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_module/nss/os_arm_catl.nss
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247
_module/nss/os_arm_catl.nss
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////////////////////////////////////////////////////////////////////////////////
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//
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// Siege Catapult Light - Initiates Load Sequence
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// os_arm_catl
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// by Don Anderson
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// dandersonru@msn.com
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//
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////////////////////////////////////////////////////////////////////////////////
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#include "os_inc"
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void main()
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{
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object oCatapult = OBJECT_SELF;
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int nSelfFaction = GetLocalInt(oCatapult,"FACTION");
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int nLoaded = GetLocalInt(oCatapult,"LOADED");
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location lLoc = GetLocation(oCatapult);
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//Find closest related Switch
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object oSwitch = GetNearestObjectByTag("SiegeSwitch",oCatapult,1);
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float fSDist = GetDistanceToObject(oSwitch);
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if(fSDist > SIEGE_SWITCH) return;
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int nFaction;
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object oTarget;
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object oAcquire;
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string sTarget;
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//Check for Active Fire Mode
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int nFMode = GetLocalInt(oSwitch,"FIREMODE");
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if(nFMode < 1)
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{
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AssignCommand(oCatapult,SpeakString("Light Catapult standing down!"));
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SetLocalInt(oCatapult,"LOADED",0);
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SetLocalInt(oCatapult,"ACQUIRED",0);
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return;
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}
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//Find a Valid Supply Barrel
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object oBAcid = GetNearestObjectByTag("AcidGrenades",oCatapult,1);
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object oBFire = GetNearestObjectByTag("FireGrenades",oCatapult,1);
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if((oBAcid != OBJECT_INVALID || oBFire != OBJECT_INVALID) && nLoaded == 0)
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{
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float fDist = SIEGE_SUPPLY * 2.0;
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float fADist = SIEGE_SUPPLY * 2.0;
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float fFDist = SIEGE_SUPPLY * 2.0;
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object oCBarrel;
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//Which is the Closest Supply Barrel
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if(oBAcid != OBJECT_INVALID) fADist = GetDistanceToObject(oBAcid);
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if(oBFire != OBJECT_INVALID) fFDist = GetDistanceToObject(oBFire);
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if(fADist < fFDist)
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{
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fDist = fADist;
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oCBarrel = oBAcid;
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}
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if(fFDist <= fADist)
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{
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fDist = fFDist;
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oCBarrel = oBFire;
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}
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if(fDist <= SIEGE_SUPPLY)
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{
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//Check for Available Ammunition
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int nAmmo = GetLocalInt(oCBarrel,"AMMOQTY");
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int nType = GetLocalInt(oCBarrel,"AMMOTYPE");
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if(nAmmo > 0)
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{
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nAmmo--;
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SetLocalInt(oCBarrel,"AMMOQTY",nAmmo);
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SetLocalInt(oCatapult,"AMMOTYPE",nType);
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SetLocalInt(oCatapult,"LOADED",1);
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SetLocalInt(oCatapult,"ACQUIRED",0);
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}
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else
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{
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//Destroy Existing and Find Another
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DestroyObject(oCBarrel,0.1);
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DelayCommand(1.0,ExecuteScript("os_arm_catl",oCatapult));
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}
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}
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}
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else
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{
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DelayCommand(1.0,SpeakString("Light Catapult standing down....no Grenades available!"));
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SetLocalInt(oCatapult,"LOADED",0);
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SetLocalInt(oCatapult,"ACQUIRED",0);
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return;
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}
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/*******************************************************************************/
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//: SIEGE CATAPULT LIGHT
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//Now the ammunition is properly loaded and the firing sequence takes place
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if(GetLocalInt(oCatapult,"LOADED") == 1)
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{
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//Now we look for creatures
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if(GetLocalInt(oCatapult,"ACQUIRED") == 0)
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{
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECATAPULT_LGT, lLoc, TRUE, OBJECT_TYPE_CREATURE);
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while (GetIsObjectValid(oTarget))
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{
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location lType = GetLocation(oTarget);
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string sType = GetTag(oTarget);
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fSDist = GetDistanceToObject(oTarget);
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if(fSDist >= MINRANGE_SIEGECATAPULT_LGT)
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{
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//OK to Fire On?
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if(GetPlotFlag(oTarget) == FALSE)
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{
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nFaction = GetLocalInt(oTarget,"FACTION");
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int nNPCHP = GetCurrentHitPoints(oTarget);
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if(nNPCHP >= 1 && (nFaction != nSelfFaction))
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{
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SetLocalInt(oCatapult,"ACQUIRED",1);
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oAcquire = oTarget;
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break;//Acquired Target
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECATAPULT_LGT, lLoc, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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//Now we check for Siege Weapons
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if(GetLocalInt(oCatapult,"ACQUIRED") == 0)
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{
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECATAPULT_LGT, lLoc, TRUE, OBJECT_TYPE_PLACEABLE);
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while (GetIsObjectValid(oTarget))
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{
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location lType = GetLocation(oTarget);
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string sType = GetTag(oTarget);
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fSDist = GetDistanceToObject(oTarget);
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if((fSDist >= MINRANGE_SIEGECATAPULT_LGT) &&
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(sType == SIEGEARBALEST_LGT || sType == SIEGEARBALEST_HVY
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|| sType == SIEGECATAPULT_LGT || sType == SIEGECATAPULT_HVY
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|| sType == SIEGEBRICOLE || sType == SIEGECOUILLARD || sType == SIEGEPERRIERE
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|| sType == SIEGEONAGER))
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{
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//OK to Fire On?
