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Scriptname FXfakeCritterScript extends ObjectReference
{Make fake critters shootable}
container Property myContainer Auto
Flora Property myFlora Auto
ingredient Property myIngredient Auto
potion Property myFood Auto
string Property myLocationOffset Auto
string Property myFakeForceExplosionOffset Auto
Explosion Property myExplosion Auto
Explosion Property myFakeForceExplosion Auto
objectReference myContainerRef
objectReference myIngredientRef
objectReference myExplosionRef
objectReference myFakeForceExplosionRef
objectReference myFloraRef
int Property numberOfIngredientsOnCatch Auto
int doOnce
import utility
int property hoursBeforeReset = 72 auto
bool readyToReset
;USSEP 4.2.0 Bug #26841
Event OnActivate(ObjectReference akActionRef)
self.disable()
if myFood
akActionRef.additem(myFood, numberOfIngredientsOnCatch)
endif
if myIngredient
akActionRef.additem(myIngredient, numberOfIngredientsOnCatch)
endif
RegisterForSingleUpdateGameTime(hoursBeforeReset)
;! utility.waitGameTime(hoursBeforeReset)
;! readyToReset = TRUE
EndEvent
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
;~ debug.trace(self + " hit!!!!!!1")
if akAggressor == game.getplayer()
if doOnce == 0
doOnce = 1
if myContainer
if myContainerRef
; [USKP 2.0.1] fix persistent reference to previous object
myContainerRef.delete()
endif
myContainerRef = self.placeAtMe(myContainer, 1, false, true)
utility.wait(0.01)
myContainerRef.enable(false)
myContainerRef.MoveToNode(self, myLocationOffset)
endIf
if myFlora
if myFloraRef
; [USKP 2.0.1] fix persistent reference to previous object
myFloraRef.delete()
endif
myFloraRef = self.placeAtMe(myFlora, 1, false, true)
utility.wait(0.01)
myFloraRef.enable(false)
myFloraRef.MoveToNode(self, myLocationOffset)
endIf
;if myIngredient
; myIngredientRef = self.placeAtMe(myIngredient)
; myIngredientRef.MoveToNode(self, myLocationOffset)
;endIf
; If myExplosion
; myExplosionRef = self.placeAtMe(myExplosion)
; myExplosionRef.MoveToNode(self, myLocationOffset)
; endIf
; If myFakeForceExplosion
; myFakeForceExplosionRef = self.placeAtMe(myFakeForceExplosion)
; myFakeForceExplosionRef.MoveToNode(self, myFakeForceExplosionOffset)
; endIf
utility.wait(0.1)
self.disable()
RegisterForSingleUpdateGameTime(hoursBeforeReset)
;! utility.waitGameTime(hoursBeforeReset)
;! readyToReset = TRUE
endIf
endIf
ENDEVENT
EVENT onCellAttach()
if readyToReset == TRUE
;~ debug.trace(self + "onCellAttach() readyToReset")
UnregisterForUpdateGameTime()
doOnce = 0 ; [USKP 1.2.7] new instance not empty
enable()
if myContainerRef
myContainerRef.disable()
myContainerRef.delete() ; [USKP 1.3.0] This was a PlaceAtMe object.
myContainerRef = None; [USKP 2.0.1] fix persistent reference to deleted object
endif
if myFloraRef
myFloraRef.disable()
myFloraRef.delete() ; [USKP 1.3.0] This was a PlaceAtMe object.
myFloraRef = None; [USKP 2.0.1] fix persistent reference to deleted object
endif
if myIngredientRef
myIngredientRef.disable()
myIngredientRef.delete() ; [USKP 1.3.0] This was a PlaceAtMe object.
myIngredientRef = None; [USKP 2.0.1] fix persistent reference to deleted object
endif
readyToReset = FALSE
elseif !isDisabled()
if myContainerRef && myContainerRef.isDisabled()
; [USKP 2.0.1] fix persistent reference to deleted/disabled object
myContainerRef.delete()
myContainerRef = None
endif
if myFloraRef && myFloraRef.isDisabled()
; [USKP 2.0.1] fix persistent reference to deleted/disabled object
myFloraRef.delete()
myFloraRef = None
endif
if myIngredientRef && myIngredientRef.isDisabled()
; [USKP 2.0.1] fix persistent reference to deleted/disabled object
myIngredientRef.delete()
myIngredientRef = None
endif
endif
ENDEVENT
;/*** [USKP 2.0.1]
;* reduce save bloat
;* onCellAttach pending readyToReset on old saves
;* onCellAttach may not occur, as player may never re-visit
;* credit BlueDanieru
/;
EVENT OnUpdateGameTime()
;~ debug.trace(self + "OnUpdateGameTime()")
readyToReset = TRUE
onCellAttach()
endEVENT