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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
include VacaDefs.con
16
include VacaDefs.con
17
include VacaUser.con
17
include VacaUser.con
18
include VSounds.con
18
include VSounds.con
19
include VBeachBall.con
19
include VBeachBall.con
20
 
20
 
21
spritenoshade GROWAMMO
21
spritenoshade GROWAMMO
22
 
22
 
23
setgamename Duke Caribbean: Life's A Beach
23
setgamename Duke Caribbean: Life's A Beach
24
 
24
 
25
gamevar temp 0 2
25
gamevar vaca_temp 0 2
26
gamevar x 0 2
26
gamevar vaca_x 0 2
27
gamevar y 0 2
27
gamevar vaca_y 0 2
28
gamevar picnum 0 2
28
gamevar vaca_picnum 0 2
29
 
29
 
30
gamevar temp2 0 2
30
gamevar vaca_temp2 0 2
31
gamevar temp3 0 2
31
gamevar vaca_temp3 0 2
32
gamevar x2 0 2
32
gamevar vaca_x2 0 2
33
gamevar y2 0 2
33
gamevar vaca_y2 0 2
34
gamevar pose 0 0
34
gamevar vaca_pose 0 0
35
 
35
 
36
// disable hardcoded Polymer dynamic lighting muzzle flashes
36
// disable hardcoded Polymer dynamic lighting muzzle flashes
37
gamevar WEAPON1_FLASHCOLOR 0 1
37
gamevar WEAPON1_FLASHCOLOR 0 1
38
gamevar WEAPON2_FLASHCOLOR 0 1
38
gamevar WEAPON2_FLASHCOLOR 0 1
39
gamevar WEAPON3_FLASHCOLOR 0 1
39
gamevar WEAPON3_FLASHCOLOR 0 1
40
gamevar WEAPON4_FLASHCOLOR 0 1
40
gamevar WEAPON4_FLASHCOLOR 0 1
41
gamevar WEAPON7_FLASHCOLOR 0 1
41
gamevar WEAPON7_FLASHCOLOR 0 1
42
gamevar WEAPON9_FLASHCOLOR 0 1
42
gamevar WEAPON9_FLASHCOLOR 0 1
43
 
43
 
44
// disable voodoo ring glowing flag
44
// disable voodoo ring glowing flag
45
// 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
46
gamevar WEAPON6_FLAGS 0 1
46
gamevar WEAPON6_FLAGS 0 1
47
gamevar WEAPON11_FLAGS 0 1
47
gamevar WEAPON11_FLAGS 0 1
48
 
48
 
49
// disable visibility clearing
49
// disable visibility clearing
50
gamevar WEAPON1_FLAGS 33024 1
50
gamevar WEAPON1_FLAGS 33024 1
51
gamevar WEAPON2_FLAGS 1280 1
51
gamevar WEAPON2_FLAGS 1280 1
52
gamevar WEAPON3_FLAGS 74068 1
52
gamevar WEAPON3_FLAGS 74068 1
53
gamevar WEAPON4_FLAGS 256 1
53
gamevar WEAPON4_FLAGS 256 1
54
gamevar WEAPON7_FLAGS 328 1
54
gamevar WEAPON7_FLAGS 328 1
55
gamevar WEAPON9_FLAGS 65792 1
55
gamevar WEAPON9_FLAGS 65792 1
56
 
56
 
57
onevent EVENT_GETMENUTILE
57
onevent EVENT_GETMENUTILE
58
 setvar RETURN 3281
58
 setvar RETURN 3281
59
endevent
59
endevent
60
 
60
 
61
/*
61
/*
62
onevent EVENT_GETLOADTILE
62
onevent EVENT_GETLOADTILE
63
 ifvare VOLUME 2
63
 ifvare VOLUME 2
64
   {
64
   {
65
     ifvare LEVEL 2 setvar RETURN 19665
65
     ifvare LEVEL 2 setvar RETURN 19665
66
     ifvare LEVEL 3 setvar RETURN 19665
66
     ifvare LEVEL 3 setvar RETURN 19665
67
   }
67
   }
68
endevent
68
endevent
69
 
