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/*
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--------------------------------------------------------------------------------
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Duke Caribbean: Life's A Beach
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By Joris Weimar
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© 1997 Sunstorm Interactive
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--------------------------------------------------------------------------------
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Duke Caribbean: Life's A Beach Plus
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By Hendricks266
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--------------------------------------------------------------------------------
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// CON Files for the 'Duke Carribean Add-on' by SunStorm Interactive
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// 
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// Actor - BEACHBABE - Sprite #1683/#2003
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// 
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// --- Resources ---
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// 
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// Sounds:
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// Beach Babe Comments    - BABECOM1.WAV/BABECOM2.WAV
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// Beach Babe Hurt        - BABEHURT.WAV
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// 
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// Art:
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// 3 * 5 frame(s)         - Beach Babe Walking Frames
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*/
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move BEACHBABEWALKSPEED 70
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move BEACHBABERUNSPEED  140
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move BEACHBABESHRUNKSPEED  40
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move BEACHBABESTOP
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action BEACHBABEWALK   0 3 5 1 20
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action BEACHBABERUN    0 3 5 1 13
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action BEACHBABEFROZE  0 1 5
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ai AIBEACHBABEROAM BEACHBABEWALK BEACHBABEWALKSPEED randomangle geth getv
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ai AIBEACHBABEWANTDUKE BEACHBABEWALK BEACHBABEWALKSPEED faceplayerslow geth getv
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ai AIBEACHBABERUNAWAY BEACHBABERUN BEACHBABERUNSPEED randomangle geth getv
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ai AIBEACHBABESHRUNK BEACHBABEWALK BEACHBABESHRUNKSPEED randomangle geth getv
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ai AIBEACHBABEGROW BEACHBABEWALK BEACHBABESTOP faceplayerslow
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ai AIBEACHBABEFROZEN BEACHBABEFROZE BEACHBABESTOP
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ai AIBEACHBABEPOSE BEACHBABEFROZE BEACHBABESTOP
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ai AIBEACHBABEFLEE BEACHBABEWALK BEACHBABEWALKSPEED fleeenemy geth getv
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state BABEREMARK
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   ifactioncount 1
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     {
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       ifrnd 254 nullop else
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     {
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       resetactioncount
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       ifrnd 1 sound BABECOMM1
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  else ifrnd 1 sound BABECOMM2
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  else ifrnd 1 sound BABECOMM3
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  else ifrnd 1 sound BABECOMM4
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  else ifrnd 1 sound BABECOMM5
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     }
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     }
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ends
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state BABEHURTREMARK
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ends
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state BEACHBABEFLEESTATE
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   state BABEREMARK
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   ifcount 5
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     {
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       ifpdistl 2000
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         {
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           ai AIBEACHBABEFLEE
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           resetcount
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           break
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         }
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       ai AIBEACHBABEWANTDUKE
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     }
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ends
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state BEACHBABEROAMSTATE
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   ifrnd 16 ai AIBEACHBABEROAM
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   ifcansee
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     ifpdistl 10000
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       ifrnd 32
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         ai AIBEACHBABEWANTDUKE
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ends
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state BEACHBABEWANTDUKESTATE
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ifpdistl 2000 ai AIBEACHBABEFLEE
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ifpdistg 10000
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  ifrnd 32
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    {
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      ai AIBEACHBABEROAM
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      break
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    }
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state BABEREMARK
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ends
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state BEACHBABERUNAWAYSTATE
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   ifactioncount 1
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     {
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       resetactioncount
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       ifrnd 2 sound BABESCREAM1
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  else ifrnd 2 sound BABESCREAM2
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  else ifrnd 2 sound BABESCREAM3
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  else ifrnd 2 sound BABESCREAM4
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     }
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   ifrnd 16 ai AIBEACHBABERUNAWAY
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ends
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state BEACHBABESTATE
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   fall
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   cstator 257
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   state babechecksquished
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   ifai 0
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     {
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       ifrnd 64 sound BABECOMM1
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  else ifrnd 85 sound BABECOMM2
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  else ifrnd 128 sound BABECOMM3
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  else sound BABECOMM4
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       ai AIBEACHBABEROAM
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     }
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  ifvare pose 1
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    {
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      ai AIBEACHBABEPOSE
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      break
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    }
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  ifai AIBEACHBABEPOSE ai AIBEACHBABEROAM
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   ifai AIBEACHBABESHRUNK
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     {
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       ifcount SHRUNKDONECOUNT
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         {
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           ai AIBEACHBABERUNAWAY
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           cstat 257
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         }
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       else
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         {
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           ifcount SHRUNKCOUNT sizeto 40 40
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           else state genericshrunkcode
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         }
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     }
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  else ifai AIBEACHBABEGROW
