GetFormFromFile(0x14CFA, "Enderal - Forgotten Stories.esm") as Perk) ; _00E_SE_DismantlePerk
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PlayerREF.AddPerk(Game.GetFormFromFile(0x14CF9, "Enderal - Forgotten Stories.esm") as Perk) ; _00E_SE_2_0_12_UpgradePerk
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EndFunction
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Function Update_212_hotfix1()
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Quest rNQ05 = Game.GetFormFromFile(0x1C82F, "Enderal - Forgotten Stories.esm") as Quest
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if rNQ05.GetCurrentStageID() >= 30 && rNQ05.GetCurrentStageID() < 40
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PlayerREF.AddPerk(Game.GetFormFromFile(0x14CF6, "Enderal - Forgotten Stories.esm") as Perk) ; _00E_FS_NQ05_CraftPotionPerk
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endif
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Quest rNQ07 = Game.GetFormFromFile(0x1CA09, "Enderal - Forgotten Stories.esm") as Quest
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if rNQ07.GetCurrentStageID() == 115
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PlayerREF.AddPerk(Game.GetFormFromFile(0x14CF7, "Enderal - Forgotten Stories.esm") as Perk) ; _00E_FS_NQ07_CraftPotionPerk
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endif
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EndFunction
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;=====================================================================================
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; ALL UPDATES
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;=====================================================================================
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@ -259,28 +149,14 @@ endfunction
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Function Maintenance()
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if fPatchVersion <= 1.62
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if fPatchVersion <= 2.13
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Debug.MessageBox("A savegame was loaded which was made before the release of Enderal SE. In this save, several new features won't be available and there is a chance that you'll encounter grave bugs. Please, start a new game.")
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Game.QuitToMainMenu()
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return
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;Game.QuitToMainMenu()
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;return
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endif
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if fPatchVersion < CURRENT_PATCH_VERSION
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If fPatchVersion < 2.06
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UpdateMQ12b_206()
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EndIf
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If fPatchVersion < 2.08
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Update_208()
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EndIf
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If fPatchVersion < 2.10
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Update_210()
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EndIf
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If fPatchVersion < 2.12
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Update_212()
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EndIf
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If fPatchVersion < 2.121
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Update_212_hotfix1()
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EndIf
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;
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fPatchVersion = CURRENT_PATCH_VERSION
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endif
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@ -1,5 +1,4 @@
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scriptName CritterSpawn extends ObjectReference
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{MODIFIED BY STEVE40 and USKP}
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import Critter
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import Utility
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@ -42,189 +41,292 @@ float property fLeashOverride auto
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bool property bSpawnInPrecipitation auto
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{Should this critter spawn in rain/snow? DEFAULT: FALSE}
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Bool property bAllowRespawn = true auto
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Bool property bReducedRespawn = true auto
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;----------------------------------------------
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; Constants (shouldn't need to modify these)
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;----------------------------------------------
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float fCheckPlayerDistanceTime = 2.0
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;----------------------------------------------
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; Variables to keep track of spawned critters
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;----------------------------------------------
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int property iCurrentCritterCount = 0 auto hidden
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bool bLooping
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bool bPrintDebug = FALSE ; should usually be set to false.
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int recursions
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; Do initial stuff when my 3D has loaded up.
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EVENT OnCellAttach() ; USKP 1.3.3 - Changed from OnLoad() to be more reliable, especially in interior cells.
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; The Spawner will register for update and periodically check whether the player is close or not
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; - JOEL REFACTOR - Going to use onLoad() & onUnload() instead of states?
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; GotoState("WaitingForPlayer")
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; - JOEL REFACTOR - also no longer need to update
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; RegisterForSingleUpdate(fCheckPlayerDistanceTime)
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if bPrintDebug == TRUE
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; debug.trace("spawner " + self + " loaded.")
