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B2Action_RabbitHole

  • Description
    * ===============
    * Action that hides the character (like disappearing into a rabbit hole) and reappears once a target finish time is reached.
    * ===============
    * Param:
    * S1: RabbitHoleId (FB1RabbitHoleTableRow id)
    * S2: -
    * F1: Absolute finish time in HHMM format (used when F2 is not set)
    * F2: Duration in minutes from the current time; when > 0, overrides the F1-derived finish time
    * Note:
    * OnInit(): Resolves RabbitHoleId/FinishTime from Action.S1/F1/F2 and validates against the RabbitHole table.
    * OnPlay(): Computes FinishTick via SetParams(), marks the character as in the rabbit hole, runs the start script, and hides the character.
    * OnFinish(): Restores Motive stats toward their buffered minimum, clears the rabbit hole state, runs the finish script, and unhides the character.
    * OnCanceled(): Same stat restoration as OnFinish, clears the rabbit hole state with a cancel reason, runs the cancel script, and unhides the character.
    * OnTick(): Finishes the action once CurrentTime passes FinishTick.
PropertyTypeDescriptionMetadata
RabbitHoleIdFNameFB1RabbitHoleTableRow row id identifying which rabbit hole content to run
FinishTimeint32Time of day (HHMM) at which the rabbit hole action finishes, derived from Action.F1 or Action.F2 duration
FinishTickint64Absolute tick timestamp computed from FinishTime, compared against CurrentTime in OnTick to finish the action
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)