void InteractCrank(string &in asEntity)
{
AddQuest("TouchCrank", "TouchCrank");
}
void Test1(string &in asItem, string &in asEntity)
{
SetPlayerActive(false);
SetEntityActive("stone_hammer_move_1", true);
SetMoveObjectState("stone_hammer_move_1", 0.25f);
SetEntityInteractionDisabled("Crank", true);
AddTimer("1", 0.2f, "TimerHammer");
AddTimer("2", 0.6f, "TimerHammer");
AddTimer("3", 0.8f, "TimerHammer");
AddTimer("4", 1.2f, "TimerHammer");
AddTimer("5", 1.4f, "TimerHammer");
}
void TimerHammer(string &in asTimer)
{
if(asTimer == "1"){
PlaySoundAtEntity("bang", "impact_wood_med", "Player", 0, false);
CreateParticleSystemAtEntity("", "ps_hit_wood.ps", "Crank", false);
SetMoveObjectState("stone_hammer_move_1", 0.0f);
}
if(asTimer == "2"){
SetMoveObjectState("stone_hammer_move_1", 0.25f);
}
if(asTimer == "3"){
SetMoveObjectState("stone_hammer_move_1", 0.0f);
CreateParticleSystemAtEntity("", "ps_hit_wood.ps", "Crank", false);
PlaySoundAtEntity("bang", "impact_wood_med", "Player", 0, false);
}
if(asTimer == "4"){
SetMoveObjectState("stone_hammer_move_1", 0.25f);
}
if(asTimer == "5"){
SetEntityActive("stone_hammer_move_1", false);
PlaySoundAtEntity("bang", "impact_rock_high", "Player", 0, false);
CreateParticleSystemAtEntity("", "ps_hit_wood.ps", "Crank", false);
CompleteQuest("TouchCrank", "TouchCrank");
GiveSanityBoostSmall();
SetWheelStuckState("Crank", 0, true);
SetEntityInteractionDisabled("Crank", false);
SetPlayerActive(true);
PlayMusic("23_puzzle.ogg", false, 0.7f, 0.5f, 9, false);
SetInventoryDisabled(true); //This is so the music doesnt drag on by having this up
AddTimer("music", 4.0f, "TimerMusic");
AddTimer("inventory", 6.0f, "TimerMusic");
}
}
void TimerMusic(string &in asTimer)
{
if(asTimer == "music"){
StopMusic(4.0f, 9);
return;
}
SetInventoryDisabled(false);
}
//If ladder if in this area, turn off ladder area. Else, allow player to climb it
void CollideCheckLadder(string &in asParent, string &in asChild, int alState)
{
if(alState == -1){
SetEntityActive("LadderArea_1", true);
}
if(alState == 1){
SetEntityActive("LadderArea_1", false);
}
}
void CollideAreaLook(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("LadderPuzzle", 1.0, 1.0, "Function");
AddTimer("LaderPuzzle", 4, "Function");
}
void Function(string &in asTimer)
{
StopPlayerLookAt();
}
void TimerAreaStep(string &in asTimer)
{
int iRand = RandInt(1, 2);
PlaySoundAtEntity(asTimer+iRand, "scare_wood_creak_scuf.snt", asTimer+iRand, 1, false);
SetRadialBlurStartDist(0.8f);
FadeRadialBlurTo(0.1f, 0.03f);
AddTimer("EndRadial", 4.0f, "TimerEndRadial");
AddTimer(asTimer, RandFloat(15.0f, 30.0f), "TimerAreaStep");
}