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Rev 10 Rev 17
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
definecheat 14 endepisode
16
definecheat 14 endepisode
17
definecheat 15 endlevel
17
definecheat 15 endlevel
18
// definecheat 23 creditcards
18
// definecheat 23 creditcards
19
// keys
19
// keys
20
definecheat 25 endvolume
20
definecheat 25 endvolume
21
 
21
 
22
include VacaDefs.con
22
include VacaDefs.con
23
include VacaUser.con
23
include VacaUser.con
24
include VSounds.con
24
include VSounds.con
25
include VBeachBall.con
25
include VBeachBall.con
26
 
26
 
27
spritenoshade GROWAMMO
27
spritenoshade GROWAMMO
28
 
28
 
29
setgamename Duke Caribbean: Life's A Beach
29
setgamename Duke Caribbean: Life's A Beach
30
 
30
 
31
gamevar temp 0 2
31
gamevar temp 0 2
32
gamevar x 0 2
32
gamevar x 0 2
33
gamevar y 0 2
33
gamevar y 0 2
34
gamevar picnum 0 2
34
gamevar picnum 0 2
35
 
35
 
36
gamevar temp2 0 2
36
gamevar temp2 0 2
37
gamevar temp3 0 2
37
gamevar temp3 0 2
38
gamevar x2 0 2
38
gamevar x2 0 2
39
gamevar y2 0 2
39
gamevar y2 0 2
40
gamevar pose 0 0
40
gamevar pose 0 0
41
 
41
 
42
// The following gamevars disable the Polymer dynamic muzzle flashes for certain Caribbean weapons.
42
// The following gamevars disable the Polymer dynamic muzzle flashes for certain Caribbean weapons.
43
gamevar WEAPON1_FLASHCOLOR 0 1
43
gamevar WEAPON1_FLASHCOLOR 0 1
44
gamevar WEAPON2_FLASHCOLOR 0 1
44
gamevar WEAPON2_FLASHCOLOR 0 1
45
gamevar WEAPON3_FLASHCOLOR 0 1
45
gamevar WEAPON3_FLASHCOLOR 0 1
46
gamevar WEAPON4_FLASHCOLOR 0 1
46
gamevar WEAPON4_FLASHCOLOR 0 1
47
gamevar WEAPON7_FLASHCOLOR 0 1
47
gamevar WEAPON7_FLASHCOLOR 0 1
48
gamevar WEAPON9_FLASHCOLOR 0 1
48
gamevar WEAPON9_FLASHCOLOR 0 1
49
 
49
 
-
 
50
// disable voodoo ring glowing flag, just in case
-
 
51
gamevar WEAPON6_FLAGS 0 1
-
 
52
gamevar WEAPON11_FLAGS 0 1
-
 
53
 
50
onevent EVENT_GETMENUTILE
54
onevent EVENT_GETMENUTILE
51
 setvar RETURN 3281
55
 setvar RETURN 3281
52
endevent
56
endevent
53
 
57
 
54
/*
58
/*
55
onevent EVENT_GETLOADTILE
59
onevent EVENT_GETLOADTILE
56
 ifvare VOLUME 2
60
 ifvare VOLUME 2
57
   {
61
   {
58
     ifvare LEVEL 2 setvar RETURN 19665
62
     ifvare LEVEL 2 setvar RETURN 19665
59
     ifvare LEVEL 3 setvar RETURN 19665
63
     ifvare LEVEL 3 setvar RETURN 19665
60
   }
64
   }
61
endevent
65
endevent
62
 
66
 
63
onevent EVENT_DISPLAYLOADINGSCREEN
67
onevent EVENT_DISPLAYLOADINGSCREEN
64
 ifvare VOLUME 2
68
 ifvare VOLUME 2
65
   {
69
   {
66
     ifvare LEVEL 2 rotatesprite 160 100 65536 0 3706 0 0 2 0 0 xdim ydim
70
     ifvare LEVEL 2 rotatesprite 160 100 65536 0 3706 0 0 2 0 0 xdim ydim
67
     ifvare LEVEL 3 rotatesprite 160 95 65536 0 3639 0 0 2 0 0 xdim ydim
71
     ifvare LEVEL 3 rotatesprite 160 95 65536 0 3639 0 0 2 0 0 xdim ydim
68
   }
72
   }
69
endevent
73
endevent
70
*/
74
*/
71
 