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recursions = 0
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int property iCurrentCritterCount = 0 auto hidden ; not used, set to -1 to break vanilla spawner while loops
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bool bLooping = false ; reintroduced to catch baked runaway loops
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float extraWaitTime = 0.0 ; extra time in seconds before trying again
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float property fCheckPlayerDistanceTime = 2.0 auto hidden
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int property iSpawnedCritterCount = 0 auto hidden
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int property iDeadCritterCount = 0 auto hidden
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int property iRespawnDelay = 6 auto hidden
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bool property isSpawning = false auto hidden
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bool property shouldTryAgain = false auto hidden
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actor property PlayerRef auto
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bool bPrintDebug = FALSE
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Cell _ParentCell
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Cell property ParentCell
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Cell function get()
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if !_ParentCell
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_ParentCell = self.GetParentCell()
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endif
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return _ParentCell
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endFunction
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endproperty
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bool Function VanillaLoopBreak()
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if (bLooping || iCurrentCritterCount>0)
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; breaking OnCellAttach runaway loop in baked vanilla functions
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bLooping = false
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; breaking SpawnInitialCritterBatch runaway loop in baked vanilla and uskp functions
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iCurrentCritterCount = 0
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Debug.Trace("CritterSpawn : Runaway Spawner warning :" + self);
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return true
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endif
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return false
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EndFunction
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Function SpawnInitialCritterBatch()
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VanillaLoopBreak()
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endFunction
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; set our control bool to start the loop
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bLooping = TRUE
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while bLooping
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if bPrintDebug
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recursions += 1
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; debug.trace("spawner " + self + " while loop #" + recursions)
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EVENT OnCellAttach()
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VanillaLoopBreak()
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; the spawner will attach to a cell, this can be the cell we just teleported to (door) or one that loaded in the distance
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; shouldSpawn() will check if the spawner should start spawning critters, wait a bit or do nothing
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iSpawnedCritterCount = 0
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iDeadCritterCount = 0
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isSpawning = false
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shouldTryAgain = true
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if shouldSpawn()
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SpawnABatchOfCritters()
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elseif shouldTryAgain
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;randomize the update time so we're less likely to have synchronized spawners asking for updates
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RegisterForSingleUpdate(fCheckPlayerDistanceTime * Randomfloat(1.0,1.5))
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endif
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if !shouldSpawn()
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; wait a bit, then see if the player is close again.
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; Removing this to eliminate some TPLOG spam
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; ; debug.TraceConditional("player not yet near spawner " + self, bPrintDebug)
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utility.wait(fCheckPlayerDistanceTime)
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else
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; ; debug.TraceConditional("spawner " + self + " ready to spawn!!!", bPrintDebug)
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; player must be nearby - spawn our initial critters
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; don't follow up as we no longer wish to re-generate new critters until the player leaves entirely
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spawnInitialCritterBatch()
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bLooping = FALSE
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endif
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endWhile
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endEVENT
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event OnUpdate()
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VanillaLoopBreak()
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if (iSpawnedCritterCount < iMaxCritterCount*10)
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if shouldSpawn()
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SpawnABatchOfCritters()
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elseif shouldTryAgain
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RegisterForSingleUpdate(fCheckPlayerDistanceTime + extraWaitTime )
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endif
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endif
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endEvent
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EVENT onUnload()
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; when our 3D unloads, stop looping until loaded again.
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bLooping = FALSE
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; ; debug.TraceConditional("spawner " + self + " unloading due to onUnload() EVENT.", bPrintDebug)
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shouldTryAgain = false
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UnregisterForUpdate()
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endEVENT
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EVENT onCellDetach()
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bLooping = FALSE
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; ; debug.TraceConditional("spawner " + self + " unloading due to onCellDetach() EVENT.", bPrintDebug)
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shouldTryAgain = false
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UnregisterForUpdate()
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endEVENT
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Function SpawnInitialCritterBatch()
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; How many do we need to spawn?
