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Rev 25 Rev 61
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
// disable Polymer dynamic muzzle flashes
42
// disable hardcoded Polymer dynamic lighting muzzle flashes
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
50
// disable voodoo ring glowing flag
51
// even though only the crystals are supposed to glow, bugs in EDuke32 have caused the frames to glow too
51
// even though only the crystals are supposed to glow, bugs in EDuke32 have caused the frames to glow too
52
gamevar WEAPON6_FLAGS 0 1
52
gamevar WEAPON6_FLAGS 0 1
53
gamevar WEAPON11_FLAGS 0 1
53
gamevar WEAPON11_FLAGS 0 1
54
 
54
 
55
// disable visibility clearing
55
// disable visibility clearing
56
gamevar WEAPON1_FLAGS 33024 1
56
gamevar WEAPON1_FLAGS 33024 1
57
gamevar WEAPON2_FLAGS 1280 1
57
gamevar WEAPON2_FLAGS 1280 1
58
gamevar WEAPON3_FLAGS 74068 1
58
gamevar WEAPON3_FLAGS 74068 1
59
gamevar WEAPON4_FLAGS 256 1
59
gamevar WEAPON4_FLAGS 256 1
60
gamevar WEAPON7_FLAGS 328 1
60
gamevar WEAPON7_FLAGS 328 1
61
gamevar WEAPON9_FLAGS 65792 1
61
gamevar WEAPON9_FLAGS 65792 1
62
 
62
 
63
onevent EVENT_GETMENUTILE
63
onevent EVENT_GETMENUTILE
64
 setvar RETURN 3281
64
 setvar RETURN 3281
65
endevent
65
endevent
66
 
66
 
67
/*
67
/*
68
onevent EVENT_GETLOADTILE
68
onevent EVENT_GETLOADTILE
69
 ifvare VOLUME 2
69
 ifvare VOLUME 2
70
   {
70
   {
71
     ifvare LEVEL 2 setvar RETURN 19665
71
     ifvare LEVEL 2 setvar RETURN 19665
72
     ifvare LEVEL 3 setvar RETURN 19665
72
     ifvare LEVEL 3 setvar RETURN 19665
73
   }
73
   }
74
endevent
74
endevent
75
 
75
 
76
onevent EVENT_DISPLAYLOADINGSCREEN
76
onevent EVENT_DISPLAYLOADINGSCREEN
77
 ifvare VOLUME 2
77
 ifvare VOLUME 2
78
   {
78
   {
79
     ifvare LEVEL 2 rotatesprite 160 100 65536 0 3706 0 0 2 0 0 xdim ydim
79
     ifvare LEVEL 2 rotatesprite 160 100 65536 0 3706 0 0 2 0 0 xdim ydim
80
     ifvare LEVEL 3 rotatesprite 160 95 65536 0 3639 0 0 2 0 0 xdim ydim
80
     ifvare LEVEL 3 rotatesprite 160 95 65536 0 3639 0 0 2 0 0 xdim ydim
81
   }
81
   }
82
endevent
82
endevent
83
*/
83
*/
84
 
84
 
85
state cutsceneambience
85
state cutsceneambience
86
  getactor[THISACTOR].lotag temp
86
  getactor[THISACTOR].lotag temp
87
 
87
 
88
  switch temp
88
  switch temp
89
 
89
 
90
    case WIND_AMBIENCE
90
    case WIND_AMBIENCE
91
    case WIND_REPEAT
91
    case WIND_REPEAT
92
     setactor[THISACTOR].lotag WIND2
92
     setactor[THISACTOR].lotag WIND2
93
    break
93
    break
94
 
94
 
95
  endswitch
95
  endswitch
96
ends
96
ends
97
 
97
 
98
onevent EVENT_LOADACTOR
98
onevent EVENT_LOADACTOR
99
  getactor[THISACTOR].picnum picnum
99
  getactor[THISACTOR].picnum picnum
100
  switch picnum
100
  switch picnum
101
 
101
 
102
   case DRAGON sizeat 42 50 break
102
   case DRAGON sizeat 42 50 break
103
   case BEACHBABE1 sizeat 40 40 break
103
   case BEACHBABE1 sizeat 40 40 break
104
   case BEACHBALL sizeat 30 30 break
104
   case BEACHBALL sizeat 30 30 break
105
   case BEACHBATHER1 sizeat 42 40 break
105
   case BEACHBATHER1 sizeat 42 40 break
106
   case SEAGULL sizeat 20 20 break
106
   case SEAGULL sizeat 20 20 break
107
 
