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1
/*
1
/*
2
--------------------------------------------------------------------------------
2
--------------------------------------------------------------------------------
3
Duke Caribbean: Life's A Beach
3
Duke Caribbean: Life's A Beach
4
By Joris Weimar
4
By Joris Weimar
5
© 1997 Sunstorm Interactive
5
© 1997 Sunstorm Interactive
6
--------------------------------------------------------------------------------
6
--------------------------------------------------------------------------------
7
Duke Caribbean: Life's A Beach Plus
7
Duke Caribbean: Life's A Beach Plus
8
By Hendricks266
8
By Hendricks266
9
--------------------------------------------------------------------------------
9
--------------------------------------------------------------------------------
10
*/
10
*/
11
 
11
 
12
definegamefuncname 34 Sunglasses
12
definegamefuncname 34 Sunglasses
13
definegamefuncname 35 Crate_of_Bananas
13
definegamefuncname 35 Crate_of_Bananas
14
definegamefuncname 48 Hot_Sauce
14
definegamefuncname 48 Hot_Sauce
15
 
15
 
16
definecheat 14 endepisode
-
 
17
definecheat 15 endlevel
-
 
18
// definecheat 23 creditcards
-
 
19
// keys
-
 
20
definecheat 25 endvolume
-
 
21
 
-
 
22
include VacaDefs.con
16
include VacaDefs.con
23
include VacaUser.con
17
include VacaUser.con
24
include VSounds.con
18
include VSounds.con
25
include VBeachBall.con
19
include VBeachBall.con
26
 
20
 
27
spritenoshade GROWAMMO
21
spritenoshade GROWAMMO
28
 
22
 
29
setgamename Duke Caribbean: Life's A Beach
23
setgamename Duke Caribbean: Life's A Beach
30
 
24
 
31
gamevar temp 0 2
25
gamevar temp 0 2
32
gamevar x 0 2
26
gamevar x 0 2
33
gamevar y 0 2
27
gamevar y 0 2
34
gamevar picnum 0 2
28
gamevar picnum 0 2
35
 
29
 
36
gamevar temp2 0 2
30
gamevar temp2 0 2
37
gamevar temp3 0 2
31
gamevar temp3 0 2
38
gamevar x2 0 2
32
gamevar x2 0 2
39
gamevar y2 0 2
33
gamevar y2 0 2
40
gamevar pose 0 0
34
gamevar pose 0 0
41
 
35
 
42
// disable hardcoded Polymer dynamic lighting muzzle flashes
36
// disable hardcoded Polymer dynamic lighting muzzle flashes
43
gamevar WEAPON1_FLASHCOLOR 0 1
37
gamevar WEAPON1_FLASHCOLOR 0 1
44
gamevar WEAPON2_FLASHCOLOR 0 1
38
gamevar WEAPON2_FLASHCOLOR 0 1
45
gamevar WEAPON3_FLASHCOLOR 0 1
39
gamevar WEAPON3_FLASHCOLOR 0 1
46
gamevar WEAPON4_FLASHCOLOR 0 1
40
gamevar WEAPON4_FLASHCOLOR 0 1
47
gamevar WEAPON7_FLASHCOLOR 0 1
41
gamevar WEAPON7_FLASHCOLOR 0 1
48
gamevar WEAPON9_FLASHCOLOR 0 1
42
gamevar WEAPON9_FLASHCOLOR 0 1
49
 
43
 
50
// disable voodoo ring glowing flag
44
// disable voodoo ring glowing flag
51
// even though only the crystals are supposed to glow, bugs in EDuke32 have caused the frames to glow too
45
// even though only the crystals are supposed to glow, bugs in EDuke32 have caused the frames to glow too
52
gamevar WEAPON6_FLAGS 0 1
46
gamevar WEAPON6_FLAGS 0 1
53
gamevar WEAPON11_FLAGS 0 1
47
gamevar WEAPON11_FLAGS 0 1
54
 
