5,391
edits
(just reverting the damn thing while adding a few comments) |
m (→func change_terminaldoor_light: oops) |
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==### DOOR LOCK LIGHTS ###== | ==### DOOR LOCK LIGHTS ###== | ||
===func change_terminaldoor_light=== | ===func change_terminaldoor_light=== | ||
A typical door-unlocking function, called from [[OBD:BINA/OBJC/CONS|console]] number 1. Control is taken away from the player with '''input 0''' and given back with '''input 1'''. The camera instantly moves (interpolates over 0 frames) to the position and orientation specified by '''[[OBANdoor1]]''' and refocuses on the player 3.5 seconds later. In the meantime, the '''door1_locklight01''' particle (looked up in '''[[ENVP]]''') turns on, whereby the apparent light changes from red to green. Note that the door (number 2) is unlocked directly by the console, so there's no need for a '''door_unlock 2''' here. | A typical door-unlocking function, called from [[OBD:BINA/OBJC/CONS|console]] number 1. Control is taken away from the player with '''input 0''' and given back with '''input 1'''. The camera instantly moves (interpolates over 0 frames) to the position and orientation specified by '''[[OBAN|OBANdoor1]]''' and refocuses on the player 3.5 seconds later. In the meantime, the '''door1_locklight01''' particle (looked up in '''[[ENVP]]''') turns on, whereby the apparent light changes from red to green. Note that the door (number 2) is unlocked directly by the console, so there's no need for a '''door_unlock 2''' here. | ||
func void change_terminaldoor_light(void) | func void change_terminaldoor_light(void) | ||
{ | { | ||
Line 647: | Line 647: | ||
input 1 | input 1 | ||
} | } | ||
===func change_door2_light=== | ===func change_door2_light=== | ||
Same as above except before giving control back to the player, the objective and compass target are updated (by user functions). This is called from [[OBD:BINA/OBJC/CONS|console]] number 2, and the [[OBD:BINA/OBJC/DOOR|door]] (number 10) is also unlocked directly by the console. | Same as above except before giving control back to the player, the objective and compass target are updated (by user functions). This is called from [[OBD:BINA/OBJC/CONS|console]] number 2, and the [[OBD:BINA/OBJC/DOOR|door]] (number 10) is also unlocked directly by the console. |