57 lines
1.9 KiB
Plaintext
57 lines
1.9 KiB
Plaintext
// Make a bench or coutch usable by 2 creatures simultaneously
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void main()
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{
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// Set some variable for a beter understanding
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object oPlayer = GetLastUsedBy();
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object oBench = OBJECT_SELF;
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// Get a hold on the 2 pillows
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object oPillow1 = GetLocalObject( OBJECT_SELF, "Pillow 1" );
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object oPillow2 = GetLocalObject( OBJECT_SELF, "Pillow 2" );
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// If the sitting places do not exist, create them
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if( !GetIsObjectValid( oPillow1 ) )
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{
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// Set up some variable for understanding
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object oArea = GetArea( oBench );
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vector locBench = GetPosition( oBench );
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float fOrient = GetFacing( oBench );
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// Calculate location of the 2 pillows
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location locPillow1 = Location( oArea, locBench + AngleToVector( fOrient + 90.0f ) / 2.0f, fOrient );
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location locPillow2 = Location( oArea, locBench + AngleToVector( fOrient - 90.0f ) / 2.0f, fOrient );
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// Create the 2 pillows
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oPillow1 = CreateObject( OBJECT_TYPE_PLACEABLE, "plc_invisobj", locPillow1 );
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oPillow2 = CreateObject( OBJECT_TYPE_PLACEABLE, "plc_invisobj", locPillow2 );
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// Memorise the places
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SetLocalObject( OBJECT_SELF, "Pillow 1", oPillow1 );
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SetLocalObject( OBJECT_SELF, "Pillow 2", oPillow2 );
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}
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// Chose the nearest pillow if not used and sit
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if( GetDistanceBetween( oPlayer, oPillow1 ) < GetDistanceBetween( oPlayer, oPillow2 ) )
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{
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if( !GetIsObjectValid( GetSittingCreature( oPillow1 ) ) )
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{
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AssignCommand( oPlayer, ActionSit( oPillow1 ) );
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}
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else
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{
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AssignCommand( oPlayer, ActionSit( oPillow2 ) );
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}
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}
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else
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{
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if( !GetIsObjectValid( GetSittingCreature( oPillow2 ) ) )
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{
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AssignCommand( oPlayer, ActionSit( oPillow2 ) );
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}
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else
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{
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AssignCommand( oPlayer, ActionSit( oPillow1 ) );
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}
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}
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}
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