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B2Action_BuyObjectAtTinyShop

  • Description
    * ===============
    * Executes the purchase-and-pickup flow for buying a game object directly from a tiny shop, playing a pick-up animation for carriable objects before applying the purchase.
    * ===============
    * Note:
    * OnInit(): resolves the grab id, gender/age-dependent pick-up animation, and montage name for carriable target objects, and requests their async preload.
    * OnPlay(): plays the pick-up montage for carriable objects, otherwise executes the BuyObjectAtTinyShop script directly.
PropertyTypeDescriptionMetadata
GrabIdFNameGrab table id for the carriable object being picked up
PickUpAnimIdFNameResolved animation id for the pick-up motion
GrabLoopAnimIdFNameLoop animation id for holding the grabbed object, requested for async preload
AnimMontageNameFNameResolved montage row name used to play the pick-up animation
bUseFakeObjectboolSame field as B2Action_Buy's fake-object-substitution feature, but unlike Buy.h, never assigned or read here - appears unimplemented in this class
FakeObjectListTArraySame field as B2Action_Buy's fake-object-substitution feature, but unlike Buy.h, never assigned or read here - appears unimplemented in this class
ActionIdFNameIdentifier of this action instance (used for interaction tracking and mission time accounting)
StateEB2ActionStateCurrent lifecycle state of this action
MergeTypeEB2ActionMergeTypeMerge type flags for this action (e.g. interaction merge, checked in Finish())
ResultEB2InteractionResultResult of this action once it stops playing (Finish/Failed/Canceled)
SelfEntityIdFB1EntityIdEntity id performing this action
TargetEntityIdFB1EntityIdEntity id targeted by this action
GrabEntityIdFB1EntityIdEntity id grabbed/carried by self entity for this action
NonTargetLocationFVectorLocation used for script/condition context when there is no target entity
ActionFB1ActionInfoAction table data (S1/S2/F1/F2, script id lists, etc.) driving this instance
TickCalcValuefloatAccumulated tick delta time since this action started ticking
CurrentNotifyIndexint32Index into Action.NotifyScriptIds for the next notify script to run
AsyncLoadAnimInfoTArrayAnimations to async-load for this action's start/notify/tick/finish/cancel scripts
AddActionTimeIntervalfloatInterval in seconds between OnTickAddActionExecuteTime() calls
AccumAddActionTimefloatElapsed time accumulator compared against AddActionTimeInterval
StartActionTickTimeint64Tick timestamp used to measure elapsed action execution time for mission tracking
ActionKeyFB2ActionKeyKey identifying this action's slot/queue within the interaction system
TimeTaskIdFB1TimeTaskIdId of the scheduled time task used for delayed Determine/Finish
IsForceCancelableboolWhether this action is force-cancelable, copied from Action.IsForceCancelable
IsFirstActionboolMarks the first action in an interaction sequence; set on actions[0] by FB2InteractionPlayer::LinkActions(), read by FB2ActionPlayer
bMultiFlagboolSet by looping actions (PlayAnim, BookRead, Eat, WaitTalkSequence) once a loop iteration completes; read/reset by FB2ActionPlayer to gate multi-interaction selection
TalkInstanceIdFB1TalkInstanceIdId of the talk instance this action is linked to, set externally by FB2InteractionPlayer::LinkActions()
TalkSubjectEntityIdFB1EntityIdEntity id of the talk subject linked to this action, set externally by FB2InteractionPlayer::LinkActions()/OnTalkSpaceParamChanged()
bIsWaitFinishEventboolCached copy of Action.IsWaitFinishAction taken at Init(); read directly by FB2ActionPlayer for sequencing (the IsWaitFinishAction() getter instead reads Action.IsWaitFinishAction live)
AutoInsertTypeEB2ActionAutoInsertTypeType of action that was auto-inserted before this one (e.g. WalkTo, ChangePosture)