#include "x3_inc_horse" #include "x0_inc_henai" void main() { object oClicker=GetClickingObject(); object oTarget=GetTransitionTarget(OBJECT_SELF); location lPreJump=HORSE_SupportGetMountLocation(oClicker,oClicker,0.0); // location before jump int bAnim=GetLocalInt(OBJECT_SELF,"bDismountFast"); // community requested fast dismount for transitions if variable is not set (use X3_G0_Transition for animated) int nN=1; object oOb; object oAreaHere=GetArea(oClicker); object oAreaTarget=GetArea(oTarget); object oHitch; int bDelayedJump=FALSE; int bNoMounts=FALSE; float fX3_MOUNT_MULTIPLE=GetLocalFloat(GetArea(oClicker),"fX3_MOUNT_MULTIPLE"); float fX3_DISMOUNT_MULTIPLE=GetLocalFloat(GetArea(oClicker),"fX3_DISMOUNT_MULTIPLE"); if (GetLocalFloat(oClicker,"fX3_MOUNT_MULTIPLE")>fX3_MOUNT_MULTIPLE) fX3_MOUNT_MULTIPLE=GetLocalFloat(oClicker,"fX3_MOUNT_MULTIPLE"); if (fX3_MOUNT_MULTIPLE<=0.0) fX3_MOUNT_MULTIPLE=1.0; if (GetLocalFloat(oClicker,"fX3_DISMOUNT_MULTIPLE")>0.0) fX3_DISMOUNT_MULTIPLE=GetLocalFloat(oClicker,"fX3_DISMOUNT_MULTIPLE"); if (fX3_DISMOUNT_MULTIPLE>0.0) fX3_MOUNT_MULTIPLE=fX3_DISMOUNT_MULTIPLE; // use dismount multiple instead of mount multiple float fDelay=0.1*fX3_MOUNT_MULTIPLE; if (!GetLocalInt(oAreaTarget,"X3_MOUNT_OK_EXCEPTION")) { // check for global restrictions if (GetLocalInt(GetModule(),"X3_MOUNTS_EXTERNAL_ONLY")&&GetIsAreaInterior(oAreaTarget)) bNoMounts=TRUE; else if (GetLocalInt(GetModule(),"X3_MOUNTS_NO_UNDERGROUND")&&!GetIsAreaAboveGround(oAreaTarget)) bNoMounts=TRUE; } // check for global restrictions if (GetLocalInt(oAreaTarget,"X3_NO_MOUNTING")||GetLocalInt(oAreaTarget,"X3_NO_HORSES")||bNoMounts) { // make sure all transitioning are not mounted if (HorseGetIsMounted(oClicker)) { // dismount clicker bDelayedJump=TRUE; AssignCommand(oClicker,HORSE_SupportDismountWrapper(bAnim,TRUE)); fDelay=fDelay+0.2*fX3_MOUNT_MULTIPLE; } // dismount clicker oOb=GetAssociate(ASSOCIATE_TYPE_HENCHMAN,oClicker,nN); while(GetIsObjectValid(oOb)) { // check each associate to see if mounted if (HorseGetIsMounted(oOb)) { // dismount associate bDelayedJump=TRUE; DelayCommand(fDelay,AssignCommand(oOb,HORSE_SupportDismountWrapper(bAnim,TRUE))); fDelay=fDelay+0.2*fX3_MOUNT_MULTIPLE; } // dismount associate nN++; oOb=GetAssociate(ASSOCIATE_TYPE_HENCHMAN,oClicker,nN); } // check each associate to see if mounted if (fDelay>0.1) SendMessageToPCByStrRef(oClicker,111989); if (bDelayedJump) { // some of the party has/have been mounted, so delay the time to hitch fDelay=fDelay+2.0*fX3_MOUNT_MULTIPLE; // non-animated dismount lasts 1.0+1.0=2.0 by default, so wait at least that! if (bAnim) fDelay=fDelay+2.8*fX3_MOUNT_MULTIPLE; // animated dismount lasts (X3_ACTION_DELAY+HORSE_DISMOUNT_DURATION+1.0)*fX3_MOUNT_MULTIPLE=4.8 by default, so wait at least that! } // some of the party has/have been mounted, so delay the time to hitch } // make sure all transitioning are not mounted if (GetLocalInt(oAreaTarget,"X3_NO_HORSES")||bNoMounts) { // make sure no horses/mounts follow the clicker to this area bDelayedJump=TRUE; oHitch=GetNearestObjectByTag("X3_HITCHING_POST",oClicker); DelayCommand(fDelay,HorseHitchHorses(oHitch,oClicker,lPreJump)); if (bAnim) fDelay=fDelay+1.8*fX3_MOUNT_MULTIPLE; } // make sure no horses/mounts follow the clicker to this area SetAreaTransitionBMP(AREA_TRANSITION_RANDOM); if (bDelayedJump) { // delayed jump DelayCommand(fDelay,AssignCommand(oClicker,ClearAllActions())); DelayCommand(fDelay+0.1*fX3_MOUNT_MULTIPLE,AssignCommand(oClicker,JumpToObject(oTarget))); } // delayed jump else { // quick jump AssignCommand(oClicker,JumpToObject(oTarget)); } // quick jump DelayCommand(fDelay+4.0*fX3_MOUNT_MULTIPLE,HorseMoveAssociates(oClicker)); }