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Scriptname _00E_TimeControl Hidden
Function SkipTimeToHour(Float fNewHourOfDay, Float fMinHoursToSkip = 0.0) Global
{Progresses the current in-game time to the desired hour (and optionally, by no less than fMinHoursToSkip hours), moving to the next day if needed}
GlobalVariable GameHourVar = Game.GetForm(0x38) as GlobalVariable
Float fCurHour = GameHourVar.GetValue()
If fNewHourOfDay <= fCurHour
fNewHourOfDay += 24.0 ; Go to the next day
EndIf
If (fNewHourOfDay - fCurHour) < fMinHoursToSkip
fNewHourOfDay += 24.0 ; Go to the next day
EndIf
GameHourVar.SetValue(fNewHourOfDay)
GameHourVar.SendModEvent("TimeSkip")
EndFunction
;/ Unused
Function SkipHours(Float fHoursToSkip) Global
{Progresses the current in-game time by fHoursToSkip hours}
GlobalVariable GameHourVar = Game.GetForm(0x38) as GlobalVariable
GameHourVar.SetValue(GameHourVar.GetValue() + fHoursToSkip)
GameHourVar.SendModEvent("TimeSkip")
EndFunction
/;
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 HourIsInRange(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
Float Function AdjustTimePeriodByEngineTimerError(Float fUnadjustedPeriod) Global
; In SE, the game time runs slower than the real time by about 2.5/60 second
Return fUnadjustedPeriod - (2.5 * Math.Floor(fUnadjustedPeriod) / 60.0)
EndFunction