69
 
70
onevent EVENT_DISPLAYLOADINGSCREEN
70
onevent EVENT_DISPLAYLOADINGSCREEN
71
 ifvare VOLUME 2
71
 ifvare VOLUME 2
72
   {
72
   {
73
     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
74
     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
75
   }
75
   }
76
endevent
76
endevent
77
*/
77
*/
78
 
78
 
79
state cutsceneambience
79
state cutsceneambience
80
  getactor[THISACTOR].lotag temp
80
  getactor[THISACTOR].lotag vaca_temp
81
 
81
 
82
  switch temp
82
  switch vaca_temp
83
 
83
 
84
    case WIND_AMBIENCE
84
    case WIND_AMBIENCE
85
    case WIND_REPEAT
85
    case WIND_REPEAT
86
     setactor[THISACTOR].lotag WIND2
86
     setactor[THISACTOR].lotag WIND2
87
    break
87
    break
88
 
88
 
89
  endswitch
89
  endswitch
90
ends
90
ends
91
 
91
 
92
onevent EVENT_LOADACTOR
92
onevent EVENT_LOADACTOR
93
  getactor[THISACTOR].picnum picnum
93
  getactor[THISACTOR].picnum vaca_picnum
94
  switch picnum
94
  switch vaca_picnum
95
 
95
 
96
   case DRAGON sizeat 42 50 break
96
   case DRAGON sizeat 42 50 break
97
   case BEACHBABE1 sizeat 40 40 break
97
   case BEACHBABE1 sizeat 40 40 break
98
   case BEACHBALL sizeat 30 30 break
98
   case BEACHBALL sizeat 30 30 break
99
   case BEACHBATHER1 sizeat 42 40 break
99
   case BEACHBATHER1 sizeat 42 40 break
100
   case SEAGULL sizeat 20 20 break
100
   case SEAGULL sizeat 20 20 break
101
 
101
 
102
   case GROWSPRITEICON sizeat 28 28 break
102
   case GROWSPRITEICON sizeat 28 28 break
103
 
103
 
104
   case 681 case 682 case 683 case 684 cactor CHAIR3 break
104
   case 681 case 682 case 683 case 684 cactor CHAIR3 break
105
 
105
 
106
   case CAMERA1
106
   case CAMERA1
107
    getactor[THISACTOR].cstat temp
107
    getactor[THISACTOR].cstat vaca_temp
108
    setvar temp2 0
108
    setvar vaca_temp2 0
109
    ifvarand temp 4 addvar temp2 4
109
    ifvarand vaca_temp 4 addvar vaca_temp2 4
110
    ifvarand temp 8 addvar temp2 8
110
    ifvarand vaca_temp 8 addvar vaca_temp2 8
111
    setactor[THISACTOR].cstat temp2
111
    setactor[THISACTOR].cstat vaca_temp2
112
   break
112
   break
113
 
113
 
114
   case MUSICANDSFX
114
   case MUSICANDSFX
115
    state cutsceneambience
115
    state cutsceneambience
116
   break
116
   break
117
 
117
 
118
  endswitch
118
  endswitch
119
endevent
119
endevent
120
 
120
 
121
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
121
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
122
 
122
 
123
onevent EVENT_GAME
123
onevent EVENT_GAME
124
  getactor[THISACTOR].picnum picnum
124
  getactor[THISACTOR].picnum vaca_picnum
125
  switch picnum
125
  switch vaca_picnum
126
 
126
 
127
   case RPG
127
   case RPG
128
   case FREEZEBLAST
128
   case FREEZEBLAST
129
     setactor[THISACTOR].htflags 256
129
     setactor[THISACTOR].htflags 256
130
     break
130
     break
131
 
