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