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cog_shw_lamptorch.cog
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1999-11-15
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2KB
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82 lines
# Jones 3D Cog Script
#
# pyr_torch.cog
# An alternative to gen_torchlight if hardcoded values are preferable.
# Indy reach animation plays dependent on value of reach. Flame is present but invisible at startup
# Best use: Rename for target level and adjust hardcoded values as required.
#
# [SXC] [RKD]
#
# (C) 1998 LucasArts Entertainment Company LLC. All Rights Reserved
#
# ========================================================================================
symbols
message activated
message startup
message timer
thing torch //the thing you light
thing flame nolink //flame, hidden at startup
sound burning=gen_torch_burnin_c.wav local
sound lite=gen_torchlitet_c.wav local
vector minlite local
vector maxlite local
flex minradius=0.25 local
flex maxradius=0.3 local
flex reach=0 //0 for medium, 1 for high
flex islit=0 //set to 1 if torch lights at startup
flex flicker=1 //set to 0 to eliminate flicker
end
# ========================================================================================
code
startup:
player = GetLocalPlayerThing();
minlite = VectorSet(0.87, 0.55, 0.06);
maxlite = VectorSet(0.89, 0.64, 0.30);
SetThingFlags(flame, 0x10);
SetThingLight(torch, VectorSet(0.0, 0.0, 0.0), 0.3, 0.1);
if (islit) call lightit;
return;
# ........................................................................................
activated:
if (islit) return;
if ((GetCurWeapon(player) != 13) && (!InEditor())) return;
PlayMode(player, (60 + reach), 0);
Sleep(0.5); //no return, falls through to lightit
# ........................................................................................
lightit:
ClearThingFlags(flame, 0x10);
SetThingLight(torch, minlite, 0.3, 0.5);
Sleep(0.5);
PlaySoundThing(lite, torch, 1.0, 5, 15, 0x0);
PlaySoundThing(burning, torch, 1.0, 5, 15, 0x1);
islit = 1;
if (flicker == 0) return;
ThingLightAnim(torch, minlite, minradius, maxlite, maxradius, 2);
return;
end