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PC Gamer (Italian) 30
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PC Gamer IT CD 30 1-2.iso
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JKM_PCG.GOO
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cog_s1l2_endlevel.cog
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1998-02-25
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4KB
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185 lines
# Jedi Knight Cog Script
#
# S1L2_ENDLEVEL.COG
#
# Endlevel cog for level S1L2
#
# [KS]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
message startup
message user0
message shutdown
message entered
message timer
sound dialogue
int player local
sound goalsnd=Accomplish1.wav local
int done1=0 local
sector bye
end
# ========================================================================================
## Code Section
code
startup:
// This is the master COG, so register it.
SetMasterCOG(GetSelfCOG());
player = GetLocalPlayerThing();
// Setup the goals first string in cogStrings.uni so the UI knows about it.
SetInv(player, 99, 2000);
// Setup all the goals as displayed at start
SetGoalFlags(player, 0, 1);
SetGoalFlags(player, 1, 1);
//SetGoalFlags(player, 2, 1);
SetGoalFlags(player, 3, 1);
// Play the movie
jkStartupCutscene ("s1l2ocs.san");
// This is the first level; initialize Kyle's default force powers
SetTimer (0.25);
Sleep(0.05);
// Initialize weapon.
Sleep(0.05);
SetFireWait(player, -1);
SetMountWait(player, 0);
SetCurInvWeapon(player, 0);
SelectWeapon(player, GetWeaponBin(AutoSelectWeapon(player, 1)));
Return;
# ........................................................................................
timer:
// Rank 4
SetInv(player, 20, 5.0);
SetInv(player, 14, 5*50);
// Force Jump, level 3
SetInv(player, 21, 3.0);
SetInvAvailable(player, 21, 1);
// Force Seeing, level 2
SetInv(player, 23, 2.0);
SetInvAvailable(player, 23, 1);
// Force Speed, level 1
SetInv(player, 22, 1.0);
SetInvAvailable(player, 22, 1);
// Force Push, level 4
SetInv(player, 38, 4.0);
SetInvAvailable(player, 38, 1);
// Force Pull, level 2
SetInv(player, 24, 2.0);
SetInvAvailable(player, 24, 1);
// Force Saber Throw, level 2
SetInv(player, 37, 2.0);
SetInvAvailable(player, 37, 1);
// Force Persuasion, level 1
SetInv(player, 26, 1.0);
SetInvAvailable(player, 26, 1);
// Extra stars here
SetInv(player, 17, 0.0);
// Resync the force powers!
jkSyncForcePowers();
SetInv(player, 121, 1.0);
SetInv(player, 122, 1.0);
SetInv(player, 123, 1.0);
SetInv(player, 124,10.0);
SetInv(player, 126, 1.0);
SetInv(player, 127, 1.0);
SetInv(player, 137, 1.0);
SetInv(player, 128,10.0);
SetInv(player, 138, 1.0);
SetInv(player, 131, 1.0);
// Reset ammo & energy
SetInv(player, 11, 100.0);
SetInv(player, 12, 100.0);
SetInv(player, 13, 50.0);
// Initialize weapon.
SetFireWait(player, -1);
SetMountWait(player, 0);
SetCurInvWeapon(player, 0);
SelectWeapon(player, GetWeaponBin(2));
return;
# ........................................................................................
user0:
jkPrintUNIString(player, 350);
if(GetParam(0) == 0)
{
PlaySoundThing(goalsnd, player, 1.0, -1, -1, 0);
SetGoalFlags(player, 0, 2);
Return;
}
if(GetParam(0) == 1)
{
if (done1) return;
PlaySoundThing(goalsnd, player, 1.0, -1, -1, 0);
SetGoalFlags(player, 1, 2);
done1=1;
SetGoalFlags(player, 2, 1);
Return;
}
if(GetParam(0) == 2)
{
SetGoalFlags(player, 2, 3);
PlaySoundLocal(goalsnd, 1, 0, 132);
if (done1) return;
done=1;
SetGoalFlags(player, 1, 2);
SetGoalFlags(player, 2, 2);
Return;
}
if(GetParam(0) == 3)
{
SetGoalFlags(player, 3, 2);
PlaySoundLocal(goalsnd, 1, 0, 132);
Return;
}
Return;
# ........................................................................................
entered:
if(GetSenderRef()==bye)
{
Sleep(1.0);
jkEndLevel(1);
}
return;
# ........................................................................................
shutdown:
ChangeInv(player, 16, 2);
// Give a force star if the player finds all the secrets
if((GetInv(player, 71) != 0) && (GetInv(player, 70) == GetInv(player, 71)))
ChangeInv(player, 16, 1);
Return;
end