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        {
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          ifcount 32
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            {
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              state stopbeachbabebathersounds
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              respawnhitag
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              guts JIBS4 20
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              guts JIBS6 20
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             // guts JIBS4 20
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             // guts JIBS6 20
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              spawn EXPLOSION2
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              sound PIPEBOMB_EXPLODE
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             // spritepal 6
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              soundonce BABESCREAM4
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             // debris SCRAP3 4
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              sound SQUISHED
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              killit
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            } 
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          else
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            {
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               sizeto MAXXSTRETCH MAXYSTRETCH
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               break 
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            }
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        }
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  ifai AIBEACHBABEFROZEN
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    {
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      ifhitweapon
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        {
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          ifwasweapon FREEZEBLAST
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            {
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              strength 0
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              break
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            }
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          lotsofglass 30
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          sound GLASS_BREAKING
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          respawnhitag
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          ifrnd 84 spawn BLOODPOOL
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          killit
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        }
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    }
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/*
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  else
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    { 
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      ifp pfacing
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      ifpdistl FROZENQUICKKICKDIST
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        {
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        pkick // Why the hell would you want to kick the babe???
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        break
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        }  
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    }
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*/
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  ifcount THAWTIME
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    {
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      getlastpal
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      ai AIBEACHBABERUNAWAY
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    }
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  else
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      ifcount FROZENDRIPTIME
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        {
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          ifactioncount 26
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           {
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             spawn WATERDRIP
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             resetactioncount
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           }
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        }
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  ifhitweapon
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    {
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      sound SQUISHED
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      ai AIBEACHBABERUNAWAY 
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      ifdead
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        {
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          ifwasweapon GROWSPARK
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            {
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              cstat 0
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              move 0
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              sound ACTOR_GROWING
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              ai AIBEACHBABEGROW
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              break
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           }
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    else ifwasweapon FREEZEBLAST
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           {
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 	     ai AIBEACHBABEFROZEN
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             move 0
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             spritepal 1
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             strength 0
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             sound SOMETHINGFROZE
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             break
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           }
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          state stopbeachbabebathersounds
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          ifrnd 128 sound DUKE_HIT_STRIPPER1 else sound DUKE_HIT_STRIPPER2
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          respawnhitag
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         // state standard_bjibs
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          state standard_bjibs
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          state random_wall_jibs
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          spawn BLOODPOOL
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         // spritepal 6
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          soundonce BABESCREAM4
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          killit
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        }
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      else
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        {
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          ifwasweapon SHRINKSPARK
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            {
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              sound ACTOR_SHRINKING
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              move 0
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              ai AIBEACHBABESHRUNK
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              cstat 0
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              break
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            }
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         else
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           {
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             guts JIBS6 1
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           }
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    // else ifwasweapon GROWSPARK sound EXPANDERHIT
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        }
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    }
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/*
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   ifdead
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     {
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       state standard_bjibs
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       sound SQUISHED
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       killit
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     }
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*/
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      ifai AIBEACHBABEROAM state BEACHBABEROAMSTATE
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 else ifai AIBEACHBABEWANTDUKE state BEACHBABEWANTDUKESTATE 
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 else ifai AIBEACHBABERUNAWAY state BEACHBABERUNAWAYSTATE
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 else ifai AIBEACHBABEFLEE state BEACHBABEFLEESTATE
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ends
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useractor notenemy BEACHBABE1 BEACHBABESTRENGTH BEACHBABEWALK
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  state BEACHBABESTATE
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enda