# Jedi Knight Cog Script # # WEAP_SABER.COG # # WEAPON Script - Lightsaber # # [CYW] # # (C) 1997 LucasArts Entertainment Co. All Rights Reserved # ======================================================================================== symbols message startup message activated message deactivated message selected message deselected message newplayer message autoselect message timer message fire message killed message user0 # ........................................................................................ model povModel=sabv.3do local model saberMesh=sabg.3do local # ........................................................................................ # POV animations keyframe mountAnim=SabVmnt.key local keyframe dismountAnim=SabVdis.key local keyframe holdAnim=SabVhold.key local keyframe povSnapAnim1=SabVf1.key local keyframe povSnapAnim2=SabVf2.key local keyframe povSnapAnim3=SabVf1.key local keyframe povPreFireAnim=SabVrdy.key local keyframe povFireAnimF1=SabVsnp1.key local keyframe povFireAnimF2=SabVsnp2.key local keyframe povFireAnimB1=SabVb1.key local keyframe povFireAnimB2=SabVb2.key local keyframe povFireAnimL1=SabVl1.key local keyframe povFireAnimR1=SabVr1.key local keyframe povChargeAnim=SabVch.key local keyframe povPreBlockAnim=SabVblk.key local # ........................................................................................ # External animations keyframe preFireAnimL=KYreadyl.key local keyframe preFireAnimR=KYreadyr.key local keyframe fireAnimF1=KYsnap1.key local keyframe fireAnimF2=KYsnap2.key local keyframe fireAnimB1=KYsabrb1.key local keyframe fireAnimB2=KYsabrb2.key local keyframe fireAnimL1=KYsabrl1.key local keyframe fireAnimR1=KYsabrr1.key local keyframe snapAnim1=KYsabrf1.key local keyframe snapAnim2=KYsabrf2.key local keyframe snapAnim3=KYsabrf1.key local keyframe chargeAnim=KYcharge.key local keyframe preBlockAnim=KYblock.key local keyframe holsterAnim=kyhlstr.key local # ........................................................................................ sound dismountSound=LtSaberOff01.WAV local sound mountSound=LtSaberOn01.WAV local sound hitSound01=LtSaberHit01.WAV local sound hitSound02=LtSaberHit02.WAV local sound hitSound03=LtSaberHit03.WAV local sound hitSound12=LtSaberHit12.WAV local sound hitSound14=LtSaberHit14.WAV local sound swingSound01=LtSaberSwing01.WAV local sound swingSound02=LtSaberSwing02.WAV local sound swingSound03=LtSaberSwing03.WAV local sound swingSound04=LtSaberSwing04.WAV local sound swingSound05=LtSaberSwing05.WAV local sound swingSound06=LtSaberSwing06.WAV local sound swingSound07=LtSaberSwing07.WAV local sound swingSound08=LtSaberSwing08.WAV local sound swingSoundDbl01=LtSaberSwingDbl01.WAV local sound humSound01=LtSaberLp01.WAV local flex damage local flex bladeLen local flex holsterWait local thing player local thing antagonist local vector ppos local vector apos local vector diff local vector thrust local flex damage local flex type local flex dot local # ........................................................................................ # Animation tracks int mountAnimID local int preAnimID local int povPreAnimID local int slashAnimID local int povSlashAnimID local # ........................................................................................ int mode local int slash local int nextAttack local # 0=right 1=left int humChannel local int holsterTrack local int slashSound local int assign local int nosaber local vector shakePos local vector shakeAngle local cog kyleCog local int Staff=0 local model Maul=dm.3do local model MaulHandle=maulsabg.3do local end # ======================================================================================== code startup: // Set up player with saber. player = GetLocalPlayerThing(); kyleCog = GetThingClassCog(player); ClearActorFlags(player, 0x2000); jkDisableSaber(player); slash = 0; nextAttack = 0; slashAnimID=-1; povSlashAnimID=-1; return; # ........................................................................................ timer: id = GetSenderId(); if (id == 0) { // Play mounting sound. PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80); humChannel = PlaySoundThing(humSound01, player, 1.0, -1, -1, 0x81); jkSetFlags(player, 0x5); } else if (id == 1) { // Make sure a loose timer doesn't come in and reset the block after we deselect the saber. if (nosaber == 0) SetActorFlags(player, 0x2000); } else if (id == 2) { StopKey(player, holsterTrack, 0.0); } return; # ........................................................................................ selected: Staff = 0; jkClearFlags(player, 0x10); SetBinWait(player, 116, GetSoundLen(mountSound)); assign = GetSenderRef(); // Go to external if ((jkGetSaberCam() == 1) && (GetCurrentCamera() == 0) && (GetPrimaryFocus(0) == player)) CycleCamera(); // Setup the meshes and models. jkSetPOVModel( player, povModel ); SetArmedMode( player, 2 ); jkSetWeaponMesh( player, saberMesh ); jkSetWaggle(player, '10.0 7.0 0.0', 350); if (assign == 0) { // Play the animation (NOLOOP + UNIQUE + ENDPAUSE). // The animation is held at the last frame after it is played. PlayMode(player, 42); mountAnimID = jkPlayPOVKey( player, mountAnim, 0, 0x14 ); SetTimerEx(0.7, 0, 0, 0); } else { mountAnimID = jkPlayPOVKey( player, holdAnim, 0, 0x14 ); humChannel = PlaySoundThing(humSound01, player, 1.0, -1, -1, 0x81); jkSetFlags(player, 0x80); } SetMountWait(player, GetKeyLen(mountAnim)); // Set saber flags, and allow activation of the weapon SetCurWeapon( player, 10 ); // Set autoblock on. SetActorFlags(player, 0x2000); jkDisableSaber(player); nosaber = 0; return; # ........................................................................................ deselected: // Back to POV if ((jkGetSaberCam() == 1) && (GetCurrentCamera() == 1) && (GetPrimaryFocus(1) == player)) CycleCamera(); // Shrink saber. jkSetFlags(player, 0x8); // Dismount the Lightsaber. PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80); jkPlayPOVKey( player, dismountAnim, 0, 18 ); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, 0.0, 0.0); if (mountAnimID != -1) { jkStopPOVKey( player, mountAnimID, 0 ); mountAnimID = -1; } jkSetWaggle(player, '0.0 0.0 0.0', 0); // Clear variables slash = 0; nextAttack = 0; slashAnimID = -1; povSlashAnimID = -1; StopSound( humChannel, 0.5 ); // Disable autoblock KillTimerEx(1); ClearActorFlags(player, 0x2000); jkDisableSaber(player); nosaber = 1; return; # ........................................................................................ activated: mode = GetSenderRef(); jkSetWaggle(player, '0.0 0.0 0.0', 0); if (mode > 1) return; povPreAnimID = -1; preAnimID = -1; ActivateWeapon( player, 0.5, mode ); // Disable autoblock ClearActorFlags(player, 0x2000); return; # ........................................................................................ deactivated: mode = GetSenderRef(); jkSetWaggle(player, '10.0 7.0 0.0', 350); DeactivateWeapon( player, mode ); // Enable autoblock SetTimerEx(0.5, 1, 0, 0); return; # ........................................................................................ fire: // Stop block animations, by sending a message to kyle.cog. SendMessage( kyleCog, user0 ); // Underwater saber attacks. if (GetMajorMode(player) == 5) { jkEnableSaber( player, 50, 0.15, 0.25 ); if (nextAttack == 0) { PlayMode( player, 8); jkPlayPOVKey( player, povFireAnimF1, 2, 0x38 ); nextAttack = 1; } else { PlayMode( player, 18); jkPlayPOVKey( player, povFireAnimF2, 2, 0x38 ); nextAttack = 0; } shakePos = VectorScale(RandVec(),.001); shakeAngle = VectorScale(RandVec(),.5); SetPOVShake(shakePos, shakeAngle, .05, 80.0); SetFireWait(player, 1.0); slashSound = Rand()*7; PlaySoundThing(swingSound01[slashSound], player, 1.0, -1, -1, 0x80); } else { mode = GetSenderRef(); if (mode == 0) { // If we do another attack, reset the quick slash counter. thrust = GetThingThrust( player ); // RIGHT Regular Strike if (VectorX(thrust) > 0) { jkEnableSaber( player, 50, 0.15, 0.25 ); jkPlayPOVKey( player, povFireAnimR1, 2, 0x38 ); PlayKey(player, fireAnimR1, 1, 0x38); shakePos = VectorScale(RandVec(),.001); shakeAngle = VectorScale(RandVec(),.5); SetPOVShake(shakePos, shakeAngle, .05, 80.0); // PlaySoundThing(swingSound02, player, 1.0, -1, -1, 0x80); slashSound = Rand()*7; PlaySoundThing(swingSound01[slashSound], player, 1.0, -1, -1, 0x80); SetFireWait(player, 0.8); } else // LEFT Regular Strike if (VectorX(thrust) < 0) { jkEnableSaber( player, 50, 0.15, 0.25 ); jkPlayPOVKey( player, povFireAnimL1, 2, 0x38 ); PlayKey(player, fireAnimL1, 1, 0x38); shakePos = VectorScale(RandVec(),.001); shakeAngle = VectorScale(RandVec(),.5); SetPOVShake(shakePos, shakeAngle, .05, 80.0); // PlaySoundThing(swingSound02, player, 1.0, -1, -1, 0x80); slashSound = Rand()*7; PlaySoundThing(swingSound01[slashSound], player, 1.0, -1, -1, 0x80); SetFireWait(player, 