131
 
132
   case FIRELASER
132
   case FIRELASER
133
     spritepal 1
133
     spritepal 1
134
     setactor[THISACTOR].htflags 256
134
     setactor[THISACTOR].htflags 256
135
     break
135
     break
136
 
136
 
137
/*
137
/*
138
   case MUSICANDSFX
138
   case MUSICANDSFX
139
     ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
139
     ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
140
     ifsound WIND_REPEAT stopsound WIND_REPEAT
140
     ifsound WIND_REPEAT stopsound WIND_REPEAT
141
     break
141
     break
142
*/
142
*/
143
 
143
 
144
   case CHAIR3
144
   case CHAIR3
145
     ifvare temp3 0
145
     ifvare vaca_temp3 0
146
     {
146
     {
147
       findnearsprite3d 1037 768 temp
147
       findnearsprite3d 1037 768 vaca_temp
148
       ifvarn temp -1
148
       ifvarn vaca_temp -1
149
       {
149
       {
150
          getactor[temp].x x2
150
          getactor[vaca_temp].x vaca_x2
151
          getactor[temp].y y2
151
          getactor[vaca_temp].y vaca_y2
152
          getactor[THISACTOR].x x
152
          getactor[THISACTOR].x vaca_x
153
          getactor[THISACTOR].y y // gets the coordinates of the chair and table
153
          getactor[THISACTOR].y vaca_y // gets the coordinates of the chair and table
154
          subvarvar x2 x
154
          subvarvar vaca_x2 vaca_x
155
          subvarvar y2 y
155
          subvarvar vaca_y2 vaca_y
156
          getangle temp2 x2 y2 // calculates the angle to face the table
156
          getangle vaca_temp2 vaca_x2 vaca_y2 // calculates the angle to face the table
157
          setactor[THISACTOR].ang temp2 // sets the angle
157
          setactor[THISACTOR].ang vaca_temp2 // sets the angle
158
          setvar temp3 1
158
          setvar vaca_temp3 1
159
       }
159
       }
160
       else setvar temp3 1
160
       else setvar vaca_temp3 1
161
     }
161
     }
162
     break
162
     break
163
 
163
 
164
   case SHELL
164
   case SHELL
165
   case SHOTGUNSHELL
165
   case SHOTGUNSHELL
166
     killit
166
     killit
167
     break
167
     break
168
 
168
 
169
   case CAMERA1
169
   case CAMERA1
170
     setactor[THISACTOR].cstat temp2
170
     setactor[THISACTOR].cstat vaca_temp2
171
     break
171
     break
172
 
172
 
173
   case SMALLSMOKE
173
   case SMALLSMOKE
174
     ifspawnedby RPG killit
174
     ifspawnedby RPG killit
175
     break
175
     break
176
 
176
 
177
   case SHOTSPARK1
177
   case SHOTSPARK1
178
     ifspawnedby JIBS6 spritepal 1
178
     ifspawnedby JIBS6 spritepal 1
179
     ifspawnedby BLOODSPLAT1 spritepal 1
179
     ifspawnedby BLOODSPLAT1 spritepal 1
180
     ifspawnedby SHOTSPARK1 spritepal 1
180
     ifspawnedby SHOTSPARK1 spritepal 1
181
     ifspawnedby SHOTGUN spritepal 1
181
     ifspawnedby SHOTGUN spritepal 1
182
     ifspawnedby CHAINGUN spritepal 1
182
     ifspawnedby CHAINGUN spritepal 1
183
     ifspawnedby FIRELASER spritepal 1
183
     ifspawnedby FIRELASER spritepal 1
184
     ifspawnedby APLAYER spritepal 1
184
     ifspawnedby APLAYER spritepal 1
185
     ifspawnedby RPG killit
185
     ifspawnedby RPG killit
186
     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
187
     break
187
     break
188
 
188
 
189
   case GROWAMMO
189
   case GROWAMMO
190
     setactor[THISACTOR].mdflags 16
190
     setactor[THISACTOR].mdflags 16
191
     break
191
     break
192
 
