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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_Func_WaitForRef.WaitForReferenceToLoad(self)
ResetOnLoad()
EndFunction