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/*
--------------------------------------------------------------------------------
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