Subversion Repositories vaca_plus

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Regard whitespace Rev 72 → Rev 73

/vaca_plus/VBeachBabe.con
127,7 → 127,7
ai AIBEACHBABEROAM
}
 
ifvare pose 1
ifvare vaca_pose 1
{
ai AIBEACHBABEPOSE
break
/vaca_plus/VSeagull.con
117,8 → 117,8
{
ai AISEAGULLFLY
getactor[THISACTOR].xrepeat x
ifvare x 1
getactor[THISACTOR].xrepeat vaca_x
ifvare vaca_x 1
sizeat 40 40
}
 
163,8 → 163,8
 
iffloordistl 8
{
getsector[THISACTOR].floorpicnum temp
switch temp
getsector[THISACTOR].floorpicnum vaca_temp
switch vaca_temp
case WATERTILE2 case 337 case 338
case 3630 case 3631 case 3632 case 3633 case 3634 case 3635 case 3636 case 3637 case 3638 break
/vaca_plus/VDragon.con
99,18 → 99,18
 
 
state dragondeathanglecode
ifvare temp3 -1
ifvare vaca_temp3 -1
{
getactor[THISACTOR].htang temp // get the angle of the projectile that hit the dragon
ifvarg temp 1024 subvar temp 1024 else addvar temp 1024 // turn the angle around to face the projectile
getactor[THISACTOR].htang vaca_temp // get the angle of the projectile that hit the dragon
ifvarg vaca_temp 1024 subvar vaca_temp 1024 else addvar vaca_temp 1024 // turn the angle around to face the projectile
 
setvar temp2 0
randvar temp2 128 // randomizes the angle within a certain logical range, since the bullet holes are facing the player
ifrnd 128 addvarvar temp temp2 else subvarvar temp temp2
setvar vaca_temp2 0
randvar vaca_temp2 128 // randomizes the angle within a certain logical range, since the bullet holes are facing the player
ifrnd 128 addvarvar vaca_temp vaca_temp2 else subvarvar vaca_temp vaca_temp2
 
getactor[THISACTOR].ang temp3 // pass this along to EVENT_ANIMATESPRITES
getactor[THISACTOR].ang vaca_temp3 // pass this along to EVENT_ANIMATESPRITES
 
setactor[THISACTOR].ang temp // sets the angle, just in time for movement
setactor[THISACTOR].ang vaca_temp // sets the angle, just in time for movement
}
ends
 
293,7 → 293,7
 
ifai 0
{
setvar temp3 -1
setvar vaca_temp3 -1
ai AIDRAGONBOUNCE
}
 
308,7 → 308,7
spawn TRANSPORTERSTAR
cstat 257
strength DRAGONSTRENGTH
setvar temp3 -1
setvar vaca_temp3 -1
ai AIDRAGONBOUNCE
}
else
379,32 → 379,32
enda
 
useractor notenemy DRAGONDEATH 0
setvar temp3 -1
setvar vaca_temp3 -1
setactor[THISACTOR].mdflags 16
 
addvar temp 1
ifvare temp 1
addvar vaca_temp 1
ifvare vaca_temp 1
{
getplayer[THISACTOR].i temp2 // get the player's ID
getplayer[THISACTOR].i vaca_temp2 // get the player's ID
 
// get the coordinates of the player and dragon
getactor[temp2].x x2
getactor[temp2].y y2
getactor[THISACTOR].x x
getactor[THISACTOR].y y
getactor[vaca_temp2].x vaca_x2
getactor[vaca_temp2].y vaca_y2
getactor[THISACTOR].x vaca_x
getactor[THISACTOR].y vaca_y
 
subvarvar x2 x
subvarvar y2 y
getangle y x2 y2 // calculates the angle to face the player
subvarvar vaca_x2 vaca_x
subvarvar vaca_y2 vaca_y
getangle vaca_y vaca_x2 vaca_y2 // calculates the angle to face the player
 
setactor[THISACTOR].htang y
setactor[THISACTOR].htang vaca_y
}
ifvare temp 26
ifvare vaca_temp 26
{
setvar temp 0
getactor[THISACTOR].x x
subvar x 1536
setactor[THISACTOR].x x
setvar vaca_temp 0
getactor[THISACTOR].x vaca_x
subvar vaca_x 1536
setactor[THISACTOR].x vaca_x
sizeat 42 50
state random_wall_jibs
sound BALLEXPLODE
/vaca_plus/Vacation.con
22,16 → 22,16
 
