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PREVIEW.GOB
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cog_tem_banosee.cog
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Text File
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1999-11-15
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3KB
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120 lines
# Jones 3D Cog Script
#
# SOL_EntNoSee.cog
#
# Sets no see adjoin for entrance room
#
# [TRM]
#
# (C) 1998 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
message startup
message entered
thing player local
sector sec1
sector sec2
sector sec3
sector sec4
sector off1
sector off2
sector off3
sector on1
sector on2
sector on3
sector off4
sector off5
sector on4
end
# ========================================================================================
code
startup:
player = GetLocalPlayerThing();
SectorAdjoins(Sec1, 0);
SectorAdjoins(Sec2, 0);
SectorAdjoins(Sec3, 0);
return;
# ========================================================================================
entered:
if(GetSourceRef() != player) return;
# draw bridge area -- coming up steps
if(GetSenderRef() == off1)
{
Print("draw - bridge area");
SectorAdjoins(sec1, 1);
}
# draw waterfall area
if(GetSenderRef() == off2)
{
Print("draw - waterfall");
SectorAdjoins(sec2, 1);
}
# draw monkey key area
if(GetSenderRef() == off3)
{
Print("draw - monkey key");
SectorAdjoins(sec3, 1);
}
# Draw sec2, no draw sec4 - comin round back side of hut connect
if((GetSenderRef() == off4) || (GetSenderRef() == off5))
{
Print("swap no draw sectors");
SectorAdjoins(sec2, 1);
SectorAdjoins(sec4, 0);
}
# don't draw waterfall area
if(GetSenderRef() == on1)
{
Print("no draw - waterfall");
SectorAdjoins(sec2, 0);
}
# don't draw monkey key area
if(GetSenderRef() == on2)
{
Print("no draw - monkey key");
SectorAdjoins(sec3, 0);
}
# don't draw bridge area
if(GetSenderRef() == on3)
{
Print("no draw - bridge area");
SectorAdjoins(sec1, 0);
}
# back side of hut connect -- swap them back
if(GetSenderRef() == on4)
{
Print("swap em back");
SectorAdjoins(sec2, 0);
SectorAdjoins(sec4, 1);
}
return;
# ========================================================================================
end