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cog_pyr_hideshackstuff.cog
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Text File
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1999-11-15
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4KB
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168 lines
# Jones 3D Cog Script
#
# pyr_hideshackstuff.cog
#
# Hide stuff in shack (or shack itself) when Indy isn't around to see it
#
# [RKD]
#
# (C) 1998 LucasArts Entertainment Company LLC. All Rights Reserved
# ========================================================================================
symbols
message startup
message entered
message exited
message killed
# things to hide only at startup
thing chain nolink
thing bucket nolink
thing shacknohole nolink
# things to hide from a few faraway sectors
thing shack nolink
thing shackwindow nolink
thing sign nolink
# things to hide anytime
thing box5 nolink
thing box6 nolink
thing box7 nolink
thing box8 nolink
thing box9 nolink
# things to hide that may get destroyed
thing dynamite1
thing dynamite2 nolink
thing dynamite3 nolink
thing box2 nolink
thing box3 nolink
thing box4 nolink
sector hidesector linkid=1
sector triggeron1 linkid=1
sector triggeron2 linkid=1
sector triggeroff1 linkid=2
sector triggeroff2 linkid=2
sector triggeroff3 linkid=2
sector triggeroff4 linkid=2
# these hide the shack when entered, show it when exited
sector shacktrigger1 linkid=3
sector shacktrigger2 linkid=3
sector shacktrigger3 linkid=3
sector shacktrigger4 linkid=3
sector shacktrigger5 linkid=3
sector shacktrigger6 linkid=3
sector shacktrigger7 linkid=3
sector shacktrigger8 linkid=3
# subroutine
flex hidethings=0.0 local
flex showthings=0.0 local
end
code
startup:
sleep(.01);
SetThingFlags(shack, 0x10);
SetThingFlags(sign, 0x10);
SetThingFlags(chain, 0x10);
SetThingFlags(bucket, 0x10);
SetThingFlags(shacknohole, 0x10);
SetThingFlags(shackwindow, 0x10);
call hidethings;
# when opening cutscene is done, show the big shack stuff again
sleep(50);
ClearThingFlags(shack, 0x10);
ClearThingFlags(sign, 0x10);
ClearThingFlags(chain, 0x10);
ClearThingFlags(bucket, 0x10);
ClearThingFlags(shacknohole, 0x10);
ClearThingFlags(shackwindow, 0x10);
return;
entered:
# ---> triggeron, triggeroff sectors, and hidesector
if (GetSenderID() == 1)
{
call showthings;
}
else if (GetSenderID() == 2)
{
call hidethings;
}
else if (GetSenderID() == 3)
{
SetThingFlags(shack, 0x10);
SetThingFlags(shackwindow, 0x10);
SetThingFlags(sign, 0x10);
}
return;
exited:
# ---> shack triggers only
if (GetSenderID() != 3) return;
ClearThingFlags(shack, 0x10);
ClearThingFlags(shackwindow, 0x10);
ClearThingFlags(sign, 0x10);
return;
killed:
# ---> dynamite
dynamite1 = -1;
return;
showthings:
# make these boxes visible
ClearThingFlags(box5, 0x10);
ClearThingFlags(box6, 0x10);
ClearThingFlags(box7, 0x10);
ClearThingFlags(box8, 0x10);
ClearThingFlags(box9, 0x10);
# if dynamite hasn't blown, show these things too
if (dynamite1 != -1)
{
ClearThingFlags(box2, 0x10);
ClearThingFlags(box3, 0x10);
ClearThingFlags(box4, 0x10);
ClearThingFlags(dynamite1, 0x10);
ClearThingFlags(dynamite2, 0x10);
ClearThingFlags(dynamite3, 0x10);
}
return;
hidethings:
# make these boxes invisible
SetThingFlags(box5, 0x10);
SetThingFlags(box6, 0x10);
SetThingFlags(box7, 0x10);
SetThingFlags(box8, 0x10);
SetThingFlags(box9, 0x10);
# if dynamite hasn't blown, hide these things too
if (dynamite1 != -1)
{
SetThingFlags(box2, 0x10);
SetThingFlags(box3, 0x10);
SetThingFlags(box4, 0x10);
SetThingFlags(dynamite1, 0x10);
SetThingFlags(dynamite2, 0x10);
SetThingFlags(dynamite3, 0x10);
}
return;
end