make teleporters explain themselves

This commit is contained in:
loop 2025-10-13 02:51:28 +01:00
parent 28d699e031
commit dacdfcbb1f
3 changed files with 13 additions and 10 deletions

View file

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