Initial commit

This commit is contained in:
Eagle517
2026-01-14 10:27:57 -06:00
commit c1576fee30
11290 changed files with 1552799 additions and 0 deletions

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//Door.cs
//writen by Ramen Sama
datablock AudioProfile(doorOpenSound)
{
filename = "~/data/sound/doorOpen.wav";
description = AudioClose3d;
preload = false;
};
datablock AudioProfile(doorCloseSound)
{
filename = "~/data/sound/doorClose.wav";
description = AudioClose3d;
preload = false;
};
datablock StaticShapeData(door){
category = "Doors";
//Points to the DTS object change this for your project
shapeFile = "~/data/shapes/door/door_redZone.dts";
position = "0 0 0";
Scale="1 1 1";
emap = true;
receiveSunLight = "1";
};
//Called when you touch the door
function door::onCollision(%this,%door,%col){
if (!%door.open){
%door.open=true;
%door.setthreaddir(0,"true");
%door.playthread(0,"open");
serverPlay3D(doorOpenSound,%col.getTransform());
%this.schedule(2000, close, %door,%col);
}
}
function door::close(%this,%door,%col){
//does a distance check between the door and what hit it last
//I have it set for 2... but you can use whatever you like
%dist=VectorDist(%col.getposition(), %door.getposition());
if (%dist > 2){
%door.setthreaddir(0,"false");
serverPlay3D(doorCloseSound,%col.getTransform());
%door.open=false;
}
else
//if the player is too close, just go ahead and start the timer again
%this.schedule(2000, close, %door,%col);
}
function door::onSearch(%this,%obj,%source){
//Searching will do the same as trying to open it
%this.oncollision(%obj,%source);
}
function door::make(){
%pos = $wp.getnodetransform("door");
%door = new staticshape(){ dataBlock = door; };
%door.settransform(%pos);
%door.open=false;
%door.searchable=true;
new Trigger() {
position = %pos = $wp.getnodeposition("exit");
rotation = "1 0 0 0";
scale = "3 1.5 3";
dataBlock = "ExitTrigger";
polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000";
};
}
datablock TriggerData(exitTrigger)
{
tickPeriodMS = 100;
};
function ExitTrigger::onEnterTrigger(%this,%trigger,%obj)
{
serverconnection.setblackout(true,500);
$canmove=false;
%loc = $wp.getnodetransform("start");
//Hack for battle
schedule(700,0,teleport,$player,%loc);
}
function ExitTrigger::oncreate(%this,%trigger,%obj)
{
error("I've been added to the world");
}
function teleport(%who, %where){
%who.settransform(%where);
//Hack for battle start
battleprep();
serverconnection.setblackout(false,700);
return;
$canmove=true;
}
function ExitTrigger::onLeaveTrigger(%this,%trigger,%obj)
{
}
function ExitTrigger::onTickTrigger(%this,%trigger)
{
}

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//Door.cs
//writen by Ramen Sama
datablock StaticShapeData(doorgrey1){
category = "Doors";
//Points to the DTS object change this for your project
shapeFile = "~/data/shapes/door/metaldoorSec1.dts";
position = "0 0 0";
Scale="1 1 1";
emap = true;
receiveSunLight = "1";
};
//Called when you touch the door
function doorgrey1::onCollision(%this,%door,%col){
if (!%door.open){
%door.open=true;
%door.setthreaddir(0,"true");
%door.playthread(0,"open");
serverPlay3D(doorMetalOpenSound,%col.getTransform());
%this.schedule(2000, close, %door,%col);
}
}
function doorgrey1::close(%this,%door,%col){
//does a distance check between the door and what hit it last
//I have it set for 2... but you can use whatever you like
%dist=VectorDist(%col.getposition(), %door.getposition());
if (%dist > 2){
%door.setthreaddir(0,"false");
serverPlay3D(doorMetalCloseSound,%col.getTransform());
%door.open=false;
}
else
//if the player is too close, just go ahead and start the timer again
%this.schedule(2000, close, %door,%col);
}
function doorgrey1::onSearch(%this,%obj,%source){
//Searching will do the same as trying to open it
%this.oncollision(%obj,%source);
}
function doorgrey1::make(){
%pos = $wp.getnodetransform("doorgrey1");
%door = new staticshape(){ dataBlock = doorgrey1; };
%door.settransform(%pos);
%door.open=false;
%door.searchable=true;
new Trigger() {
position = %pos = $wp.getnodeposition("exit");
rotation = "1 0 0 0";
scale = "3 1.5 3";
dataBlock = "ExitTrigger";
polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000";
};
}
datablock TriggerData(exitTrigger)
{
tickPeriodMS = 100;
};
function ExitTrigger::onEnterTrigger(%this,%trigger,%obj)
{
serverconnection.setblackout(true,500);
$canmove=false;
%loc = $wp.getnodetransform("start");
//Hack for battle
schedule(700,0,teleport,$player,%loc);
}
function ExitTrigger::oncreate(%this,%trigger,%obj)
{
error("I've been added to the world");
}
function teleport(%who, %where){
%who.settransform(%where);
//Hack for battle start
battleprep();
serverconnection.setblackout(false,700);
return;
$canmove=true;
}
function ExitTrigger::onLeaveTrigger(%this,%trigger,%obj)
{
}
function ExitTrigger::onTickTrigger(%this,%trigger)
{
}

