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- /* BILLY RAY */
-
-
- action ABILLYWALK -66 8 5 1 11
- action ABILLYRUN -66 8 5 1 11
- action ABILLYSHOOT 0 5 5 1 28
- action ABILLYCOCK -15 3 5 1 26
- action ABILLYSTAND 0 1 1 1 40
-
- action ABILLYDYING -26 11 1 1 11
- action ABILLYHIT 40 5 5 1 26
- action ABILLYDEAD -16 1 1 1 1
- action ABILLYTRKDEAD 71 1 1 1 1
-
-
- action ABILLYITCH 26 3 1 1 18
- action ABILLYSCRATCH 29 3 1 1 18
- action ABILLYSNIFF 32 7 1 1 11
-
- action ABILLYJIBONE 66 1 1 1 1
- action ABILLYJIBTWO 66 5 1 1 12
- action ABILLYJIBDEAD 70 1 1 1 1
-
- move BILLYWALKVELS 72
- move BILLYRUNVELS 108
- move BILLYSTOPPED
-
- ai AIBILLYSEEKENEMY ABILLYWALK BILLYWALKVELS seekplayer
- ai AIBILLYSHOOTENEMY ABILLYSHOOT BILLYSTOPPED faceplayer
- ai AIBILLYFLEEENEMY ABILLYWALK BILLYWALKVELS fleeenemy
- ai AIBILLYSHOOT ABILLYSHOOT BILLYSTOPPED faceplayer
- ai AIBILLYDODGE ABILLYRUN BILLYRUNVELS dodgebullet
- ai AIBILLYCHARGE ABILLYRUN BILLYRUNVELS seekplayer
- ai AIBILLYDYING ABILLYDYING BILLYSTOPPED faceplayer
- ai AIBILLYTRKDYING ABILLYDYING BILLYSTOPPED faceplayer
- ai AIBILLYHIT ABILLYHIT BILLYSTOPPED faceplayer
- ai AIBILLYITCH ABILLYITCH BILLYSTOPPED faceplayer
- ai AIBILLYSCRATCH ABILLYSCRATCH BILLYSTOPPED faceplayer
- ai AIBILLYSNIFF ABILLYSNIFF BILLYSTOPPED faceplayer
- ai AIBILLYJIBONE ABILLYJIBONE BILLYSTOPPED faceplayer
- ai AIBILLYJIBTWO ABILLYJIBTWO BILLYSTOPPED faceplayer
-
-
- state billyitchstate
- ifcount 18
- {
- ai AIBILLYSCRATCH
- sound BRSCRATH
- }
- ends
-
- state billyscratchstate
- ifactioncount 18
- {
- ai AIBILLYSNIFF
- sound BRSNIFF
- }
- ends
-
- state billysniffstate
- ifcount 18
- {
- ai AIBILLYSEEKENEMY
- }
- ends
-
-
- state billyseekenemystate
- ifactornotstayput
- {
- // Billy with set pal num 31 and 32
- // shoot less and seek more (32 is also deaf)
- ifspritepal 31
- {
- ifrnd 8
- {
- ifp palive
- ifcansee
- ifcanshoottarget
- {
- ai AIBILLYSHOOTENEMY
- break
- }
- }
- }
- else ifspritepal 32
- {
- ifrnd 8
- {
- ifp palive
- ifcansee
- ifcanshoottarget
- {
- ai AIBILLYSHOOTENEMY
- break
- }
- }
- }
- // NN out of 256 times, if player is alive and billy can
- // see player, switch ai to shoot
- else ifrnd 32
- {
- ifp palive
- ifcansee
- ifcanshoottarget
- {
- ai AIBILLYSHOOTENEMY
- break
- }
- }
- else ifrnd 32
- {
- ifpdistg 3084
- {
- ai AIBILLYSEEKENEMY
- break
- }
- }
-
- // NN out of 256 times, if we get down here in
- // the code and we're not moving
- // try opening a door to find player
- ifrnd 8
- ifnotmoving
- operate
-
- }
- // Else Billy Ray confined to home sector
- else
- {
- ifrnd 32
- ifp palive