107
 
108
   case GROWSPRITEICON sizeat 28 28 break
108
   case GROWSPRITEICON sizeat 28 28 break
109
 
109
 
110
   case 681 case 682 case 683 case 684 cactor CHAIR3 break
110
   case 681 case 682 case 683 case 684 cactor CHAIR3 break
111
 
111
 
112
   case CAMERA1
112
   case CAMERA1
113
    getactor[THISACTOR].cstat temp
113
    getactor[THISACTOR].cstat temp
114
    setvar temp2 0
114
    setvar temp2 0
115
    ifvarand temp 4 addvar temp2 4
115
    ifvarand temp 4 addvar temp2 4
116
    ifvarand temp 8 addvar temp2 8
116
    ifvarand temp 8 addvar temp2 8
117
    setactor[THISACTOR].cstat temp2
117
    setactor[THISACTOR].cstat temp2
118
   break
118
   break
119
 
119
 
120
   case MUSICANDSFX
120
   case MUSICANDSFX
121
    state cutsceneambience
121
    state cutsceneambience
122
   break
122
   break
123
 
123
 
124
  endswitch
124
  endswitch
125
endevent
125
endevent
126
 
126
 
127
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
127
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
128
 
128
 
129
onevent EVENT_GAME
129
onevent EVENT_GAME
130
  getactor[THISACTOR].picnum picnum
130
  getactor[THISACTOR].picnum picnum
131
  switch picnum
131
  switch picnum
132
 
132
 
133
   case RPG
133
   case RPG
134
   case FREEZEBLAST
134
   case FREEZEBLAST
135
     setactor[THISACTOR].htflags 256
135
     setactor[THISACTOR].htflags 256
136
     break
136
     break
137
 
137
 
138
   case FIRELASER
138
   case FIRELASER
139
     spritepal 1
139
     spritepal 1
140
     setactor[THISACTOR].htflags 256
140
     setactor[THISACTOR].htflags 256
141
     break
141
     break
142
 
142
 
143
/*
143
/*
144
   case MUSICANDSFX
144
   case MUSICANDSFX
145
     ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
145
     ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
146
     ifsound WIND_REPEAT stopsound WIND_REPEAT
146
     ifsound WIND_REPEAT stopsound WIND_REPEAT
147
     break
147
     break
148
*/
148
*/
149
 
149
 
150
   case CHAIR3
150
   case CHAIR3
151
     ifvare temp3 0
151
     ifvare temp3 0
152
     {
152
     {
153
       findnearsprite3d 1037 768 temp
153
       findnearsprite3d 1037 768 temp
154
       ifvarn temp -1
154
       ifvarn temp -1
155
       {
155
       {
156
          getactor[temp].x x2
156
          getactor[temp].x x2
157
          getactor[temp].y y2
157
          getactor[temp].y y2
158
          getactor[THISACTOR].x x
158
          getactor[THISACTOR].x x
159
          getactor[THISACTOR].y y // gets the coordinates of the chair and table
159
          getactor[THISACTOR].y y // gets the coordinates of the chair and table
160
          subvarvar x2 x
160
          subvarvar x2 x
161
          subvarvar y2 y
161
          subvarvar y2 y
162
          getangle temp2 x2 y2 // calculates the angle to face the table
162
          getangle temp2 x2 y2 // calculates the angle to face the table
163
          setactor[THISACTOR].ang temp2 // sets the angle
163
          setactor[THISACTOR].ang temp2 // sets the angle
164
          setvar temp3 1
164
          setvar temp3 1
165
       }
165
       }
166
       else setvar temp3 1
166
       else setvar temp3 1
167
     }
167
     }
168
     break
168
     break
169
 
169
 
170
   case SHELL
170
   case SHELL
171
   case SHOTGUNSHELL
171
   case SHOTGUNSHELL
172
     killit
172
     killit
173
     break
173
     break
174
 
174
 
175
   case CAMERA1
175
   case CAMERA1
176
     setactor[THISACTOR].cstat temp2
176
     setactor[THISACTOR].cstat temp2
177
     break
177
     break
178
 
