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cog_force_pull.cog
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Text File
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1998-02-25
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9KB
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350 lines
# Jedi Knight Cog Script
#
# FORCE_PULL.COG
#
# FORCEPOWER Script - Force Pull
# Basic Power
# Bin 24
#
# [YB]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
symbols
template powerup local
int player local
int victim local
int potential local
int throwThing local
flex cost=20.0 local
flex targetcost=5 local
flex targetcount=0 local
int rank local
flex mana local
flex dot local
flex maxDot local
int type local
int retval=0 local
vector dir local
sound pullSound=FPush.WAV local
int IsAFlag=0 local
int inbubble=0 local
message startup
message activated
message deactivated
message pulse
message timer
message newplayer
message killed
message deselected
message selected
message enterbubble
message exitbubble
end
# ========================================================================================
code
startup:
player = GetLocalPlayerThing();
inbubble = 0;
Return;
# ........................................................................................
activated:
if(inbubble) Return;
// Cannot use power if blinded
if(GetActorFlags(player) & 0x800) Return;
if(IsInvActivated(player, 24)) Return;
mana = GetInv(player, 14);
rank = GetInv(player, 24);
if(mana >= cost || GetInv(player, 14) >= GetInv(player, 69))
{
victim = -1;
SetInvActivated(player, 24, 1);
SetPulse(0.33);
SetBinWait(player, 24, 1.0);
}
Return;
# ........................................................................................
pulse:
targetCount = targetCount + 1;
if(targetCount == 3)
{
if(GetInv(player, 64) != 1) ChangeInv(player, 14, -targetCost);
targetCount = 0;
}
// Check all things for our victim.
victim = -1;
maxDot = 0;
// Search for all players, actors and items.
potential = FirstThingInView(player, 20 + 15 * rank, 5.5, 0x424);
while(potential != -1)
{
if(
HasLOS(player, potential) &&
(potential != player) &&
(VectorDist(GetThingPos(player), GetThingPos(potential)) <= (0.5 + rank / 2)) &&
!(GetThingFlags(potential) & 0x200) &&
!(GetActorFlags(potential) & 0x100) &&
!((jkGetFlags(potential) & 0x20) && !IsInvActivated(player, 23)) &&
(GetThingMass(potential) > FLEX0) && // Don't pull non-physics things.
(jkGetBubbleDistance(potential) > 1.0)
)
{
// Hack to avoid targetting a CTF flag...
IsAFlag = 0;
if(GetThingType(potential) == 5)
{
if(GetItemFlags(potential) & 8)
{
IsAFlag = 1;
}
}
if(!IsAFlag)
{
dot = ThingViewDot(player, potential);
if(dot > maxDot)
{
victim = potential;
maxDot = dot;
}
}
}
potential = NextThingInView();
}
// If we have a victim...
if(victim != -1)
{
jkSetTargetColors(18, 19, 20);
jkSetTarget(victim);
}
else
{
jkEndTarget();
}
Return;
# ........................................................................................
deactivated:
if((victim == -1) || (GetThingHealth(player) <= 0) || inbubble)
{
call stop_power;
Return;
}
SetPulse(0);
jkEndTarget();
mana = GetInv(player, 14);
if(mana >= cost || GetInv(player, 14) >= GetInv(player, 69))
{
if(HasLOS(player, victim)) // check that we still have a LOS on it...
{
PlayMode(player, 24);
PlaySoundThing(pullSound, player, 1.0, -1, -1, 0x80);
if(GetInv(player, 64) != 1) ChangeInv(player, 14, -cost);
// Send a "force disturbance"...
if(!IsMulti())
SendMessageExRadius(GetThingPos(player), cost, 0x4, splash, 24, 0, 0, 0);
SetBinWait(player, 24, 0.6);
throwThing = -1;
type = GetThingType(victim);
if(type == 2) // ACTOR
{
if(GetActorWeapon(victim, 1) != -1)
{
// Make victim drop powerup.
throwThing = SkillTarget(victim, player, 24, 0);
if(throwThing != -1)
{
SetActorWeapon(victim, 1, -1);
AmputateJoint(victim, 3);
}
}
else
{
SetInvActivated(player, 24, 0);
victim = -1;
Return;
}
}
else
if(type == 10) // OTHER PLAYER
{
if(!(GetThingFlags(victim) & 0x200))
retval = SkillTarget(victim, player, 24, rank);
SetInvActivated(player, 24, 0);
victim = -1;
Return;
}
else
if(type == 5) // ITEM
{
retval = SkillTarget(victim, player, 24, rank);
if(retval != 0)
{
if(!GetLifeLeft(victim)) SetLifeleft(victim, 30.0);
throwThing = victim;
}
else
{
SetInvActivated(player, 24, 0);
Return;
}
}
// Throw item at player.
if(throwThing != -1)
{
type = GetThingType(throwThing);
if(type != 2 && type != 10) // Do not mess with actors and players!
{
SetTimerEx(1.5, 1, throwThing, 0);
// Duplicate sends for lost packets
SetTimerEx(3.5, 2, throwThing, 0);
SetTimerEx(3.6, 2, throwThing, 0);
if(IsMulti())
{
// Kill the thing
SetTimerEx(4.0, 3, throwThing, 0);
// Duplicate send for lost packets
SetTimerEx(4.1, 4, throwThing, 0);
}
// Turn off gravity for the thing
ClearPhysicsFlags(throwThing, 0x1);
dir = VectorScale(VectorNorm(VectorSub(GetThingPos(player), GetThingPos(throwThing))), 30);
ApplyForce(throwThing, dir);
}
}
}
}
SetInvActivated(player, 24, 0);
Return;
# ........................................................................................
timer:
if(GetSenderId() == 1)
{
// We MUST set gravity whatever the original setting,
// else objects might just float around...
SetPhysicsFlags(GetParam(0), 1);
Return;
}
else
if(GetSenderId() == 2)
{
// Set back to no gravity after the object had a chance to
// settle down for next time they respawn...
ClearPhysicsFlags(GetParam(0), 1);
Return;
}
else
if(GetSenderId() == 3)
{
// SITH_TF_DISABLED
SetThingFlags(GetParam(0), 0x80000);
SetLifeLeft(GetParam(0), 26);
Return;
}
else
if(GetSenderId() == 4)
{
SetThingFlags(GetParam(0), 0x80000);
SetLifeLeft(GetParam(0), 25.9);
Return;
}
Return;
# ........................................................................................
selected:
jkPrintUNIString(player, 24);
Return;
# ........................................................................................
deselected:
call stop_power;
Return;
# ........................................................................................
killed:
if(GetSenderRef() != player) Return;
newplayer:
call stop_power;
Return;
# ........................................................................................
enterbubble:
inbubble = 1;
call stop_power;
Return;
# ........................................................................................
exitbubble:
inbubble = 0;
Return;
# ........................................................................................
stop_power:
SetPulse(0);
SetInvActivated(player, 24, 0);
victim = -1;
jkEndTarget();
Return;
end