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Scriptname _00E_Smoking_CrossLeggedMarkerScript extends activemagiceffect
visualeffect property _00E_Smoking_PipeSmokingSmokeExhaleEffect auto
Spell Property _00E_Smoking_CrossLeggedMarkerSP Auto
Actor Target
Int AnimationStage
Bool bIsFinished
Event OnEffectStart(Actor akTarget, Actor akCaster)
; Debug.Trace(self + ": OnEffectStart, " + akTarget)
Target = akTarget
GotoState("Smoking")
EndEvent
state Smoking
event OnBeginState()
; Debug.Trace(self + ": Registering for updates, " + Target)
AnimationStage = 0
RegisterForSingleUpdate(1.5)
RegisterForSleep()
endevent
Event OnUpdate()
if bIsFinished
UnregisterForUpdate()
UnregisterForSleep()
GotoState("")
return
endif
_LockAnimationUpdates()
If AnimationStage == 0 && Target.GetSitState() != 3
; Debug.Trace(self + ": OnUpdate, " + Target + ", stage " + AnimationStage + ", waiting...")
RegisterForSingleUpdate(1.0)
ElseIf bIsFinished == False
AnimationStage += 1
; Debug.Trace(self + ": OnUpdate, " + Target + ", stage " + AnimationStage)
If AnimationStage == 1
Target.SetHeadtracking(False)
Target.SetDontMove(True)
Debug.SendAnimationEvent(Target, "pipesmokingcrossleggedstartblaze")
Debug.SendAnimationEvent(Target, "pipesmokingcrossleggedblazed")
RegisterForSingleUpdate(2.5)
ElseIf AnimationStage == 2
Debug.SendAnimationEvent(Target, "pipesmokingcrosslegged")
_00E_Smoking_PipeSmokingSmokeExhaleEffect.Play(Target, -1 as Float, none)
EndIf
EndIf
_UnlockAnimationUpdates()
EndEvent
Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
; Debug.Trace(self + ": OnSleepStart, " + Target)
if bIsFinished
UnregisterForSleep()
UnregisterForUpdate()
GotoState("")
return
endif
; Force reset of the animations to make the NPC re-enter the furniture (if it wishes).
; Fixes NPCs creeping away from the furniture while the player is sleeping in the same location.
_LockAnimationUpdates()
If bIsFinished == False
UnregisterForUpdate()
StopAnimations(True)
Target.RemoveSpell(_00E_Smoking_CrossLeggedMarkerSP)
EndIf
_UnlockAnimationUpdates()
EndEvent
Event OnCellDetach()
GotoState("")
endEvent
endstate
Event OnCellAttach()
If ! bIsFinished
GotoState("Smoking")
endif
endEvent
Event OnPackageChange(Package akOldPackage)
; Debug.Trace(self + ": OnPackageChange, " + Target + ", old package " + akOldPackage)
; Failsafe auto-stop smoking on package change
if Target
Target.RemoveSpell(_00E_Smoking_CrossLeggedMarkerSP)
endif
EndEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)
; Debug.Trace(self + ": OnEffectFinish, " + Target)
bIsFinished = True
Target.RemoveSpell(_00E_Smoking_CrossLeggedMarkerSP)
_LockAnimationUpdates()
StopAnimations(False)
_UnlockAnimationUpdates()
Target = None
EndEvent
Function StopAnimations(Bool bQuickStop)
If AnimationStage > 0
If bQuickStop
Debug.SendAnimationEvent(Target, "IdleForceDefaultState")
Else
Debug.SendAnimationEvent(Target, "pipesmokingcrossleggedexit")
EndIf
If AnimationStage > 1
_00E_Smoking_PipeSmokingSmokeExhaleEffect.Stop(Target)
EndIf
Target.SetHeadtracking(True)
If bQuickStop == False
Utility.Wait(2.5)
Debug.SendAnimationEvent(Target, "IdleForceDefaultState")
EndIf
Target.SetDontMove(False)
AnimationStage = 0
EndIf
EndFunction
Bool _bAnimationUpdatesLocked = False
Function _LockAnimationUpdates()
While _bAnimationUpdatesLocked
Utility.Wait(0.1)
EndWhile
_bAnimationUpdatesLocked = True
EndFunction
Function _UnlockAnimationUpdates()
_bAnimationUpdatesLocked = False
EndFunction