48
 
55
// disable visibility clearing
49
// disable visibility clearing
56
gamevar WEAPON1_FLAGS 33024 1
50
gamevar WEAPON1_FLAGS 33024 1
57
gamevar WEAPON2_FLAGS 1280 1
51
gamevar WEAPON2_FLAGS 1280 1
58
gamevar WEAPON3_FLAGS 74068 1
52
gamevar WEAPON3_FLAGS 74068 1
59
gamevar WEAPON4_FLAGS 256 1
53
gamevar WEAPON4_FLAGS 256 1
60
gamevar WEAPON7_FLAGS 328 1
54
gamevar WEAPON7_FLAGS 328 1
61
gamevar WEAPON9_FLAGS 65792 1
55
gamevar WEAPON9_FLAGS 65792 1
62
 
56
 
63
onevent EVENT_GETMENUTILE
57
onevent EVENT_GETMENUTILE
64
 setvar RETURN 3281
58
 setvar RETURN 3281
65
endevent
59
endevent
66
 
60
 
67
/*
61
/*
68
onevent EVENT_GETLOADTILE
62
onevent EVENT_GETLOADTILE
69
 ifvare VOLUME 2
63
 ifvare VOLUME 2
70
   {
64
   {
71
     ifvare LEVEL 2 setvar RETURN 19665
65
     ifvare LEVEL 2 setvar RETURN 19665
72
     ifvare LEVEL 3 setvar RETURN 19665
66
     ifvare LEVEL 3 setvar RETURN 19665
73
   }
67
   }
74
endevent
68
endevent
75
 
69
 
76
onevent EVENT_DISPLAYLOADINGSCREEN
70
onevent EVENT_DISPLAYLOADINGSCREEN
77
 ifvare VOLUME 2
71
 ifvare VOLUME 2
78
   {
72
   {
79
     ifvare LEVEL 2 rotatesprite 160 100 65536 0 3706 0 0 2 0 0 xdim ydim
73
     ifvare LEVEL 2 rotatesprite 160 100 65536 0 3706 0 0 2 0 0 xdim ydim
80
     ifvare LEVEL 3 rotatesprite 160 95 65536 0 3639 0 0 2 0 0 xdim ydim
74
     ifvare LEVEL 3 rotatesprite 160 95 65536 0 3639 0 0 2 0 0 xdim ydim
81
   }
75
   }
82
endevent
76
endevent
83
*/
77
*/
84
 
78
 
85
state cutsceneambience
79
state cutsceneambience
86
  getactor[THISACTOR].lotag temp
80
  getactor[THISACTOR].lotag temp
87
 
81
 
88
  switch temp
82
  switch temp
89
 
83
 
90
    case WIND_AMBIENCE
84
    case WIND_AMBIENCE
91
    case WIND_REPEAT
85
    case WIND_REPEAT
92
     setactor[THISACTOR].lotag WIND2
86
     setactor[THISACTOR].lotag WIND2
93
    break
87
    break
94
 
88
 
95
  endswitch
89
  endswitch
96
ends
90
ends
97
 
91
 
98
onevent EVENT_LOADACTOR
92
onevent EVENT_LOADACTOR
99
  getactor[THISACTOR].picnum picnum
93
  getactor[THISACTOR].picnum picnum
100
  switch picnum
94
  switch picnum
101
 
95
 
102
   case DRAGON sizeat 42 50 break
96
   case DRAGON sizeat 42 50 break
103
   case BEACHBABE1 sizeat 40 40 break
97
   case BEACHBABE1 sizeat 40 40 break
104
   case BEACHBALL sizeat 30 30 break
98
   case BEACHBALL sizeat 30 30 break
105
   case BEACHBATHER1 sizeat 42 40 break
99
   case BEACHBATHER1 sizeat 42 40 break
106
   case SEAGULL sizeat 20 20 break
100
   case SEAGULL sizeat 20 20 break
107
 
101
 
108
   case GROWSPRITEICON sizeat 28 28 break
102
   case GROWSPRITEICON sizeat 28 28 break
109
 
103
 
110
   case 681 case 682 case 683 case 684 cactor CHAIR3 break
104
   case 681 case 682 case 683 case 684 cactor CHAIR3 break
111
 
