//:://///////////////////////////////////////////// //:: Name: pgs_door_ofto //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* OnFailToOpen event for guild doors. This event will -always- fire, assuming selected guild doors are properly set to "locked" via the toolset. */ //::////////////////////////////////////////////// //:: Created By: Samius Maximus //:: Created On: //::////////////////////////////////////////////// #include "inc_gsystem" #include "inc_gsystem_terr" void main() { object oPlayer = GetClickingObject(); int iGuildDoor = GetTerritoryGuildNumber (GetPGSDoorTerritory (OBJECT_SELF)); //-------------------------------------------- //Check if the territory is claimed. //-------------------------------------------- if (iGuildDoor > 0) { //-------------------------------------------- //Attempt to match player guild and door guild. //-------------------------------------------- if (GetLocalInt (oPlayer, "Player_Guild_Number") != iGuildDoor) { AssignCommand (oPlayer, SpeakString ("Bah! Must be locked.")); AssignCommand (oPlayer, PlayAnimation (ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD)); return; } } //-------------------------------------------- //Open door for the player. //-------------------------------------------- AssignCommand (oPlayer, SpeakString ("Hm, seems stuck... *jiggles the " + "door handle*")); AssignCommand (oPlayer, PlayAnimation (ANIMATION_LOOPING_GET_MID, 1.0f, 2.0f)); DelayCommand (1.5f, ActionOpenDoor (OBJECT_SELF)); }