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DAM-SFB.C
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C/C++ Source or Header
|
1997-10-02
|
2KB
|
79 lines
//script for individual super fireball
void main( void )
{
int &mcrap;
int &scrap;
int &crapx;
int &crapy;
}
void damage( void )
{
playsound(18, 8000,0,0,0);
&crapx = sp_x(¤t_sprite, -1);
&crapy = sp_y(¤t_sprite, -1);
if (&missile_target == 0)
{
kill_shadow(¤t_sprite);
sp_active(¤t_sprite, 0);
}
if (sp_brain(&missile_target, -1) == 0)
{
kill_shadow(¤t_sprite);
sp_active(¤t_sprite, 0);
}
if (sp_brain(&missile_target, -1) == 6)
{
kill_shadow(¤t_sprite);
sp_active(¤t_sprite, 0);
}
&scrap = create_sprite(&crapx , &crapy, 0 , 167, 1);
sp_seq(&scrap, 167);
sp_pseq(&scrap, 167);
sp_frame(&scrap, 1);
sp_brain(&scrap, 7);
sp_nohit(&scrap, 1);
&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);
draw_hard_sprite(&missile_target);
sp_seq(&missile_target, 20);
playsound(6, 10000,0,&missile_target,0);
}
}
}