105
 
112
   case CAMERA1
106
   case CAMERA1
113
    getactor[THISACTOR].cstat temp
107
    getactor[THISACTOR].cstat temp
114
    setvar temp2 0
108
    setvar temp2 0
115
    ifvarand temp 4 addvar temp2 4
109
    ifvarand temp 4 addvar temp2 4
116
    ifvarand temp 8 addvar temp2 8
110
    ifvarand temp 8 addvar temp2 8
117
    setactor[THISACTOR].cstat temp2
111
    setactor[THISACTOR].cstat temp2
118
   break
112
   break
119
 
113
 
120
   case MUSICANDSFX
114
   case MUSICANDSFX
121
    state cutsceneambience
115
    state cutsceneambience
122
   break
116
   break
123
 
117
 
124
  endswitch
118
  endswitch
125
endevent
119
endevent
126
 
120
 
127
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
121
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
128
 
122
 
129
onevent EVENT_GAME
123
onevent EVENT_GAME
130
  getactor[THISACTOR].picnum picnum
124
  getactor[THISACTOR].picnum picnum
131
  switch picnum
125
  switch picnum
132
 
126
 
133
   case RPG
127
   case RPG
134
   case FREEZEBLAST
128
   case FREEZEBLAST
135
     setactor[THISACTOR].htflags 256
129
     setactor[THISACTOR].htflags 256
136
     break
130
     break
137
 
131
 
138
   case FIRELASER
132
   case FIRELASER
139
     spritepal 1
133
     spritepal 1
140
     setactor[THISACTOR].htflags 256
134
     setactor[THISACTOR].htflags 256
141
     break
135
     break
142
 
136
 
143
/*
137
/*
144
   case MUSICANDSFX
138
   case MUSICANDSFX
145
     ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
139
     ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
146
     ifsound WIND_REPEAT stopsound WIND_REPEAT
140
     ifsound WIND_REPEAT stopsound WIND_REPEAT
147
     break
141
     break
148
*/
142
*/
149
 
143
 
150
   case CHAIR3
144
   case CHAIR3
151
     ifvare temp3 0
145
     ifvare temp3 0
152
     {
146
     {
153
       findnearsprite3d 1037 768 temp
147
       findnearsprite3d 1037 768 temp
154
       ifvarn temp -1
148
       ifvarn temp -1
155
       {
149
       {
156
          getactor[temp].x x2
150
          getactor[temp].x x2
157
          getactor[temp].y y2
151
          getactor[temp].y y2
158
          getactor[THISACTOR].x x
152
          getactor[THISACTOR].x x
159
          getactor[THISACTOR].y y // gets the coordinates of the chair and table
153
          getactor[THISACTOR].y y // gets the coordinates of the chair and table
160
          subvarvar x2 x
154
          subvarvar x2 x
161
          subvarvar y2 y
155
          subvarvar y2 y
162
          getangle temp2 x2 y2 // calculates the angle to face the table
156
          getangle temp2 x2 y2 // calculates the angle to face the table
163
          setactor[THISACTOR].ang temp2 // sets the angle
157
          setactor[THISACTOR].ang temp2 // sets the angle
164
          setvar temp3 1
158
          setvar temp3 1
165
       }
159
       }
166
       else setvar temp3 1
160
       else setvar temp3 1
167
     }
161
     }
168
     break
162
     break
169
 
163
 
170
   case SHELL
164
   case SHELL
171
   case SHOTGUNSHELL
165
   case SHOTGUNSHELL
172
     killit
166
     killit
173
     break
167
     break
174
 
168
 
175
   case CAMERA1
169
   case CAMERA1
176
     setactor[THISACTOR].cstat temp2
170
     setactor[THISACTOR].cstat temp2
177
     break
171
     break
178
 
172
 
179
   case SMALLSMOKE
173
   case SMALLSMOKE
180
     ifspawnedby RPG killit
174
     ifspawnedby RPG killit
181
     break
175
     break
182
 
