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/*
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--------------------------------------------------------------------------------
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Duke Caribbean: Life's A Beach
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By Joris Weimar
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© 1997 Sunstorm Interactive
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--------------------------------------------------------------------------------
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Duke Caribbean: Life's A Beach Plus
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By Hendricks266
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--------------------------------------------------------------------------------
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// CON Files for the 'Duke Carribean Add-on' by SunStorm Interactive
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//
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// Actor - BEACHBALL - Sprite #941
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//
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// --- Resources ---
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//
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// Sounds:
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// Beach Ball Bounce      - BLBOUNCE.WAV
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// Beach Ball Explode     - BALLBOOM.WAV
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//
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// Art:
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// 1 * 1 frame(s)         - Beach Ball
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*/
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action BBB 0 8 1 1 10
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action BBI 1 1
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move   BALL0  0     40
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move   BALL1 -500   -90
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move   BALL2 -400    30
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move   BALL3 -300    -70
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move   BALL4 -200    20
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move   BALL5 -150    -50
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move   BALL6 -80    10
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move   BALL7 -100   0
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ai     AIBALLRANDOM BBB BALL0 randomangle
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ai     AIBALLI BBI BALL0
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// faceplayer = Very, very bad.
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ai     AIBALLR BBB BALL7 geth getv
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ai     AIBALL1 BBB BALL1 faceplayer geth getv
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// This is the right place for faceplayer.
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ai     AIBALL2 BBB BALL2 geth getv
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ai     AIBALL3 BBB BALL3 geth getv
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ai     AIBALL4 BBB BALL4 geth getv
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ai     AIBALL5 BBB BALL5 geth getv
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ai     AIBALL6 BBB BALL6 geth getv
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useractor notenemy BEACHBALL BALLSTRENGTH BBI
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   fall
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   ifai 0
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     {
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       ai AIBALLI
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       sizeat 30 30
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       clipdist 16
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     }
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   ifhitweapon
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     {
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       ifwasweapon KNEE nullop
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       else
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         {
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           ifdead
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             {
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               spritepal 0
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               debris SCRAP3 2
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               spritepal 1
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               debris SCRAP3 2
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               spritepal 2
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               debris SCRAP3 2
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               spritepal 7
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               debris SCRAP3 2
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               spritepal 0
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               sound BALLEXPLODE
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               killit
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             }
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         }
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     }
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// ifcansee nullop
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ifai AIBALLI
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  {
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    ifpdistl 1024
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      {
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        ai AIBALL1
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        sound BOUNCESOUND
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      }
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    ifhitweapon
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      ifwasweapon KNEE
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        {
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          ai AIBALL1
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          sound BOUNCESOUND
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        }
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  }
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ifai AIBALL1
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  {
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    ifcount 8 ai AIBALL2
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    ifnotmoving
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      {
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        ai AIBALLRANDOM
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        ai AIBALL1
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      }
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  }
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ifai AIBALL2
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  {
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    iffloordistl 1
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      {
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        ai AIBALL3
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        sound BOUNCESOUND
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      }
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    ifnotmoving
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      {
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        ai AIBALLRANDOM
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        ai AIBALL2
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      }
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  }
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ifai AIBALL3
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  {
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    ifcount 8 ai AIBALL4
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    ifnotmoving
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      {
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        ai AIBALLRANDOM
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        ai AIBALL3
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      }
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  }
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ifai AIBALL4
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  {
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    iffloordistl 1
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      {
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        ai AIBALL5
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        sound BOUNCESOUND
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      }
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    ifnotmoving
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      {
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        ai AIBALLRANDOM
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        ai AIBALL4
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      }
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  }
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ifai AIBALL5
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  {
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    ifcount 8
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      {
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        ai AIBALL6
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        break
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      }
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    ifnotmoving
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      {
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        ai AIBALLRANDOM
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        ai AIBALL5
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      }
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  }
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ifai AIBALL6
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  {
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    iffloordistl 1
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      {
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        ai AIBALLR
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        sound BOUNCESOUND
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      }
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    ifnotmoving
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      {
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        ai AIBALLRANDOM
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        ai AIBALL6
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      }
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  }
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ifai AIBALLR
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  {
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    ifpdistl 1024
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      {
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        ai AIBALL1
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        sound BOUNCESOUND
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      }
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    ifcount 15 ai AIBALLI
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    ifnotmoving
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      {
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        ai AIBALLRANDOM
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        ai AIBALLR
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      }
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   }
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enda
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