178
 
179
   case SMALLSMOKE
179
   case SMALLSMOKE
180
     ifspawnedby RPG killit
180
     ifspawnedby RPG killit
181
     break
181
     break
182
 
182
 
183
   case SHOTSPARK1
183
   case SHOTSPARK1
184
     ifspawnedby JIBS6 spritepal 1
184
     ifspawnedby JIBS6 spritepal 1
185
     ifspawnedby BLOODSPLAT1 spritepal 1
185
     ifspawnedby BLOODSPLAT1 spritepal 1
186
     ifspawnedby SHOTSPARK1 spritepal 1
186
     ifspawnedby SHOTSPARK1 spritepal 1
187
     ifspawnedby SHOTGUN spritepal 1
187
     ifspawnedby SHOTGUN spritepal 1
188
     ifspawnedby CHAINGUN spritepal 1
188
     ifspawnedby CHAINGUN spritepal 1
189
     ifspawnedby FIRELASER spritepal 1
189
     ifspawnedby FIRELASER spritepal 1
190
     ifspawnedby APLAYER spritepal 1
190
     ifspawnedby APLAYER spritepal 1
191
     ifspawnedby RPG killit
191
     ifspawnedby RPG killit
192
     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
192
     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
193
     break
193
     break
194
 
194
 
195
   case GROWAMMO
195
   case GROWAMMO
196
     setactor[THISACTOR].mdflags 16
196
     setactor[THISACTOR].mdflags 16
197
     break
197
     break
198
 
198
 
199
  endswitch
199
  endswitch
200
endevent
200
endevent
201
 
201
 
202
onevent EVENT_EGS
202
onevent EVENT_EGS
203
  getactor[THISACTOR].picnum picnum
203
  getactor[THISACTOR].picnum picnum
204
  switch picnum
204
  switch picnum
205
 
205
 
206
   case FREEZEAMMO
206
   case FREEZEAMMO
207
     spritepal 1
207
     spritepal 1
208
     spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
208
     spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
209
     getlastpal
209
     getlastpal
210
     break
210
     break
211
 
211
 
212
   case WATERSPLASH2
212
   case WATERSPLASH2
213
     ifspawnedby SEAGULLSHIT spritepal 19
213
     ifspawnedby SEAGULLSHIT spritepal 19
214
     break
214
     break
215
 
215
 
216
  endswitch
216
  endswitch
217
endevent
217
endevent
218
 
218
 
219
state scrap3_colorchange
219
state scrap3_colorchange
220
        ifspritepal 10 spritepal 2
220
        ifspritepal 10 spritepal 2
221
   else ifspritepal 11 spritepal 8
221
   else ifspritepal 11 spritepal 8
222
   else ifspritepal 12 spritepal 0
222
   else ifspritepal 12 spritepal 0
223
   else ifspritepal 13 spritepal 0 // needs work
223
   else ifspritepal 13 spritepal 0 // needs work
224
   else ifspritepal 14 spritepal 8
224
   else ifspritepal 14 spritepal 8
225
   else ifspritepal 15 spritepal 7 // needs work
225
   else ifspritepal 15 spritepal 7 // needs work
226
   else ifspritepal 16 spritepal 1
226
   else ifspritepal 16 spritepal 1
227
   else ifspritepal 18 spritepal 0
227
   else ifspritepal 18 spritepal 0
228
   else ifspritepal 21 spritepal 2
228
   else ifspritepal 21 spritepal 2
229
   else ifspritepal 22 spritepal 8
229
   else ifspritepal 22 spritepal 8
230
   else ifspritepal 23 spritepal 7
230
   else ifspritepal 23 spritepal 7
231
   else spritepal 1 // This is so that the white SCRAP3 will turn the color of the object (chair, dragon) (approximately).
231
   else spritepal 1 // This is so that the white SCRAP3 will turn the color of the object (chair, dragon) (approximately).
232
ends
232
ends
233
 
