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cog_tem_spike.cog
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Text File
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1999-11-15
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3KB
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111 lines
# Jones 3D Cog Script
#
# TEM_Spike.cog
#
# Player is killed by shooting spike if he/she steps on face.
#
# [TRM]
#
# (C) 1999 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
message startup
message entered
message touched
message arrived
thing player local
thing deadIndy local
thing spike0
surface hole0
template tpl_Indy=indy_sh_actor local
keyframe inDie=in_die_buckle.key local
sound sndSpike=tem_temspikes_activate_c.wav local
sound sndDie=tem_temspikes_up_kill_c.wav local
sound say_Ugh=inxj018a.wav local
flex shootSpeed=5.0
int deadMan=0 local
int up=0 local
int safe=0 local
int victim local
end
# ========================================================================================
code
startup:
player = GetLocalPlayerThing();
return;
# ========================================================================================
entered:
if((GetSenderRef() == hole0) && (up == 0))
{
up = 1;
PlaySoundLocal(sndSpike, 1.0, 0.0, 0x0, 0);
MoveToFrame(spike0, 1, shootSpeed);
}
return;
# ========================================================================================
touched:
if((deadMan == 1) || (safe == 1)) return;
if((GetSenderRef() == spike0) && (safe == 0))
{
deadMan = 1;
SetCollideType(spike0, 0);
DamageThing(player, 1000.0, 0x1, victim);
Sleep(0.1);
PlaySoundLocal(sndDie, 1.0, 0.0, 0x0, 0);
PlaySoundLocal(say_Ugh, 1.0, 0.0, 0x0, 0);
# hide player
SetThingFlags(player, 0x80000);
deadIndy = CreateThing(tpl_Indy, player);
CaptureThing(deadIndy);
# Show actor Indy and play Keyframe
ClearThingFlags(deadIndy, 0x80000);
PlayKey(deadIndy, inDie, 4, 0x14, 0);
}
return;
# ========================================================================================
arrived:
if((up == 1) && (deadMan == 0))
{
safe = 1;
}
return;
# ========================================================================================
end