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Bridge Kit.lua
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Text File
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2009-09-04
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2KB
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74 lines
--------------------------------------------------------------------------------
-- Weapon Bridge Kit
-- Original Carnage Contest Weapon
-- Script by DC, August 2009, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.bridgekit={}
-- Load & Prepare Ressources
cc.bridgekit.gfx_wpn=loadgfx("weapons/bridgekit.bmp") -- Weapon Image
setmidhandle(cc.bridgekit.gfx_wpn)
cc.bridgekit.gfx_stone=loadgfx("buildings/bridgepart.bmp") -- Bridge Part Image
setmidhandle(cc.bridgekit.gfx_stone)
cc.bridgekit.sfx_build=loadsfx("buildwood.ogg") -- Build Sound
--------------------------------------------------------------------------------
-- Weapon: Bridge Kit
--------------------------------------------------------------------------------
cc.bridgekit.id=addweapon("cc.bridgekit","Bridge Kit",cc.bridgekit.gfx_wpn,0) -- Add Weapon (0 uses)
cc.bridgekit.ammo=10 -- Parts
function cc.bridgekit.draw() -- Draw
-- HUD Positioning
if weapon_mode==0 then
hudpositioning(pos_build,cc.bridgekit.gfx_stone,150)
end
end
function cc.bridgekit.attack(attack) -- Attack
-- Start Point
if (weapon_mode==0) and (weapon_position==1) then
weapon_position=0
if weapon_x>getplayerx(0) then
weapon_mode=1
else
weapon_mode=-1
end
-- No more weapon switching!
useweapon(0)
-- Make sure that there is enough round time
secondsleft=math.floor(getframesleft()/50)
changeturntime(15-secondsleft)
end
-- Build (auto!)
if (weapon_mode~=0) and (weapon_shots<cc.bridgekit.ammo) then
-- Scroll to position
scroll(weapon_x,weapon_y)
-- Timer
weapon_timer=weapon_timer-1
if weapon_timer<=0 then
weapon_timer=10
weapon_shots=weapon_shots+1
-- Check Buildplace
if collision(cc.bridgekit.gfx_stone,weapon_x,weapon_y)==0 and weapon_x>0 and weapon_x<getmapwidth() then
-- Draw
terrainimage(cc.bridgekit.gfx_stone,weapon_x,weapon_y)
-- Effect
playsound(cc.bridgekit.sfx_build)
particle(p_smoke,weapon_x,weapon_y)
-- Change Offset
weapon_x=weapon_x+(20*weapon_mode)
else
weapon_shots=cc.bridgekit.ammo
end
-- End Turn?
if (weapon_shots>=cc.bridgekit.ammo) then
endturn()
end
end
end
end