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int icrittersToSpawn = iMaxCritterCount - iCurrentCritterCount
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Function SpawnABatchOfCritters()
|
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VanillaLoopBreak()
|
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; Important note here, even if the instance locking this thread gets dumped midway leaving the thread locked
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; this wouldn't leave threads wait()ing in the stacks, they'll just keep reregistering every iSpawnedCritterCount
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; and just won't spawn anything, the whole thing will be fixed when the spawner is unloaded and loaded again
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; Create that many critters
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int i = 0;
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while (i < icrittersToSpawn)
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; Create one critter at a time
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SpawnCritter()
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if (! isSpawning && iSpawnedCritterCount < iMaxCritterCount*10)
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isSpawning = true
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; Wait a bit before the next spawn
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;Wait(fFastSpawnInterval)
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; Next
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i = i + 1
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endWhile
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;if not using the Fixed critter script there's no way to prevent over-reported critter deaths, but we'll cap spawns anyway to the max value
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if (iDeadCritterCount > iSpawnedCritterCount)
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iDeadCritterCount = iSpawnedCritterCount
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endIf
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||||
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||||
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int spawnAttempts = iMaxCritterCount - iSpawnedCritterCount + iDeadCritterCount
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||||
|
||||
;limiting amount of respawns by distance
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if (iDeadCritterCount>0 && bReducedRespawn)
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spawnAttempts = 1
|
||||
endif
|
||||
|
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while (spawnAttempts)
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if (SpawnCritterAtRef(self))
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iSpawnedCritterCount += 1
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endif
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spawnAttempts -=1
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endWhile
|
||||
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isSpawning = false
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||||
if (iMaxCritterCount - iSpawnedCritterCount + iDeadCritterCount)
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||||
;we couldn't spawn enough critters, or the player is currently killing them : try a bit later
|
||||
QueueAdditionalSpawns()
|
||||
endIf
|
||||
endIf
|
||||
endFunction
|
||||
|
||||
|
||||
function QueueAdditionalSpawns()
|
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VanillaLoopBreak()
|
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if (!isSpawning && iSpawnedCritterCount < iMaxCritterCount*10)
|
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UnregisterForUpdate()
|
||||
RegisterForSingleUpdate(1+ (1+iSpawnedCritterCount) * iRespawnDelay )
|
||||
endif
|
||||
endFunction
|
||||
|
||||
; Called by critters when they die
|
||||
Event OnCritterDied()
|
||||
; Decrement current critter count, next time OnUpdate
|
||||
; gets called, we'll spawn a new one
|
||||
if iCurrentCritterCount > 0
|
||||
iCurrentCritterCount -= 1; faster [USKP 2.0.1]
|
||||
elseif iCurrentCritterCount < 0
|
||||
; iCurrentCritterCount must be in the negatives. Something is up, but for now increment towards zero
|
||||
iCurrentCritterCount = 0; earler saves with failed deletions [USKP 2.0.1]
|
||||
VanillaLoopBreak()
|
||||
if iDeadCritterCount < iSpawnedCritterCount
|
||||
iDeadCritterCount += 1
|
||||
else
|
||||
;iDeadCritterCount is overflowing for some reason
|
||||
;increase the spawned Critter count instead so the queue keeps getting postponed until the script shuts down
|
||||
iSpawnedCritterCount = iDeadCritterCount
|
||||
Debug.Trace("CritterSpawn : iDeadCritterCount overflowing " + iDeadCritterCount);
|
||||
|
||||
endif
|
||||
; a critter died, if we're not currently spawning, try to refresh the queue or push back the delay
|
||||
QueueAdditionalSpawns()
|
||||
endEvent
|
||||
|
||||
; Spawns one Critter
|
||||
bool Function SpawnCritter()
|
||||
if (iCurrentCritterCount < iMaxCritterCount) && (iCurrentCritterCount >= 0)
|
||||
; Go ahead with the actual spawn
|
||||
return SpawnCritterAtRef(self)
|
||||
;/// [USKP 2.0.1] moved into SpawnCritterAtRef
|
||||
; Increment count
|
||||
iCurrentCritterCount = iCurrentCritterCount + 1
|
||||
return true
|
||||
///;
|
||||
elseif iCurrentCritterCount < 0
|
||||
; debug.trace("("+self+") has invalid iCurrentCritterCount of "+iCurrentCritterCount+", abort!")
|
||||
; turn off loop
|
||||
bLooping = FALSE
|
||||
else
|
||||
; debug.trace("("+self+") SpawnCritter() failed because iCurrentCritterCount is "+iCurrentCritterCount)
|
||||
; ;debug.trace("("+self+") iMaxCritterCount: "+iMaxCritterCount)
|
||||
endif
|
||||
|
||||
return False ; [USKP 1.3.1] to help eliminate log spam and potential long term save bloating.
