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