Blame | Last modification | View Log | RSS feed
/*
--------------------------------------------------------------------------------
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 - BEACHBALL - Sprite #941
//
// --- Resources ---
//
// Sounds:
// Beach Ball Bounce - BLBOUNCE.WAV
// Beach Ball Explode - BALLBOOM.WAV
//
// Art:
// 1 * 1 frame(s) - Beach Ball
*/
action BBB 0 8 1 1 10
action BBI 1 1
move BALL0 0 40
move BALL1 -500 -90
move BALL2 -400 30
move BALL3 -300 -70
move BALL4 -200 20
move BALL5 -150 -50
move BALL6 -80 10
move BALL7 -100 0
ai AIBALLRANDOM BBB BALL0 randomangle
ai AIBALLI BBI BALL0
// faceplayer = Very, very bad.
ai AIBALLR BBB BALL7 geth getv
ai AIBALL1 BBB BALL1 faceplayer geth getv
// This is the right place for faceplayer.
ai AIBALL2 BBB BALL2 geth getv
ai AIBALL3 BBB BALL3 geth getv
ai AIBALL4 BBB BALL4 geth getv
ai AIBALL5 BBB BALL5 geth getv
ai AIBALL6 BBB BALL6 geth getv
useractor notenemy BEACHBALL BALLSTRENGTH BBI
fall
ifai 0
{
ai AIBALLI
sizeat 30 30
clipdist 16
}
ifhitweapon
{
ifwasweapon KNEE nullop
else
{
ifdead
{
spritepal 0
debris SCRAP3 2
spritepal 1
debris SCRAP3 2
spritepal 2
debris SCRAP3 2
spritepal 7
debris SCRAP3 2
spritepal 0
sound BALLEXPLODE
killit
}
}
}
// ifcansee nullop
ifai AIBALLI
{
ifpdistl 1024
{
ai AIBALL1
sound BOUNCESOUND
}
ifhitweapon
ifwasweapon KNEE
{
ai AIBALL1
sound BOUNCESOUND
}
}
ifai AIBALL1
{
ifcount 8 ai AIBALL2
ifnotmoving
{
ai AIBALLRANDOM
ai AIBALL1
}
}
ifai AIBALL2
{
iffloordistl 1
{
ai AIBALL3
sound BOUNCESOUND
}
ifnotmoving
{
ai AIBALLRANDOM
ai AIBALL2
}
}
ifai AIBALL3
{
ifcount 8 ai AIBALL4
ifnotmoving
{
ai AIBALLRANDOM
ai AIBALL3
}
}
ifai AIBALL4
{
iffloordistl 1
{
ai AIBALL5
sound BOUNCESOUND
}
ifnotmoving
{
ai AIBALLRANDOM
ai AIBALL4
}
}
ifai AIBALL5
{
ifcount 8
{
ai AIBALL6
break
}
ifnotmoving
{
ai AIBALLRANDOM
ai AIBALL5
}
}
ifai AIBALL6
{
iffloordistl 1
{
ai AIBALLR
sound BOUNCESOUND
}
ifnotmoving
{
ai AIBALLRANDOM
ai AIBALL6
}
}
ifai AIBALLR
{
ifpdistl 1024
{
ai AIBALL1
sound BOUNCESOUND
}
ifcount 15 ai AIBALLI
ifnotmoving
{
ai AIBALLRANDOM
ai AIBALLR
}
}
enda