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Show posts MenuQuote from: AndreasBlack on Thu 19/05/2022 23:15:01If you use
If i'm not mistakening i lose the rightclick open/close feature then won't i?
>e
>ed
Quote from: Dave Gilbert on Thu 19/05/2022 20:42:32yup, that should do the trick.
So I should just remove all instances of player.SetLightLevel?
 if (CDG.reset_scrollstate) {
  player.SetLightLevel(50);
//and so on...
function hBedroom_Door_AnyClick() {
// standard behavior
if (Doors.AnyClickSpecial(10, oBedroom_Door.ID, 41, 116, eDirectionLeft, 1, 200, 145, eDirectionLeft, aDoor_Opened, aDoor_Closed, iBedroom_Key.ID, 0) == 0) Verbs.Unhandled();
// if key was used, lose it
if (Verbs.UsedAction(eGA_UseInv) && player.ActiveInventory == iBedroom_Key && Doors.GetDoorState( oBedroom_Door.ID) == 0 ) player.LoseInventory(iBedroom_Key);
}
    Â
    else if (Doors.GetDoorState(door_id) == 2 ) {
     if (verbsData.unlockDoorSound != null) chan = verbsData.unlockDoorSound.Play();
     if (!String.IsNullOrEmpty(verbsData.door_strings[eDoorStringUnlock])) player.Say(verbsData.door_strings[eDoorStringUnlock]);
    Â
     if (player.ActiveInventory == iFragileKey) player.Loseinventory(iFragileKey);
    Â
     Doors.SetDoorState(door_id, closevalue);
    }
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