192
 
193
  endswitch
193
  endswitch
194
endevent
194
endevent
195
 
195
 
196
onevent EVENT_EGS
196
onevent EVENT_EGS
197
  getactor[THISACTOR].picnum picnum
197
  getactor[THISACTOR].picnum vaca_picnum
198
  switch picnum
198
  switch vaca_picnum
199
 
199
 
200
   case FREEZEAMMO
200
   case FREEZEAMMO
201
     spritepal 1
201
     spritepal 1
202
     spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
202
     spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
203
     getlastpal
203
     getlastpal
204
     break
204
     break
205
 
205
 
206
   case WATERSPLASH2
206
   case WATERSPLASH2
207
     ifspawnedby SEAGULLSHIT spritepal 19
207
     ifspawnedby SEAGULLSHIT spritepal 19
208
     break
208
     break
209
 
209
 
210
  endswitch
210
  endswitch
211
endevent
211
endevent
212
 
212
 
213
state scrap3_colorchange
213
state scrap3_colorchange
214
        ifspritepal 10 spritepal 2
214
        ifspritepal 10 spritepal 2
215
   else ifspritepal 11 spritepal 8
215
   else ifspritepal 11 spritepal 8
216
   else ifspritepal 12 spritepal 0
216
   else ifspritepal 12 spritepal 0
217
   else ifspritepal 13 spritepal 0 // needs work
217
   else ifspritepal 13 spritepal 0 // needs work
218
   else ifspritepal 14 spritepal 8
218
   else ifspritepal 14 spritepal 8
219
   else ifspritepal 15 spritepal 7 // needs work
219
   else ifspritepal 15 spritepal 7 // needs work
220
   else ifspritepal 16 spritepal 1
220
   else ifspritepal 16 spritepal 1
221
   else ifspritepal 18 spritepal 0
221
   else ifspritepal 18 spritepal 0
222
   else ifspritepal 21 spritepal 2
222
   else ifspritepal 21 spritepal 2
223
   else ifspritepal 22 spritepal 8
223
   else ifspritepal 22 spritepal 8
224
   else ifspritepal 23 spritepal 7
224
   else ifspritepal 23 spritepal 7
225
   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).
226
ends
226
ends
227
 
227
 
228
onevent EVENT_KILLIT
228
onevent EVENT_KILLIT
229
 ifactor CHAIR3
229
 ifactor CHAIR3
230
   {
230
   {
231
        state scrap3_colorchange
231
        state scrap3_colorchange
232
        debris SCRAP3 12
232
        debris SCRAP3 12
233
        getlastpal
233
        getlastpal
234
        sound GLASS_HEAVYBREAK
234
        sound GLASS_HEAVYBREAK
235
        sound VENT_BUST
235
        sound VENT_BUST
236
   }
236
   }
237
endevent
237
endevent
238
 
238
 
239
// -----------------------------------------------------------------------------
239
// -----------------------------------------------------------------------------
240
 
240
 
241
state standard_bjibs
241
state standard_bjibs
242
  guts JIBS2 1
242
  guts JIBS2 1
243
  guts JIBS3 2
243
  guts JIBS3 2
244
  guts JIBS4 3
244
  guts JIBS4 3
245
  guts JIBS5 2
245
  guts JIBS5 2
246
  guts JIBS6 3
246
  guts JIBS6 3
247
  ifrnd 6
247
  ifrnd 6
248
  {
248
  {
249
    guts JIBS1 1
249
    guts JIBS1 1
250
    spawn BLOODPOOL
250
    spawn BLOODPOOL
251
  }         // a badly drawn spine
251
  }         // a badly drawn spine
252
ends
252
ends
253
 
