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JKMRES.GOO
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cog_force_push.cog
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Text File
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1998-02-25
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6KB
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234 lines
# Jedi Knight Cog Script
#
# FORCE_PULL.COG
#
# FORCEPOWER Script - Force Pull
# Basic Power
# Bin 38
#
# [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
sound pullSound=ForcePull01.WAV local
int inbubble=0 local
message startup
message activated
message deactivated
message pulse
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, 38)) Return;
mana = GetInv(player, 14);
rank = GetInv(player, 38);
if(mana >= cost || GetInv(player, 14) >= GetInv(player, 69))
{
victim = -1;
SetInvActivated(player, 38, 1);
SetPulse(0.33);
SetBinWait(player, 38, 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 and actors.
potential = FirstThingInView(player, 20 + 15 * rank, 5.5, 0x404);
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)) &&
(jkGetBubbleDistance(potential) > 1.0)
)
{
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, 38, 0, 0, 0);
SetBinWait(player, 38, 0.6);
throwThing = -1;
type = GetThingType(victim);
if(type == 2) // ACTOR
{
DetachThing(victim);
ApplyForce(victim, VectorScale(VectorNorm(VectorSub(GetThingPos(victim),GetThingPos(player))), 120 * rank));
SetInvActivated(player, 38, 0);
Return;
}
else
if(type == 10) // OTHER PLAYER
{
if(!(GetThingFlags(victim) & 0x200))
retval = SkillTarget(victim, player, 38, rank);
SetInvActivated(player, 38, 0);
victim = -1;
Return;
}
}
}
SetInvActivated(player, 38, 0);
Return;
# ........................................................................................
selected:
jkPrintUNIString(player, 38);
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, 38, 0);
victim = -1;
jkEndTarget();
Return;
end