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Text File | 1999-11-19 | 37.3 KB | 1,773 lines |
-
- //karsten@reto-moto.dk
- //21 92 59 45
- #define SCRIPT_DEBUG_INFO 0
-
-
-
- #include "messiahscripts\defines.h"
- #include "messiahscripts\objdefines.h"
- #include "messiahscripts\weapons\WeaponDamage.h"
-
- #include "messiahscripts\defvals.hxx"
- #include "messiahscripts\keysall.hxx"
-
- #include "messiahscripts\lights.hxx"
-
- //SoundInterface.hxx must be the 1st sound file included, see file for why!
- #include "messiahscripts\sound\soundinterface.hxx"
- #include "messiahscripts\sound\soundactors.hxx"
- #include "messiahscripts\sound\soundambient.hxx"
- #include "messiahscripts\sound\soundbackground.hxx"
- #include "messiahscripts\sound\soundweapon.hxx"
- #include "messiahscripts\sound\soundvoices.hxx"
-
-
-
-
- Game(Messiah)
- {
- if(VGameCounter==1) //Pre-game
- {
-
- //INSERT TESTVARS HERE
- float(_declare,GlobalVar0,47);
- float(_declare,GlobalVar1,47);
- float(_declare,GlobalVar2,47);
- float(_declare,GlobalVar3,47);
- float(_declare,GlobalVar4,47);
- float(_declare,GlobalVar5,47);
-
- //INPUT VARIABLES HERE
-
- float(_declare,DirClr,0);
- float(_declare,DirHold,0);
- float(_declare,DirOld,0);
-
- //Bob Flying Globals
- float(_declare,BobJumpSpeed,15); //15 Start velocity upwards when jumping
- float(_declare,BobJumpGravity,1.0); //1.0 Downwardpull when flying straight
- float(_declare,BobJumpGravityNoMove,0.4); //0.4 Higher gravity that character is pulled down
- float(_declare,BobJumpNoMoveExtraYMovement,7); //7 Extra movement upwards when not moving
- float(_declare,BobGravityGlide,0.2); //0.2 Gravity when gliding
- float(_declare,BobGravityFlap,0.1); //0.2 Gravity when gliding
-
- //Global variables regarding the Level
- float(_declare,BobFlappingEnabled,1); //1= Bob can flap
- float(_declare,LightsOut,0); //1= Lights are dimmed (ambient light reduced)
-
- //Misc Global variables
-
- vector(_declare,Gactorpos,0,0,0);
- vector(_declare,Gactorangle,0,3500,0);
- vector(_declare,Gactorine,0,3500,0);
-
- //Global vars regarding currently playercontrolled character
- vector(_declare,PlayerPos,0,0,0);
- float(_declare,PlayerHeadBone,0);
-
-
- //Global character variables used for subroutines
- float(_declare,ColAngleTmp,0);
- float(_declare,ColAngleTmpFace,0);
- float(_declare,ColMaterial,0);
-
-
- //Generic variables
- vector(_declare,EmptyVector,0,0,0); //Always (0,0,0)
- float(_declare,EmptyFloat,0); //Always 0
-
- float(_declare,SubVar1,0);
- float(_declare,SubVar2,0);
- float(_declare,SubVar3,0);
- float(_declare,SubVar4,0);
-
- vector(_declare,SubVector1,0,0,0);
- vector(_declare,SubVector2,0,0,0);
- vector(_declare,SubVector3,0,0,0);
-
- float(_declare,SubSubParm1,0);
- float(_declare,SubSubParm2,0);
- float(_declare,SubSubParm3,0);
- float(_declare,SubSubParm4,0);
- float(_declare,SubSubParm5,0);
- float(_declare,SubSubParm6,0);
- float(_declare,SubSubParm7,0);
- float(_declare,SubSubParm8,0);
- /*
- float(_declare,Parm1,0);
- float(_declare,Parm2,0);
- float(_declare,Parm3,0);
