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Indiana Jones
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PREVIEW.GOB
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cog_weap_grenade.cog
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Text File
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1999-11-15
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4KB
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192 lines
# Jones 3D Cog Script
#
# weap_Grenade.cog
#
# This COG controls Indy's grenades. Longer you hold down the fire
# key, further they go.
#
# [RandyT]
#
# (C) 1998 LucasArts Entertainment Company LLC. All Rights Reserved
#
# ===================================================================
symbols
message startup
message fire
message activated
message deactivated
message selected
message deselected
message blocked
message callback
sound pull=gen_grenade_pull.wav local # Autoloaded
sound put=gen_grenade_put.wav local # Autoloaded
sound throw=gen_grenade_fire.wav local # Autoloaded
template projectile=+grenade local # Autoloaded
thing player local
flex holdDownTime local
int handNode local
int weaponNum=11 local
int callNum local
int bThrown=0 local
int bBlocked=0 local
vector firePos local
end
# ===================================================================
code
startup:
player = GetLocalPlayerThing();
handNode = GetNodeByName(player, "inrhand");
return;
# -------------------------------------------------------------------
fire:
if (GetParam(0) != -1) return;
# Throw it already!
firePos = GetThingJointPos(player, handNode);
FireProjectile(player, projectile, -1, -1, firePos, '0 0 0', holdDownTime, 0x001, 0.0, 0.0);
# Lose a grenade...
ChangeInv(player, weaponNum, -1.0);
bThrown = 1;
DeselectWeapon(player);
ResetWeaponModel(player);
return;
# -------------------------------------------------------------------
activated:
PlayMode(player, 63, 0);
StopMode(player, 62, 0);
ActivateWeapon(player, 0.01);
return;
# -------------------------------------------------------------------
deactivated:
SetFireWait(player, 1.4);
holdDownTime = DeactivateWeapon(player);
# Max scale is 2.0
if (holdDownTime > 2.0) holdDownTime = 2.0;
# Min scale is 0.25
else if (holdDownTime < 0.25) holdDownTime = 0.25;
if (!bBlocked)
{
# Play the throw anim...
CaptureThing(player);
PlayMode(player, 65, 0);
PlaySoundThing(throw, player, 1, -1, -1, 0x880);
StopMode(player, 63, 0.5);
}
return;
# -------------------------------------------------------------------
selected:
bBlocked = 0;
SetAimWait(player, 0);
SetMountWait(player, 0.67);
SetArmedMode(player, 6);
SetCurWeapon(player, weaponNum);
SetThingFireOffset(player, '0.006 0.05 0.015');
CaptureThing(player);
PlayMode(player, 62, 0);
return;
# -------------------------------------------------------------------
deselected:
SetMountWait(player, 1.0);
StopMode(player, 63, 0.5);
StopMode(player, 62, 0.5);
# No "put" anim if Indy threw the grenade...
if (bThrown)
{
bThrown = 0;
SetArmedMode(player, 0);
# Make sure Indy's not out of ammo
if (GetInv(player, weaponNum) < 1)
{
PlayVoiceMode(player, 123);
SelectWeaponWait(player, 3);
}
return;
}
CaptureThing(player);
PlayMode(player, 64, 0);
SetArmedMode(player, 0);
return;
# -------------------------------------------------------------------
blocked:
# Blocked = another cog deselected the weapon while fire key was still down
bBlocked = 1;
return;
# -------------------------------------------------------------------
callback:
callNum = GetParam(1);
ReleaseThing(player);
if (callNum == 28)
{
PlaySoundThing(pull, player, 1, -1, -1, 0x880);
SetWeaponModel(player, weaponNum);
}
else if (callNum == 29)
{
PlaySoundThing(put, player, 1, -1, -1, 0x880);
ResetWeaponModel(player);
}
return;
end