75
 
72
state cutsceneambience
76
state cutsceneambience
73
  getactor[THISACTOR].lotag temp
77
  getactor[THISACTOR].lotag temp
74
 
78
 
75
  switch temp
79
  switch temp
76
 
80
 
77
    case WIND_AMBIENCE
81
    case WIND_AMBIENCE
78
    case WIND_REPEAT
82
    case WIND_REPEAT
79
     setactor[THISACTOR].lotag WIND2
83
     setactor[THISACTOR].lotag WIND2
80
    break
84
    break
81
 
85
 
82
  endswitch
86
  endswitch
83
ends
87
ends
84
 
88
 
85
onevent EVENT_LOADACTOR
89
onevent EVENT_LOADACTOR
86
  getactor[THISACTOR].picnum picnum
90
  getactor[THISACTOR].picnum picnum
87
  switch picnum
91
  switch picnum
88
 
92
 
89
   case DRAGON sizeat 42 50 break
93
   case DRAGON sizeat 42 50 break
90
   case BEACHBABE1 sizeat 40 40 break
94
   case BEACHBABE1 sizeat 40 40 break
91
   case BEACHBALL sizeat 30 30 break
95
   case BEACHBALL sizeat 30 30 break
92
   case BEACHBATHER1 sizeat 42 40 break
96
   case BEACHBATHER1 sizeat 42 40 break
93
   case SEAGULL sizeat 20 20 break
97
   case SEAGULL sizeat 20 20 break
94
 
98
 
95
   case GROWSPRITEICON sizeat 28 28 break
99
   case GROWSPRITEICON sizeat 28 28 break
96
 
100
 
97
   case 681 case 682 case 683 case 684 cactor CHAIR3 break
101
   case 681 case 682 case 683 case 684 cactor CHAIR3 break
98
 
102
 
99
   case CAMERA1
103
   case CAMERA1
100
    getactor[THISACTOR].cstat temp
104
    getactor[THISACTOR].cstat temp
101
    setvar temp2 0
105
    setvar temp2 0
102
    ifvarand temp 4 addvar temp2 4
106
    ifvarand temp 4 addvar temp2 4
103
    ifvarand temp 8 addvar temp2 8
107
    ifvarand temp 8 addvar temp2 8
104
    setactor[THISACTOR].cstat temp2
108
    setactor[THISACTOR].cstat temp2
105
   break
109
   break
106
 
110
 
107
   case MUSICANDSFX
111
   case MUSICANDSFX
108
    state cutsceneambience
112
    state cutsceneambience
109
   break
113
   break
110
 
114
 
111
  endswitch
115
  endswitch
112
endevent
116
endevent
113
 
117
 
114
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
118
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
115
 
119
 
116
onevent EVENT_GAME
120
onevent EVENT_GAME
117
  getactor[THISACTOR].picnum picnum
121
  getactor[THISACTOR].picnum picnum
118
  switch picnum
122
  switch picnum
119
 
123
 
120
   case RPG
124
   case RPG
121
   case FREEZEBLAST
125
   case FREEZEBLAST
122
    setactor[THISACTOR].htflags 256
126
    setactor[THISACTOR].htflags 256
123
   break
127
   break
124
 
128
 
125
   case FIRELASER
129
   case FIRELASER
126
    spritepal 1
130
    spritepal 1
127
    setactor[THISACTOR].htflags 256
131
    setactor[THISACTOR].htflags 256
128
   break
132
   break
129
 
133
 
130
/*
134
/*
131
   case MUSICANDSFX
135
   case MUSICANDSFX
132
       ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
136
       ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
133
       ifsound WIND_REPEAT stopsound WIND_REPEAT
137
       ifsound WIND_REPEAT stopsound WIND_REPEAT
134
   break
138
   break
135
*/
139
*/
136
 
