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Text File  |  1999-11-15  |  3KB  |  149 lines

  1. # Jones 3D Cog Script
  2. #
  3. # shs_Dlog_bellringer.cog
  4. #
  5. # Say the line, Indy.
  6. #  
  7. #
  8. # [JWC & revised by HB]
  9. #
  10. # (C) 1999 LucasArts Entertainment Company LLC. All Rights Reserved
  11. #
  12. # ==============================================================================
  13.  
  14. symbols
  15.  
  16. message     startup
  17. message     crossed
  18. message        activated
  19. message        entered
  20.  
  21. keyframe    in_rtarmup=0in_armsout_1_1.key        local
  22.  
  23. sound        in_interesting=Inxj001a.wav            local
  24. sound        in_important=Inxj233.wav            local
  25. sound        in_whathere=Inxj005.wav                local
  26. sound        in_lookwell=Inxj232.wav                local
  27. sound        in_gadget=Inxj153.wav                local
  28.  
  29. sound        in_bellringer=Ss04j02.wav            local
  30.  
  31. sound        in_gotlucky=Inxj106.wav                local
  32. sound        in_itworked=Inxj111.wav                local
  33.  
  34. thing        cube                                        # gives BR some collision
  35. thing        player                                local
  36. thing        bellringer
  37.      
  38. sector        enterBN
  39.  
  40. surface     bellread
  41.  
  42. int            keyUsed=0                            local
  43. int            played=0                            local
  44. int            filter=0                            local
  45. int            bellseen=0                            local
  46.  
  47. int            oldladykey=115                        local # Indy gets this from HW
  48. int            newline=50                            local
  49. int            oldline=50                            local
  50. int            saidbell=0                            local
  51. int            doneline=0                            local
  52. int            cursound                            local
  53.  
  54. end
  55.  
  56. # ==============================================================================
  57.  
  58. code
  59.  
  60. startup:
  61.     
  62.     player = GetLocalPlayerThing();
  63.      SetThingFlags(cube, 0x400000);
  64.  
  65.     return;
  66.  
  67.  
  68. crossed:
  69.     
  70.     # note if Indy has seen bell
  71.     if ((GetSenderRef() == bellread) && (bellseen == 0))
  72.     {
  73.        bellseen = 1;
  74.     }
  75.  
  76.     return;
  77.  
  78. entered:
  79.  
  80.     # note if indy has used oldlady key
  81.     if ((GetSenderRef() == enterBN)    && (keyUsed == 0))
  82.     {
  83.         Print("used key...");
  84.         keyUsed=1;        
  85.     }
  86.     return;
  87.  
  88. activated:
  89.  
  90.     # Note bellringer
  91.     if ((GetSenderRef() == bellringer) && (filter == 0))
  92.     {
  93.         filter = 1;
  94.  
  95.         MakeMeStop();
  96.         StartCutscene(1);
  97.  
  98.         SetExtCamOffset('0.15 -0.08 -0.05');
  99.         Sleep(0.3);
  100.  
  101.         if (bellseen == 0)
  102.         {
  103.             while (newline == oldline)
  104.             {        
  105.                 newline = RandBetween(0, 4);
  106.             }
  107.             if (saidbell == 0)
  108.             {
  109.                 newline = 4;
  110.                 saidbell = 1;
  111.             }
  112.             oldline = newline;
  113.             PlayVoice(player, in_interesting[newline], 1.0, 1);
  114.         }
  115.         else
  116.         {
  117.             # "...is ring bell"
  118.             if ((GetInv(player, oldladykey) == 0) && (keyUsed == 0)) # checks for key and use
  119.             {
  120.                 cursound = PlayVoice(player, in_bellringer, 1.0, 0);
  121.                 Sleep(1.5);
  122.                 PlayKey(player, in_rtarmup, 4, 0x12, 1);
  123.                 WaitForSound(cursound);
  124.             }
  125.             else
  126.             {
  127.                 # bell has already rung...    
  128.                 doneline = RandBetween(0, 1);
  129.                 if (doneline == 0)
  130.                 {
  131.                     PlayVoice(player, in_gotlucky, 1.0, 1);
  132.                 }
  133.                 else
  134.                 {
  135.                     PlayVoice(player, in_itworked, 1.0, 1);
  136.                 }
  137.             }
  138.         }
  139.     }
  140.  
  141.     Sleep(0.2);
  142.     RestoreExtCam();
  143.     EndCutscene();
  144.     ClearActorFlags(player, 0x200000);
  145.     filter = 0;
  146.     return;
  147.  
  148. end
  149.