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57
_module/nss/use_controlpanel.nss
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57
_module/nss/use_controlpanel.nss
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//::///////////////////////////////////////////////
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//:: OnUse: Toggle Activate
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//:: x2_plc_used_act
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//:: Copyright (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Simple script to toggle the placeable animation
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state for placeables that support Activate and
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DeActivate Animations
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Placeables are best set to be DeActivated by
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default with this script.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: 2003-09-10
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//:://////////////////////////////////////////////
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void main()
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{
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object oPC = GetLastUsedBy();
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object oArea = GetArea(oPC);
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int iTouched = GetLocalInt(OBJECT_SELF,"touched");
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// * note that nActive == 1 does not necessarily mean the placeable is active
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// * that depends on the initial state of the object
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int nActive = GetLocalInt (OBJECT_SELF,"X2_L_PLC_ACTIVATED_STATE");
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// * Play Appropriate Animation
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if (!nActive)
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{
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ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE);
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}
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else
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{
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ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE);
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}
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// * Store New State
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SetLocalInt(OBJECT_SELF,"X2_L_PLC_ACTIVATED_STATE",!nActive);
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if (iTouched == 1) {FloatingTextStringOnCreature("This seems to do nothing.",oPC); return;}
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//ExploreAreaForPlayer(oArea,oPC);
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SetLocalInt(OBJECT_SELF,"touched",1);
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if (!GetIsPC(oPC)) return;
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object oTarget;
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oTarget = oPC;
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effect eEffect;
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eEffect = EffectDamageReduction(10, DAMAGE_POWER_PLUS_ONE);
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FloatingTextStringOnCreature("The device creates a force field around you.",oPC);
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eEffect = ExtraordinaryEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 360.0f);
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}
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