253
 
254
state randgetweapsnds
254
state randgetweapsnds
255
    setvar temp2 0
255
    setvar vaca_temp2 0
256
    randvar temp2 2
256
    randvar vaca_temp2 2
257
    switch temp2
257
    switch vaca_temp2
258
     case 0 globalsound DUKE_GETWEAPON1 break
258
     case 0 globalsound DUKE_GETWEAPON1 break
259
     case 1 globalsound DUKE_GETWEAPON2 break
259
     case 1 globalsound DUKE_GETWEAPON2 break
260
     case 2 globalsound DUKE_GETWEAPON4 break
260
     case 2 globalsound DUKE_GETWEAPON4 break
261
    endswitch
261
    endswitch
262
ends
262
ends
263
 
263
 
264
actor FIRSTGUNSPRITE
264
actor FIRSTGUNSPRITE
265
  fall
265
  fall
266
  ifmove RESPAWN_ACTOR_FLAG
266
  ifmove RESPAWN_ACTOR_FLAG
267
    state respawnit
267
    state respawnit
268
  else
268
  else
269
    ifp pshrunk nullop
269
    ifp pshrunk nullop
270
    else
270
    else
271
      ifp palive
271
      ifp palive
272
        ifpdistl RETRIEVEDISTANCE
272
        ifpdistl RETRIEVEDISTANCE
273
          ifcount 6
273
          ifcount 6
274
            ifcanseetarget
274
            ifcanseetarget
275
      {
275
      {
276
        ifgotweaponce 0
276
        ifgotweaponce 0
277
          break
277
          break
278
        addweapon PISTOL_WEAPON 48
278
        addweapon PISTOL_WEAPON 48
279
        quote 1118
279
        quote 1118
280
        ifspawnedby FIRSTGUNSPRITE
280
        ifspawnedby FIRSTGUNSPRITE
281
          state getweaponcode
281
          state getweaponcode
282
        else
282
        else
283
          state quikweaponget
283
          state quikweaponget
284
      }
284
      }
285
enda
285
enda
286
 
286
 
287
actor CRYSTALAMMO
287
actor CRYSTALAMMO
288
  fall
288
  fall
289
  ifmove RESPAWN_ACTOR_FLAG
289
  ifmove RESPAWN_ACTOR_FLAG
290
    state respawnit
290
    state respawnit
291
  else
291
  else
292
    ifp pshrunk nullop
292
    ifp pshrunk nullop
293
    else
293
    else
294
      ifp palive
294
      ifp palive
295
        ifpdistl RETRIEVEDISTANCE
295
        ifpdistl RETRIEVEDISTANCE
296
          ifcount 6
296
          ifcount 6
297
            ifcanseetarget
297
            ifcanseetarget
298
      {
298
      {
299
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
299
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON vaca_temp2
300
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
300
        getplayer[THISACTOR].gotweapon GROW_WEAPON vaca_temp
301
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
301
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
302
        ifvare temp2 0 ifvare temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
302
        ifvare vaca_temp2 0 ifvare vaca_temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
303
 
303
 
304
        quote 78
304
        quote 78
305
        ifspawnedby CRYSTALAMMO
305
        ifspawnedby CRYSTALAMMO
306
          state getcode
306
          state getcode
307
        else
307
        else
308
          state quikget
308
          state quikget
309
      }
309
      }
310
enda
310
enda
311
 
311
 
312
actor GROWAMMO
312
actor GROWAMMO
313
  fall
313
  fall
314
  ifmove RESPAWN_ACTOR_FLAG
314
  ifmove RESPAWN_ACTOR_FLAG
315
    state respawnit
315
    state respawnit
316
  else
316
  else
317
    ifp pshrunk nullop
317
    ifp pshrunk nullop
318
    else
318
    else
319
      ifp palive
319
      ifp palive
320
        ifpdistl RETRIEVEDISTANCE
320
        ifpdistl RETRIEVEDISTANCE
321
          ifcount 6
321
          ifcount 6
322
            ifcanseetarget
322
            ifcanseetarget
323
      {
323
      {
324
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
324
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON vaca_temp2
325
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
325
        getplayer[THISACTOR].gotweapon GROW_WEAPON vaca_temp
326
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
326
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
327
        ifvare temp 0 ifvare temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
327
        ifvare vaca_temp 0 ifvare vaca_temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
328
 
