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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_pru_hints.cog
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Text File
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1999-11-15
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6KB
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258 lines
# Jones 3D Cog Script
#
# PRU_hints.cog
#
#
# [GGJ]
#
# (C) 1999 LucasArts Entertainment Company LLC. All Rights Reserved
#
# ========================================================================================
symbols
message taken
message entered
message activated
message damaged
message removed
message user0
message user1
message user2
message user3
message user4
thing key
thing pike
thing idol
thing Torch
#thing eagle mask=0x08
surface rubbleFace mask=0x08
thing lastClimb0 mask=0x08
thing lastClimb1 mask=0x08
thing floor7
thing swingBranch mask=0x08
thing hint1
thing hint2
thing hint3
thing hint4
thing hint5
thing hint6
thing hint7
thing hint8
thing hint9
thing hint10
thing hint11
thing hint12
thing hint13
thing hint14
thing hint15
thing hint16
thing hint17
thing hint18
thing hint19
thing hint20
thing hint21
thing hint22
thing hint23
thing hint24
thing hint25
thing hint26
thing hint27
thing hint28
surface shimmyHang
sector waterTunnel
sector riverStart
sector darkWaterTunnel
sector waterMazeExit
sector lastTrapDoor
sector lightTrap
sector acrossWater
sector columnCutscene
sector columnWindow
sector columnCubby
sector stairPitCubby
sector stairPitExit
sector boulderTrigger
sector beyondPike
int gotRaft=0 local
int gotKey=0 local
int triggerdBoulder=0 local
end
# ========================================================================================
code
taken:
#(9) Indy picked up the key.
if (GetSenderRef() == key)
{
SetHintSolved(hint9);
gotKey=1;
return;
}
#(24) Indy picked up the new idol.
if (GetSenderRef() == idol)
{
SetHintSolved(hint24);
}
return;
# ========================================================================================
removed:
#(14) Indy picked up the pike.
if (GetSenderRef() == pike)
{
SetHintSolved(hint14);
}
return;
# ========================================================================================
entered:
#(2) Indy rafted into the river.
if ((GetSenderRef() == riverStart) && (gotRaft == 1))
{
SetHintSolved(hint2);
Print("RAFTING");
}
#(3) Indy found the tunnel under the lagoon
if (GetSenderRef() == waterTunnel)
{
SetHintSolved(hint3);
}
#(4) Indy found the exit to the underwater maze.
if (GetSenderRef() == waterMazeExit)
{
SetHintSolved(hint4);
}
#(6) Indy found the exit below the torch.
if (GetSenderRef() == darkWaterTunnel)
{
SetHintSolved(hint4); #just in case Indy never lit the bowl
SetHintSolved(hint5);
SetHintSolved(hint6);
}
#(8) Indy found the light trap.
if (GetSenderRef() == lightTrap)
{
SetHintSolved(hint8);
}
#(10) Indy headed across the water-filled pit.
if ((GetSenderRef() == acrossWater) && (gotKey == 1))
{
SetHintSolved(hint10);
}
#(13) Indy entered the sector leading into the column.
if (GetSenderRef() == columnCutscene)
{
SetHintSolved(hint13);
}
#(16) Indy whipclimbed to the ledge behind the whip pike.
if (GetSenderRef() == beyondPike)
{
Print("climbed up whipspike");
SetHintSolved(hint16);
}
#(17) Indy fell through the last trap door.
if (GetSenderRef() == lastTrapDoor)
{
SetHintSolved(hint17);
}
#(18) Indy jumped and grabbed the shimmy hang ledge.
if (GetSenderRef() == shimmyHang)
{
SetHintSolved(hint18);
}
#(19) Indy jumped to the top opening of the column.
if (GetSenderRef() == columnWindow)
{
SetHintSolved(hint19);
}
#(20) Indy dropped into the column cubby.
if (GetSenderRef() == columnCubby)
{
SetHintSolved(hint13); #just in case Indy never triggered the column cutscene.
SetHintSolved(hint20);
}
#(22) Indy made it to the far side of the stairpit.
if (GetSenderRef() == stairPitCubby)
{
SetHintSolved(hint22);
}
#(23) Indy made it to the top of the stairpit.
if (GetSenderRef() == stairPitExit)
{
SetHintSolved(hint23);
}
#(25) Indy triggered the rolling boulder.
if (GetSenderRef() == boulderTrigger)
{
SetHintSolved(hint25);
#triggeredBoulder=1;
}
#(26) Indy jumped back on the last chunk of loose floor.
if ((GetSenderRef() == floor7) && (triggerdBoulder == 1))
{
SetHintSolved(hint26);
}
return;
# ========================================================================================
activated:
#(5) Indy lit the torch.
if (GetSenderRef() == torch)
{
SetHintSolved(hint5);
}
return;
# ========================================================================================
damaged:
#(21) Indy whipped the eagle statue.
if (GetSenderRef() == rubbleFace) #was eagle
{
SetHintSolved(hint21);
}
#(27) Indy whip swung across the branch.
if (GetSenderRef() == swingBranch)
{
SetHintSolved(hint27);
}
#(28) Indy whipclimbed his way to safety at the end of the level.
if ((GetSenderRef() == lastClimb0) || (GetSenderRef() == lastClimb0))
{
SetHintSolved(hint28);
}
return;
# ========================================================================================
#(1) Indy picked up the raft. From PRU_arrivalCS.cog.
user1:
SetHintSolved(hint1);
gotRaft=1;
return;
#(7) Indy pushed the rock into the water. From PRU_rockflood.cog
user2:
SetHintSolved(hint7);
return;
#(11) Indy saw the empty light shaft. From PRU_voicelineCan'tWhip.cog
user0:
SetHintSolved(hint11);
return;
#(12) Indy unlocked the door in the floor. From PRU_treasuredoor.cog
user4:
SetHintSolved(hint12);
return;
#(15) Indy placed the pike. From PRU_whipspike.cog.
user3:
SetHintSolved(hint11); #just in case the player never looked at the light shaft...
SetHintSolved(hint15);
Print("placed pike");
return;
end