Aschbourne_PRC8/_module/nss/mk_pre_perpart_s.nss
Jaysyn904 903f023230 Major update
Created top hak for crafting dialog.  Moved Bioware creature abilities to top hak.  Fixed DMFI wand handouts.  Added DMFI language handouts.  Added CCOH 6.  Disabled PC corpse system.  Modified new player startup system.  Full compile.  Updated release archive.
2024-09-17 13:24:57 -04:00

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#include "mk_inc_generic"
#include "x2_inc_craft"
#include "mk_inc_iaam"
#include "mk_inc_craft"
#include "mk_inc_states"
/*
int IsVisible(object oItem, int nModel, int nRobe)
{
int nPartCount = MK_IAAM_GetPartCount(nModel);
int i;
int nHiddenByRobeCount=0;
int nEmptyAppearanceCount=0;
for (i=0; (i<nPartCount); i++)
{
int iPart = MK_IAAM_GetPart(nModel, i);
if ((nRobe!=0) && (!MK_IsBodyPartVisible(nRobe, iPart)))
{
nHiddenByRobeCount++;
}
else
{
int nAppearance = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, iPart);
if ((nAppearance==0) || ((nAppearance==1) &&
(iPart!=ITEM_APPR_ARMOR_MODEL_TORSO) && (iPart!=ITEM_APPR_ARMOR_MODEL_PELVIS)))
{
nEmptyAppearanceCount++;
}
}
}
int nVisible;
if (nHiddenByRobeCount>0)
{
nVisible=FALSE;
}
else
{
switch (nPartCount)
{
case 1:
case 2:
nVisible = (nEmptyAppearanceCount==0);
break;
case 3:
case 4:
case 5:
case 6:
nVisible = (nEmptyAppearanceCount<=2);
break;
default:
nVisible = (nEmptyAppearanceCount<=4);
break;
}
}
MK_DEBUG_TRACE("IsVisible: nModel="+IntToString(nModel)+", nRobe="+IntToString(nRobe)+", nPartCount="+IntToString(nPartCount)+
", nHiddenByRobeCount="+IntToString(nHiddenByRobeCount)+", nEmptyAppearanceCount="+IntToString(nEmptyAppearanceCount)+", nVisible="+IntToString(nVisible));
return nVisible;
}
*/
int StartingConditional()
{
object oPC = GetPCSpeaker();
object oItem = CIGetCurrentModItem(oPC);
MK_GenericDialog_SetState(MK_STATE_SELECTPART);
// int nDisableEEFeatures = MK_INIT_GetAreEEFeaturesDisabled();
int nVisible = !MK_GetHiddenWhenEquipped(oItem);
int nRobe = GetItemAppearance(oItem,ITEM_APPR_TYPE_ARMOR_MODEL,ITEM_APPR_ARMOR_MODEL_ROBE);
int iItemAppr;
int nValid;
for (iItemAppr=0; iItemAppr<MK_ITEM_APPR_ARMOR_NUM_MODELS; iItemAppr++)
{
nValid = nVisible && MK_IAAM_GetIsValid(iItemAppr) && MK_IAAM_GetIsValidForColorModify(iItemAppr)
&& ((nRobe == 0) || (MK_IAAM_GetIsHiddenByRobe(iItemAppr, nRobe, TRUE) < 100))
&& (MK_IAAM_GetArmorAppearanceIsNull(iItemAppr, oItem, TRUE) < 100);
MK_GenericDialog_SetCondition(iItemAppr, nValid);
}
return TRUE;
}