0.8); } else // BACKWARDS Strike if (VectorY(thrust) < -0.1) { jkEnableSaber( player, 50, 0.15, 0.25 ); if (nextAttack == 0) { jkPlayPOVKey( player, povFireAnimB1, 2, 0x38 ); PlayKey(player, fireAnimB1, 2, 0x38); nextAttack = 1; } else { jkPlayPOVKey( player, povFireAnimB2, 2, 0x38 ); PlayKey(player, fireAnimB2, 2, 0x38); nextAttack = 0; } shakePos = VectorScale(RandVec(),.001); shakeAngle = VectorScale(RandVec(),.5); SetPOVShake(shakePos, shakeAngle, .05, 80.0); slashSound = Rand()*7; PlaySoundThing(swingSound01[slashSound], player, 1.0, -1, -1, 0x80); SetFireWait(player, 0.8); } else // STANDING Strike if (VectorY(thrust) < 0.1) { jkEnableSaber( player, 50, 0.25, 0.7 ); if (nextAttack == 0) { jkPlayPOVKey( player, povFireAnimF1, 2, 0x38 ); PlayKey(player, fireAnimF1, 2, 0x38); nextAttack = 1; } else { jkPlayPOVKey( player, povFireAnimF2, 2, 0x38 ); PlayKey(player, fireAnimF2, 2, 0x38); nextAttack = 0; } shakePos = VectorScale(RandVec(),.001); shakeAngle = VectorScale(RandVec(),.5); SetPOVShake(shakePos, shakeAngle, .05, 80.0); // PlaySoundThing(swingSound02, player, 1.0, -1, -1, 0x80); slashSound = Rand()*7; PlaySoundThing(swingSound01[slashSound], player, 1.0, -1, -1, 0x80); SetFireWait(player, 0.8); } else { // QUICK slash. if (slash == 0) { // If after a second, we haven't attacked again, reset slash to 0. jkEnableSaber( player, 40, 0.15, 0.25 ); povSlashAnimID = jkPlayPOVKey( player, povSnapAnim1, 2, 0x38); slashAnimID = PlayKey(player, snapAnim1, 1, 0x38); PlaySoundThing(swingSound01, player, 1.0, -1, -1, 0x80); shakePos = VectorScale(RandVec(),.001); shakeAngle = VectorScale(RandVec(),.5); SetPOVShake(shakePos, shakeAngle, .05, 80.0); SetFireWait(player, 0.25); slash = 1; } else if (slash == 1) { // Allow another second for the 3rd attack. jkEnableSaber( player, 40, 0.15, 0.25 ); povSlashAnimID = jkPlayPOVKey( player, povSnapAnim2, 2, 0x38 ); slashAnimID = PlayKey(player, snapAnim2, 1, 0x38); PlaySoundThing(swingSound03, player, 1.0, -1, -1, 0x80); shakePos = VectorScale(RandVec(),.001); shakeAngle = VectorScale(RandVec(),.5); SetPOVShake(shakePos, shakeAngle, .05, 80.0); SetFireWait(player, 0.25); slash = 2; } else if (slash == 2) { jkEnableSaber( player, 60, 0.2, 0.25 ); povSlashAnimID = jkPlayPOVKey( player, povSnapAnim3, 2, 0x38 ); slashAnimID = PlayKey(player, snapAnim3, 1, 0x38); PlaySoundThing(swingSound02, player, 1.0, -1, -1, 0x80); shakePos = VectorScale(RandVec(),.001); shakeAngle = VectorScale(RandVec(),.5); SetPOVShake(shakePos, shakeAngle, .05, 80.0); SetFireWait(player, 1.0); slash = 0; } } } // mode == 1 else { // HEAVY slash. { jkEnableSaber( player, 160, 0.3, 1.2 ); jkPlayPOVKey( player, povChargeAnim, 2, 0x38 ); PlayKey(player, chargeAnim, 2, 0x38); shakePos = VectorScale(RandVec(),.001); shakeAngle = VectorScale(RandVec(),.5); SetPOVShake(shakePos, shakeAngle, .05, 80.0); PlaySoundThing(swingSoundDbl01, player, 1.0, -1, -1, 0x80); SetFireWait(player, 2.0); } } } return; # ........................................................................................ newplayer: slash = 0; nextAttack = 0; slashAnimID=-1; povSlashAnimID=-1; // Disable autoblock ClearActorFlags(player, 0x2000); jkDisableSaber(player); // Back to POV, since the saber should never get autoselected at start for a multiplayer game. if ((jkGetSaberCam() == 1) && (GetCurrentCamera() == 1) && (GetPrimaryFocus(1) == player)) CycleCamera(); return; # ........................................................................................ autoselect: // Return the saber when out of everthing except the fists // If the player has the weapon if(GetInv(player, 10) != 0.0) { ReturnEx(200.0); } else { ReturnEx(-1.0); } Return; # ........................................................................................ killed: if (player == GetSenderRef()) { if (GetCurWeapon(player) == 10) PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80); nosaber = 1; jkClearFlags(player, 0x10); } Return; # ........................................................................................ user0: if(!Staff) { jkSetFlags(player, 0x10); PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80); jkPrintUNIString(player, 19); SetBinWait(player, 116, GetSoundLen(mountSound)); } else { jkClearFlags(player, 0x10); PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80); jkPrintUNIString(player, 10); SetBinWait(player, 116, GetSoundLen(dismountSound)); } Staff = 1 - Staff; return; end