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Text File | 1997-01-20 | 27.2 KB | 1,378 lines |
-
- /*
- --------------------------------------------------------------------------------
- Redneck Rampage GAME.CON file.
- --------------------------------------------------------------------------------
-
- IMPORTANT NOTICE IF YOU USE MODIFIED .CON FILES
-
- If you are playing a MULTIPLAY game and you are using
- *modified* .CON files then each multiplayer must be
- using the EXACT SAME .CON files, or the game will
- get out of sync and/or develop interesting problems.
-
- Xatrix encourages you to experiment freely with the parameters
- contained in this file, and to share your discoveries with the rest
- of the world. However, BE ADVISED that Xatrix does NOT offer
- any technical support on how to use this file or other user-modifiable
- features of this game. Do NOT call Xatrix or Interplay
- for advice or help with this subject.
-
- You make modifications to this and other files at your own risk.
- It is recommended that you first make a backup copy of this, or
- any .CON files before making any changes.
- --------------------------------------------------------------------------------
- */
-
- include DEFS.CON
- include USER.CON
-
- action ANULLACTION 0
-
- // Play a randomly chosen sound or phrase
- state jib_sounds
- ifrnd SWEARFREQUENCY
- {
- ifrnd 128
- {
- ifrnd 128
- {
- ifrnd 128
- {
- ifrnd 128
- {
- ifrnd 128
- globalsound JIBBED_ACTOR12
- else
- globalsound JIBBED_ACTOR1
- }
- else
- globalsound JIBBED_ACTOR9
- }
- else
- {
- ifrnd 128
- globalsound SMACKED
- else
- globalsound JIBBED_ACTOR2
- }
- }
- else
- {
- ifrnd 128
- globalsound MDEVSPEECH
- else
- globalsound JIBBED_ACTOR5
- }
- }
- else
- {
- ifrnd 128
- {
- ifrnd 128
- {
- ifrnd 128
- globalsound JIBBED_ACTOR11
- else
- globalsound JIBBED_ACTOR13
- }
- else
- {
- ifrnd 128
- globalsound JIBBED_ACTOR3
- else
- globalsound JIBBED_ACTOR8
- }
- }
- else
- {
- ifrnd 128
- {
- ifrnd 128
- globalsound JIBBED_ACTOR6
- else
- globalsound JIBBED_ACTOR4
- }
- else
- {
- ifrnd 128
- globalsound JIBBED_ACTOR10
- else
- globalsound JIBBED_ACTOR7
- }
- }
- }
- }
- ends
-
- // Display a nice gory selection of
- // splashing blood, and body parts
- state standard_jibs
- guts JIBS2 1
- guts JIBS3 2
- guts JIBS4 3
- guts JIBS5 2
- guts JIBS6 3
- ifrnd 6
- {
- guts JIBS1 1
- spawn BLOODPOOL
- } // spine
- state jib_sounds
- ends
-
- move RESPAWN_ACTOR_FLAG
-
- state jibfood
- sound SQUISHED
- guts JIBS6 3
- killit
- ends
-
- state rf
- ifrnd 128
- cstat 4
- else
- cstat 0
- ends
-
- state nf
- cstat 0
- ends
-
- state bf
- cstat 0
- ends
-
-
- // this code controls what happens when
- // specified actors are hit by a weapon
- state breakobject
- ifaction 0
- {
- action ANULLACTION
- cstator 257
- }
-
- ifhitweapon
- {
- ifdead
- {
- ifactor FOODOBJECT6
- state jibfood
- else
- ifactor FOODOBJECT11
- state jibfood
- else
- ifactor FOODOBJECT12
- state jibfood
- else
- ifactor FOODOBJECT13
- state jibfood
- else
- ifactor FOODOBJECT14
- state jibfood
- else
- ifactor FOODOBJECT15
- state jibfood
- else
- ifactor FOODOBJECT16
- state jibfood
- else
- ifactor FOODOBJECT17
- state jibfood
- else
- {
- ifrnd 128
- sound GLASS_BREAKING
- else
- sound GLASS_HEAVYBREAK
- }
-
- else
- {
- lotsofglass 10
- debris SCRAP4 3
- }
- killit
- }
- }
- else
- {
- else
- ifactor FOODOBJECT2
- nullop
- else