140
 
137
   case CHAIR3
141
   case CHAIR3
138
     ifvare temp3 0
142
     ifvare temp3 0
139
     {
143
     {
140
     findnearsprite3d 1037 768 temp
144
     findnearsprite3d 1037 768 temp
141
     ifvarn temp -1
145
     ifvarn temp -1
142
       {
146
       {
143
          getactor[temp].x x2
147
          getactor[temp].x x2
144
          getactor[temp].y y2
148
          getactor[temp].y y2
145
          getactor[THISACTOR].x x
149
          getactor[THISACTOR].x x
146
          getactor[THISACTOR].y y // gets the coordinates of the chair and table
150
          getactor[THISACTOR].y y // gets the coordinates of the chair and table
147
          subvarvar x2 x
151
          subvarvar x2 x
148
          subvarvar y2 y
152
          subvarvar y2 y
149
          getangle temp2 x2 y2 // calculates the angle to face the table
153
          getangle temp2 x2 y2 // calculates the angle to face the table
150
          setactor[THISACTOR].ang temp2 // sets the angle
154
          setactor[THISACTOR].ang temp2 // sets the angle
151
          setvar temp3 1
155
          setvar temp3 1
152
       }
156
       }
153
     else setvar temp3 1
157
     else setvar temp3 1
154
     }
158
     }
155
   break
159
   break
156
 
160
 
157
   case SHELL
161
   case SHELL
158
   case SHOTGUNSHELL
162
   case SHOTGUNSHELL
159
    killit
163
    killit
160
   break
164
   break
161
 
165
 
162
   case CAMERA1
166
   case CAMERA1
163
      setactor[THISACTOR].cstat temp2
167
      setactor[THISACTOR].cstat temp2
164
   break
168
   break
165
 
169
 
166
   case SMALLSMOKE
170
   case SMALLSMOKE
167
      ifspawnedby RPG killit
171
      ifspawnedby RPG killit
168
   break
172
   break
169
 
173
 
170
   case SHOTSPARK1
174
   case SHOTSPARK1
171
     ifspawnedby JIBS6 spritepal 1
175
     ifspawnedby JIBS6 spritepal 1
172
     ifspawnedby BLOODSPLAT1 spritepal 1
176
     ifspawnedby BLOODSPLAT1 spritepal 1
173
     ifspawnedby SHOTSPARK1 spritepal 1
177
     ifspawnedby SHOTSPARK1 spritepal 1
174
     ifspawnedby SHOTGUN spritepal 1
178
     ifspawnedby SHOTGUN spritepal 1
175
     ifspawnedby CHAINGUN spritepal 1
179
     ifspawnedby CHAINGUN spritepal 1
176
     ifspawnedby FIRELASER spritepal 1
180
     ifspawnedby FIRELASER spritepal 1
177
     ifspawnedby APLAYER spritepal 1
181
     ifspawnedby APLAYER spritepal 1
178
     ifspawnedby RPG killit
182
     ifspawnedby RPG killit
179
     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
183
     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
180
   break
184
   break
181
 
185
 
182
  endswitch
186
  endswitch
183
endevent
187
endevent
184
 
188
 
185
onevent EVENT_EGS
189
onevent EVENT_EGS
186
  getactor[THISACTOR].picnum picnum
190
  getactor[THISACTOR].picnum picnum
187
  switch picnum
191
  switch picnum
188
 
192
 
189
   case FREEZEAMMO
193
   case FREEZEAMMO
190
     spritepal 1
194
     spritepal 1
191
     spawn BLOODPOOL
195
     spawn BLOODPOOL
192
     getlastpal
196
     getlastpal
193
   break
197
   break
194
 
198
 
195
   case WATERSPLASH2
199
   case WATERSPLASH2
196
     ifspawnedby SEAGULLSHIT spritepal 19
200
     ifspawnedby SEAGULLSHIT spritepal 19
197
   break
201
   break
198
 
202
 
199
   case GROWAMMO
203
   case GROWAMMO
200
     setactor[THISACTOR].mdflags 16
204
     setactor[THISACTOR].mdflags 16
201
   break
205
   break
202
 
206
 
203
  endswitch
207
  endswitch
204
endevent
208
endevent
205
 
209
 
206
state scrap3_colorchange
210
state scrap3_colorchange
207
        ifspritepal 10 spritepal 2
211
        ifspritepal 10 spritepal 2
208
   else ifspritepal 11 spritepal 8
212
   else ifspritepal 11 spritepal 8
209
   else ifspritepal 12 spritepal 0
213
   else ifspritepal 12 spritepal 0
210
   else ifspritepal 13 spritepal 0 // needs work
214
   else ifspritepal 13 spritepal 0 // needs work
211
   else ifspritepal 14 spritepal 8
215
   else ifspritepal 14 spritepal 8
212
   else ifspritepal 15 spritepal 7 // needs work
216
   else ifspritepal 15 spritepal 7 // needs work
213
   else ifspritepal 16 spritepal 1
217
   else ifspritepal 16 spritepal 1
214
   else ifspritepal 18 spritepal 0
218
   else ifspritepal 18 spritepal 0
215
   else ifspritepal 21 spritepal 2
219
   else ifspritepal 21 spritepal 2
216
   else ifspritepal 22 spritepal 8
220
   else ifspritepal 22 spritepal 8
217
   else ifspritepal 23 spritepal 7
221
   else ifspritepal 23 spritepal 7
218
   else spritepal 1 // This is so that the white SCRAP3 will turn the color of the object (chair, dragon) (approximately).
222
   else spritepal 1 // This is so that the white SCRAP3 will turn the color of the object (chair, dragon) (approximately).
219
ends
223
ends
220
 
