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Scriptname _00E_LightSwitchMainScript extends ObjectReference
Actor Property PlayerRef Auto
; The brightness of some lights starts glitching if enabled more than once in a row, so we have to track the light's enable status.
Int iLightStatus = -1 ; -1 - Unknown, 0 - disabled, 1 - enabled
Int iEnterCounter = 0
Event OnLoad()
If iLightStatus < 0
RegisterForSingleUpdate(0.1)
EndIf
EndEvent
Event OnTriggerEnter(ObjectReference akActionRef)
if akActionRef == PlayerRef
TurnSwitchOn()
EndIf
EndEvent
Event OnTriggerLeave(ObjectReference akActionRef)
if akActioNRef == PlayerRef
TurnSwitchOff()
EndIf
EndEvent
Event OnUpdate()
If iEnterCounter <= 0 && iLightStatus != 0
EnableDisableLight(0)
EndIf
EndEvent
Function TurnSwitchOn()
If iEnterCounter < 0
iEnterCounter = 0 ; Failsafe, can become negative on version update...
EndIf
iEnterCounter += 1
If iLightStatus != 1
EnableDisableLight(1)
EndIf
EndFunction
Function TurnSwitchOff()
iEnterCounter -= 1
If iEnterCounter <= 0
iEnterCounter = 0 ; Failsafe, can become negative on version update...
RegisterForSingleUpdate(0.1)
EndIf
EndFunction
Function EnableDisableLight(Int iNewStatus)
Int iOldStatus = (iLightStatus as Int)
iLightStatus = iNewStatus
ObjectReference lightRef = GetLinkedRef()
If iOldStatus < 0
If lightRef.IsEnabled()
iOldStatus = 1
Else
iOldStatus = 0
EndIf
EndIf
If iOldStatus != iNewStatus
If iNewStatus > 0
lightRef.Enable()
Else
lightRef.Disable()
EndIf
EndIf
EndFunction