176
 
183
   case SHOTSPARK1
177
   case SHOTSPARK1
184
     ifspawnedby JIBS6 spritepal 1
178
     ifspawnedby JIBS6 spritepal 1
185
     ifspawnedby BLOODSPLAT1 spritepal 1
179
     ifspawnedby BLOODSPLAT1 spritepal 1
186
     ifspawnedby SHOTSPARK1 spritepal 1
180
     ifspawnedby SHOTSPARK1 spritepal 1
187
     ifspawnedby SHOTGUN spritepal 1
181
     ifspawnedby SHOTGUN spritepal 1
188
     ifspawnedby CHAINGUN spritepal 1
182
     ifspawnedby CHAINGUN spritepal 1
189
     ifspawnedby FIRELASER spritepal 1
183
     ifspawnedby FIRELASER spritepal 1
190
     ifspawnedby APLAYER spritepal 1
184
     ifspawnedby APLAYER spritepal 1
191
     ifspawnedby RPG killit
185
     ifspawnedby RPG killit
192
     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
186
     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
193
     break
187
     break
194
 
188
 
195
   case GROWAMMO
189
   case GROWAMMO
196
     setactor[THISACTOR].mdflags 16
190
     setactor[THISACTOR].mdflags 16
197
     break
191
     break
198
 
192
 
199
  endswitch
193
  endswitch
200
endevent
194
endevent
201
 
195
 
202
onevent EVENT_EGS
196
onevent EVENT_EGS
203
  getactor[THISACTOR].picnum picnum
197
  getactor[THISACTOR].picnum picnum
204
  switch picnum
198
  switch picnum
205
 
199
 
206
   case FREEZEAMMO
200
   case FREEZEAMMO
207
     spritepal 1
201
     spritepal 1
208
     spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
202
     spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
209
     getlastpal
203
     getlastpal
210
     break
204
     break
211
 
205
 
212
   case WATERSPLASH2
206
   case WATERSPLASH2
213
     ifspawnedby SEAGULLSHIT spritepal 19
207
     ifspawnedby SEAGULLSHIT spritepal 19
214
     break
208
     break
215
 
209
 
216
  endswitch
210
  endswitch
217
endevent
211
endevent
218
 
212
 
219
state scrap3_colorchange
213
state scrap3_colorchange
220
        ifspritepal 10 spritepal 2
214
        ifspritepal 10 spritepal 2
221
   else ifspritepal 11 spritepal 8
215
   else ifspritepal 11 spritepal 8
222
   else ifspritepal 12 spritepal 0
216
   else ifspritepal 12 spritepal 0
223
   else ifspritepal 13 spritepal 0 // needs work
217
   else ifspritepal 13 spritepal 0 // needs work
224
   else ifspritepal 14 spritepal 8
218
   else ifspritepal 14 spritepal 8
225
   else ifspritepal 15 spritepal 7 // needs work
219
   else ifspritepal 15 spritepal 7 // needs work
226
   else ifspritepal 16 spritepal 1
220
   else ifspritepal 16 spritepal 1
227
   else ifspritepal 18 spritepal 0
221
   else ifspritepal 18 spritepal 0
228
   else ifspritepal 21 spritepal 2
222
   else ifspritepal 21 spritepal 2
229
   else ifspritepal 22 spritepal 8
223
   else ifspritepal 22 spritepal 8
230
   else ifspritepal 23 spritepal 7
224
   else ifspritepal 23 spritepal 7
231
   else spritepal 1 // This is so that the white SCRAP3 will turn the color of the object (chair, dragon) (approximately).
225
   else spritepal 1 // This is so that the white SCRAP3 will turn the color of the object (chair, dragon) (approximately).
232
ends
226
ends
233
 
227
 
234
onevent EVENT_KILLIT
228
onevent EVENT_KILLIT
235
 ifactor CHAIR3
229
 ifactor CHAIR3
236
   {
230
   {
237
        state scrap3_colorchange
231
        state scrap3_colorchange
238
        debris SCRAP3 12
232
        debris SCRAP3 12
239
        getlastpal
233
        getlastpal
240
        sound GLASS_HEAVYBREAK
234
        sound GLASS_HEAVYBREAK
241
        sound VENT_BUST
235
        sound VENT_BUST
242
   }
236
   }
243
endevent
237
endevent
244
 
238
 
245
// -----------------------------------------------------------------------------
239
// -----------------------------------------------------------------------------
246
 