224
 
221
onevent EVENT_KILLIT
225
onevent EVENT_KILLIT
222
 ifactor CHAIR3
226
 ifactor CHAIR3
223
   {
227
   {
224
        state scrap3_colorchange
228
        state scrap3_colorchange
225
        debris SCRAP3 12
229
        debris SCRAP3 12
226
        getlastpal
230
        getlastpal
227
        sound GLASS_HEAVYBREAK
231
        sound GLASS_HEAVYBREAK
228
        sound VENT_BUST
232
        sound VENT_BUST
229
   }
233
   }
230
endevent
234
endevent
231
 
235
 
232
// -----------------------------------------------------------------------------
236
// -----------------------------------------------------------------------------
233
 
237
 
234
state standard_bjibs
238
state standard_bjibs
235
  guts JIBS2 1
239
  guts JIBS2 1
236
  guts JIBS3 2
240
  guts JIBS3 2
237
  guts JIBS4 3
241
  guts JIBS4 3
238
  guts JIBS5 2
242
  guts JIBS5 2
239
  guts JIBS6 3
243
  guts JIBS6 3
240
  ifrnd 6
244
  ifrnd 6
241
  {
245
  {
242
    guts JIBS1 1
246
    guts JIBS1 1
243
    spawn BLOODPOOL
247
    spawn BLOODPOOL
244
  }         // a badly drawn spine
248
  }         // a badly drawn spine
245
ends
249
ends
246
 
250
 
247
state randgetweapsnds
251
state randgetweapsnds
248
    setvar temp2 0
252
    setvar temp2 0
249
    randvar temp2 2
253
    randvar temp2 2
250
    switch temp2
254
    switch temp2
251
     case 0 globalsound DUKE_GETWEAPON1 break
255
     case 0 globalsound DUKE_GETWEAPON1 break
252
     case 1 globalsound DUKE_GETWEAPON2 break
256
     case 1 globalsound DUKE_GETWEAPON2 break
253
     case 2 globalsound DUKE_GETWEAPON4 break
257
     case 2 globalsound DUKE_GETWEAPON4 break
254
    endswitch
258
    endswitch
255
ends
259
ends
256
 
260
 
257
actor FIRSTGUNSPRITE
261
actor FIRSTGUNSPRITE
258
  fall
262
  fall
259
  ifmove RESPAWN_ACTOR_FLAG
263
  ifmove RESPAWN_ACTOR_FLAG
260
    state respawnit
264
    state respawnit
261
  else
265
  else
262
    ifp pshrunk nullop
266
    ifp pshrunk nullop
263
    else
267
    else
264
      ifp palive
268
      ifp palive
265
        ifpdistl RETRIEVEDISTANCE
269
        ifpdistl RETRIEVEDISTANCE
266
          ifcount 6
270
          ifcount 6
267
            ifcanseetarget
271
            ifcanseetarget
268
      {
272
      {
269
        ifgotweaponce 0
273
        ifgotweaponce 0
270
          break
274
          break
271
        addweapon PISTOL_WEAPON 48
275
        addweapon PISTOL_WEAPON 48
272
        quote 1118
276
        quote 1118
273
        ifspawnedby FIRSTGUNSPRITE
277
        ifspawnedby FIRSTGUNSPRITE
274
          state getweaponcode
278
          state getweaponcode
275
        else
279
        else
276
          state quikweaponget
280
          state quikweaponget
277
      }
281
      }
278
enda
282
enda
279
 
