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make teleporters explain themselves
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parent
28d699e031
commit
dacdfcbb1f
3 changed files with 13 additions and 10 deletions
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@ -33,6 +33,7 @@ function BankTeleporter::onCollision(%data, %obj, %collider) {
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// Teleporters are generally one way in Skill Sector
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// Teleporter entities are linked to 'spawn point' objects
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echo("BankTeleporter collision: " @ %obj @ " and collider: " @ %collider);
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echo("Banker: " @ %obj.desc);
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if (%obj.disabled) {
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messageClient(%collider.client, 'MsgStationDenied', '\c2Teleporter is recharging please stand by. ~wfx/powered/nexus_deny.wav');
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return;
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@ -49,6 +50,11 @@ function BankTeleporter::onCollision(%data, %obj, %collider) {
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%data.sparkEmitter(%obj);
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%data.schedule(1500, "teleportout", %obj, %collider);
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%data.schedule(3000, "teleportingDone", %obj, %collider);
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if (%obj.desc !$= "") {
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echo("isObject passed");
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echo(%obj.desc);
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centerprint(%collider.client, %obj.desc, 5, 3);
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}
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}
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function BankTeleporter::teleportOut(%data, %obj, %player) {
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@ -116,7 +122,7 @@ function BankTeleporter::teleportOut(%data, %obj, %player) {
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function BankTeleporter::teleportIn(%data, %player) {
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messageClient(%collider.client, 'MsgTeleportStart', '\c2Teleport to '@ %data.destination @' complete! ~wfx/powered/nexus_idle.wav');
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%data.sparkEmitter(%player); // z0dd - ZOD, 4/24/02. teleport sparkles
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%player.startFade(1000, 0, false );
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%player.startFade(1000, 0, false);
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%player.playAudio($PlaySound, StationVehicleDeactivateSound);
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}
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