RE: Local varInts
Sorry, on my regular PC now
void OnStart()
{
AddEntityCollideCallback("Player", "LightBreak", "LightBreaks", true, 1);
AddEntityCollideCallback("Limb_1", "reform", "CollideLimbsInTub1", true, 1);
AddEntityCollideCallback("Limb_2", "reform", "CollideLimbsInTub2", true, 1);
AddEntityCollideCallback("Limb_3", "reform", "CollideLimbsInTub3", true, 1);
AddEntityCollideCallback("Limb_4", "reform", "CollideLimbsInTub4", true, 1);
AddEntityCollideCallback("Limb_5", "reform", "CollideLimbsInTub5", true, 1);
SetLocalVarInt("LimbOK", 0);
}
//----CHAMBER----//
void CollideLimbsInTub1(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("LimbOK", 1);
func_on();
}
void CollideLimbsInTub2(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("LimbOK", 1);
func_on();
}
void CollideLimbsInTub3(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("LimbOK", 1);
func_on();
}
void CollideLimbsInTub4(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("LimbOK", 1);
func_on();
}
void CollideLimbsInTub5(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("LimbOK", 1);
func_on();
}
void func_on()
{
if (GetLocalVarInt("LimbOK") == 5)
{
AddUseItemCallback("head", "head", "water", "ChamberComplete", true);
}
}
void ChamberComplete(string &in asItem, string &in asEntity)
{
DestroyParticleSystem("gas_1");
DestroyParticleSystem("gas_2");
DestroyParticleSystem("gas_3");
DestroyParticleSystem("gas_4");
DestroyParticleSystem("gas_5");
SetLampLit("lamp_1", false, true);
SetLampLit("lamp_2", false, true);
SetLampLit("lamp_3", false, true);
PlaySoundAtEntity("", "02_vent.snt", "ChamberSounds", 2, true);
PlaySoundAtEntity("", "light_off.snt", "ChamberSounds", 0, false);
PlayMusic("eerie09.ogg", true, 1, 0, 0.5, true);
PlayMusic("08_power_out1.ogg", true, 1, 0, 0, true);
SetEntityPlayerLookAtCallback("metal_door", "Bam", true);
}
void Bam(string &in entity, int alState)
{
if(GetSwingDoorClosed("metal_door")) //Checks to see if the door is closed.
{
SetSwingDoorDisableAutoClose("metal_door", true); //This will stop the door from closing as soon as it opens.
SetSwingDoorClosed("metal_door", false, true);
PlaySoundAtEntity("", "scare_slam_door.snt", "metal_door", 0, true);
PlaySoundAtEntity("", "impact_metal_high.snt", "metal_door", 0, true);
AddPropImpulse("metal_door", 0, 0, -30, "World");
}
}
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