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Text File  |  1999-11-15  |  3KB  |  145 lines

  1. # Jones 3D Cog Script
  2. #
  3. # pyr_hideruins.cog
  4. #    
  5. # Hide the ruins and such when Indy isn't nearby
  6. #
  7. # [RKD]
  8. #
  9. # (C) 1998 LucasArts Entertainment Company LLC. All Rights Reserved
  10. # ========================================================================================
  11.  
  12. symbols
  13. message    startup
  14. message    entered
  15. message    exited
  16.  
  17. # ruins stuff to hide
  18. thing    ruins1        nolink
  19. thing    ruins2        nolink
  20. thing    ruins3        nolink
  21. thing    ruins4        nolink
  22. thing    ruins5        nolink
  23. thing    ruins6        nolink
  24. thing    ruins7        nolink
  25. thing    ruins8        nolink
  26. thing    ruins9        nolink
  27. thing    ruins10        nolink
  28. thing    block1        nolink
  29. thing    block2        nolink
  30. thing    block3        nolink
  31. thing    monojackal4    nolink
  32.  
  33. # columny things to hide
  34. thing    pushblock    nolink
  35. thing    column1        nolink
  36. thing    column2        nolink
  37. thing    column3        nolink
  38. thing    column4        nolink
  39.  
  40. # these hide the ruins 3dos
  41. sector    ruinstrigger1    linkid=1
  42. sector    ruinstrigger2    linkid=1
  43. sector    ruinstrigger3    linkid=1
  44. sector    ruinstrigger4    linkid=1
  45. sector    ruinstrigger5    linkid=1
  46. sector    ruinstrigger6    linkid=1
  47. sector    ruinstrigger7    linkid=1
  48. sector    ruinstrigger8    linkid=1
  49.  
  50. # these hide the column stuff in front of pyramid 2
  51. sector    columntrigger1    linkid=2
  52. sector    columntrigger2    linkid=2
  53. sector    columntrigger3    linkid=2
  54. sector    columntrigger4    linkid=2
  55. sector    columntrigger5    linkid=2
  56. sector    columntrigger6    linkid=2
  57. sector    columntrigger7    linkid=2
  58. sector    columntrigger8    linkid=2
  59.  
  60. end
  61.  
  62. code
  63. startup:
  64.     sleep(.01);
  65.     SetThingFlags(column1, 0x10);
  66.     SetThingFlags(column2, 0x10);
  67.     SetThingFlags(column3, 0x10);
  68.     SetThingFlags(pushblock, 0x10);
  69.  
  70.     sleep(50);
  71.     
  72.     # when opening cutscene is done, show the stuff again
  73.     ClearThingFlags(column1, 0x10);
  74.     ClearThingFlags(column2, 0x10);
  75.     ClearThingFlags(column3, 0x10);
  76.     ClearThingFlags(pushblock, 0x10);
  77.  
  78.     return;
  79.  
  80. entered:
  81. # ---> various trigger sectors
  82.     if (GetSenderID() == 1)
  83.     {
  84.         if (GetThingFlags(ruins1) & 0x10) return;
  85.  
  86.         SetThingFlags(ruins1, 0x10);
  87.         SetThingFlags(ruins2, 0x10);
  88.         SetThingFlags(ruins3, 0x10);
  89.         SetThingFlags(ruins4, 0x10);
  90.         SetThingFlags(ruins5, 0x10);
  91.         SetThingFlags(ruins6, 0x10);
  92.         SetThingFlags(ruins7, 0x10);
  93.         SetThingFlags(ruins8, 0x10);
  94.         SetThingFlags(ruins9, 0x10);
  95.         SetThingFlags(ruins10, 0x10);
  96.         SetThingFlags(block1, 0x10);
  97.         SetThingFlags(block2, 0x10);
  98.         SetThingFlags(block3, 0x10);
  99.         SetThingFlags(monojackal4, 0x10);
  100.     }
  101.     
  102.     if (GetSenderID() == 2)
  103.     {
  104.         if (GetThingFlags(column1) & 0x10) return;
  105.  
  106.         SetThingFlags(column1, 0x10);
  107.         SetThingFlags(column2, 0x10);
  108.         SetThingFlags(column3, 0x10);
  109.         SetThingFlags(pushblock, 0x10);
  110.     }
  111.  
  112.     return;
  113.  
  114. exited:
  115. # ---> trigger sectors    
  116.     if (GetSenderID() == 1)
  117.     {
  118.         ClearThingFlags(ruins1, 0x10);
  119.         ClearThingFlags(ruins2, 0x10);
  120.         ClearThingFlags(ruins3, 0x10);
  121.         ClearThingFlags(ruins4, 0x10);
  122.         ClearThingFlags(ruins5, 0x10);
  123.         ClearThingFlags(ruins6, 0x10);
  124.         ClearThingFlags(ruins7, 0x10);
  125.         ClearThingFlags(ruins8, 0x10);
  126.         ClearThingFlags(ruins9, 0x10);
  127.         ClearThingFlags(ruins10, 0x10);
  128.         ClearThingFlags(block1, 0x10);
  129.         ClearThingFlags(block2, 0x10);
  130.         ClearThingFlags(block3, 0x10);
  131.         ClearThingFlags(monojackal4, 0x10);
  132.     }
  133.     
  134.     if (GetSenderID() == 2)
  135.     {
  136.         ClearThingFlags(column1, 0x10);
  137.         ClearThingFlags(column2, 0x10);
  138.         ClearThingFlags(column3, 0x10);
  139.         ClearThingFlags(pushblock, 0x10);
  140.     }
  141.     
  142.     return;
  143.  
  144. end
  145.