47 lines
1.6 KiB
Plaintext
47 lines
1.6 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Name: pgs_door_ofto
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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OnFailToOpen event for guild doors. This event
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will -always- fire, assuming selected guild
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doors are properly set to "locked" via the
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toolset.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Samius Maximus
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//:: Created On:
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//:://////////////////////////////////////////////
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#include "inc_gsystem"
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#include "inc_gsystem_terr"
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void main()
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{
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object oPlayer = GetClickingObject();
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int iGuildDoor = GetTerritoryGuildNumber (GetPGSDoorTerritory (OBJECT_SELF));
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//--------------------------------------------
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//Check if the territory is claimed.
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//--------------------------------------------
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if (iGuildDoor > 0)
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{
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//--------------------------------------------
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//Attempt to match player guild and door guild.
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//--------------------------------------------
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if (GetLocalInt (oPlayer, "Player_Guild_Number") != iGuildDoor)
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{
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AssignCommand (oPlayer, SpeakString ("Bah! Must be locked."));
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AssignCommand (oPlayer, PlayAnimation (ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD));
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return;
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}
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}
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//--------------------------------------------
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//Open door for the player.
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//--------------------------------------------
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AssignCommand (oPlayer, SpeakString ("Hm, seems stuck... *jiggles the " +
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"door handle*"));
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AssignCommand (oPlayer, PlayAnimation (ANIMATION_LOOPING_GET_MID, 1.0f, 2.0f));
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DelayCommand (1.5f, ActionOpenDoor (OBJECT_SELF));
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}
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