- ifcansee
- ifcanshoottarget
- {
- ai AIBILLYSHOOTENEMY
- break
- }
-
- ifcount 48
- {
- ifrnd 8
- ifp palive
- ifcansee
- ifcanshoottarget
- {
- ifrnd 192
- ai AIBILLYSHOOTENEMY
- else
- ai AIBILLYFLEEENEMY
- break
- }
- }
- }
- ends
-
-
- state billyshootenemystate
-
- {
-
- ifrnd 2
- ifrnd 16
- {
- ai AIBILLYSCRATCH
- break
- }
-
- // Logic means when count = 12, and ifcanshoottarget
- // shoot SHOTGUN
- ifcount 12
- { }
- else ifcount 11
- {
- ifcansee
- ifcanshoottarget
- {
- sound BILLY_ATTACK
- shoot SHOTGUN
- shoot SHOTGUN
- shoot SHOTGUN
- shoot SHOTGUN
- shoot SHOTGUN
- }
- else
- ai AIBILLYSEEKENEMY
- }
-
- // Logic means when count = 25, cock shotgun
- ifcount 25
- { }
- else ifcount 24
- {
- action ABILLYCOCK
- sound SHOTGUN_COCK
-
- }
-
- // Billy with set pal num 31 and 32
- // shoot less and seek more (32 is also deaf)
- ifcount 46
- { }
- else ifcount 45
- {
- ifspritepal 31
- {
- action ABILLYWALK
- ifpdistl 768
- ai AIBILLYFLEEENEMY
- else
- ai AIBILLYSEEKENEMY
- break
- }
- else ifspritepal 32
- {
- action ABILLYWALK
- ifpdistl 768
- ai AIBILLYFLEEENEMY
- else
- ai AIBILLYSEEKENEMY
- break
- }
- }
-
- // Logic means when count = 48, and ifcanshoottarget
- // shoot SHOTGUN
- ifcount 48
- { }
- else ifcount 47
- {
- ifcansee
- ifcanshoottarget
- {
- sound BILLY_ATTACK
- shoot SHOTGUN
- shoot SHOTGUN
- shoot SHOTGUN
- shoot SHOTGUN
- shoot SHOTGUN
- }
- else
- ai AIBILLYSEEKENEMY
- }
-
- // Logic means when count = 60, cock shotgun
- ifcount 60
- { }
- else ifcount 59
- {
- action ABILLYCOCK
- sound SHOTGUN_COCK
- }
-
- // Logic means when count > 72,
- // NN out of 256 times resetcount
- // else either flee, or seek enemy
- ifcount 72
- {
- ifrnd 64
- resetcount
- else
- {
- ifpdistl 768
- ai AIBILLYFLEEENEMY
- else
- ai AIBILLYSEEKENEMY
- break
- }
- }
-
- ifaction ABILLYCOCK
- ifactioncount 2
- action ABILLYSHOOT
-
-
- }
-
- ends
-
- state billyfleeenemystate
- ifactioncount 8
- {
- ifrnd 32
- {
- ai AIBILLYITCH
- sound BRITCH
- }
- else
- ai AIBILLYSEEKENEMY
- }
- else
- ifnotmoving
- ai AIBILLYITCH
- ends
-
- state checkbillyhitstate
- spawn BLOOD
- ifdead
- {
- state random_wall_jibs
- // state drop_shotgun
- addkills 1
- ifwasweapon SHOTGUN
- {
- state drop_shotgun
- }
- ifwasweapon SHOTSPARK1
- {
- state drop_shotgun
- }
- ifwasweapon RADIUSEXPLOSION
- {
- state drop_shotgun
- sound SQUISHED
- spawn BLOODPOOL
- state nf
- ai AIBILLYJIBONE
- break
- }
- else
- ifwasweapon CROSSBOW
- {
- state drop_shotgun
- sound SQUISHED
- state standard_jibs
- killit
- }
- else
- {
- ai AIBILLYDYING
- }
- sound BILLY_DYING
- }
- else
- {
