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burner1024 committed Mar 3, 2024
1 parent 83e8baf commit 1051f12
Showing 1 changed file with 9 additions and 19 deletions.
28 changes: 9 additions & 19 deletions scripts_src/brokhill/hcbnkgrd.ssl
Original file line number Diff line number Diff line change
Expand Up @@ -144,6 +144,10 @@ end
Movement to attacking the player on sight can be placed in here.*/
procedure critter_p_proc begin

// Conspiracy successul, all mutants are "dead".
if global_var(GVAR_BH_CONSPIRACY) == CONSPIRACY_SUCCESSFUL then destroy_self;
// TODO: probably same should be done for all mutants in Broken Hills.

// Handle rotation to center of room
if( ( anim_busy( self_obj ) == false ) and ( not( combat_is_initialized ) ) ) then begin
if( ( self_tile == 11484) and ( self_cur_rot != 3 ) ) then begin
Expand Down Expand Up @@ -187,12 +191,6 @@ procedure critter_p_proc begin
end
end
else if (self_can_see_dude and dude_inside_bank) then begin
/*if (dude_is_sneaking) then begin
if (local_var(LVAR_Warned) == 0) then begin
call Node011;
end
end
else */
if (critter_is_armed(dude_obj)) then begin
if (local_var(LVAR_Gun) == 0) then begin
call Node012;
Expand Down Expand Up @@ -220,9 +218,6 @@ procedure damage_p_proc begin
if (source_obj == dude_obj) then begin
set_local_var(LVAR_Personal_Enemy,1);
set_global_var( GVAR_ENEMY_BANK_GUARDS, 1 );
// Don't set to Enemy of Broken Hills or else Jailbreak would
// cause entire city to hate me.
//set_global_var(GVAR_ENEMY_BROKEN_HILLS,1);
end

end
Expand Down Expand Up @@ -257,11 +252,6 @@ procedure talk_p_proc begin
end
else if ( (global_var(GVAR_BH_JAIL) == JAIL_STEALTH) and (global_var(GVAR_BH_CONSPIRACY) != CONSPIRACY_BROKEN_DOUBLECROSS) ) then //added GVAR_BH_CONSPIRACY - killap
call Node015;
/*
else if ( (dude_is_sneaking) and (global_var(GVAR_BH_JAIL) != JAIL_CHARISMA) ) then begin
call Node011;
end
*/
else begin
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
Expand Down Expand Up @@ -463,15 +453,15 @@ procedure Node008 begin

// Remove jail key from Guard's inventory. If there isn't
// one there, screw it and create a new one.
itemCount := self_item_count( PID_CELL_DOOR_KEY);
if( itemCount > 0 ) then begin
item := self_item( PID_CELL_DOOR_KEY);
itemCount := self_item_count(PID_CELL_DOOR_KEY);
if (itemCount > 0) then begin
item := self_item(PID_CELL_DOOR_KEY);
dummy := rm_mult_objs_from_inven( self_obj, item, itemCount );
destroy_object(item); //added by killap
end

//Give the key to the player
item2:=create_object(PID_CELL_DOOR_KEY,0,0);
// Give the key to the player
item2 := create_object(PID_CELL_DOOR_KEY,0,0);
add_obj_to_inven(dude_obj,item2);

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