setgamename Duke Caribbean: Life's A Beach
 
gamevar temp 0 2
gamevar x 0 2
gamevar y 0 2
gamevar picnum 0 2
gamevar vaca_temp 0 2
gamevar vaca_x 0 2
gamevar vaca_y 0 2
gamevar vaca_picnum 0 2
 
gamevar temp2 0 2
gamevar temp3 0 2
gamevar x2 0 2
gamevar y2 0 2
gamevar pose 0 0
gamevar vaca_temp2 0 2
gamevar vaca_temp3 0 2
gamevar vaca_x2 0 2
gamevar vaca_y2 0 2
gamevar vaca_pose 0 0
 
// disable hardcoded Polymer dynamic lighting muzzle flashes
gamevar WEAPON1_FLASHCOLOR 0 1
77,9 → 77,9
*/
 
state cutsceneambience
getactor[THISACTOR].lotag temp
getactor[THISACTOR].lotag vaca_temp
 
switch temp
switch vaca_temp
 
case WIND_AMBIENCE
case WIND_REPEAT
90,8 → 90,8
ends
 
onevent EVENT_LOADACTOR
getactor[THISACTOR].picnum picnum
switch picnum
getactor[THISACTOR].picnum vaca_picnum
switch vaca_picnum
 
case DRAGON sizeat 42 50 break
case BEACHBABE1 sizeat 40 40 break
104,11 → 104,11
case 681 case 682 case 683 case 684 cactor CHAIR3 break
 
case CAMERA1
getactor[THISACTOR].cstat temp
setvar temp2 0
ifvarand temp 4 addvar temp2 4
ifvarand temp 8 addvar temp2 8
setactor[THISACTOR].cstat temp2
getactor[THISACTOR].cstat vaca_temp
setvar vaca_temp2 0
ifvarand vaca_temp 4 addvar vaca_temp2 4
ifvarand vaca_temp 8 addvar vaca_temp2 8
setactor[THISACTOR].cstat vaca_temp2
break
 
case MUSICANDSFX
121,8 → 121,8
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
 
onevent EVENT_GAME
getactor[THISACTOR].picnum picnum
switch picnum
getactor[THISACTOR].picnum vaca_picnum
switch vaca_picnum
 
case RPG
case FREEZEBLAST
142,22 → 142,22
*/
 
case CHAIR3
ifvare temp3 0
ifvare vaca_temp3 0
{
findnearsprite3d 1037 768 temp
ifvarn temp -1
findnearsprite3d 1037 768 vaca_temp
ifvarn vaca_temp -1
{
getactor[temp].x x2
getactor[temp].y y2
getactor[THISACTOR].x x
getactor[THISACTOR].y y // gets the coordinates of the chair and table
subvarvar x2 x
subvarvar y2 y
getangle temp2 x2 y2 // calculates the angle to face the table
setactor[THISACTOR].ang temp2 // sets the angle
setvar temp3 1
getactor[vaca_temp].x vaca_x2
getactor[vaca_temp].y vaca_y2
getactor[THISACTOR].x vaca_x
getactor[THISACTOR].y vaca_y // gets the coordinates of the chair and table
subvarvar vaca_x2 vaca_x
subvarvar vaca_y2 vaca_y
getangle vaca_temp2 vaca_x2 vaca_y2 // calculates the angle to face the table
setactor[THISACTOR].ang vaca_temp2 // sets the angle
setvar vaca_temp3 1
}
else setvar temp3 1
else setvar vaca_temp3 1
}
break
 
167,7 → 167,7
break
 
case CAMERA1
setactor[THISACTOR].cstat temp2
setactor[THISACTOR].cstat vaca_temp2
break
 
case SMALLSMOKE
194,8 → 194,8
endevent
 
onevent EVENT_EGS
getactor[THISACTOR].picnum picnum
switch picnum
getactor[THISACTOR].picnum vaca_picnum
switch vaca_picnum
 