- ifactor FOODOBJECT6
- nullop
- else
- fall
- }
-
-
- ends
-
-
- // All of these actors can be shot and
- // will do different things based on
- // the code in state breakobject listed above
-
- useractor notenemy MOP WEAK state breakobject enda
-
- useractor notenemy BROOM WEAK state breakobject enda
-
- useractor notenemy WETFLOOR WEAK state breakobject enda
-
- useractor notenemy PLEASEWAIT state breakobject enda
-
- useractor notenemy FOODOBJECT1 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT2 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT3 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT4 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT5 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT6 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT7 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT8 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT9 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT10 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT11 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT12 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT13 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT14 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT15 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT16 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT17 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT18 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT19 WEAK state breakobject enda
-
- useractor notenemy FOODOBJECT20 WEAK state breakobject enda
-
-
-
- action BURNING_FLAME 0 12 1 1 2
- move BURNING_VELS
-
- state burningstate
-
- sleeptime 300
-
-
- ifspawnedby BURNING
- {
- ifgapzl 16
- break
- }
- else
- ifspawnedby BURNING2
- {
- ifgapzl 16
- break
- }
-
- ifpdistg 10240
- break
-
- ifcount 128
- {
- ifspawnedby TIRE
- {
- ifactioncount 512
- killit
- ifrnd 16
- sizeto 64 48
- }
- else
- {
- sizeto 8 8
- sizeto 8 8
- ifcount 192
- killit
- }
- }
- else
- {
- ifmove 0
- move BURNING_VELS
-
- sizeto 52 52
-
- ifp palive
- ifpdistl 844
- ifrnd 32
- ifcansee
- {
- soundonce LNRD_LONGTERM_PAIN
- addphealth -1
- palfrom 24 16
- }
- }
-
- ends
-
- actor BURNING WEAK BURNING_FLAME
- state burningstate
- enda
-
- actor BURNING2 WEAK BURNING_FLAME
- state burningstate
- enda
-
-
- state steamcode
- ifpdistl 8192
- soundonce STEAM_HISSING
-
- ifcount 20
- {
- resetcount
- ifp palive
- ifpdistl 1024
- {
- addphealth -1
- palfrom 16 16
- }
- }
- else
- {
- ifspawnedby STEAM
- break
- else
- ifspawnedby CEILINGSTEAM
- break
-
- sizeto 24 24
- }
- ends
-
- action STEAMFRAMES 0 5 1 1 1
- actor STEAM 0 STEAMFRAMES
- state steamcode
- enda
-
- actor CEILINGSTEAM 0 STEAMFRAMES
- state steamcode
- enda
-
- actor WATERBUBBLEMAKER 0 0 randomangle
- ifpdistl 3084
- ifrnd 24
- spawn WATERBUBBLE
- enda
-
- action BUBBLE
- action CRACKEDBUBBLE 1
- move BUBMOVE -10 -36
- move BUBMOVEFAST -10 -52
-
- actor WATERBUBBLE 0 BUBBLE BUBMOVE getv geth randomangle
-
- ifaction CRACKEDBUBBLE
- {
- ifinwater
- ifrnd 192
- killit
- ifactioncount 7
- killit
- }
- else
- {
- ifcount 4
- {
- ifrnd 192
- move BUBMOVE getv geth randomangle
- else
- move BUBMOVEFAST getv geth randomangle
- resetcount
- }
-
- ifonwater
- {
- iffloordistl 8
- action CRACKEDBUBBLE
- }
- else
- ifactioncount 40
- action CRACKEDBUBBLE
- }
- enda
-
-
- move SMOKEVEL 8 -16
- move ENGINE_SMOKE 64 -64
- move SMOKESHOOTOUT -192