283
 
280
actor CRYSTALAMMO
284
actor CRYSTALAMMO
281
  fall
285
  fall
282
  ifmove RESPAWN_ACTOR_FLAG
286
  ifmove RESPAWN_ACTOR_FLAG
283
    state respawnit
287
    state respawnit
284
  else
288
  else
285
    ifp pshrunk nullop
289
    ifp pshrunk nullop
286
    else
290
    else
287
      ifp palive
291
      ifp palive
288
        ifpdistl RETRIEVEDISTANCE
292
        ifpdistl RETRIEVEDISTANCE
289
          ifcount 6
293
          ifcount 6
290
            ifcanseetarget
294
            ifcanseetarget
291
      {
295
      {
292
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
296
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
293
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
297
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
294
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
298
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
295
        ifvare temp2 0 ifvare temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
299
        ifvare temp2 0 ifvare temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
296
 
300
 
297
        quote 78
301
        quote 78
298
        ifspawnedby CRYSTALAMMO
302
        ifspawnedby CRYSTALAMMO
299
          state getcode
303
          state getcode
300
        else
304
        else
301
          state quikget
305
          state quikget
302
      }
306
      }
303
enda
307
enda
304
 
308
 
305
actor GROWAMMO
309
actor GROWAMMO
306
  fall
310
  fall
307
  ifmove RESPAWN_ACTOR_FLAG
311
  ifmove RESPAWN_ACTOR_FLAG
308
    state respawnit
312
    state respawnit
309
  else
313
  else
310
    ifp pshrunk nullop
314
    ifp pshrunk nullop
311
    else
315
    else
312
      ifp palive
316
      ifp palive
313
        ifpdistl RETRIEVEDISTANCE
317
        ifpdistl RETRIEVEDISTANCE
314
          ifcount 6
318
          ifcount 6
315
            ifcanseetarget
319
            ifcanseetarget
316
      {
320
      {
317
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
321
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
318
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
322
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
319
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
323
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
320
        ifvare temp 0 ifvare temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
324
        ifvare temp 0 ifvare temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
321
 
325
 
322
        quote 123
326
        quote 123
323
        ifspawnedby GROWAMMO
327
        ifspawnedby GROWAMMO
324
          state getcode
328
          state getcode
325
        else
329
        else
326
          state quikget
330
          state quikget
327
      }
331
      }
328
 
332
 
329
 
333
 
330
enda
334
enda
331
 
335
 
332
actor SHRINKERSPRITE
336
actor SHRINKERSPRITE
333
  fall
337
  fall
334
  ifmove RESPAWN_ACTOR_FLAG
338
  ifmove RESPAWN_ACTOR_FLAG
335
    state respawnit
339
    state respawnit
336
  else
340
  else
337
    ifp pshrunk nullop
341
    ifp pshrunk nullop
338
    else
342
    else
339
      ifp palive
343
      ifp palive
340
        ifpdistl RETRIEVEDISTANCE
344
        ifpdistl RETRIEVEDISTANCE
341
          ifcount 6
345
          ifcount 6
342
            ifcanseetarget
346
            ifcanseetarget
343
      {
347
      {
344
        ifgotweaponce 0
348
        ifgotweaponce 0
345
          break
349
          break
346
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
350
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
347
        addweapon SHRINKER_WEAPON 10
351
        addweapon SHRINKER_WEAPON 10
348
        ifvare temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
352
        ifvare temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
349
 
353
 
350
        quote 60
354
        quote 60
351
        ifspawnedby SHRINKERSPRITE
355
        ifspawnedby SHRINKERSPRITE
352
          state getweaponcode
356
          state getweaponcode
353
        else
357
        else
354
          state quikweaponget
358
          state quikweaponget
355
      }
359
      }
356
enda
360
enda
357
 
361
 
358
useractor notenemy GROWSPRITEICON 0
362
useractor notenemy GROWSPRITEICON 0
359
  fall
363
  fall
360
  ifspritepal 1 ifmultiplayer spritepal 0 else killit
364
  ifspritepal 1 ifmultiplayer spritepal 0 else killit
361
 
365
 
362
  ifmove RESPAWN_ACTOR_FLAG
366
  ifmove RESPAWN_ACTOR_FLAG
363
    state respawnit
367
    state respawnit
364
  else
368
  else
365
    ifp pshrunk nullop
369
    ifp pshrunk nullop
366
    else
370
    else
367
      ifp palive
371
      ifp palive
368
        ifpdistl RETRIEVEDISTANCE
372
        ifpdistl RETRIEVEDISTANCE
369
          ifcount 6
373
          ifcount 6
370
            ifcanseetarget
374
            ifcanseetarget
371
      {
375
      {
372
        ifgotweaponce 0
376
        ifgotweaponce 0
373
          break
377
          break
374
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp
378
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp
375
        addweapon GROW_WEAPON 10
379
        addweapon GROW_WEAPON 10
376
        ifvare temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
380
        ifvare temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
377
 