240
 
247
state standard_bjibs
241
state standard_bjibs
248
  guts JIBS2 1
242
  guts JIBS2 1
249
  guts JIBS3 2
243
  guts JIBS3 2
250
  guts JIBS4 3
244
  guts JIBS4 3
251
  guts JIBS5 2
245
  guts JIBS5 2
252
  guts JIBS6 3
246
  guts JIBS6 3
253
  ifrnd 6
247
  ifrnd 6
254
  {
248
  {
255
    guts JIBS1 1
249
    guts JIBS1 1
256
    spawn BLOODPOOL
250
    spawn BLOODPOOL
257
  }         // a badly drawn spine
251
  }         // a badly drawn spine
258
ends
252
ends
259
 
253
 
260
state randgetweapsnds
254
state randgetweapsnds
261
    setvar temp2 0
255
    setvar temp2 0
262
    randvar temp2 2
256
    randvar temp2 2
263
    switch temp2
257
    switch temp2
264
     case 0 globalsound DUKE_GETWEAPON1 break
258
     case 0 globalsound DUKE_GETWEAPON1 break
265
     case 1 globalsound DUKE_GETWEAPON2 break
259
     case 1 globalsound DUKE_GETWEAPON2 break
266
     case 2 globalsound DUKE_GETWEAPON4 break
260
     case 2 globalsound DUKE_GETWEAPON4 break
267
    endswitch
261
    endswitch
268
ends
262
ends
269
 
263
 
270
actor FIRSTGUNSPRITE
264
actor FIRSTGUNSPRITE
271
  fall
265
  fall
272
  ifmove RESPAWN_ACTOR_FLAG
266
  ifmove RESPAWN_ACTOR_FLAG
273
    state respawnit
267
    state respawnit
274
  else
268
  else
275
    ifp pshrunk nullop
269
    ifp pshrunk nullop
276
    else
270
    else
277
      ifp palive
271
      ifp palive
278
        ifpdistl RETRIEVEDISTANCE
272
        ifpdistl RETRIEVEDISTANCE
279
          ifcount 6
273
          ifcount 6
280
            ifcanseetarget
274
            ifcanseetarget
281
      {
275
      {
282
        ifgotweaponce 0
276
        ifgotweaponce 0
283
          break
277
          break
284
        addweapon PISTOL_WEAPON 48
278
        addweapon PISTOL_WEAPON 48
285
        quote 1118
279
        quote 1118
286
        ifspawnedby FIRSTGUNSPRITE
280
        ifspawnedby FIRSTGUNSPRITE
287
          state getweaponcode
281
          state getweaponcode
288
        else
282
        else
289
          state quikweaponget
283
          state quikweaponget
290
      }
284
      }
291
enda
285
enda
292
 
286
 
293
actor CRYSTALAMMO
287
actor CRYSTALAMMO
294
  fall
288
  fall
295
  ifmove RESPAWN_ACTOR_FLAG
289
  ifmove RESPAWN_ACTOR_FLAG
296
    state respawnit
290
    state respawnit
297
  else
291
  else
298
    ifp pshrunk nullop
292
    ifp pshrunk nullop
299
    else
293
    else
300
      ifp palive
294
      ifp palive
301
        ifpdistl RETRIEVEDISTANCE
295
        ifpdistl RETRIEVEDISTANCE
302
          ifcount 6
296
          ifcount 6
303
            ifcanseetarget
297
            ifcanseetarget
304
      {
298
      {
305
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
299
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
306
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
300
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
307
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
301
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
308
        ifvare temp2 0 ifvare temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
302
        ifvare temp2 0 ifvare temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
309
 
303
 
310
        quote 78
304
        quote 78
311
        ifspawnedby CRYSTALAMMO
305
        ifspawnedby CRYSTALAMMO
312
          state getcode
306
          state getcode
313
        else
307
        else
314
          state quikget
308
          state quikget
315
      }
309
      }
316
enda
310
enda
317
 
