Ejemplo n.º 1
0
func FxPyritHammeringTimer(object c, proplist fx, int time)
{
	if (FrameCounter() < this.anim_continue_frame || c.has_sequence) return FX_OK;
	this.anim = 0;
	if (!fx.catapult) if (!(fx.catapult = FindObject(Find_ID(Catapult), Sort_Distance()))) return FX_OK;
	if ((!Random(20) && GetPlayerCount()) || this.was_walk_interrupted)
	{
		// Move between two places (only if players are joined so Pyrit stays in place for object saving)
		var new_pos = [fx.catapult->GetX()-24, fx.catapult->GetX()+26][c->GetX() < fx.catapult->GetX()];
		c->SetCommand("MoveTo", nil, new_pos, fx.catapult->GetY());
		this.anim_continue_frame = FrameCounter() + 50;
		this.was_walk_interrupted = false;
	}
Ejemplo n.º 2
0
global func FxFireStart(object obj, int iNumber, int iTemp, int iCausedBy, bool fBlasted, object pIncineratingObject)
  {
  // Wenn ein Objekt zu brennen beginnt, gleich das Löschen planen
  var i;
  if (!iTemp) if (GetAlive(obj)) if (i=ObjectCount(_ETG))
    {
    // Lösche in Schlüsselframes, damit nahe beieinanderliegende Objekte ungefähr gleichzeitig gelöscht werden
    // Dies verringert die Chance des Neuanzündens
    var iExtgTime = 200/i + 50 - (FrameCounter() % 50);
    AddEffect("IntExtinguisher", obj, 1, iExtgTime, obj);
    }
  return(inherited(obj, iNumber, iTemp, iCausedBy, fBlasted, pIncineratingObject));
  }
Ejemplo n.º 3
0
// Generic call on every dlg message of Lara
func Dlg_Lara(clonk)
{
	// Stop walking.
	if (dlg_target->GetCommand())
	{
		
		this.was_walk_interrupted = true;
		dlg_target->SetCommand("None");
		dlg_target->SetComDir(COMD_Stop);
		dlg_target->SetXDir();
	}
	// Yield activity
	this.anim_continue_frame = FrameCounter() + 50;
	return false; // do call specific functions
}
Ejemplo n.º 4
0
// Generic call on every dlg message of Pyrit
func Dlg_Pyrit(object clonk)
{
	// Stop walking.
	if (dlg_target->GetCommand())
	{
		
		this.was_walk_interrupted = true;
		dlg_target->SetCommand("None");
		dlg_target->SetComDir(COMD_Stop);
		dlg_target->SetXDir();
	}
	// Yield animation
	if (this.anim) dlg_target->StopAnimation(this.anim);
	this.anim = 0;
	this.anim_continue_frame = FrameCounter() + 50;
	return false; // do call specific functions
}
Ejemplo n.º 5
0
func FxLaraWalkingTimer(object c, proplist fx, int time)
{
	var speed_factor = 50;
	// Interrupted by dialogue?
	if (FrameCounter() < this.anim_continue_frame) return FX_OK;
	// No player joined? Stay in place for proper scenario saving.
	if (!GetPlayerCount()) return FX_OK;
	// Busy lifting/dropping?
	if (GetEffect("IntLiftHeavy", c)) return FX_OK;
	if (GetEffect("IntDropHeavy", c)) return FX_OK;
	// Do we have something to carry?
	if (!fx.carry_obj)
	{
		// Relax for a random time...
		if (!Random(10))
			// ...and search new work after
			fx.carry_obj = fx.last_barrel = Lara_FindCarryObj(c, fx);
	}
	if (fx.carry_obj)
	{
		// need to pick it up?
		if (fx.carry_obj->Contained() != c)
		{
			// need to walk there?
			var dist = Abs(fx.carry_obj->GetX() - c->GetX());
			if (dist < 10)
			{
				// pick up!
				c->SetCommand("None");
				c->SetComDir(COMD_Stop);
				// short break - then pick up.
				if (c->GetXDir()) return FX_OK;
				c->SetXDir();
				fx.carry_obj->Enter(c);
				// find a target
				fx.target_pos = [[220+Random(11), 311], [495+Random(51),358]][fx.carry_obj->GetX() < 350];
			}
			else 
			{
				// we're close. slow down.
				if (dist < 40) speed_factor = 30;