- sound BILLY_PAIN
- state random_wall_jibs
-
- ifrnd 64
- ai AIBILLYHIT
- else
- ifrnd 64
- ai AIBILLYSHOOTENEMY
- else
- ifrnd 64
- {
- ai AIBILLYFLEEENEMY
- action ABILLYWALK
- }
- }
- ends
-
- state billydyingstate
- ifactioncount 11
- {
- ifrnd 64
- spawn BLOODPOOL
- state bf
- iffloordistl 8
- sound THUD
- action ABILLYDEAD
- move BILLYSTOPPED
- break
- }
- ends
-
- state billytrkdyingstate
- ifactioncount 5
- {
- spawn BLOODPOOL
- state nf
- iffloordistl 8
- sound THUD
- action ABILLYTRKDEAD
- move BILLYSTOPPED
- break
- }
- ends
-
- state billyjibbedstate
- ifai AIBILLYJIBTWO
- ifactioncount 5
- {
- iffloordistl 8
- sound THUD
- action ABILLYJIBDEAD
- move BILLYSTOPPED
- break
- }
- ends
-
- actor BILLYRAYSTAYPUT BILLYRAYSTRENGTH ABILLYSTAND
- ai AIBILLYSEEKENEMY
- cactor BILLYRAY
- enda
-
- actor BILLYRAY BILLYRAYSTRENGTH ABILLYSTAND
- fall
- state checksquished
- ifaction ABILLYSTAND
- ai AIBILLYSEEKENEMY
- else
- ifaction ABILLYDEAD
- {
- strength 0
- ifhitweapon
- ifwasweapon RADIUSEXPLOSION
- {
- sound SQUISHED
- state standard_jibs
- killit
- }
- break
- }
- else ifaction ABILLYJIBONE
- {
- strength 0
-
- ifactioncount 30
- {
- ai AIBILLYJIBTWO
- break
- }
- ifhitweapon
- ifwasweapon RADIUSEXPLOSION
- {
- sound SQUISHED
- state standard_jibs
- killit
- }
- break
- }
- else ifaction ABILLYJIBDEAD
- {
- strength 0
- ifhitweapon
- ifwasweapon RADIUSEXPLOSION
- {
- sound SQUISHED
- state standard_jibs
- killit
- }
- break
- }
- else ifaction ABILLYTRKDEAD
- {
- strength 0
- ifhitweapon
- ifwasweapon RADIUSEXPLOSION
- {
- sound SQUISHED
- state standard_jibs
- killit
- }
- break
- }
- else
- ifai AIBILLYDYING
- state billydyingstate
- else
- ifai AIBILLYTRKDYING
- state billytrkdyingstate
- else
- ifai AIBILLYJIBONE
- state billyjibbedstate
- else
- ifai AIBILLYJIBTWO
- state billyjibbedstate
- else
- ifai AIBILLYHIT
- {
- ifactioncount 3
- ai AIBILLYSEEKENEMY
- }
- else
- {
- ifai AIBILLYSEEKENEMY
- state billyseekenemystate
- else
- ifai AIBILLYDODGE
- state billyseekenemystate
- else
- ifai AIBILLYSHOOTENEMY
- state billyshootenemystate
- else
- ifai AIBILLYFLEEENEMY
- state billyfleeenemystate
- else
- ifai AIBILLYCHARGE
- state billyseekenemystate
- else
- ifai AIBILLYITCH
- state billyitchstate
- else
- ifai AIBILLYSCRATCH
- state billyscratchstate
- else
- ifai AIBILLYSNIFF
- state billysniffstate
-
- ifhittruck
- {
- ai AIBILLYTRKDYING
- break
- }
- else ifhitweapon
- state checkbillyhitstate
-
- ifrnd 1
- {
- ifrnd 32
- soundonce BILLY_ROAM
- else
- ifrnd 64
- soundonce BILLY_ROAM2
- else
- soundonce BILLY_ROAM3
- }
-
- }
- enda
-
-
-