328
 
329
        quote 123
329
        quote 123
330
        ifspawnedby GROWAMMO
330
        ifspawnedby GROWAMMO
331
          state getcode
331
          state getcode
332
        else
332
        else
333
          state quikget
333
          state quikget
334
      }
334
      }
335
 
335
 
336
 
336
 
337
enda
337
enda
338
 
338
 
339
actor SHRINKERSPRITE
339
actor SHRINKERSPRITE
340
  fall
340
  fall
341
  ifmove RESPAWN_ACTOR_FLAG
341
  ifmove RESPAWN_ACTOR_FLAG
342
    state respawnit
342
    state respawnit
343
  else
343
  else
344
    ifp pshrunk nullop
344
    ifp pshrunk nullop
345
    else
345
    else
346
      ifp palive
346
      ifp palive
347
        ifpdistl RETRIEVEDISTANCE
347
        ifpdistl RETRIEVEDISTANCE
348
          ifcount 6
348
          ifcount 6
349
            ifcanseetarget
349
            ifcanseetarget
350
      {
350
      {
351
        ifgotweaponce 0
351
        ifgotweaponce 0
352
          break
352
          break
353
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
353
        getplayer[THISACTOR].gotweapon GROW_WEAPON vaca_temp
354
        addweapon SHRINKER_WEAPON 10
354
        addweapon SHRINKER_WEAPON 10
355
        ifvare temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
355
        ifvare vaca_temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
356
 
356
 
357
        quote 60
357
        quote 60
358
        ifspawnedby SHRINKERSPRITE
358
        ifspawnedby SHRINKERSPRITE
359
          state getweaponcode
359
          state getweaponcode
360
        else
360
        else
361
          state quikweaponget
361
          state quikweaponget
362
      }
362
      }
363
enda
363
enda
364
 
364
 
365
useractor notenemy GROWSPRITEICON 0
365
useractor notenemy GROWSPRITEICON 0
366
  fall
366
  fall
367
  ifspritepal 1 ifmultiplayer spritepal 0 else killit
367
  ifspritepal 1 ifmultiplayer spritepal 0 else killit
368
 
368
 
369
  ifmove RESPAWN_ACTOR_FLAG
369
  ifmove RESPAWN_ACTOR_FLAG
370
    state respawnit
370
    state respawnit
371
  else
371
  else
372
    ifp pshrunk nullop
372
    ifp pshrunk nullop
373
    else
373
    else
374
      ifp palive
374
      ifp palive
375
        ifpdistl RETRIEVEDISTANCE
375
        ifpdistl RETRIEVEDISTANCE
376
          ifcount 6
376
          ifcount 6
377
            ifcanseetarget
377
            ifcanseetarget
378
      {
378
      {
379
        ifgotweaponce 0
379
        ifgotweaponce 0
380
          break
380
          break
381
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp
381
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON vaca_temp
382
        addweapon GROW_WEAPON 10
382
        addweapon GROW_WEAPON 10
383
        ifvare temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
383
        ifvare vaca_temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
384
 
384
 
385
        quote 999
385
        quote 999
386
        ifspawnedby GROWSPRITEICON
386
        ifspawnedby GROWSPRITEICON
387
          state getweaponcode
387
          state getweaponcode
388
        else
388
        else
389
          state quikweaponget
389
          state quikweaponget
390
      }
390
      }
391
enda
391
enda
392
 
392
 
393
state babechecksquished
393
state babechecksquished
394
  ifsquished
394
  ifsquished
395
  {
395
  {
396
    sound SQUISHED
396
    sound SQUISHED
397
    state standard_bjibs
397
    state standard_bjibs
398
    state random_ooz
398
    state random_ooz
399
    killit
399
    killit
400
  }
400
  }
401
ends
401
ends
402
 
