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PREVIEW.GOB
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cog_pyr_hideruins.cog
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Text File
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1999-11-15
|
3KB
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145 lines
# Jones 3D Cog Script
#
# pyr_hideruins.cog
#
# Hide the ruins and such when Indy isn't nearby
#
# [RKD]
#
# (C) 1998 LucasArts Entertainment Company LLC. All Rights Reserved
# ========================================================================================
symbols
message startup
message entered
message exited
# ruins stuff to hide
thing ruins1 nolink
thing ruins2 nolink
thing ruins3 nolink
thing ruins4 nolink
thing ruins5 nolink
thing ruins6 nolink
thing ruins7 nolink
thing ruins8 nolink
thing ruins9 nolink
thing ruins10 nolink
thing block1 nolink
thing block2 nolink
thing block3 nolink
thing monojackal4 nolink
# columny things to hide
thing pushblock nolink
thing column1 nolink
thing column2 nolink
thing column3 nolink
thing column4 nolink
# these hide the ruins 3dos
sector ruinstrigger1 linkid=1
sector ruinstrigger2 linkid=1
sector ruinstrigger3 linkid=1
sector ruinstrigger4 linkid=1
sector ruinstrigger5 linkid=1
sector ruinstrigger6 linkid=1
sector ruinstrigger7 linkid=1
sector ruinstrigger8 linkid=1
# these hide the column stuff in front of pyramid 2
sector columntrigger1 linkid=2
sector columntrigger2 linkid=2
sector columntrigger3 linkid=2
sector columntrigger4 linkid=2
sector columntrigger5 linkid=2
sector columntrigger6 linkid=2
sector columntrigger7 linkid=2
sector columntrigger8 linkid=2
end
code
startup:
sleep(.01);
SetThingFlags(column1, 0x10);
SetThingFlags(column2, 0x10);
SetThingFlags(column3, 0x10);
SetThingFlags(pushblock, 0x10);
sleep(50);
# when opening cutscene is done, show the stuff again
ClearThingFlags(column1, 0x10);
ClearThingFlags(column2, 0x10);
ClearThingFlags(column3, 0x10);
ClearThingFlags(pushblock, 0x10);
return;
entered:
# ---> various trigger sectors
if (GetSenderID() == 1)
{
if (GetThingFlags(ruins1) & 0x10) return;
SetThingFlags(ruins1, 0x10);
SetThingFlags(ruins2, 0x10);
SetThingFlags(ruins3, 0x10);
SetThingFlags(ruins4, 0x10);
SetThingFlags(ruins5, 0x10);
SetThingFlags(ruins6, 0x10);
SetThingFlags(ruins7, 0x10);
SetThingFlags(ruins8, 0x10);
SetThingFlags(ruins9, 0x10);
SetThingFlags(ruins10, 0x10);
SetThingFlags(block1, 0x10);
SetThingFlags(block2, 0x10);
SetThingFlags(block3, 0x10);
SetThingFlags(monojackal4, 0x10);
}
if (GetSenderID() == 2)
{
if (GetThingFlags(column1) & 0x10) return;
SetThingFlags(column1, 0x10);
SetThingFlags(column2, 0x10);
SetThingFlags(column3, 0x10);
SetThingFlags(pushblock, 0x10);
}
return;
exited:
# ---> trigger sectors
if (GetSenderID() == 1)
{
ClearThingFlags(ruins1, 0x10);
ClearThingFlags(ruins2, 0x10);
ClearThingFlags(ruins3, 0x10);
ClearThingFlags(ruins4, 0x10);
ClearThingFlags(ruins5, 0x10);
ClearThingFlags(ruins6, 0x10);
ClearThingFlags(ruins7, 0x10);
ClearThingFlags(ruins8, 0x10);
ClearThingFlags(ruins9, 0x10);
ClearThingFlags(ruins10, 0x10);
ClearThingFlags(block1, 0x10);
ClearThingFlags(block2, 0x10);
ClearThingFlags(block3, 0x10);
ClearThingFlags(monojackal4, 0x10);
}
if (GetSenderID() == 2)
{
ClearThingFlags(column1, 0x10);
ClearThingFlags(column2, 0x10);
ClearThingFlags(column3, 0x10);
ClearThingFlags(pushblock, 0x10);
}
return;
end