Initial commit
Initial commit [v9.7]
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79
_module/nss/cs_gsm.nss
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79
_module/nss/cs_gsm.nss
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@@ -0,0 +1,79 @@
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#include "in_g_cutscene"
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int ValidCharacterForPrelude();
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void main()
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{
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object oWPPC_GSM = GetWaypointByTag("WP_GSM_Ambush");
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object oPC = GetLocalObject(GetModule(),"cutsceneviewer");
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//object oFan = GetLocalObject(GetModule(),"barrow");
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// Start cutscene
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GestaltStartCutscene (oPC,"cs_gsm",TRUE,TRUE,TRUE,TRUE,2);
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if (!GetIsPC(oPC)) return;
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int DoOnce = GetLocalInt(oPC, GetTag(OBJECT_SELF));
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if (DoOnce==TRUE) return;
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float fFace = GetFacing(oPC);
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// GestaltFace (0.0, oPC, 0.0,2,oFan);
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GestaltActionMove (0.0, oPC, oWPPC_GSM,FALSE,0.0,40.0);
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GestaltSpeak(0.5, oPC, "There's not much sense in going back to Lankhmar, since the gates are shut.");
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GestaltSpeak(5.0, oPC, "You will have to find another way into the city..");
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GestaltSpeak(10.0, oPC, "The landfall adjacent to the marsh road and within close proximity to Lankhmar is marshlike but something less than swamp");
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GestaltSpeak(20.0, oPC, "The road itself and most of the surrounding ground is quite solid, although well covered by tall, marshy grass and shrubs.");
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GestaltSpeak(30.0, oPC, "You really hope that you don't encounter any Liches..");
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GestaltSpeak(40.0, oPC, "Wait! What's this? Ambush! To Arms!");
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// DelayCommand(68.0, SetWeather(GetModule(), WEATHER_RAIN));
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// GestaltSpeak(77.0, oPC, "<22>Wait.. Is that a cave?");
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//GestaltCameraMove(0.0, fFace + 270.0, 10.0, 150.0, 78.0, fFace + 180.0,15.0,30.0,30.0, oPC);
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GestaltCameraSetup (0.0, oPC, 300.0, 20.0, 150.0);
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// 270.0,20.0,20.0
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GestaltCameraSmooth (0.0,
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0.0, -4.0, 0.0,
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0.0, 0.0, 8.0,
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5.0, 30.0, oPC);
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// 270.0,10.0,40.0
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GestaltCameraSmooth (10.0,
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0.0, 0.0, 8.0,
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18.0, 0.0, -8.0,
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5.0, 30.0, oPC);
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// 315.0,10.0,40.0
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GestaltCameraSmooth (30.0,
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18.0, 0.0, -8.0,
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0.0, 0.0, 0.0,
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5.0, 30.0, oPC);
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// 360.0,10.0,20.0
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GestaltStopCutscene (41.0, oPC);
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}
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