402
 
403
include VSeagull.con
403
include VSeagull.con
404
include VDragon.con
404
include VDragon.con
405
include VBeachBather.con
405
include VBeachBather.con
406
include VBeachBabe.con
406
include VBeachBabe.con
407
 
407
 
408
// -----------------------------------------------------------------------------
408
// -----------------------------------------------------------------------------
409
 
409
 
410
useractor notenemy 3831 0
410
useractor notenemy 3831 0
411
// cstat 32768
411
// cstat 32768
412
 sizeat 12 13
412
 sizeat 12 13
413
 getactor[THISACTOR].sectnum temp
413
 getactor[THISACTOR].sectnum vaca_temp
414
 getplayer[THISACTOR].cursectnum temp2
414
 getplayer[THISACTOR].cursectnum vaca_temp2
415
 ifvarvare temp temp2
415
 ifvarvare vaca_temp vaca_temp2
416
   {
416
   {
417
     setuserdef[THISACTOR].volume_number 2
417
     setuserdef[THISACTOR].volume_number 2
418
     endofgame 13
418
     endofgame 13
419
   }
419
   }
420
enda
420
enda
421
 
421
 
422
 
422
 
423
useractor notenemy TIKIGOD 0 
423
useractor notenemy TIKIGOD 0 
424
     getactor[THISACTOR].cstat temp
424
     getactor[THISACTOR].cstat vaca_temp
425
     ifvarand temp 16 setactor[THISACTOR].mdflags 1
425
     ifvarand vaca_temp 16 setactor[THISACTOR].mdflags 1
426
enda
426
enda
427
 
427
 
428
 
428
 
429
onevent EVENT_ANIMATESPRITES
429
onevent EVENT_ANIMATESPRITES
430
  switch picnum
430
  switch vaca_picnum
431
 
431
 
432
    case GROWAMMO
432
    case GROWAMMO
433
    // t->shade = (sintable[(totalclock<<4)&2047]>>10);
433
    // t->shade = (sintable[(totalclock<<4)&2047]>>10);
434
      setvarvar temp totalclock
434
      setvarvar vaca_temp totalclock
435
      shiftvarl temp 4
435
      shiftvarl vaca_temp 4
436
      andvar temp 2047
436
      andvar vaca_temp 2047
437
      sin temp temp
437
      sin vaca_temp vaca_temp
438
      shiftvarr temp 10
438
      shiftvarr vaca_temp 10
439
      settspr[THISACTOR].tsprshade temp
439
      settspr[THISACTOR].tsprshade vaca_temp
440
      break
440
      break
441
 
441
 
442
    case DRAGON
442
    case DRAGON
443
    case DRAGONDEATH
443
    case DRAGONDEATH
444
      ifvarn temp3 -1
444
      ifvarn vaca_temp3 -1
445
        settspr[THISACTOR].tsprang temp3
445
        settspr[THISACTOR].tsprang vaca_temp3
446
      break
446
      break
447
 
447
 
448
  endswitch
448
  endswitch
449
endevent
449
endevent
450
 
450
 
451
define title_x1 54
451
define title_x1 54
452
define title_x2 306
452
define title_x2 306
453
define title_y1 186
453
define title_y1 186
454
define title_y2 194
454
define title_y2 194
455
define title_zoom 32768
455
define title_zoom 32768
456
 
456
 
457
onevent EVENT_DISPLAYMENU
457
onevent EVENT_DISPLAYMENU
458
//  getplayer[THISACTOR].gm temp
458
//  getplayer[THISACTOR].gm vaca_temp
459
//  ifvarand temp 4 nullop else
459
//  ifvarand vaca_temp 4 nullop else
460
// {
460
// {
461
  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
462
  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
463
// }
463
// }
464
endevent
464
endevent
465
 
465
 
466
/*
466
/*
467
onevent EVENT_DISPLAYTITLE
467
onevent EVENT_DISPLAYTITLE
468
  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
469
  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
470
endevent
470
endevent
471
*/
471
*/
472
 
472