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//Door.cs
//writen by Ramen Sama
datablock AudioProfile(doorMetalOpenSound)
{
filename = "~/data/sound/doorGrate.wav";
description = AudioClose3d;
preload = false;
};
datablock AudioProfile(doorMetalCloseSound)
{
filename = "~/data/sound/doorGrate.wav";
description = AudioClose3d;
preload = false;
};
datablock StaticShapeData(doorMetal){
category = "Doors";
//Points to the DTS object change this for your project
shapeFile = "~/data/shapes/door/metalGrill.dts";
position = "0 0 0";
Scale="1 1 1";
emap = true;
receiveSunLight = "1";
};
//Called when you touch the door
function doorMetal::onCollision(%this,%door,%col){
if (!%door.open){
%door.open=true;
%door.setthreaddir(0,"true");
%door.playthread(0,"open");
serverPlay3D(doorMetalOpenSound,%col.getTransform());
%this.schedule(2000, close, %door,%col);
}
}
function doorMetal::close(%this,%door,%col){
//does a distance check between the door and what hit it last
//I have it set for 2... but you can use whatever you like
%dist=VectorDist(%col.getposition(), %door.getposition());
if (%dist > 2){
%door.setthreaddir(0,"false");
serverPlay3D(doorMetalCloseSound,%col.getTransform());
%door.open=false;
}
else
//if the player is too close, just go ahead and start the timer again
%this.schedule(2000, close, %door,%col);
}
function doorMetal::onSearch(%this,%obj,%source){
//Searching will do the same as trying to open it
%this.oncollision(%obj,%source);
}
function doorMetal::make(){
%pos = $wp.getnodetransform("doorMetal");
%door = new staticshape(){ dataBlock = doorMetal; };
%door.settransform(%pos);
%door.open=false;
%door.searchable=true;
new Trigger() {
position = %pos = $wp.getnodeposition("exit");
rotation = "1 0 0 0";
scale = "3 1.5 3";
dataBlock = "ExitTrigger";
polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000";
};
}
datablock TriggerData(exitTrigger)
{
tickPeriodMS = 100;
};
function ExitTrigger::onEnterTrigger(%this,%trigger,%obj)
{
serverconnection.setblackout(true,500);
$canmove=false;
%loc = $wp.getnodetransform("start");
//Hack for battle
schedule(700,0,teleport,$player,%loc);
}
function ExitTrigger::oncreate(%this,%trigger,%obj)
{
error("I've been added to the world");
}
function teleport(%who, %where){
%who.settransform(%where);
//Hack for battle start
battleprep();
serverconnection.setblackout(false,700);
return;
$canmove=true;
}
function ExitTrigger::onLeaveTrigger(%this,%trigger,%obj)
{
}
function ExitTrigger::onTickTrigger(%this,%trigger)
{
}

