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/*
--------------------------------------------------------------------------------
Duke Caribbean: Life's A Beach
By Joris Weimar
© 1997 Sunstorm Interactive
--------------------------------------------------------------------------------
Duke Caribbean: Life's A Beach Plus
By Hendricks266
--------------------------------------------------------------------------------
// CON Files for the 'Duke Carribean Add-on' by SunStorm Interactive
// 
// Actor - BEACHBABE - Sprite #1683/#2003
// 
// --- Resources ---
// 
// Sounds:
// Beach Babe Comments    - BABECOM1.WAV/BABECOM2.WAV
// Beach Babe Hurt        - BABEHURT.WAV
// 
// Art:
// 3 * 5 frame(s)         - Beach Babe Walking Frames
*/

move BEACHBABEWALKSPEED 70
move BEACHBABERUNSPEED  140
move BEACHBABESHRUNKSPEED  40
move BEACHBABESTOP

action BEACHBABEWALK   0 3 5 1 20
action BEACHBABERUN    0 3 5 1 13
action BEACHBABEFROZE  0 1 5

ai AIBEACHBABEROAM BEACHBABEWALK BEACHBABEWALKSPEED randomangle geth getv
ai AIBEACHBABEWANTDUKE BEACHBABEWALK BEACHBABEWALKSPEED faceplayerslow geth getv
ai AIBEACHBABERUNAWAY BEACHBABERUN BEACHBABERUNSPEED randomangle geth getv
ai AIBEACHBABESHRUNK BEACHBABEWALK BEACHBABESHRUNKSPEED randomangle geth getv
ai AIBEACHBABEGROW BEACHBABEWALK BEACHBABESTOP faceplayerslow
ai AIBEACHBABEFROZEN BEACHBABEFROZE BEACHBABESTOP
ai AIBEACHBABEPOSE BEACHBABEFROZE BEACHBABESTOP

ai AIBEACHBABEFLEE BEACHBABEWALK BEACHBABEWALKSPEED fleeenemy geth getv

state BABEREMARK
   ifactioncount 1
     {
       ifrnd 254 nullop else
     {
       resetactioncount
       ifrnd 1 sound BABECOMM1
  else ifrnd 1 sound BABECOMM2
  else ifrnd 1 sound BABECOMM3
  else ifrnd 1 sound BABECOMM4
  else ifrnd 1 sound BABECOMM5
     }
     }

ends

state BABEHURTREMARK
ends

state BEACHBABEFLEESTATE
   state BABEREMARK

   ifcount 5
     {
       ifpdistl 2000
         {
           ai AIBEACHBABEFLEE
           resetcount
           break
         }
       ai AIBEACHBABEWANTDUKE
     }
ends

state BEACHBABEROAMSTATE
   ifrnd 16 ai AIBEACHBABEROAM

   ifcansee
     ifpdistl 10000
       ifrnd 32
         ai AIBEACHBABEWANTDUKE
ends

state BEACHBABEWANTDUKESTATE
ifpdistl 2000 ai AIBEACHBABEFLEE

ifpdistg 10000
  ifrnd 32
    {
      ai AIBEACHBABEROAM
      break
    }

state BABEREMARK
ends


state BEACHBABERUNAWAYSTATE
   ifactioncount 1
     {
       resetactioncount

       ifrnd 2 sound BABESCREAM1
  else ifrnd 2 sound BABESCREAM2
  else ifrnd 2 sound BABESCREAM3
  else ifrnd 2 sound BABESCREAM4
     }

   ifrnd 16 ai AIBEACHBABERUNAWAY
ends

state BEACHBABESTATE
   fall
   cstator 257

   state babechecksquished

   ifai 0
     {
       ifrnd 64 sound BABECOMM1
  else ifrnd 85 sound BABECOMM2
  else ifrnd 128 sound BABECOMM3
  else sound BABECOMM4

       ai AIBEACHBABEROAM
     }

  ifvare pose 1
    {
      ai AIBEACHBABEPOSE
      break
    }

  ifai AIBEACHBABEPOSE ai AIBEACHBABEROAM

   ifai AIBEACHBABESHRUNK
     {
       ifcount SHRUNKDONECOUNT
         {
           ai AIBEACHBABERUNAWAY
           cstat 257
         }
       else
         {
           ifcount SHRUNKCOUNT sizeto 40 40
           else state genericshrunkcode
         }
     }
  else ifai AIBEACHBABEGROW
        {
          ifcount 32
            {
              state stopbeachbabebathersounds
              respawnhitag
              guts JIBS4 20
              guts JIBS6 20
             // guts JIBS4 20
             // guts JIBS6 20
              spawn EXPLOSION2
              sound PIPEBOMB_EXPLODE
             // spritepal 6
              soundonce BABESCREAM4
             // debris SCRAP3 4
              sound SQUISHED
              killit
            } 
          else
            {
               sizeto MAXXSTRETCH MAXYSTRETCH
               break 
            }
        }

  ifai AIBEACHBABEFROZEN
    {
      ifhitweapon
        {
          ifwasweapon FREEZEBLAST
            {
              strength 0
              break
            }
          lotsofglass 30
          sound GLASS_BREAKING
          respawnhitag
          ifrnd 84 spawn BLOODPOOL
          killit
        }
    }
/*
  else
    { 
      ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
        {
        pkick // Why the hell would you want to kick the babe???
        break
        }  
    }
*/
  ifcount THAWTIME
    {
      getlastpal
      ai AIBEACHBABERUNAWAY
    }
  else
      ifcount FROZENDRIPTIME
        {
          ifactioncount 26
           {
             spawn WATERDRIP
             resetactioncount
           }
        }

  ifhitweapon
    {
      sound SQUISHED
      ai AIBEACHBABERUNAWAY 
      ifdead
        {
          ifwasweapon GROWSPARK
            {
              cstat 0
              move 0
              sound ACTOR_GROWING
              ai AIBEACHBABEGROW
              break
           }
    else ifwasweapon FREEZEBLAST
           {
             ai AIBEACHBABEFROZEN
             move 0
             spritepal 1
             strength 0
             sound SOMETHINGFROZE
             break
           }

          state stopbeachbabebathersounds
          ifrnd 128 sound DUKE_HIT_STRIPPER1 else sound DUKE_HIT_STRIPPER2

          respawnhitag
         // state standard_bjibs
          state standard_bjibs
          state random_wall_jibs
          spawn BLOODPOOL
         // spritepal 6
          soundonce BABESCREAM4
          killit
        }
      else
        {
          ifwasweapon SHRINKSPARK
            {
              sound ACTOR_SHRINKING
              move 0
              ai AIBEACHBABESHRUNK
              cstat 0
              break
            }
         else
           {
             guts JIBS6 1
           }

    // else ifwasweapon GROWSPARK sound EXPANDERHIT
        }
    }



/*
   ifdead
     {
       state standard_bjibs
       sound SQUISHED
       killit
     }
*/

      ifai AIBEACHBABEROAM state BEACHBABEROAMSTATE
 else ifai AIBEACHBABEWANTDUKE state BEACHBABEWANTDUKESTATE 
 else ifai AIBEACHBABERUNAWAY state BEACHBABERUNAWAYSTATE
 else ifai AIBEACHBABEFLEE state BEACHBABEFLEESTATE
ends

useractor notenemy BEACHBABE1 BEACHBABESTRENGTH BEACHBABEWALK
  state BEACHBABESTATE
enda