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- # Jedi Knight Cog Script
- #
- # 00_elev_switch2.cog
- #
- # This elevator will go up to its next frame and hold there. The elevator can be recalled to a floor by hitting the
- # respective "Call" button.
- #
- # (C) 1997 LucasArts Entertainment Co. All Rights Reserved
- # ========================================================================================
-
- symbols
-
- message crossed
- message activate
- message arrived
-
- surface lower_adjoin0 linkid=1
- surface lower_adjoin1 linkid=1
- surface lower_adjoin2 linkid=1
- surface call0 linkid=1
- surface call1 linkid=1
- surface call2 linkid=1
- surface call3 linkid=1
-
- thing elevator desc=elevator_object
-
- int curframe=0 Local
- flex start_wait=0.25 desc=pause_before_moving_up
- flex speed=4.0
- sound wav0=lvrclik1.wav
-
- end
-
- # ========================================================================================
-
- code
- activate: // If player presses button
- if (GetWallCel(call0) == 1) return;
- if (GetSenderId() != 1) return;
- setwallcel(call0,1);
- setwallcel(call1,1);
- setwallcel(call2,1);
- setwallcel(call3,1);
- PlaySoundPos(wav0, SurfaceCenter(GetSenderRef()), 1, -1, -1, 0);
- curframe=getcurframe(elevator);
- movetoframe(elevator, 1-curframe, speed);
- stop;
-
- # ........................................................................................
-
- arrived:
- setwallcel(call0,0);
- setwallcel(call1,0);
- setwallcel(call2,0);
- setwallcel(call3,0);
- PlaySoundPos(wav0, SurfaceCenter(GetSenderRef()), 1, -1, -1, 0);
- stop;
-
- # ........................................................................................
-
- crossed: // If player crosses adjoin(s)
- if (IsMoving(elevator)) return;
- sleep(start_wait); // pause before moving up
-
- curframe=getcurframe(elevator);
- movetoframe(elevator, 1-curframe, speed);
- stop;
-
- end
-
-