So, cogging is not my strong point. I just want to make sure that this abomination will work for both client and server. I don't want it updated or renovated unless it has to be. I conjured up this beast on a whim, and I'd like to just stick with things that I know work, since testers are hard to find.
Yes, it's ugly, but will it work for all parties involved?
Yes, it's ugly, but will it work for all parties involved?
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Code:
# Jedi Knight Cog Script # # What the hell have I done? # # This should allow 2 switches to control a sector which can both heal and damage a player. # # Modified from 00_sectordamage.cog flags=0x240 symbols message startup message activate message pulse sector deltaSector # the life/death sector flex damageInterval=1.0 # damage applied in seconds flex damage=4.0 # how much damage is applied flex heal=4.0 # how much health is applied thing victim local # actors and players affected. surface switch0 surface switch1 int type local int toggle=0 local sound switchon=forcefieldon01.wav local sound switchoff=forcefieldoff01.wav local end # Code Section code startup: if (GetWallCel(switch0) == 0) { SetWallCel(switch0, 0); SetWallCel(switch1, 0); toggle = 1; } else { SetWallCel(switch0, 1); SetWallCel(switch1, 1); toggle = 0; } if(deltaSector > -1) SetPulse(damageInterval); return; activate: if (GetWallCel(switch0) == 1) { PlaySoundPos(switchoff, SurfaceCenter(switch0), 1, -1, -1, 0); PlaySoundPos(switchoff, SurfaceCenter(switch1), 1, -1, -1, 0); SetWallCel(switch0, 0); SetWallCel(switch1, 0); toggle = 1; } else if (GetWallCel(switch0) == 0) { PlaySoundPos(switchon, SurfaceCenter(switch0), 1, -1, -1, 0); PlaySoundPos(switchon, SurfaceCenter(switch1), 1, -1, -1, 0); SetWallCel(switch0, 1); SetWallCel(switch1, 1); toggle = 0; } return; pulse: victim = FirstThingInSector(deltaSector); while (victim != -1) { type = GetThingType(victim); // If we have an actor (2) or a player (10) if ((type==2) || (type==10)) { // Do the damage or healing. if (toggle > 0) { DamageThing(victim, damage, 0x1, victim); } else { HealThing(victim, heal); } } victim = NextThingInSector(victim); } return; end