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Indiana Jones
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PREVIEW.GOB
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cog_sol_exitdoor.cog
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Text File
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1999-11-15
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3KB
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109 lines
# Jones 3D Cog Script
#
# SOL_ExitDoor.cog
#
# Thank you. Come again.
#
# [TRM]
#
# (C) 1999 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
message startup
message entered
thing player local
thing indy local
thing exitCam
thing fadeThing
thing targ1
thing door
sector sec_Open
sound mus_Cue=mus_pyr_shinyobject.wav local
template tpl_Actor=indy_sh_actor local
int open=0 local
end
# ========================================================================================
code
startup:
SetThingLight(door, '0.5 0.5 0.5', 0.001, 0.1);
SetThingAlpha(fadeThing, 0);
return;
# ========================================================================================
entered:
player = GetLocalPlayerThing();
if((GetSenderRef() == sec_Open) && (open == 0))
{
open = 1;
# do cutscene stuff
MakeMeStop();
StartCutscene(2);
# Cut to exitCam
SetCameraFocus(2, exitCam);
SetCameraSecondaryFocus(2, player);
SetCurrentCamera(2);
SetCameraFOV(90, 0, 0.0);
# open the door
MoveToFrame(door, 1, 1.0);
#WaitForStop(door);
# create indy actor
indy = CreateThing(tpl_Actor, player);
CaptureThing(indy);
# outfit indy actor
CopyPlayerHolsters(player, indy);
# hide player show actor
SetThingFlags(player, 0x80000);
ClearThingFlags(indy, 0x80000);
SetCameraSecondaryFocus(2, indy);
# walk actor to target1
AISetMoveSpeed(indy, 1.0);
AISetLookThing(indy, targ1);
AISetMoveThing(indy, targ1, 0);
PlaySoundLocal(mus_Cue, 1.0, 0.0, 0x0, 0);
Sleep(4.5);
ThingFadeAnim(fadeThing, 0, 1, 2.0, 0);
Sleep(2.0);
EndCutscene();
JonesEndLevel();
# debug purposes only
#ClearActorFlags(player, 0x200000);
#SetCurrentCamera(1);
}
return;
# ========================================================================================
end