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if(GetPlotFlag(oTarget) == FALSE)
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{
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nFaction = GetLocalInt(oTarget,"FACTION");
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int nNPCHP = GetCurrentHitPoints(oTarget);
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if(nNPCHP >= 1 && (nFaction != nSelfFaction))
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{
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SetLocalInt(oCatapult,"ACQUIRED",1);
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oAcquire = oTarget;
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break;//Acquired Target
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECATAPULT_LGT, lLoc, TRUE, OBJECT_TYPE_PLACEABLE);
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}
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}
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//Now we look for doors
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if(GetLocalInt(oCatapult,"ACQUIRED") == 0)
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{
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECATAPULT_LGT, lLoc, TRUE, OBJECT_TYPE_DOOR);
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while (GetIsObjectValid(oTarget))
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{
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location lType = GetLocation(oTarget);
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string sType = GetTag(oTarget);
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fSDist = GetDistanceToObject(oTarget);
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if(fSDist >= MINRANGE_SIEGECATAPULT_LGT)
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{
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//OK to Fire On?
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if(GetPlotFlag(oTarget) == FALSE)
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{
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int nNPCHP = GetCurrentHitPoints(oTarget);
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if(nNPCHP >= 1)
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{
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SetLocalInt(oCatapult,"ACQUIRED",1);
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oAcquire = oTarget;
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break;//Acquired Target
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECATAPULT_LGT, lLoc, TRUE, OBJECT_TYPE_DOOR);
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}
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}
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}
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//: SIEGE ARBALEST LIGHT
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/*******************************************************************************/
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if(GetLocalInt(oCatapult,"LOADED") == 1)
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{
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//Now we either stand down or range and face the target
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if(GetLocalInt(oCatapult,"ACQUIRED") == 0)
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{
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DelayCommand(1.0,SpeakString("Light Catapult standing down....no valid targets!"));
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SetLocalInt(oCatapult,"LOADED",0);
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return;
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}
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else
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{
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sTarget = GetName(oAcquire);
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float fDTarget = GetDistanceToObject(oAcquire);
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SetLocalFloat(oCatapult,"RANGE",fDTarget);
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SetFacingObject(oAcquire);
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}
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//Get Range in Integer Format
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int nDTarget = FloatToInt(GetLocalFloat(oCatapult,"RANGE"));
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//Now we start the Firing Process
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if(GetLocalInt(oCatapult,"LOADED") == 1 && GetLocalInt(oCatapult,"AMMOTYPE") == ACID)
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{
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AssignCommand(oCatapult,DelayCommand(1.0,SpeakString("Light Catapult has acquired "+ sTarget +" as a Target!")));
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AssignCommand(oCatapult,DelayCommand(3.0,SpeakString("Range: "+ IntToString(nDTarget) +" Meters")));
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AssignCommand(oCatapult,DelayCommand(5.0,SpeakString("Catapult Acid Ammunition Received!")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT - 10.0,PlaySound("as_cv_ropepully1")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT - 8.0,PlaySound("as_cv_ropecreak2")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT - 6.0,SpeakString("Loaded!")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT - 3.0,SpeakString("Ready!")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT - 0.5,SpeakString("FIRE!")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT,ExecuteScript("os_fire_cat",oCatapult)));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT + 10.0,ExecuteScript("os_arm_catl",oCatapult)));
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return;
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}
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//Now we start the Firing Process
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if(GetLocalInt(oCatapult,"LOADED") == 1 && GetLocalInt(oCatapult,"AMMOTYPE") == FIRE)
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{
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AssignCommand(oCatapult,DelayCommand(1.0,SpeakString("Light Catapult has acquired "+ sTarget +" as a Target!")));
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AssignCommand(oCatapult,DelayCommand(3.0,SpeakString("Range: "+ IntToString(nDTarget) +" Meters")));
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AssignCommand(oCatapult,DelayCommand(5.0,SpeakString("Catapult Fire Ammunition Received!")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT - 10.0,PlaySound("as_cv_ropepully1")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT - 8.0,PlaySound("as_cv_ropecreak2")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT - 6.0,SpeakString("Loaded!")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT - 3.0,SpeakString("Ready!")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT - 0.5,SpeakString("FIRE!")));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT,ExecuteScript("os_fire_cat",oCatapult)));
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AssignCommand(oCatapult,DelayCommand(TIME_SIEGECATAPULT_LGT + 10.0,ExecuteScript("os_arm_catl",oCatapult)));
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return;
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}
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}
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}
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