233
 
234
onevent EVENT_KILLIT
234
onevent EVENT_KILLIT
235
 ifactor CHAIR3
235
 ifactor CHAIR3
236
   {
236
   {
237
        state scrap3_colorchange
237
        state scrap3_colorchange
238
        debris SCRAP3 12
238
        debris SCRAP3 12
239
        getlastpal
239
        getlastpal
240
        sound GLASS_HEAVYBREAK
240
        sound GLASS_HEAVYBREAK
241
        sound VENT_BUST
241
        sound VENT_BUST
242
   }
242
   }
243
endevent
243
endevent
244
 
244
 
245
// -----------------------------------------------------------------------------
245
// -----------------------------------------------------------------------------
246
 
246
 
247
state standard_bjibs
247
state standard_bjibs
248
  guts JIBS2 1
248
  guts JIBS2 1
249
  guts JIBS3 2
249
  guts JIBS3 2
250
  guts JIBS4 3
250
  guts JIBS4 3
251
  guts JIBS5 2
251
  guts JIBS5 2
252
  guts JIBS6 3
252
  guts JIBS6 3
253
  ifrnd 6
253
  ifrnd 6
254
  {
254
  {
255
    guts JIBS1 1
255
    guts JIBS1 1
256
    spawn BLOODPOOL
256
    spawn BLOODPOOL
257
  }         // a badly drawn spine
257
  }         // a badly drawn spine
258
ends
258
ends
259
 
259
 
260
state randgetweapsnds
260
state randgetweapsnds
261
    setvar temp2 0
261
    setvar temp2 0
262
    randvar temp2 2
262
    randvar temp2 2
263
    switch temp2
263
    switch temp2
264
     case 0 globalsound DUKE_GETWEAPON1 break
264
     case 0 globalsound DUKE_GETWEAPON1 break
265
     case 1 globalsound DUKE_GETWEAPON2 break
265
     case 1 globalsound DUKE_GETWEAPON2 break
266
     case 2 globalsound DUKE_GETWEAPON4 break
266
     case 2 globalsound DUKE_GETWEAPON4 break
267
    endswitch
267
    endswitch
268
ends
268
ends
269
 
269
 
270
actor FIRSTGUNSPRITE
270
actor FIRSTGUNSPRITE
271
  fall
271
  fall
272
  ifmove RESPAWN_ACTOR_FLAG
272
  ifmove RESPAWN_ACTOR_FLAG
273
    state respawnit
273
    state respawnit
274
  else
274
  else
275
    ifp pshrunk nullop
275
    ifp pshrunk nullop
276
    else
276
    else
277
      ifp palive
277
      ifp palive
278
        ifpdistl RETRIEVEDISTANCE
278
        ifpdistl RETRIEVEDISTANCE
279
          ifcount 6
279
          ifcount 6
280
            ifcanseetarget
280
            ifcanseetarget
281
      {
281
      {
282
        ifgotweaponce 0
282
        ifgotweaponce 0
283
          break
283
          break
284
        addweapon PISTOL_WEAPON 48
284
        addweapon PISTOL_WEAPON 48
285
        quote 1118
285
        quote 1118
286
        ifspawnedby FIRSTGUNSPRITE
286
        ifspawnedby FIRSTGUNSPRITE
287
          state getweaponcode
287
          state getweaponcode
288
        else
288
        else
289
          state quikweaponget
289
          state quikweaponget
290
      }
290
      }
291
enda
291
enda
292
 
292
 
293
actor CRYSTALAMMO
293
actor CRYSTALAMMO
294
  fall
294
  fall
295
  ifmove RESPAWN_ACTOR_FLAG
295
  ifmove RESPAWN_ACTOR_FLAG
296
    state respawnit
296
    state respawnit
297
  else
297
  else
298
    ifp pshrunk nullop
298
    ifp pshrunk nullop
299
    else
299
    else
300
      ifp palive
300
      ifp palive
301
        ifpdistl RETRIEVEDISTANCE
301
        ifpdistl RETRIEVEDISTANCE
302
          ifcount 6
302
          ifcount 6
303
            ifcanseetarget
303
            ifcanseetarget
304
      {
304
      {
305
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
305
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
306
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
306
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
307
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
307
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
308
        ifvare temp2 0 ifvare temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
308
        ifvare temp2 0 ifvare temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
309
 
309
 
310
        quote 78
310
        quote 78
311
        ifspawnedby CRYSTALAMMO
311
        ifspawnedby CRYSTALAMMO
312
          state getcode
312
          state getcode
313
        else
313
        else
314
          state quikget
314
          state quikget
315
      }
315
      }
316
enda
316
enda
317
 
