home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PC Gamer (Italian) 31
/
PC Gamer IT CD 31 1-2.iso
/
DINKDEMO
/
dink101.exe
/
DINK
/
STORY
/
DAM-FIRE.C
< prev
next >
Wrap
C/C++ Source or Header
|
1997-10-02
|
1KB
|
59 lines
//script for individual fireball
void main( void )
{
int &mcrap;
int &scrap;
}
void damage( void )
{
playsound(18, 8000,0,0,0);
// sp_seq(¤t_sprite, 167);
//uncomment above for a HUGE explosion
&scrap = ¤t_sprite;
kill_shadow(&scrap);
sp_seq(&scrap, 70);
sp_pseq(&scrap, 70);
sp_frame(&scrap, 1);
sp_brain(&scrap, 7);
&mcrap = sp_y(&scrap, -1);
&mcrap -= 35;
sp_y(&scrap, &mcrap);
&mcrap = sp_pseq(&missile_target, -1);
&scrap = sp_pframe(&missile_target, -1);
if (&mcrap == 32)
{
if (&scrap == 1)
{
//they hit a tree, lets burn the thing
int &hold = sp_editor_num(&missile_target);
sp_hard(&missile_target, 1);
draw_hard_sprite(&missile_target);
if (&hold != 0)
{
//this was placed by the editor, lets make the tree stay burned
editor_type(&hold, 4);
editor_seq(&hold, 20);
editor_frame(&hold, 29);
//type means show this seq/frame combo as background in the future
}
sp_pseq(&missile_target, 20);
sp_pframe(&missile_target, 29);
sp_hard(&missile_target, 0);
draw_hard_sprite(&missile_target);
sp_seq(&missile_target, 20);
playsound(6, 8000,0,&missile_target,0);
}
}
}