|
||||
endFunction
|
||||
|
||||
; Spawns one Critter at a specific location
|
||||
; returns true on success [USKP 2.0.1]
|
||||
;
|
||||
bool Function SpawnCritterAtRef(ObjectReference arSpawnRef)
|
||||
|
||||
if VanillaLoopBreak()
|
||||
return false
|
||||
endif
|
||||
; Pick a random critter type
|
||||
Activator critterType = CritterTypes.GetAt(RandomInt(0, CritterTypes.GetSize() - 1)) as Activator
|
||||
|
||||
if critterType == none
|
||||
; STEVE40+USKP extra check
|
||||
if critterType
|
||||
Critter critty = arSpawnRef.PlaceAtMe(critterType, 1, false, true) as Critter
|
||||
if critty
|
||||
critty.SetInitialSpawnerProperties(fLeashLength, fLeashHeight, fLeashDepth, fMaxPlayerDistance + fLeashLength, self)
|
||||
return true
|
||||
endif
|
||||
else
|
||||
Debug.Trace("CritterSpawn :" + arSpawnRef + " attempted to spawn a bad critter type, check the contents of " + CritterTypes );
|
||||
return false
|
||||
endif
|
||||
|
||||
; Create the critter and cast it to the critter base class
|
||||
ObjectReference critterRef = arSpawnRef.PlaceAtMe(critterType, 1, false, true)
|
||||
Critter thecritter = critterRef as Critter
|
||||
return false
|
||||
|
||||
if thecritter == none
|
||||
; STEVE40+USKP extra check
|
||||
endFunction
|
||||
|
||||
|
||||
float Function GetPlayerDistance() ; Caches player reference too
|
||||
|
||||
if VanillaLoopBreak()
|
||||
return fMaxPlayerDistance + 1
|
||||
endif
|
||||
if !PlayerRef
|
||||
PlayerRef = Game.GetPlayer()
|
||||
endif
|
||||
return PlayerRef.GetDistance(self)
|
||||
endFunction
|
||||
|
||||
bool Function ShouldSpawn()
|
||||
if VanillaLoopBreak()
|
||||
return false
|
||||
endif
|
||||
if (iSpawnedCritterCount >= iMaxCritterCount*10)
|
||||
shouldTryAgain = false
|
||||
return false
|
||||
endif
|
||||
|
||||
; Set initial variables on the critter
|
||||
; ; Debug.TraceConditional("Spawner " + self + " is creating Critter " + thecritter, bPrintDebug);
|
||||
thecritter.SetInitialSpawnerProperties(fLeashLength, fLeashHeight, fLeashDepth, fMaxPlayerDistance + fLeashLength, self)
|
||||
if (!bAllowRespawn && (iSpawnedCritterCount >= iMaxCritterCount))
|
||||
shouldTryAgain = false
|
||||
return false
|
||||
endif
|
||||
|
||||
; Increment count [USKP 2.0.1]
|
||||
iCurrentCritterCount += 1
|
||||
if ParentCell != none
|
||||
float distance = GetPlayerDistance()
|
||||
if !self.is3dLoaded() || ( distance > fMaxPlayerDistance)
|
||||
extraWaitTime = 2.0
|
||||
return false
|
||||
else
|
||||
if (bReducedRespawn && iDeadCritterCount > 0 && distance <= fMaxPlayerDistance*0.75 )
|
||||
if (Randomfloat(1 )>0.99 && !PlayerRef.HasLos(self))
|
||||
extraWaitTime = 0.0
|
||||
else
|
||||
extraWaitTime = 2.0
|
||||
return false
|
||||
endif
|
||||
else
|
||||
extraWaitTime = 0.0
|
||||
endif
|
||||
endIf
|
||||
return IsActiveTime() && CustomCheck()
|
||||
else
|
||||
shouldTryAgain = false
|
||||
return false
|
||||
endif
|
||||
endFunction
|
||||
|
||||
function SetExtraWaitTime(float t)
|
||||
extraWaitTime = t
|
||||
endFunction
|
||||
function ClearExtraWaitTime()
|
||||
extraWaitTime = 0
|
||||
endFunction
|
||||
|
||||
|
||||
;Custom method to override in custom scripts
|
||||
bool Function CustomCheck()
