1) player changes cells
2) are we indoors? if outdoors, do nothing
3) are there any bathtubs in here? if not, is there any furniture? if not, do nothing
4) are there any NPCs in here? if so, if they're alive, enabled, and not a companion, do nothing
5) is this place already our hideout? if not, make this place our hideout (respawn point)
6) save
If it makes it to step 4 but there are NPCs, it keeps checking for NPCs in case we kill the inhabitants (or they walk out of the cell), in which case it becomes a valid checkpoint.
Ideally I'd like to also check if the dead NPCs can respawn and are hostile (having trouble with GetActorBaseFlagsLow), and add a check for doors that lead to other indoor cells (I think I'd want hideouts to be single room areas only). The bathtub/furniture check limits hideouts to (basically) non-animal-dens; generally stuff like shacks and houses count, or I guess a cave that has (or had) a human living in it.
Next up: finish the Item Save System and then spit out a beta for the universe to test.
Queue