enderalse/source/scripts/_00e_a2_eldritchbloodplayermarksc.psc

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Scriptname _00E_A2_EldritchBloodPlayerMarkSC extends ReferenceAlias
Import Utility
;=====================================================================================
; EVENTS
;=====================================================================================
Auto State Marking
Event OnControlUp(string control, float HoldTime)
Actor rTarget = Game.GetCurrentCrosshairRef() as Actor
if ! rTarget || rTarget == Game.GetForm(0x14)
return
endif
If _00E_A2_EldritchBloodGlobal.GetValueInt() == 1
EldritchBloodEffectScript.SelectEnemy(rTarget)
EndIf
EndEvent
Event OnCrosshairRefChange(ObjectReference ref)
if lastTarget != None
lastTarget.blockActivation(false)
EndIf
lastTarget = ref
if ref
ref.blockActivation(true)
endif
EndEvent
Event OnAnimationEvent(ObjectReference akSource, string asEventName)
if(akSource == akSelfRef && asEventName == "weaponSwing")
if iAttackCounter == 0
iAttackCounter = 1
Else
; Debug.Notification(sMarkingModeInterrupted)
_00E_MarkingTalents_sMarkingModeInterrupted.Show()
EldritchBloodEffectScript.abort()
UnregisterForAnimationEvent(akSelfRef, "weaponSwing")
EndIf
EndIf
EndEvent
Event OnObjectEquipped(Form equippedObject, ObjectReference reference)
if ! equippedObject as Shout
; Debug.Notification(sMarkingModeInterrupted)
_00E_MarkingTalents_sMarkingModeInterrupted.Show()
EldritchBloodEffectScript.abort()
EndIf
EndEvent
Event OnSpellCast(Form akSpell)
if akSpell != _00E_A2_EldritchBloodSP
; Debug.Notification(sMarkingModeInterrupted)
_00E_MarkingTalents_sMarkingModeInterrupted.Show()
EldritchBloodEffectScript.abort()
EndIf
EndEvent
Event OnPlayerBowShot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGazing)
; Debug.Notification(sMarkingModeInterrupted)
_00E_MarkingTalents_sMarkingModeInterrupted.Show()
EldritchBloodEffectScript.abort()
EndEvent
EndState
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function EnterMarkingMode(Float iReach, _00E_A2_EldritchBloodPlayerSC _00E_A2_EldritchBloodMEScript)
akSelfRef = Self.GetActorReference()
RegisterForAnimationEvent(akSelfRef, "weaponSwing")
fActivatePickLengthBefore = GetINIFloat("fActivatePickLength:Interface")
SetINIFloat("fActivatePickLength:Interface", iReach)
EldritchBloodEffectScript = _00E_A2_EldritchBloodMEScript
RegisterForCrosshairRef()
RegisterForControl("Activate")
EndFunction
Function ExitMarkingMode()
iAttackCounter = 0
UnregisterForAllControls()
UnregisterForCrosshairRef()
UnregisterForAnimationEvent(akSelfRef, "weaponSwing")
; Restore activation reach
if fActivatePickLengthBefore <= 0
fActivatePickLengthBefore = 150.0
endif
SetINIFloat("fActivatePickLength:Interface", fActivatePickLengthBefore)
if lastTarget != None
lastTarget.blockActivation(false)
EndIf
lastTarget = None
EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
ObjectReference lastTarget ; the last target before the crosshair; used to block and unblock activation
Actor akSelfRef
int iAttackCounter
_00E_A2_EldritchBloodPlayerSC Property EldritchBloodEffectScript Auto Hidden
float fActivatePickLengthBefore
;String Property sMarkingModeInterrupted = "Marking interrupted by attacking." Auto
GlobalVariable Property _00E_A2_EldritchBloodGlobal Auto
Spell Property _00E_A2_EldritchBloodSP Auto
Shout Property _00E_A2_EldritchBlood Auto
Message Property _00E_MarkingTalents_sMarkingModeInterrupted Auto