317
 
318
actor GROWAMMO
318
actor GROWAMMO
319
  fall
319
  fall
320
  ifmove RESPAWN_ACTOR_FLAG
320
  ifmove RESPAWN_ACTOR_FLAG
321
    state respawnit
321
    state respawnit
322
  else
322
  else
323
    ifp pshrunk nullop
323
    ifp pshrunk nullop
324
    else
324
    else
325
      ifp palive
325
      ifp palive
326
        ifpdistl RETRIEVEDISTANCE
326
        ifpdistl RETRIEVEDISTANCE
327
          ifcount 6
327
          ifcount 6
328
            ifcanseetarget
328
            ifcanseetarget
329
      {
329
      {
330
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
330
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
331
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
331
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
332
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
332
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
333
        ifvare temp 0 ifvare temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
333
        ifvare temp 0 ifvare temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
334
 
334
 
335
        quote 123
335
        quote 123
336
        ifspawnedby GROWAMMO
336
        ifspawnedby GROWAMMO
337
          state getcode
337
          state getcode
338
        else
338
        else
339
          state quikget
339
          state quikget
340
      }
340
      }
341
 
341
 
342
 
342
 
343
enda
343
enda
344
 
344
 
345
actor SHRINKERSPRITE
345
actor SHRINKERSPRITE
346
  fall
346
  fall
347
  ifmove RESPAWN_ACTOR_FLAG
347
  ifmove RESPAWN_ACTOR_FLAG
348
    state respawnit
348
    state respawnit
349
  else
349
  else
350
    ifp pshrunk nullop
350
    ifp pshrunk nullop
351
    else
351
    else
352
      ifp palive
352
      ifp palive
353
        ifpdistl RETRIEVEDISTANCE
353
        ifpdistl RETRIEVEDISTANCE
354
          ifcount 6
354
          ifcount 6
355
            ifcanseetarget
355
            ifcanseetarget
356
      {
356
      {
357
        ifgotweaponce 0
357
        ifgotweaponce 0
358
          break
358
          break
359
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
359
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
360
        addweapon SHRINKER_WEAPON 10
360
        addweapon SHRINKER_WEAPON 10
361
        ifvare temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
361
        ifvare temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
362
 
362
 
363
        quote 60
363
        quote 60
364
        ifspawnedby SHRINKERSPRITE
364
        ifspawnedby SHRINKERSPRITE
365
          state getweaponcode
365
          state getweaponcode
366
        else
366
        else
367
          state quikweaponget
367
          state quikweaponget
368
      }
368
      }
369
enda
369
enda
370
 
370
 
371
useractor notenemy GROWSPRITEICON 0
371
useractor notenemy GROWSPRITEICON 0
372
  fall
372
  fall
373
  ifspritepal 1 ifmultiplayer spritepal 0 else killit
373
  ifspritepal 1 ifmultiplayer spritepal 0 else killit
374
 
374
 
375
  ifmove RESPAWN_ACTOR_FLAG
375
  ifmove RESPAWN_ACTOR_FLAG
376
    state respawnit
376
    state respawnit
377
  else
377
  else
378
    ifp pshrunk nullop
378
    ifp pshrunk nullop
379
    else
379
    else
380
      ifp palive
380
      ifp palive
381
        ifpdistl RETRIEVEDISTANCE
381
        ifpdistl RETRIEVEDISTANCE
382
          ifcount 6
382
          ifcount 6
383
            ifcanseetarget
383
            ifcanseetarget
384
      {
384
      {
385
        ifgotweaponce 0
385
        ifgotweaponce 0
386
          break
386
          break
387
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp
387
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp
388
        addweapon GROW_WEAPON 10
388
        addweapon GROW_WEAPON 10
389
        ifvare temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
389
        ifvare temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
390
 
390
 
391
        quote 999
391
        quote 999
392
        ifspawnedby GROWSPRITEICON
392
        ifspawnedby GROWSPRITEICON
393
          state getweaponcode
393
          state getweaponcode
394
        else
394
        else
395
          state quikweaponget
395
          state quikweaponget
396
      }
396
      }
397
enda
397
enda
398
 