case FREEZEAMMO
spritepal 1
252,9 → 252,9
ends
 
state randgetweapsnds
setvar temp2 0
randvar temp2 2
switch temp2
setvar vaca_temp2 0
randvar vaca_temp2 2
switch vaca_temp2
case 0 globalsound DUKE_GETWEAPON1 break
case 1 globalsound DUKE_GETWEAPON2 break
case 2 globalsound DUKE_GETWEAPON4 break
296,10 → 296,10
ifcount 6
ifcanseetarget
{
getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
getplayer[THISACTOR].gotweapon GROW_WEAPON temp
getplayer[THISACTOR].gotweapon SHRINKER_WEAPON vaca_temp2
getplayer[THISACTOR].gotweapon GROW_WEAPON vaca_temp
addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
ifvare temp2 0 ifvare temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
ifvare vaca_temp2 0 ifvare vaca_temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
 
quote 78
ifspawnedby CRYSTALAMMO
321,10 → 321,10
ifcount 6
ifcanseetarget
{
getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
getplayer[THISACTOR].gotweapon GROW_WEAPON temp
getplayer[THISACTOR].gotweapon SHRINKER_WEAPON vaca_temp2
getplayer[THISACTOR].gotweapon GROW_WEAPON vaca_temp
addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
ifvare temp 0 ifvare temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
ifvare vaca_temp 0 ifvare vaca_temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
 
quote 123
ifspawnedby GROWAMMO
350,9 → 350,9
{
ifgotweaponce 0
break
getplayer[THISACTOR].gotweapon GROW_WEAPON temp
getplayer[THISACTOR].gotweapon GROW_WEAPON vaca_temp
addweapon SHRINKER_WEAPON 10
ifvare temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
ifvare vaca_temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
 
quote 60
ifspawnedby SHRINKERSPRITE
378,9 → 378,9
{
ifgotweaponce 0
break
getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp
getplayer[THISACTOR].gotweapon SHRINKER_WEAPON vaca_temp
addweapon GROW_WEAPON 10
ifvare temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
ifvare vaca_temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
 
quote 999
ifspawnedby GROWSPRITEICON
410,9 → 410,9
useractor notenemy 3831 0
// cstat 32768
sizeat 12 13
getactor[THISACTOR].sectnum temp
getplayer[THISACTOR].cursectnum temp2
ifvarvare temp temp2
getactor[THISACTOR].sectnum vaca_temp
getplayer[THISACTOR].cursectnum vaca_temp2
ifvarvare vaca_temp vaca_temp2
{
setuserdef[THISACTOR].volume_number 2
endofgame 13
421,28 → 421,28
 
 
useractor notenemy TIKIGOD 0
getactor[THISACTOR].cstat temp
ifvarand temp 16 setactor[THISACTOR].mdflags 1
getactor[THISACTOR].cstat vaca_temp
ifvarand vaca_temp 16 setactor[THISACTOR].mdflags 1
enda
 
 
onevent EVENT_ANIMATESPRITES
switch picnum
switch vaca_picnum
 
case GROWAMMO
// t->shade = (sintable[(totalclock<<4)&2047]>>10);
setvarvar temp totalclock
shiftvarl temp 4
andvar temp 2047
sin temp temp
shiftvarr temp 10
settspr[THISACTOR].tsprshade temp
setvarvar vaca_temp totalclock
shiftvarl vaca_temp 4
andvar vaca_temp 2047
sin vaca_temp vaca_temp
shiftvarr vaca_temp 10
settspr[THISACTOR].tsprshade vaca_temp
break
 
case DRAGON
case DRAGONDEATH
ifvarn temp3 -1
settspr[THISACTOR].tsprang temp3
ifvarn vaca_temp3 -1
settspr[THISACTOR].tsprang vaca_temp3
break
 
endswitch
455,8 → 455,8
define title_zoom 32768
 
onevent EVENT_DISPLAYMENU
// getplayer[THISACTOR].gm temp
// ifvarand temp 4 nullop else
// getplayer[THISACTOR].gm vaca_temp
// ifvarand vaca_temp 4 nullop else
// {
rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
/vaca_plus/VacaUser.con
9,9 → 9,9
--------------------------------------------------------------------------------
*/
 
define MAXGROWAMMO 100
define MAXDEVISTATORAMMO 100
define MAXFREEZEAMMO 100
// define MAXGROWAMMO 100
// define MAXDEVISTATORAMMO 100
// define MAXFREEZEAMMO 100
 
define DRAGONSTRENGTH 50
define BEACHBATHERSTRENGTH 30