- action SMOKEFRAMES 0 4 1 1 10
-
- actor SMALLSMOKE 0 SMOKEFRAMES
- ifmove 0
- {
- ifspawnedby RECON
- move SMOKESHOOTOUT geth
- else
- ifspawnedby SECTOREFFECTOR
- move ENGINE_SMOKE geth getv
- else
- move SMOKEVEL geth getv faceplayer
- ifspawnedby CROSSBOW
- cstat 2
- }
- ifpdistl 1596
- ifspawnedby CROSSBOW
- killit
- ifactioncount 4
- killit
- enda
-
- move SPAWNED_BLOOD
-
- state random_ooz
- ifrnd 128
- spawn OOZ2
- else
- spawn OOZ
- ends
-
- action EXPLOSION_FRAMES 0 20 1 1 4
- actor EXPLOSION2 1 EXPLOSION_FRAMES
- ifactioncount 20
- killit
- enda
-
- actor EXPLOSION2BOT 1 EXPLOSION_FRAMES
- ifactioncount 20
- killit
- enda
-
- action FFLAME_FR 0 16 1 1 1
- action FFLAME 0 1 1 1 1
-
- actor FLOORFLAME 0 FFLAME_FR
- ifaction FFLAME_FR
- {
- ifpdistl 1024
- hitradius 1024 WEAKEST WEAKEST WEAKEST WEAKEST
- ifactioncount 16
- action FFLAME
- }
- ifaction FFLAME
- ifrnd 4
- {
- action FFLAME_FR
- sound CAT_FIRE
- resetactioncount
- }
- enda
-
-
- action RIP_F 0 8 1 1 1
- actor FORCERIPPLE 0 RIP_F
- ifactioncount 8
- killit
- enda
- // This actors animation is used to
- // indicate that something is
- // being respawned
- action TRANSFOWARD 0 6 1 1 2
- action TRANSBACK 5 6 1 -1 2
- actor TRANSPORTERSTAR 0 TRANSFOWARD
- ifaction TRANSFOWARD
- {
- ifactioncount 6
- action TRANSBACK
- }
- else
- ifactioncount 6
- killit
- enda
-
- action BEAMFOWARD 0 4 1 1 9
- actor TRANSPORTERBEAM 0 BEAMFOWARD
- sizeto 32 64
- sizeto 32 64
- sizeto 32 64
- ifactioncount 4
- killit
- enda
-
-
- // This is for Juke Box
- action ASPEAKERBROKE 1
- useractor notenemy SPEAKER
- ifaction 0
- {
- ifhitweapon
- {
- stopsound BAR_MUSIC
- soundonce STORE_MUSIC_BROKE
- action ASPEAKERBROKE
- }
- else
- {
- soundonce BAR_MUSIC
- cstat 257
- }
- }
- enda
-
-
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- state getcode
- ifactor ECLAIRHEALTH
- globalsound GETECLAIRHEALTH
- else
- globalsound LNRD_GET
- palfrom 16 0 32
- ifrespawn
- {
- move RESPAWN_ACTOR_FLAG
- spawn RESPAWNMARKERRED
- cstat 32768
- }
- else
- killit
- ends
-
- // Play a random sound when player
- // picks up a weapon
- state randgetweapsnds
- ifrnd 64
- globalsound LNRD_GETWEAPON1
- else
- ifrnd 96
- globalsound LNRD_GETWEAPON2
- else
- ifrnd 128
- globalsound LNRD_GETWEAPON3
- else
- ifrnd 140
- globalsound LNRD_GETWEAPON4
- else
- globalsound LNRD_GETWEAPON6
- ends
-
- // Play a random sound when player
- // picks up a weapon
- // Then either setup weapon to be respawned
- // OR delete sprite from map
- state getweaponcode
-
- state randgetweapsnds
-
- palfrom 32 0 32
- ifgotweaponce 1
- break
- ifrespawn
- {
- move RESPAWN_ACTOR_FLAG
- spawn RESPAWNMARKERRED
- cstat 32768
- }
- else
- killit
- ends
-
- // if count > RESPAWNITEMTIME
- // Play the TRANSPORTERSTAR animation with
- // the TELEPORTER sound effect
- state respawnit
- ifcount RESPAWNITEMTIME
- {
- spawn TRANSPORTERSTAR
- move 0
- cstat 0
- sound TELEPORTER
- }
- ends
-
- // Play a sound when player picks up item
- // then delete sprite from map
- state quikget
- ifactor ECLAIRHEALTH
- globalsound GETECLAIRHEALTH
- else
- globalsound LNRD_GET
- palfrom 16 0 32
- killit
- ends
-
- // Play a sound from randgetweapsnds
- // then delete sprite from map
- state quikweaponget
- state randgetweapsnds
- palfrom 32 0 32
- ifgotweaponce 1
- break
- killit
- ends
-
- // Moonshine make the player faster, stronger,
- // and less susceptable to damage.
