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scriptName TrapTriggerHinge extends TrapTriggerBase
;
;
;
;================================================================
int popmessage
bool triggeredOnce = False
objectReference objectSelf
objectReference trapLinkedRef
keyword property TrapKeyword auto
message property LockpickMessage auto
sound property disarmSound auto
event onCellLoad()
objectSelf = self as ObjectReference
trapLinkedRef = getLinkedRef(TrapKeyword) as objectReference
if trapLinkedRef as trapTriggerBase
(trapLinkedRef as trapTriggerBase).triggerType = triggertype
endif
endEvent
auto State Active
;Over ride trapTriggerBase events
event onBeginState()
endevent
event onTriggerEnter(objectReference triggerRef)
endevent
event onTriggerLeave(objectReference triggerRef)
endevent
event OnMagicEffectApply(objectReference akCaster, MagicEffect akEffect)
endevent
;Activation
event onActivate(objectReference triggerRef)
if triggerRef as actor == game.getPlayer()
if !isLocked()
goToState("Disarmed")
endif
else
; ;;Debug.Trace(self + " has been activated by " + triggerRef)
goToState("Triggered")
EndIf
EndEvent
event onLockStateChanged()
if !isLocked()
goToState("Disarmed")
elseif isLockBroken()
goToState("Triggered")
else
;goToState("Active")
endif
endEvent
event onHit(ObjectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
if TriggeredOnce == False
; ;Debug.Trace(self + " has been hit by " + akAggressor)
goToState("Triggered")
EndIf
EndEvent
EndState
state Disarmed
event onBeginState()
if disarmSound
disarmSound.play(self)
endif
playanimation("Disarm01")
setDestroyed(true)
EndEvent
EndState
state Triggered
event onBeginState()
(trapLinkedRef).activate(self) ; USKP 2.0.1 - No need to have it use a variable with no purpose. "self" works just fine.
setDestroyed(true)
playAnimation("Trigger01")
EndEvent
endState
event onTriggerEnter(objectReference triggerRef)
endEvent
event onTriggerLeave(objectReference triggerRef)
endEvent
state Inactive
endState
event onReset()
self.Reset()
self.clearDestruction()
self.setDestroyed(False)
goToState("Active")
endEvent