#Ifdef UUID_ARRAY;
#Endif;
Global lantern_fuel_left = 20;
+Global flashlight_battery_power_left = 50;
Global body_temperature = 20;
Global cabin_has_electricity = 1;
Global forest_location = 1;
If not, contact the place you got it from.^^";
Include "parser";
Include "verblib";
-Release 3;
-Serial "220612";
+Release 4;
+Serial "221129";
+
+Include "src/hotel.inf";
Object mainroom "Main Room"
with description
}
],
daemon [;
- if (location ~= mainroom && location ~= office && location ~=
- kitchenette && location ~= bedroom && location ~= thedark &&
- snowsuit hasnt worn) {
+ if (location == northofcabin || location == southofcabin ||
+ location == westofcabin || location == truckspot || location
+ == backpacklocation || location == forest && snowsuit hasnt
+ worn) {
body_temperature = --body_temperature;
}
if (location == mainroom || location == office || location ==
knees.";
],
daemon [;
- if (location ~= mainroom && location ~= office && location ~=
- kitchenette && location ~= bedroom && location ~= thedark &&
- location ~= eastofcabin && snowshoes hasnt worn) {
+ if (location == northofcabin || location == southofcabin ||
+ location == westofcabin || location == truckspot || location
+ == backpacklocation || location == forest && snowshoes hasnt
+ worn) {
deadflag = 3;
}
],
}
give flashlight light;
SwitchOff:
- give lantern ~light;
+ give flashlight ~light;
],
has switchable;
yourself at a console. The hallucination quickly
fades.";
15:
- deadflag = 2;
- print_ret
+ print
"You see something in the distance but can't make it
out. You walk toward it to find out that it's the
hotel. You collapse in the lobby as the hotel staff
- rush over to you.";
+ rush over to you.^";
+ PlayerTo(lobby1);
}
}
];
snowmobile_location = random(14);
if (location == forest && forest_location == snowmobile_location)
{
- deadflag = 2;
- print_ret
+ print
"A snowmobile approaches. The person says they
- saw your light and came to rescue you.";
+ saw your light and came to rescue you.^";
+ PlayerTo(lobby1);
}
return true;
],