- // Studies have proven this to be true
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor MOONSHINE
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else ifp palive
- ifcount 6
- ifpdistl RETRIEVEDISTANCE
- ifpinventory GET_MOONSHINE MOONSHINE_AMOUNT
- ifcanseetarget
- {
- addinventory GET_MOONSHINE MOONSHINE_AMOUNT
- quote 37
- ifspawnedby MOONSHINE
- state getcode
- else
- state quikget
- }
- enda
-
- // Boots are used to walk through toxic water
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor BOOTS
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifcount 6
- ifpdistl RETRIEVEDISTANCE
- ifpinventory GET_BOOTS BOOT_AMOUNT
- ifcanseetarget
- {
- addinventory GET_BOOTS BOOT_AMOUNT
- quote 6
- ifspawnedby BOOTS
- state getcode
- else
- state quikget
- }
- enda
-
- actor MOONPIE
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifcount 6
- ifpdistl RETRIEVEDISTANCE
- ifpinventory GET_MOONPIE MOONPIE_AMOUNT
- ifcanseetarget
- {
- addinventory GET_MOONPIE MOONPIE_AMOUNT
- quote 88
- ifspawnedby MOONPIE
- state getcode
- else
- state quikget
- }
- enda
-
- actor BEER
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifcount 6
- ifpdistl RETRIEVEDISTANCE
- ifpinventory GET_BEER BEER_AMOUNT
- ifcanseetarget
- {
- addinventory GET_BEER BEER_AMOUNT
- quote 91
- ifspawnedby BEER
- state getcode
- else
- state quikget
- }
- enda
-
- // Allows player to breathe under water
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor AIRTANK
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifcount 6
- ifpdistl RETRIEVEDISTANCE
- ifpinventory GET_SCUBA SCUBA_AMOUNT
- ifcanseetarget
- {
- addinventory GET_SCUBA SCUBA_AMOUNT
- quote 39
- ifspawnedby AIRTANK
- state getcode
- else
- state quikget
- }
- enda
-
- // Keys are used to open locked doors
- // that lead into different levels of the
- // map
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor DOORKEY
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- ifpinventory GET_KEYS 0
- break
- addinventory GET_KEYS 1
- quote 43
- state getcode
- }
- enda
-
- // Extra ammo for CASUL
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor AMMO
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- addammo CASUL_WEAPON CASULAMMOAMOUNT
- quote 65
- ifspawnedby AMMO
- state getcode
- else
- state quikget
- }
- enda
-
- // Extra ammo for shotgun
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor SHOTGUNAMMO
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifcount 6
- ifpdistl RETRIEVEDISTANCE
- ifcanseetarget
- {
- addammo SHOTGUN_WEAPON SHOTGUNAMMOAMOUNT
- quote 69
- ifspawnedby SHOTGUNAMMO
- state getcode
- else
- state quikget
- }
- enda
-
- // Extra ammo for CASUL
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor AMMOLOTS
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifcount 6
- ifpdistl RETRIEVEDISTANCE
- ifcanseetarget
- {
- addammo CASUL_WEAPON 48
- quote 65
- ifspawnedby AMMOLOTS
- state getcode
- else
- state quikget
- }
- enda
-
- // Extra ammo
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor BATTERYAMMO
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- addammo AK47_WEAPON AK47AMMOAMOUNT
- quote 63
- ifspawnedby BATTERYAMMO
- state getcode
- else
- state quikget
- }
- enda
-
- // IF NOT USED LATER, DELETE
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor ALIENBLASTERAMMO
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- addammo ALIENBLASTER_WEAPON ALIENBLASTERAMMOAMOUNT
- quote 14
- ifspawnedby ALIENBLASTERAMMO
- state getcode
- else
- state quikget
- }
- enda
-
- // IF NOT USED LATER, DELETE
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor CROSSBOWAMMO
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp pshrunk nullop
- else ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- addammo CROSSBOW_WEAPON CROSSBOWAMMOBOX
- quote 64
- ifspawnedby CROSSBOWAMMO
- state getcode
- else
- state quikget
- }
- enda
-
- // Extra Dynamite ammo
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor HBOMBAMMO
- fall
- ifmove RESPAWN_ACTOR_FLAG state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- ifgotweaponce 0
- break
-