381
 
378
        quote 999
382
        quote 999
379
        ifspawnedby GROWSPRITEICON
383
        ifspawnedby GROWSPRITEICON
380
          state getweaponcode
384
          state getweaponcode
381
        else
385
        else
382
          state quikweaponget
386
          state quikweaponget
383
      }
387
      }
384
enda
388
enda
385
 
389
 
386
state babechecksquished
390
state babechecksquished
387
  ifsquished
391
  ifsquished
388
  {
392
  {
389
    sound SQUISHED
393
    sound SQUISHED
390
    state standard_bjibs
394
    state standard_bjibs
391
    state random_ooz
395
    state random_ooz
392
    killit
396
    killit
393
  }
397
  }
394
ends
398
ends
395
 
399
 
396
include VSeagull.con
400
include VSeagull.con
397
include VDragon.con
401
include VDragon.con
398
include VBeachBather.con
402
include VBeachBather.con
399
include VBeachBabe.con
403
include VBeachBabe.con
400
 
404
 
401
// -----------------------------------------------------------------------------
405
// -----------------------------------------------------------------------------
402
 
406
 
403
useractor notenemy 3831 0
407
useractor notenemy 3831 0
404
// cstat 32768
408
// cstat 32768
405
 sizeat 12 13
409
 sizeat 12 13
406
 getactor[THISACTOR].sectnum temp
410
 getactor[THISACTOR].sectnum temp
407
 getplayer[THISACTOR].cursectnum temp2
411
 getplayer[THISACTOR].cursectnum temp2
408
 ifvarvare temp temp2
412
 ifvarvare temp temp2
409
   {
413
   {
410
     setuserdef[THISACTOR].volume_number 2
414
     setuserdef[THISACTOR].volume_number 2
411
     endofgame 13
415
     endofgame 13
412
   }
416
   }
413
enda
417
enda
414
 
418
 
415
 
419
 
416
useractor notenemy TIKIGOD 0 
420
useractor notenemy TIKIGOD 0 
417
     getactor[THISACTOR].cstat temp
421
     getactor[THISACTOR].cstat temp
418
     ifvarand temp 16 setactor[THISACTOR].mdflags 1
422
     ifvarand temp 16 setactor[THISACTOR].mdflags 1
419
enda
423
enda
420
 
424
 
421
 
425
 
422
onevent EVENT_ANIMATESPRITES
426
onevent EVENT_ANIMATESPRITES
423
 ifactor GROWAMMO
427
 ifactor GROWAMMO
424
   {
428
   {
425
   // t->shade = (sintable[(totalclock<<4)&2047]>>10);
429
   // t->shade = (sintable[(totalclock<<4)&2047]>>10);
426
     setvarvar temp totalclock
430
     setvarvar temp totalclock
427
     shiftvarl temp 4
431
     shiftvarl temp 4
428
     andvar temp 2047
432
     andvar temp 2047
429
     sin temp temp
433
     sin temp temp
430
     shiftvarr temp 10
434
     shiftvarr temp 10
431
     settspr[THISACTOR].tsprshade temp
435
     settspr[THISACTOR].tsprshade temp
432
   }
436
   }
433
endevent
437
endevent
434
 
438
 
435
define title_x1 54
439
define title_x1 54
436
define title_x2 306
440
define title_x2 306
437
define title_y1 186
441
define title_y1 186
438
define title_y2 194
442
define title_y2 194
439
define title_zoom 32768
443
define title_zoom 32768
440
 
444
 
441
onevent EVENT_DISPLAYMENU
445
onevent EVENT_DISPLAYMENU
442
//  getplayer[THISACTOR].gm temp
446
//  getplayer[THISACTOR].gm temp
443
//  ifvarand temp 4 nullop else
447
//  ifvarand temp 4 nullop else
444
// {
448
// {
445
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
449
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
446
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
450
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
447
// }
451
// }
448
endevent
452
endevent
449
 
453
 
450
/*
454
/*
451
onevent EVENT_DISPLAYTITLE
455
onevent EVENT_DISPLAYTITLE
452
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
456
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
453
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
457
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
454
endevent
458
endevent
455
*/
459
*/
456
 
460