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//Door.cs
//writen by Ramen Sama
datablock AudioProfile(doorMetalOpenSound)
{
filename = "~/data/sound/doorGrate.wav";
description = AudioClose3d;
preload = false;
};
datablock AudioProfile(doorMetalCloseSound)
{
filename = "~/data/sound/doorGrate.wav";
description = AudioClose3d;
preload = false;
};
datablock StaticShapeData(doorMetalMove){
category = "Doors";
//Points to the DTS object change this for your project
shapeFile = "~/data/shapes/door/metalGrillTrans.dts";
position = "0 0 0";
Scale="1 1 1";
emap = true;
receiveSunLight = "1";
};
//Called when you touch the door
function doorMetalMove::onCollision(%this,%door,%col){
if (!%door.open){
%door.open=true;
%door.setthreaddir(0,"true");
%door.playthread(0,"open");
serverPlay3D(doorMetalOpenSound,%col.getTransform());
%this.schedule(2000, close, %door,%col);
}
}
function doorMetalMove::close(%this,%door,%col){
//does a distance check between the door and what hit it last
//I have it set for 2... but you can use whatever you like
%dist=VectorDist(%col.getposition(), %door.getposition());
if (%dist > 2){
%door.setthreaddir(0,"false");
serverPlay3D(doorMetalCloseSound,%col.getTransform());
%door.open=false;
}
else
//if the player is too close, just go ahead and start the timer again
%this.schedule(2000, close, %door,%col);
}
function doorMetalMove::onSearch(%this,%obj,%source){
//Searching will do the same as trying to open it
%this.oncollision(%obj,%source);
}
function doorMetalMove::make(){
%pos = $wp.getnodetransform("doorMetalMove");
%door = new staticshape(){ dataBlock = doorMetalMove; };
%door.settransform(%pos);
%door.open=false;
%door.searchable=true;
new Trigger() {
position = %pos = $wp.getnodeposition("exit");
rotation = "1 0 0 0";
scale = "3 1.5 3";
dataBlock = "ExitTrigger";
polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000";
};
}
datablock TriggerData(exitTrigger)
{
tickPeriodMS = 100;
};
function ExitTrigger::onEnterTrigger(%this,%trigger,%obj)
{
serverconnection.setblackout(true,500);
$canmove=false;
%loc = $wp.getnodetransform("start");
//Hack for battle
schedule(700,0,teleport,$player,%loc);
}
function ExitTrigger::oncreate(%this,%trigger,%obj)
{
error("I've been added to the world");
}
function teleport(%who, %where){
%who.settransform(%where);
//Hack for battle start
battleprep();
serverconnection.setblackout(false,700);
return;
$canmove=true;
}
function ExitTrigger::onLeaveTrigger(%this,%trigger,%obj)
{
}
function ExitTrigger::onTickTrigger(%this,%trigger)
{
}

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//DoorWood.cs
//writen by Ramen Sama
datablock AudioProfile(doorWoodOpenSound)
{
filename = "~/data/sound/doorcreak.wav";
description = AudioClose3d;
preload = false;
};
datablock AudioProfile(doorWoodCloseSound)
{
filename = "~/data/sound/doorClose.wav";
description = AudioClose3d;
preload = false;
};
datablock StaticShapeData(doorWood){
category = "Doors";
//Points to the DTS object change this for your project
shapeFile = "~/data/shapes/door/woodDoor01.dts";
position = "0 0 0";
Scale="1 1 1";
emap = true;
receiveSunLight = "1";
};
//Called when you touch the door
function doorWood::onCollision(%this,%door,%col){
if (!%door.open){
%door.open=true;
%door.setthreaddir(0,"true");
%door.playthread(0,"open");
// serverPlay3D(doorWoodOpenSound,%col.getTransform());
%this.schedule(2000, close, %door,%col);
}
}
function doorWood::close(%this,%door,%col){
//does a distance check between the door and what hit it last
//I have it set for 2... but you can use whatever you like
%dist=VectorDist(%col.getposition(), %door.getposition());
if (%dist > 2){
%door.setthreaddir(0,"false");
// serverPlay3D(doorWoodCloseSound,%door.getTransform());
%door.open=false;
}
else
//if the player is too close, just go ahead and start the timer again
%this.schedule(2000, close, %door,%col);
}
function doorWood::onSearch(%this,%obj,%source){
//Searching will do the same as trying to open it
%this.oncollision(%obj,%source);
}
function doorWood::make(){
%pos = $wp.getnodetransform("doorWood");
%door = new staticshape(){ dataBlock = doorWood; };
%door.settransform(%pos);
%door.open=false;
%door.searchable=true;
new Trigger() {
position = %pos = $wp.getnodeposition("exit");
rotation = "1 0 0 0";
scale = "3 1.5 3";
dataBlock = "ExitTrigger";
polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000";
};
}
datablock TriggerData(exitTrigger)
{
tickPeriodMS = 100;
};
function ExitTrigger::onEnterTrigger(%this,%trigger,%obj)
{
serverconnection.setblackout(true,500);
$canmove=false;
%loc = $wp.getnodetransform("start");
//Hack for battle
schedule(700,0,teleport,$player,%loc);
}
function ExitTrigger::oncreate(%this,%trigger,%obj)
{
error("I've been added to the world");
}
function teleport(%who, %where){
%who.settransform(%where);
//Hack for battle start
battleprep();
serverconnection.setblackout(false,700);
return;
$canmove=true;
}
function ExitTrigger::onLeaveTrigger(%this,%trigger,%obj)
{
}
function ExitTrigger::onTickTrigger(%this,%trigger)
{
}