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The Games Machine 76
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Indiana Jones
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PREVIEW.GOB
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cog_lag_proptake.cog
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Text File
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1999-11-15
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2KB
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106 lines
# Jones 3D Cog Script
#
# converted from item_Propeller.cog
#
# [RT & DS & MR]
#
# (C) 1998 LucasArts Entertainment Company LLC. All Rights Reserved
#
# ===================================================================
symbols
message startup
message activate
thing Prop
thing indyactor
thing campos
thing player local
int bin=94 local
int showing=0 local
int curcam local
keyframe pullit=in_uw_pullswitch.key local
keyframe in_smack=0in_uw_hammer.key local
keyframe in_swim=in_uw_float.key local
# --------- Hammer hand ---------------------
model hammerhnd=hand_in_hammer.3do local
int swapRef local
sound smakit=lag_hammer_uw.wav local
sound creaky=lag_propcreak_c.wav local
sound breakit=lag_propbreak_c.wav local
end
# ===================================================================
code
startup:
player = GetLocalPlayerThing();
return;
activate:
if(GetSenderRef() != Prop) return;
curCam = GetCurrentCamera();
SetThingFlags(player, 0x80000);
SetActorFlags(player, 0x200000);
CopyPlayerHolsters(player, indyactor);
ClearThingFlags(indyactor, 0x80000);
StartCutscene(0);
SetCameraLookInterp(2, 0); # turns off interp to lookthing.
SetCameraFocus(2, campos);
SetCameraSecondaryFocus(2, indyactor);
SetCurrentCamera(2);
SetCameraFOV(90, 0, 0); # makes sure set to default.
if (GetCurItem(player) == 93) #hammer.
{
# Put the hammer in Indy's hand (15 is his right hand mesh)
swapRef = SetThingMesh(indyactor, 15, hammerhnd, 0);
PlayKey(indyactor, in_swim, 4, 0x14, 0);
PlayKey(indyactor, in_smack, 10, 0x12, 0);
sleep(1.5);
PlaySoundThing(smakit, Prop, 1.0, 25, 50, 0);
sleep(1.0);
PlaySoundThing(smakit, Prop, 1.0, 25, 50, 0);
sleep(1.0);
PlaySoundThing(smakit, Prop, 1.0, 25, 50, 0);
sleep(0.5);
PlaySoundThing(breakit, Prop, 1.0, 15, 30, 0);
DestroyThing(Prop);
sleep(0.5);
ChangeInv(player, bin, 1.0);
SetInvAvailable(player, bin, 1);
JonesInvItemChanged(bin);
}
else
{
PlayKey(indyactor, pullit, 4, 0x12, 0);
sleep(1.5);
PlaySoundThing(creaky, Prop, 1.0, 15, 30, 0);
sleep(2.0);
print("Propeller is stuck");
}
EndCutscene();
SetCurrentCamera(curCam);
SetThingFlags(indyactor, 0x80000);
ClearActorFlags(player, 0x200000);
ClearThingFlags(player, 0x80000);
return;
end