- addweapon DYNAMITE_WEAPON DYNAMITEBOX
- quote 55
-
- ifspawnedby HBOMBAMMO
- state getweaponcode
- else
- state quikweaponget
- }
- enda
-
- // IF NOT USED LATER, DELETE
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor CROSSBOWSPRITE
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- ifgotweaponce 0
- break
-
- addweapon CROSSBOW_WEAPON CROSSBOWAMMOBOX
- quote 56
- ifspawnedby CROSSBOWSPRITE
- state getweaponcode
- else
- state quikweaponget
- }
- enda
-
-
- // Shotgun for player to pick up
- // either placed on level by designers
- // OR spawned by Billy
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor SHOTGUNSPRITE
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- // randomly set how much
- // ammo shotgun has
- ifspawnedby BILLYRAY
- {
- addweapon SHOTGUN_WEAPON 0
- ifrnd 64
- addammo SHOTGUN_WEAPON 4
- else ifrnd 64
- addammo SHOTGUN_WEAPON 4
- else ifrnd 64
- addammo SHOTGUN_WEAPON 2
- else
- addammo SHOTGUN_WEAPON 2
- }
- else
- {
- ifgotweaponce 0
- break
- addweapon SHOTGUN_WEAPON SHOTGUNAMMOAMOUNT
- quote 57
- }
-
- ifspawnedby SHOTGUNSPRITE
- state getweaponcode
- else
- state quikweaponget
- }
- enda
-
-
- // Adds thirty points to players health
- // OR if players health is > 70
- // bumps health to 100
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor PORKBALLS
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifphealthl MAXPLAYERHEALTH
- ifcanseetarget
- {
- iseat 10
- quote 62
- ifspawnedby PORKBALLS
- state getcode
- else
- state quikget
- }
- enda
-
- // Bumps players health up to MAXPLAYERHEALTH
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor ECLAIRHEALTH
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifphealthl MAXPLAYERECLAIRHEALTH
- ifcanseetarget
- {
- addphealth 50
- quote 19
- ifspawnedby ECLAIRHEALTH
- state getcode
- else
- state quikget
- }
- enda
-
-
- // Portable health. Holds 100 health points
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor WHISKEY
- fall
- ifmove RESPAWN_ACTOR_FLAG state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifpinventory GET_WHISKEY WHISKEY_AMOUNT
- ifcanseetarget
- {
- addinventory GET_WHISKEY WHISKEY_AMOUNT
- quote 3
-
- ifspawnedby WHISKEY
- state getcode
- else
- state quikget
- }
- enda
-
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor FIRSTGUNSPRITE
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- ifgotweaponce 0
- break
- addweapon CASUL_WEAPON 48
- ifspawnedby FIRSTGUNSPRITE
- state getweaponcode
- else
- state quikweaponget
- }
- enda
-
- // IF NOT USED LATER, DELETE
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor TRIPBOMBSPRITE
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp pshrunk nullop
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- ifgotweaponce 0
- break
-
- addweapon TRIPBOMB_WEAPON 1
- quote 58
- ifspawnedby TRIPBOMBSPRITE
- state getweaponcode
- else
- state quikweaponget
- }
- enda
-
- // IF NOT USED LATER, DELETE
- // Play a sound when player picks up item
- // then delete sprite from map
- // OR setup to be respawned
- actor AK47SPRITE
- fall
- ifmove RESPAWN_ACTOR_FLAG
- state respawnit
- else
- ifp pshrunk nullop
- else
- ifp palive
- ifpdistl RETRIEVEDISTANCE
- ifcount 6
- ifcanseetarget
- {
- ifgotweaponce 0
- break
-
- addweapon AK47_WEAPON 50
- quote 54
- ifspawnedby AK47SPRITE
- state getweaponcode
- else
- state quikweaponget
- }
- enda
-
- action FIRE_FRAMES -1 14 1 1 1
- move FIREVELS
-
- state firestate
-
- ifaction 0
- ifrnd 16
- {
- action FIRE_FRAMES
- cstator 128
- }
-
- sleeptime 300 // Never let it fall to sleep
-
- ifspawnedby FIRE
- {
- ifgapzl 16
- break
- }
- else
- ifspawnedby FIRE2
- {
- ifgapzl 16
- break
- }
-
- ifinwater
- killit
-
- ifp palive
- ifpdistl 844
- ifrnd 32
- ifcansee
- {
- soundonce LNRD_LONGTERM_PAIN
- addphealth -1
- palfrom 32 32
- }
-
- ifactor FIRE
- {
- ifspawnedby FIRE
- break
- }
- else
- ifactor FIRE2
- ifspawnedby FIRE2
- break
-
- iffloordistl 128
- {
- ifrnd 128
- {
- ifcount 84
- killit
- // This line(and the else below)
- // is not necessary, since actors
- // with zero x-size are automatically
- // deleted anyway!
