Introducing BYPASS_LAST_ROOM global to allow changing scene without considering the previous room Fixes godot-escoria/escoria-issues#40
35 lines
773 B
Plaintext
35 lines
773 B
Plaintext
:setup
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# Disable wrench item if present in the inventory
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> [i/r5_wrench]
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set_active r5_wrench false
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# Disable pen item if present in the inventory
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> [i/r5_pen]
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set_active r5_pen false
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# Disable empty_sheet item if present in the inventory
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> [i/r5_empty_sheet]
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set_active r5_empty_sheet false
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# Manage player position depending on where he comes from
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> [eq ESC_LAST_SCENE room4]
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teleport player r5_l_exit
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# Set player look right
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set_angle player 180
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stop
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> [eq ESC_LAST_SCENE room6]
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teleport player r5_r_exit
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# Set player look left
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set_angle player 270
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stop
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#walk player r5_wrench
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#set_global i/r5_wrench true
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#set_active r5_wrench false
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#set_global i/r5_pen true
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#set_active r5_pen false
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#set_global i/r5_empty_sheet true
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#set_active r5_empty_sheet false
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