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//:://///////////////////////////////////////////// //:: aa_s0_passdoor //::////////////////////////////////////////////// /* Spell Script for Pass Door Transports caster to the door's destination or the otherside of the door Thanks to LightFoot8 for providing the function: RunRatUnderDoor http://social.bioware.com/forum/1/topic/192/index/9060079#9063589 */ //::////////////////////////////////////////////// //:: Created By: The Magus (2012 jan 24) //:: Modified: //::////////////////////////////////////////////// #include "aa_inc_constants" #include "x2_inc_spellhook" //#include "x0_i0_position" void RunRatUnderDoor(object oRat, object oDoor) { // Get the posistion for the rat. vector vRat = GetPosition(oRat); // Get the position for the door vector vDoor = GetPosition(oDoor); // Subtract the position of the rat from the position of the door. // To get the vector representing the position of the rat from the door. // basicly what we are doing is both the rat and the door have (X,Y) positions // (Rx,Ry) and (Dx,Dy) // if we subtract the position of the rat from both of them in effect moving // the line segment to where the rat is at cords (0,0) the // (Rx,Ry) - (Rx,Ry) = (0,0) // (Dx,Dy) - (Rx-Ry) = (Dx-Rx,Dy-Ry) // in effect moving the line segment to where the rat is at cords (0,0) the // the (Dx-Rx,Dy-Ry) Is in effect the vector showing both distance and //Direction that the door is from the rat. vector vDoorFromRat = vDoor-vRat; //To get the position 1 unit beyond the door in a stright line from where // the rat currently is, all we have to do is normilize the vector and add // it to the position of the door. vector vPastDoor1M = vDoor + VectorNormalize(vDoorFromRat); //Build a location with the new vector and have the rat face in the same //Direction that the door was from him. . location lPastDoor = Location( GetArea(oRat), vPastDoor1M, VectorToAngle(vDoorFromRat) ); // Clear rats action que AssignCommand(oRat,ClearAllActions(TRUE)); //Run to the door AssignCommand(oRat,ActionMoveToObject(oDoor,TRUE)); //Lay flat AssignCommand(oRat,ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW,1.0,2.0)); // Squezze under. AssignCommand(oRat,ActionJumpToLocation(lPastDoor)); } void main() { /* Spellcast Hook Code check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook // object oCaster = GetLastSpellCaster(); object oCaster = OBJECT_SELF; object oDoor = GetSpellTargetObject(); if ( !GetIsObjectValid(oCaster) || GetObjectType(oDoor)!= OBJECT_TYPE_DOOR) { return; } if(GetIsOpen(oDoor)) { SendMessageToPC(oCaster, RED+"The door is open. Try walking through it instead."); return; } else if(GetLockKeyRequired(oDoor) || GetLocalInt(oDoor,"MAGIC") || GetLocalInt(oDoor,"NO_PASS")) { SendMessageToPC(oCaster, DMBLUE+"You are unable to find an opening to pass through."); return; } object oDest = GetTransitionTarget(oDoor); if(GetIsObjectValid(oDest)) { AssignCommand(oCaster, ClearAllActions(TRUE) ); AssignCommand(oCaster, ActionMoveToObject(oDoor,TRUE) ); AssignCommand(oCaster, ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW,1.0,2.0) ); if(GetObjectType(oDest)== OBJECT_TYPE_DOOR) { vector vDoor = GetPosition(oDest); location lPastDoor = Location( GetArea(oDest), vDoor+VectorNormalize(vDoor), GetFacing(oDest) ); AssignCommand(oCaster, ActionJumpToLocation(lPastDoor) ); } else AssignCommand(oCaster, ActionJumpToObject(oDest) ); } else { /* float fFace = GetFacing(oDoor); location lDoorF = GenerateNewLocation(oDoor, 1.0, fFace, fFace ); location lDoorR = GenerateNewLocation(oDoor, 1.0, GetNormalizedDirection(fFace+180.0), fFace ); location lPC = GetLocation(oCaster); if(GetDistanceBetweenLocations(lDoorF,lPC)>GetDistanceBetweenLocations(lDoorR,lPC)) { ClearAllActions(); ActionJumpToLocation( lDoorF ); } else { ClearAllActions(); ActionJumpToLocation( lDoorR ); } */ RunRatUnderDoor(oCaster, oDoor); } }
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