- else
- ifcount 42
- sizeto 0 0
- else
- sizeto 32 32
- }
- }
- else
- killit
-
- ends
-
- useractor notenemy FIRE WEAK 0 FIREVELS state firestate enda
- useractor notenemy FIRE2 WEAK 0 FIREVELS state firestate enda
-
- actor FECES
- ifcount 24
- {
- ifpdistl RETRIEVEDISTANCE
- {
- ifrnd SWEARFREQUENCY
- soundonce LNRD_STEPONFECES
-
- sound STEPNIT
-
- spawn BLOODPOOL // Will be brown
- killit
- }
- }
- else
- sizeto 32 32
- enda
-
- state drop_ammo
- ifrnd SPAWNAMMOODDS
- spawn AMMO
- ends
-
- state drop_sgshells
- ifrnd SPAWNAMMOODDS
- spawn SHOTGUNAMMO
- ends
- state drop_shotgun
- ifrnd SPAWNAMMOODDS
- spawn SHOTGUNSPRITE
- ends
-
- state random_wall_jibs
- ifrnd 96
- shoot BLOODSPLAT1
- ifrnd 96
- shoot BLOODSPLAT2
- ifrnd 96
- shoot BLOODSPLAT3
- ifrnd 96
- shoot BLOODSPLAT4
- ifrnd 96
- shoot BLOODSPLAT1
- ends
-
- state killme
- ifp pfacing
- ifpdistl 1280
- ifhitspace
- soundonce KILLME
- ends
-
- state hulk_body_jibs
- ifrnd 64
- guts HULKHEAD1 1
- ifrnd 64
- guts HULKLEG1 2
- ifrnd 64
- guts HULKARM1 1
- ifrnd 48
- spawn BLOODPOOL
- ends
-
-
- action BLOODFRAMES 0 4 1 1 15
- actor BLOOD 0 BLOODFRAMES
- sizeto 72 72 sizeto 72 72 sizeto 72 72
- ifpdistg 3144 killit
- ifactioncount 4 killit
- enda
-
- // Weapon actors
- actor CROWBAR CROWBAR_WEAPON_STRENGTH enda
- actor SPIT SPIT_WEAPON_STRENGTH enda
- actor AK47 AK47_WEAPON_STRENGTH enda
- actor SHOTGUN SHOTGUN_WEAPON_STRENGTH enda
- actor FIRELASER FIRELASER_WEAPON_STRENGTH enda
- actor HEAVYHBOMB DYNAMITE_WEAPON_STRENGTH enda
- actor BOUNCEMINE BOUNCEMINE_WEAPON_STRENGTH enda
- actor MORTER MORTER_WEAPON_STRENGTH enda
-
-
- actor CROSSBOW CROSSBOW_WEAPON_STRENGTH enda
- actor ALIENBLASTERBLAST PLASMATHROWER_WEAPON_STRENGTH enda
- actor COOLEXPLOSION1 COOL_EXPLOSION_STRENGTH enda
- actor TRIPBOMB TRIPBOMB_STRENGTH enda
-
- action WEAP2FRAMES 0 4 1 1 6
- actor SHOTSPARK1 CASUL_WEAPON_STRENGTH WEAP2FRAMES
- ifdead
- killit
- ifactioncount 4
- killit
- else
- {
- ifactioncount 3
- {
- ifinwater
- spawn WATERBUBBLE
- }
- else
- ifcount 2 nullop
- else
- ifonwater
- spawn WATERSPLASH2
- }
- enda
-
- include "LEONARD.CON"
- include "BILLY.CON"
- include "HEN.CON"
- include "COOT.CON"
- include "MOSQUITO.CON"
- // include "COW.CON"
- // include "MINION.CON"
- // include "HULK.CON"
-
- action ALAVABUBBLE
- action ALAVABUBBLEANIM 0 5 1 1 16
-
- useractor notenemy LAVABUBBLE
- ifaction 0
- {
- cstat 32768
- action ALAVABUBBLE
- }
- else
- ifaction ALAVABUBBLE
- {
- ifcount 72
- ifrnd 2
- {
- cstat 0
- action ALAVABUBBLEANIM
- }
- }
- else
- {
- ifactioncount 5
- {
- cstat 32768
- action ALAVABUBBLE
- }
- }
- enda
-
-
-
-