311
 
318
actor GROWAMMO
312
actor GROWAMMO
319
  fall
313
  fall
320
  ifmove RESPAWN_ACTOR_FLAG
314
  ifmove RESPAWN_ACTOR_FLAG
321
    state respawnit
315
    state respawnit
322
  else
316
  else
323
    ifp pshrunk nullop
317
    ifp pshrunk nullop
324
    else
318
    else
325
      ifp palive
319
      ifp palive
326
        ifpdistl RETRIEVEDISTANCE
320
        ifpdistl RETRIEVEDISTANCE
327
          ifcount 6
321
          ifcount 6
328
            ifcanseetarget
322
            ifcanseetarget
329
      {
323
      {
330
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
324
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
331
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
325
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
332
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
326
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
333
        ifvare temp 0 ifvare temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
327
        ifvare temp 0 ifvare temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
334
 
328
 
335
        quote 123
329
        quote 123
336
        ifspawnedby GROWAMMO
330
        ifspawnedby GROWAMMO
337
          state getcode
331
          state getcode
338
        else
332
        else
339
          state quikget
333
          state quikget
340
      }
334
      }
341
 
335
 
342
 
336
 
343
enda
337
enda
344
 
338
 
345
actor SHRINKERSPRITE
339
actor SHRINKERSPRITE
346
  fall
340
  fall
347
  ifmove RESPAWN_ACTOR_FLAG
341
  ifmove RESPAWN_ACTOR_FLAG
348
    state respawnit
342
    state respawnit
349
  else
343
  else
350
    ifp pshrunk nullop
344
    ifp pshrunk nullop
351
    else
345
    else
352
      ifp palive
346
      ifp palive
353
        ifpdistl RETRIEVEDISTANCE
347
        ifpdistl RETRIEVEDISTANCE
354
          ifcount 6
348
          ifcount 6
355
            ifcanseetarget
349
            ifcanseetarget
356
      {
350
      {
357
        ifgotweaponce 0
351
        ifgotweaponce 0
358
          break
352
          break
359
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
353
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
360
        addweapon SHRINKER_WEAPON 10
354
        addweapon SHRINKER_WEAPON 10
361
        ifvare temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
355
        ifvare temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
362
 
356
 
363
        quote 60
357
        quote 60
364
        ifspawnedby SHRINKERSPRITE
358
        ifspawnedby SHRINKERSPRITE
365
          state getweaponcode
359
          state getweaponcode
366
        else
360
        else
367
          state quikweaponget
361
          state quikweaponget
368
      }
362
      }
369
enda
363
enda
370
 
364
 
371
useractor notenemy GROWSPRITEICON 0
365
useractor notenemy GROWSPRITEICON 0
372
  fall
366
  fall
373
  ifspritepal 1 ifmultiplayer spritepal 0 else killit
367
  ifspritepal 1 ifmultiplayer spritepal 0 else killit
374
 
368
 
375
  ifmove RESPAWN_ACTOR_FLAG
369
  ifmove RESPAWN_ACTOR_FLAG
376
    state respawnit
370
    state respawnit
377
  else
371
  else
378
    ifp pshrunk nullop
372
    ifp pshrunk nullop
379
    else
373
    else
380
      ifp palive
374
      ifp palive
381
        ifpdistl RETRIEVEDISTANCE
375
        ifpdistl RETRIEVEDISTANCE
382
          ifcount 6
376
          ifcount 6
383
            ifcanseetarget
377
            ifcanseetarget
384
      {
378
      {
385
        ifgotweaponce 0
379
        ifgotweaponce 0
386
          break
380
          break
387
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp
381
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp
388
        addweapon GROW_WEAPON 10
382
        addweapon GROW_WEAPON 10
389
        ifvare temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
383
        ifvare temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
390
 
384
 
391
        quote 999
385
        quote 999
392
        ifspawnedby GROWSPRITEICON
386
        ifspawnedby GROWSPRITEICON
393
          state getweaponcode
387
          state getweaponcode
394
        else
388
        else
395
          state quikweaponget
389
          state quikweaponget
396
      }
390
      }
397
enda
391
enda
398
 
