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cog_shs_troomnosee.cog
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Text File
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1999-11-15
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2KB
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93 lines
# Jones 3D Cog Script
#
# SHS_TRoomNoSee.cog Isolates Treasure room sectors for framerate.
#
#
# [JWC]
#
# (C) 1999 LucasArts Entertainment Co. All Rights Reserved
symbols
message startup
message crossed
surface FromHallOn
surface FromHallOff
surface FromTRoomOn
surface FromTRoomOff linkid=1
surface FromTRoomOff1 linkid=1 # where the waterfall is
surface dark0 # make surface facing big nave
surface dark1 # dark or clear to prevent smearing
sector HallSec
sector FromTRoomSec # Area just before waterfall
sector FromTRoomSec1
int player local
end
code
startup:
player=GetLocalPlayerThing();
SetSectorAdjoins(HallSec, 0);
SetSectorAdjoins(FromTRoomSec, 0);
SetSectorAdjoins(FromTRoomSec1, 0);
return;
crossed:
# make sure Indy player is sending message
If (GetSourceRef() != player) return;
# draw sector
If (GetSenderRef() == FromHallOn)
{
SetSectorAdjoins(HallSec, 1);
}
If (GetSenderRef() == FromTRoomOn)
{
SetSectorAdjoins(FromTRoomSec, 1);
SetSectorAdjoins(FromTRoomSec1, 1);
# Make surface clear
SetFaceGeoMode(dark0, 0);
SetFaceGeoMode(dark1, 0);
}
# don't draw sector
If (GetSenderRef() == FromHallOff )
{
SetSectorAdjoins(HallSec, 0);
}
If (GetSenderId() == 1)
{
SetSectorAdjoins(FromTRoomSec, 0);
SetSectorAdjoins(FromTRoomSec1, 0);
# make surface dark
SetFaceGeoMode(dark0, 4);
SetFaceGeoMode(dark1, 4);
}
return;
end