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cog_sol_chase1doors.cog
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Text File
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1999-11-15
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6KB
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229 lines
# Jones 3D Cog Script
#
# SOL_MineSftyDoors.cog
#
# [TRM]
#
# (C) 1999 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
message startup
message user0
message entered
message activated
message blocked
thing car local
thing player local
thing doorL
thing doorR
sector doorSector nolink
surface open mask=0x404
surface close mask=0x404
sound sndOpen=sol_cardoor_open_c.wav local
sound sndClose=sol_cardoor_close_c.wav local
sound fireSafety=pr15j01.wav local # Horner must have been worried...
sound in_Line0=Pr15j02.wav local # The fire door only opens...
sound in_Line1=Inxj096.wav local # I can't open it.
vector color local
flex dist=0.2
flex R=0.3
flex G=0.3
flex B=0.35
int doorsOpen=0 local
int sender local
int sound1 local
int newComment local
int oldComment local
int playing=0 local
int chase1Wait=0 local
int randNum local
# ** subroutines **
flex doorLine local
end
# ========================================================================================
code
startup:
SectorAdjoins(doorSector, 0);
color = VectorSet(R, G, B);
SetThingLight(doorL, color, dist, 0.1);
SetThingLight(doorR, color, dist, 0.1);
return;
# ========================================================================================
user0:
chase1Wait = 1;
return;
# ========================================================================================
entered:
sender = GetSenderRef();
car = GetSourceRef();
if(BitTest(GetPhysicsFlags(car), 0x01000000))
{
if(sender == open)
{
# turn on adjoin, remove door collisions
SectorAdjoins(doorSector, 1);
SetCollideType(doorL, 0);
SetCollideType(doorR, 0);
# play door sounds
if(doorsOpen == 0)
{
sound1 = PlaySoundThing(sndOpen, doorL, 0.5, 10.0, 20.0, 0);
PlaySoundThing(sndOpen, doorR, 0.5, 10.0, 20.0, 0);
}
# open the doors
MoveToFrame(doorL, 1, 2.0);
MoveToFrame(doorR, 1, 2.0);
#WaitForStop(doorL);
doorsOpen = 1;
}
if(sender == close)
{
if(doorsOpen == 1)
{
WaitForStop(doorL);
WaitForSound(sound1, 0.0);
if(chase1Wait == 1)
{
#Print("chase1Doors: waiting");
Sleep(5.0);
chase1Wait = 0;
}
# play door sounds
PlaySoundThing(sndClose, doorL, 0.5, 10.0, 20.0, 0);
PlaySoundThing(sndClose, doorR, 0.5, 10.0, 20.0, 0);
# close the doors
MoveToFrame(doorL, 0, 1.0);
MoveToFrame(doorR, 0, 1.0);
# turn off adjoin, reset collisions
WaitForStop(doorL);
SetCollideType(doorL, 1);
SetCollideType(doorR, 1);
Sleep(1.0);
SectorAdjoins(doorSector, 0);
doorsOpen = 0;
}
}
}
return;
# ========================================================================================
activated:
Print("Activated: Mine Doors");
player = GetLocalPlayerThing();
while (newComment == oldComment)
{
newComment = RandBetween(0, 1);
}
oldComment = newComment;
randNum = RandBetween(0, 9);
if((GetSenderRef() == doorL) || (GetSenderRef() == doorR))
{
if(playing == 0)
{
playing = 1;
Call doorLine;
}
}
return;
# ========================================================================================
doorLine:
# do cutscene stuff
MakeMeStop();
StartCutscene(0);
# offset camera and nudge the door
SetExtCamOffset('0.1 0.0 0.065');
PlayMode(player, 60, 0);
Sleep(0.3);
# put away any weapon
DeselectWeaponWait(player);
# player never activated door in PYR
if(global12 == 0)
{
PlayVoice(player, fireSafety, 1.0, 1);
global12 = 1;
}
# player activated door in PYR
else if(global12 == 1)
{
if(randNum == 5)
{
PlayVoice(player, fireSafety, 1.0, 1);
}
else
{
PlayVoice(player, in_Line0[newComment], 1.0, 1);
}
}
RestoreExtCam();
ClearActorFlags(player, 0x200000);
EndCutscene();
playing = 0;
return;
# ========================================================================================
blocked:
Print("chase1doors: blocked");
#SectorAdjoins(doorSector, 1);
#sound1 = PlaySoundThing(sndOpen, doorL, 0.5, 10.0, 20.0, 0);
#PlaySoundThing(sndOpen, doorR, 0.5, 10.0, 20.0, 0);
#MoveToFrame(doorL, 1, 2.0);
#MoveToFrame(doorR, 1, 2.0);
return;
# ========================================================================================
end