/* -------------------------------------------------------------------------------- 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 - SEAGULL - Sprite #1553 // Actor - SEAGULLSHIT - Sprite #1638 // // --- Resources --- // // Sounds: // Sea Gull Hurt Sound - GULLHURT.WAV // Sea Gull Roam Sound - GULLROAM.WAV // Sea Gull Dying Sound - GULLDIE.WAV // Sea Gull Shit Sound - GULLSHIT.WAV // // Art: // 3 * 1 frame(s) - Parallaxed Sea Gull // 1 * 1 frame(s) - Sea Gull Shit */ action SEAGULLFLY 0 3 1 1 20 action SEAGULLSTILL 1 action SEAGULLFROZEN 1 move SEAGULLSHRUNKSPEED 50 move SEAGULLSPEED 100 move SEAGULLATTACK 200 move SEAGULLSTOP ai AISEAGULLFLY SEAGULLFLY SEAGULLSPEED randomangle geth getv ai AISEAGULLATTACK SEAGULLFLY SEAGULLATTACK faceplayer ai AISEAGULLFROZEN SEAGULLSTILL SEAGULLSTOP ai AISEAGULLSHRUNK SEAGULLFLY SEAGULLSHRUNKSPEED randomangle geth getv ai AISEAGULLGROW SEAGULLSTILL SEAGULLSTOP faceplayerslow state seagullgrowstate ifcount 32 { guts JIBS4 24 guts JIBS6 28 addkills 1 sound SQUISHED sound PIPEBOMB_EXPLODE hitradius 2048 60 70 80 90 spawn BLOODPOOL spawn EXPLOSION2 killit } else { sizeto MAXXSTRETCH MAXYSTRETCH sizeto MAXXSTRETCH MAXYSTRETCH break } ends state seagullshrunkstate ifcount SHRUNKDONECOUNT ai AISEAGULLATTACK else ifcount SHRUNKCOUNT sizeto 48 40 else state genericshrunkcode ends state SEAGULLFLYSTATE ifrnd 4 ai AISEAGULLFLY ifp pdead break ifrnd 1 sound SEAGULLROAM // ifrnd 32 spawn SEAGULLSHIT ifpdistl 8000 { ifrnd 2 ifp palive ai AISEAGULLATTACK } else { ifrnd 4 ifp palive ai AISEAGULLATTACK } ends state SEAGULLATTACKSTATE ifp pdead ai AISEAGULLFLY ifrnd 2 sound SEAGULLROAM ifrnd 1 ifrnd 196 ai AISEAGULLFLY ifpdistl 2500 { spawn SEAGULLSHIT ai AISEAGULLFLY } ends state seagullcode cstator 257 ifai 0 { ai AISEAGULLFLY getactor[THISACTOR].xrepeat vaca_x ifvare vaca_x 1 sizeat 40 40 } clipdist 80 ifaction SEAGULLFROZEN { ifcount THAWTIME { ai AISEAGULLATTACK getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } addkills 1 ifrnd 84 spawn BLOODPOOL lotsofglass 30 sound GLASS_BREAKING killit } ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick iffloordistl 8 { 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 default addkills 1 ifrnd 84 spawn BLOODPOOL lotsofglass 30 sound GLASS_BREAKING killit break endswitch } fall break } ifhitweapon { sound SQUISHED ifdead { ifwasweapon GROWSPARK { cstat 0 sound ACTOR_GROWING ai AISEAGULLGROW break } else ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action SEAGULLFROZEN strength 0 break } else { guts JIBS2 1 guts JIBS3 1 guts JIBS4 1 guts JIBS5 1 guts JIBS6 1 ifrnd 6 { guts JIBS1 1 spawn BLOODPOOL } // a badly drawn spine state jib_sounds sound SEAGULLDIE killit } } else { ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AISEAGULLSHRUNK } else ifwasweapon GROWSPARK sound EXPANDERHIT guts JIBS6 1 soundonce SEAGULLHURT } } ifai AISEAGULLFLY state SEAGULLFLYSTATE else ifai AISEAGULLATTACK state SEAGULLATTACKSTATE else ifai AISEAGULLGROW state seagullgrowstate else ifai AISEAGULLSHRUNK state seagullshrunkstate ends useractor enemy SEAGULL SEAGULLSTRENGTH SEAGULLFLY state seagullcode enda action ASEAGULLSHIT -1 1 1 move SEAGULLSHITSPEED 50 100 ai AISEAGULLSHIT ASEAGULLSHIT SEAGULLSHITSPEED geth getv useractor notenemy SEAGULLSHIT 0 sizeat 8 8 ifai 0 { sound SEAGULLSHITSOUND ai AISEAGULLSHIT action ASEAGULLSHIT } fall iffloordistl 10 { ifpdistl 1900 { addphealth SEAGULLSHITHURT globalsound DUKE_GRUNT palfrom 16 16 state headhitstate } spritepal 7 debris SCRAP3 4 spawn WATERSPLASH2 killit } enda