392
 
399
state babechecksquished
393
state babechecksquished
400
  ifsquished
394
  ifsquished
401
  {
395
  {
402
    sound SQUISHED
396
    sound SQUISHED
403
    state standard_bjibs
397
    state standard_bjibs
404
    state random_ooz
398
    state random_ooz
405
    killit
399
    killit
406
  }
400
  }
407
ends
401
ends
408
 
402
 
409
include VSeagull.con
403
include VSeagull.con
410
include VDragon.con
404
include VDragon.con
411
include VBeachBather.con
405
include VBeachBather.con
412
include VBeachBabe.con
406
include VBeachBabe.con
413
 
407
 
414
// -----------------------------------------------------------------------------
408
// -----------------------------------------------------------------------------
415
 
409
 
416
useractor notenemy 3831 0
410
useractor notenemy 3831 0
417
// cstat 32768
411
// cstat 32768
418
 sizeat 12 13
412
 sizeat 12 13
419
 getactor[THISACTOR].sectnum temp
413
 getactor[THISACTOR].sectnum temp
420
 getplayer[THISACTOR].cursectnum temp2
414
 getplayer[THISACTOR].cursectnum temp2
421
 ifvarvare temp temp2
415
 ifvarvare temp temp2
422
   {
416
   {
423
     setuserdef[THISACTOR].volume_number 2
417
     setuserdef[THISACTOR].volume_number 2
424
     endofgame 13
418
     endofgame 13
425
   }
419
   }
426
enda
420
enda
427
 
421
 
428
 
422
 
429
useractor notenemy TIKIGOD 0 
423
useractor notenemy TIKIGOD 0 
430
     getactor[THISACTOR].cstat temp
424
     getactor[THISACTOR].cstat temp
431
     ifvarand temp 16 setactor[THISACTOR].mdflags 1
425
     ifvarand temp 16 setactor[THISACTOR].mdflags 1
432
enda
426
enda
433
 
427
 
434
 
428
 
435
onevent EVENT_ANIMATESPRITES
429
onevent EVENT_ANIMATESPRITES
436
  switch picnum
430
  switch picnum
437
 
431
 
438
    case GROWAMMO
432
    case GROWAMMO
439
    // t->shade = (sintable[(totalclock<<4)&2047]>>10);
433
    // t->shade = (sintable[(totalclock<<4)&2047]>>10);
440
      setvarvar temp totalclock
434
      setvarvar temp totalclock
441
      shiftvarl temp 4
435
      shiftvarl temp 4
442
      andvar temp 2047
436
      andvar temp 2047
443
      sin temp temp
437
      sin temp temp
444
      shiftvarr temp 10
438
      shiftvarr temp 10
445
      settspr[THISACTOR].tsprshade temp
439
      settspr[THISACTOR].tsprshade temp
446
      break
440
      break
447
 
441
 
448
    case DRAGON
442
    case DRAGON
449
    case DRAGONDEATH
443
    case DRAGONDEATH
450
      ifvarn temp3 -1
444
      ifvarn temp3 -1
451
        settspr[THISACTOR].tsprang temp3
445
        settspr[THISACTOR].tsprang temp3
452
      break
446
      break
453
 
447
 
454
  endswitch
448
  endswitch
455
endevent
449
endevent
456
 
450
 
457
define title_x1 54
451
define title_x1 54
458
define title_x2 306
452
define title_x2 306
459
define title_y1 186
453
define title_y1 186
460
define title_y2 194
454
define title_y2 194
461
define title_zoom 32768
455
define title_zoom 32768
462
 
456
 
463
onevent EVENT_DISPLAYMENU
457
onevent EVENT_DISPLAYMENU
464
//  getplayer[THISACTOR].gm temp
458
//  getplayer[THISACTOR].gm temp
465
//  ifvarand temp 4 nullop else
459
//  ifvarand temp 4 nullop else
466
// {
460
// {
467
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
461
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
468
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
462
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
469
// }
463
// }
470
endevent
464
endevent
471
 
465
 
472
/*
466
/*
473
onevent EVENT_DISPLAYTITLE
467
onevent EVENT_DISPLAYTITLE
474
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
468
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
475
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
469
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
476
endevent
470
endevent
477
*/
471
*/
478
 
472