Adds some events to the container the player is current using.
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__event | OnInit () |
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__event | OnActivate (ObjectReference akActionRef) |
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__event | OnStashCreate () |
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__event | OnStashOpen () |
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| PlaceFX (ObjectReference akStashRef) |
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| PlayFX () |
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| StopFX () |
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__event | OnOpen (ObjectReference akActionRef) |
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__event | OnClose (ObjectReference akActionRef) |
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| StartTimer (String sTimerLabel) |
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| StopTimer (String sTimerLabel) |
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| DebugTrace (String sDebugString, Int iSeverity=0) |
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Form | MGAugurFX01Static |
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ObjectReference | vSS_StashContainerFX |
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Sound | vSS_StashDoneLPSM |
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Bool | _bIsSack |
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Int | _iThreadCount = 0 |
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Int | _iSoundInstance = 0 |
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ObjectReference | _SelfRef |
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ObjectReference | _kGlow |
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Adds some events to the container the player is current using.
__event vSS_ActiveContainer::OnActivate |
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ObjectReference |
akActionRef | ) |
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inline |
Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) DebugTrace("OnItemAdded(" + akBaseItem + "," + aiItemCount + "," + akItemReference + "," + akSourceContainer + ")") Busy = True If _iThreadCount == MaxThreadCount GotoState("Overloaded") EndIf _iThreadCount += 1 Int iType = akBaseItem.GetType()If aiItemCount > 0 EndIf _iThreadCount -= 1 Busy = False EndEventEvent OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) DebugTrace("OnItemRemoved(" + akBaseItem + "," + aiItemCount + "," + akItemReference + "," + akDestContainer + ")") Busy = True If _iThreadCount == MaxThreadCount GotoState("Overloaded") EndIf _iThreadCount += 1 Int iType = akBaseItem.GetType()If aiItemCount > 0 EndIf _iThreadCount -= 1 Busy = False EndEvent
__event vSS_ActiveContainer::OnInit |
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inline |
__event vSS_ActiveContainer::OnOpen |
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ObjectReference |
akActionRef | ) |
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inline |
Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) _iThreadCount += 1 If _iThreadCount >= MaxThreadCount GoToState("ItemMovement") EndIf ;DebugTrace("OnItemAdded!") vSS_API_Stash.AddStashItem(_SelfRef,akBaseItem, aiItemCount, akItemReference) ;GoToState("") _iThreadCount -= 1 EndEvent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) _iThreadCount += 1 If _iThreadCount >= MaxThreadCount GoToState("ItemMovement") EndIf ;GoToState("ItemMovement") ;GoToState("ItemMovement") ;DebugTrace("OnItemRemoved!") vSS_API_Stash.RemoveStashItem(_SelfRef,akBaseItem, aiItemCount, akItemReference) ;GoToState("") _iThreadCount -= 1 EndEventState ItemMovement Event OnBeginState() RegisterForSingleUpdate(1) EndEventEvent OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)EndEventEvent OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)EndEvent Event OnUpdate() _iThreadCount = 0 GoToState("") EndEventEndState
Bool vSS_ActiveContainer::_bIsSack |
The documentation for this class was generated from the following file:
- //kodan/verteiron/Papy2Doxy/output/vSS_ActiveContainer.psc