Introducing BYPASS_LAST_ROOM global to allow changing scene without considering the previous room Fixes godot-escoria/escoria-issues#40
43 lines
919 B
Plaintext
43 lines
919 B
Plaintext
# THIS ROOMS FEATURES AN OPEN BRIDGE WITH A ***BROKEN*** BUTTON TO USE IN ORDER TO OPEN
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:setup
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> [!room3_visited]
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set_global room3_visited true
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set_global r3_bridge_closed false
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set_state r3_button button_broken
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set_global button_broken true
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> [r3_bridge_closed]
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# Make set_state IMMEDIATE to reach the final frame immediately
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set_state r3_bridge bridge_close true
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enable_terrain bridge_closed
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set_interactive r3_right_platform false
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> [eq ESC_LAST_SCENE room2]
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teleport player r3_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 room4]
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teleport player r3_r_exit
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# Set player look left
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set_angle player 270
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# If bridge not closed
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> [!r3_bridge_closed]
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set_interactive r3_right_platform false
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stop
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:ready
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# DEBUG
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#set_state r3_bridge bridge_close
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#enable_terrain bridge_closed
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#set_global bridge_closed true
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#set_interactive r3_right_platform false
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## /DEBUG
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