|
||||
return true
|
||||
endFunction
|
||||
|
||||
; Utility method that returns the player's distance
|
||||
float Function GetPlayerDistance()
|
||||
return Game.GetPlayer().GetDistance(self)
|
||||
endFunction
|
||||
|
||||
; Utility method that tells the spawner whether it should spawn critters
|
||||
bool Function ShouldSpawn()
|
||||
;DREW - Added an extra safety measure for if the object is stuck in the spawn check loop while the 3d is not loaded
|
||||
; NOTE - is3dLoaded dumps an error when the 3d is not loaded, but the function still returns false which should
|
||||
; set bLooping to false and jump out of the bLooping While, at which point no additional errors will be thrown
|
||||
; GetParentCell check first helps avoid error log in exteriors? [USKP 2.0.1]
|
||||
if self.GetParentCell() && self.is3dLoaded()
|
||||
if !(GetPlayerDistance() <= fMaxPlayerDistance)
|
||||
return false
|
||||
endIf
|
||||
; Otherwise, base value on time of day (no handling of wrap around though...)
|
||||
return IsActiveTime()
|
||||
else ;if the 3d is not loaded jump out of the looped state. Just an extra safety measure.
|
||||
; ;debug.Trace(self + ": should be setting bLooping to False")
|
||||
bLooping = FALSE
|
||||
bool Function IsActiveTime()
|
||||
if VanillaLoopBreak()
|
||||
return false
|
||||
endif
|
||||
endFunction
|
||||
bool binTimeRange = (fEndSpawnTime != fStartSpawnTime) ;dont bother reading or checking for Gamehour if not timeframe is set
|
||||
|
||||
bool Function IsActiveTime()
|
||||
bool binTimeRange = false
|
||||
if (binTimeRange)
|
||||
if GameHour
|
||||
float GameHourf = GameHour.GetValue()
|
||||
if (fEndSpawnTime >= fStartSpawnTime)
|
||||
binTimeRange = (GameHourf >= fStartSpawnTime) && (GameHourf < fEndSpawnTime)
|
||||
else
|
||||
binTimeRange = (GameHourf >= fStartSpawnTime) || (GameHourf < fEndSpawnTime)
|
||||
endIf
|
||||
else
|
||||
shouldTryAgain = false ;spawner not set up properly, stop it
|
||||
Debug.Trace("CritterSpawn :" + self + " spawner not set up properly, has a timerane while missing the GameHourf property");
|
||||
|
||||
return false
|
||||
endif
|
||||
endif
|
||||
|
||||
if (binTimeRange)
|
||||
if (bSpawnInPrecipitation) ;dont check for weather condition if not needed
|
||||
return true;
|
||||
else
|
||||
Weather W = Weather.GetCurrentWeather()
|
||||
return !W || (W.GetClassification() < 2)
|
||||
endif
|
||||
endif
|
||||
|
||||
; BUGFIX BY STEVE40 - I found one case in Hearthfire where Bethesda didn't set the GameHour property on the script, causing it to spam the logs
|
||||
if GameHour == none
|
||||
bLooping = False ; kill the script
|
||||
return false
|
||||
endIf
|
||||
|
||||
if (fEndSpawnTime >= fStartSpawnTime)
|
||||
binTimeRange = (GameHour.GetValue() >= fStartSpawnTime) && (GameHour.GetValue() < fEndSpawnTime)
|
||||
else
|
||||
binTimeRange = (GameHour.GetValue() >= fStartSpawnTime) || (GameHour.GetValue() < fEndSpawnTime)
|
||||
endIf
|
||||
return binTimeRange && ((Weather.GetCurrentWeather() == none) || \
|
||||
(Weather.GetCurrentWeather().GetClassification() < 2) || \
|
||||
(bSpawnInPrecipitation == TRUE))
|
||||
endFunction
|
||||
|
Loading…
Reference in New Issue
Block a user