398
 
399
state babechecksquished
399
state babechecksquished
400
  ifsquished
400
  ifsquished
401
  {
401
  {
402
    sound SQUISHED
402
    sound SQUISHED
403
    state standard_bjibs
403
    state standard_bjibs
404
    state random_ooz
404
    state random_ooz
405
    killit
405
    killit
406
  }
406
  }
407
ends
407
ends
408
 
408
 
409
include VSeagull.con
409
include VSeagull.con
410
include VDragon.con
410
include VDragon.con
411
include VBeachBather.con
411
include VBeachBather.con
412
include VBeachBabe.con
412
include VBeachBabe.con
413
 
413
 
414
// -----------------------------------------------------------------------------
414
// -----------------------------------------------------------------------------
415
 
415
 
416
useractor notenemy 3831 0
416
useractor notenemy 3831 0
417
// cstat 32768
417
// cstat 32768
418
 sizeat 12 13
418
 sizeat 12 13
419
 getactor[THISACTOR].sectnum temp
419
 getactor[THISACTOR].sectnum temp
420
 getplayer[THISACTOR].cursectnum temp2
420
 getplayer[THISACTOR].cursectnum temp2
421
 ifvarvare temp temp2
421
 ifvarvare temp temp2
422
   {
422
   {
423
     setuserdef[THISACTOR].volume_number 2
423
     setuserdef[THISACTOR].volume_number 2
424
     endofgame 13
424
     endofgame 13
425
   }
425
   }
426
enda
426
enda
427
 
427
 
428
 
428
 
429
useractor notenemy TIKIGOD 0 
429
useractor notenemy TIKIGOD 0 
430
     getactor[THISACTOR].cstat temp
430
     getactor[THISACTOR].cstat temp
431
     ifvarand temp 16 setactor[THISACTOR].mdflags 1
431
     ifvarand temp 16 setactor[THISACTOR].mdflags 1
432
enda
432
enda
433
 
433
 
434
 
434
 
435
onevent EVENT_ANIMATESPRITES
435
onevent EVENT_ANIMATESPRITES
436
  switch picnum
436
  switch picnum
437
 
437
 
438
    case GROWAMMO
438
    case GROWAMMO
439
    // t->shade = (sintable[(totalclock<<4)&2047]>>10);
439
    // t->shade = (sintable[(totalclock<<4)&2047]>>10);
440
      setvarvar temp totalclock
440
      setvarvar temp totalclock
441
      shiftvarl temp 4
441
      shiftvarl temp 4
442
      andvar temp 2047
442
      andvar temp 2047
443
      sin temp temp
443
      sin temp temp
444
      shiftvarr temp 10
444
      shiftvarr temp 10
445
      settspr[THISACTOR].tsprshade temp
445
      settspr[THISACTOR].tsprshade temp
446
      break
446
      break
447
 
447
 
448
    case DRAGON
448
    case DRAGON
449
    case DRAGONDEATH
449
    case DRAGONDEATH
450
      ifvarn temp3 -1
450
      ifvarn temp3 -1
451
        settspr[THISACTOR].tsprang temp3
451
        settspr[THISACTOR].tsprang temp3
452
      break
452
      break
453
 
453
 
454
  endswitch
454
  endswitch
455
endevent
455
endevent
456
 
456
 
457
define title_x1 54
457
define title_x1 54
458
define title_x2 306
458
define title_x2 306
459
define title_y1 186
459
define title_y1 186
460
define title_y2 194
460
define title_y2 194
461
define title_zoom 32768
461
define title_zoom 32768
462
 
462
 
463
onevent EVENT_DISPLAYMENU
463
onevent EVENT_DISPLAYMENU
464
//  getplayer[THISACTOR].gm temp
464
//  getplayer[THISACTOR].gm temp
465
//  ifvarand temp 4 nullop else
465
//  ifvarand temp 4 nullop else
466
// {
466
// {
467
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
467
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
468
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
468
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
469
// }
469
// }
470
endevent
470
endevent
471
 
471
 
472
/*
472
/*
473
onevent EVENT_DISPLAYTITLE
473
onevent EVENT_DISPLAYTITLE
474
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
474
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
475
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
475
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
476
endevent
476
endevent
477
*/
477
*/
478
 
478