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Scriptname _00E_HeroldScript extends Actor
Actor Property PlayerREF Auto
Scene[] Property HeroldScenes Auto
Package Property Ark_Herold_SpeakPackage Auto
Keyword Property LinkPerformanceSpot Auto
WorldSpace Property CapitalCityMarketArea Auto
Quest Property MQ09 Auto
Quest Property MQ12b Auto
Quest Property ArkGenericDialogue Auto
Bool DoOnce
Bool bPlayerIsInsideTrigger
Bool bPauseBetweenHeroldScenes
Bool bSiegeScenePlayed
Bool bWarScenePlayed
Scene scCurrentHeroldScene
Int iLastHeroldScene = -1
;=====================================================================================
; EVENTS
;=====================================================================================
State WaitBetweenScenes
Event OnUpdate()
SetPauseBetweenHeroldScenes(False)
EndEvent
Event OnUpdateGameTime()
SetPauseBetweenHeroldScenes(False)
EndEvent
EndState
State WaitPlayNext
Event OnUpdate()
TryPlayNextHeroldScene()
EndEvent
EndState
Event OnPackageStart(Package akNewPackage)
If akNewPackage == Ark_Herold_SpeakPackage && bPlayerIsInsideTrigger
TryPlayNextHeroldScene()
EndIf
EndEvent
Function OnHeroldSceneStart(Scene scSceneStarted) ; Called from the scenes
ResetWaitState()
scCurrentHeroldScene = scSceneStarted
iLastHeroldScene = HeroldScenes.Find(scSceneStarted)
If iLastHeroldScene == 4
bSiegeScenePlayed = True
ElseIf iLastHeroldScene == 3
bWarScenePlayed = True
EndIf
EndFunction
Function EndHeroldScene() ; Called from the scenes
scCurrentHeroldScene = None
SetPauseBetweenHeroldScenes(True)
EndFunction
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function _TryPlayNextHeroldScene()
ObjectReference speakMarkerRef = GetLinkedRef(LinkPerformanceSpot)
If scCurrentHeroldScene
If scCurrentHeroldScene.IsPlaying()
Return
Else
scCurrentHeroldScene = None
EndIf
EndIf
If PlayerREF.GetWorldSpace() == CapitalCityMarketArea && GetCurrentPackage() == Ark_Herold_SpeakPackage && (bPauseBetweenHeroldScenes == False)
ResetWaitState()
If GetDistance(speakMarkerRef) < 150.0
; ArkGenericDialogue start failsafe?
If DoOnce == False
DoOnce = True
If ArkGenericDialogue.GetStage() < 5
ArkGenericDialogue.SetStage(5)
Utility.Wait(1.0) ; Warm up ArkGenericDialogue
EndIf
EndIf
; Try start new scene
Int iNewScene = 0
If MQ12b.GetStage() >= 10
If bSiegeScenePlayed == False
iNewScene = 4
Else
iNewScene = GetNextHeroldScene(3, 4)
EndIf
ElseIf MQ09.GetStage() >= 10
If bWarScenePlayed == False
iNewScene = 3
Else
iNewScene = GetNextHeroldScene(0, 3)
EndIf
Else
iNewScene = GetNextHeroldScene(0, 2)
EndIf
scCurrentHeroldScene = HeroldScenes[iNewScene]
scCurrentHeroldScene.ForceStart()
EndIf
; Serves both as a wait for the herold to approach the marker and as a failsafe if the scene is not started
GoToState("WaitPlayNext")
RegisterForSingleUpdate(5.0)
If scCurrentHeroldScene
Utility.Wait(1.0) ; Give some time for the scene to start before unlocking TryPlayNextHeroldScene
EndIf
EndIf
EndFunction
Int Function GetNextHeroldScene(Int iMinScene, Int iMaxScene)
Int iNewScene = iLastHeroldScene + 1
If iNewScene >= iMinScene && iNewScene <= iMaxScene
Return iNewScene
Else
Return iMinScene
EndIf
EndFunction
Bool bSceneUpdatesLocked = False
Function TryPlayNextHeroldScene()
While bSceneUpdatesLocked
Utility.Wait(1.0)
EndWhile
bSceneUpdatesLocked = True
_TryPlayNextHeroldScene()
bSceneUpdatesLocked = False
EndFunction
Function SetPlayerInsideTrigger(Bool _bPlayerIsInsideTrigger)
bPlayerIsInsideTrigger = _bPlayerIsInsideTrigger
If bPlayerIsInsideTrigger
TryPlayNextHeroldScene()
EndIf
EndFunction
Function SetPauseBetweenHeroldScenes(Bool _bPauseBetweenHeroldScenes)
ResetWaitState()
bPauseBetweenHeroldScenes = _bPauseBetweenHeroldScenes
If bPauseBetweenHeroldScenes
GoToState("WaitBetweenScenes")
RegisterForSingleUpdateGameTime(0.5)
Else
TryPlayNextHeroldScene()
EndIf
EndFunction
Function ResetWaitState()
GoToState("")
UnregisterForUpdateGameTime()
UnregisterForUpdate()
EndFunction