- float(_declare,Parm4,0);
- float(_declare,Parm5,0);
- float(_declare,Parm6,0);
- float(_declare,Parm7,0);
- float(_declare,Parm8,0);
-
- float(_declare,Result,0);
- */
- vector(_declare,TmpVector,0,0,0);
- vector(_declare,TmpVector1,0,0,0);
- vector(_declare,TmpVector2,0,0,0);
- vector(_declare,TmpVector3,0,0,0);
- vector(_declare,TmpVector4,0,0,0);
-
- float(_declare,TmpFloat,0);
- float(_declare,TmpFloat1,0);
- float(_declare,TmpFloat2,0);
- float(_declare,TmpFloat3,0);
- float(_declare,TmpFloat4,0);
-
- float(_declare,Var1,0);
- float(_declare,Var2,0);
- float(_declare,Var3,0);
-
-
- //float(_Declare,DebugOnlyOneEnemy,0)
- //float(_Declare,DebugOnlyOneWeapon,0)
-
- // float(_declare,keytouched,0); // for keyboard control
-
- //Stage global variables
-
-
- //Mission Objective Text
-
- float(_declare,MissionLevel1,0);
- float(_declare,MissionLevel2,0);
- float(_declare,MissionLevel3,0);
- float(_declare,MissionLevel4,0);
- float(_declare,MissionLevel5,0);
- float(_declare,MissionLevel6,0);
- float(_declare,MissionLevel7,0);
- float(_declare,MissionLevel8,0);
- float(_declare,MissionLevel9,0);
-
-
- //c1_s1 (Shipment sector)
- float(_declare,VarKey1,0);
- float(_declare,VarKey2,0);
- float(_declare,VarKey3,0);
- float(_declare,VarKey4,0);
- float(_declare,VarKey5,0);
- float(_declare,VarKey6,0);
- float(_declare,VarKey7,0);
- float(_declare,VarKey8,0);
- float(_declare,VarKey9,0);
- float(_declare,VarKey10,0);
- float(_declare,LiteCounter,250);
-
- //c1_s2 (OldTown)
- float(_declare,VarKey11,0);
- float(_declare,VarKey12,0);
- float(_declare,VarKey13,0);
- float(_declare,VarKey14,0);
- float(_declare,VarKey15,0);
- float(_declare,VarKey16,0);
- float(_declare,VarKey17,0);
- float(_declare,VarKey18,0);
- float(_declare,VarKey19,0);
- float(_declare,VarKey20,0);
-
- //c2 (Warehouse - Annex)
- float(_declare,VarKey21,0);
- float(_declare,VarKey22,0);
- float(_declare,VarKey23,0);
- float(_declare,VarKey24,0);
- float(_declare,VarKey25,0);
- float(_declare,VarKey26,0);
- float(_declare,VarKey27,0);
- float(_declare,VarKey28,0);
- float(_declare,VarKey29,0);
- float(_declare,VarKey30,0);
-
- //c2 (Weapon Factory)
- float(_declare,VarKey31,0);
- float(_declare,VarKey32,0);
- float(_declare,VarKey33,0);
- float(_declare,VarKey34,0);
- float(_declare,VarKey35,0);
- float(_declare,VarKey36,0);
- float(_declare,VarKey37,0);
- float(_declare,VarKey38,0);
- float(_declare,VarKey39,0);
- float(_declare,VarKey40,0);
- //For Flame Effects in Fact_2
- float(_declare,FurnaceTimer1,0);
- float(_declare,FurnaceTimer2,0);
- float(_declare,FurnaceTimer3,0);
- float(_declare,FurnaceTimer4,0);
- float(_declare,WepConstructionTimer,0);
-
-
- //c2 (Conveyer - Streets)
- float(_declare,VarKey41,0);
- float(_declare,VarKey42,0);
- float(_declare,VarKey43,0);
- float(_declare,VarKey44,0);
- float(_declare,VarKey45,0);
- float(_declare,VarKey46,0);
- float(_declare,VarKey47,0);
- float(_declare,VarKey48,0);
- float(_declare,VarKey49,0);
- float(_declare,VarKey50,0);
-
- //c3 (Redlite - CLub Perimeter)
- float(_declare,VarKey51,0);
- float(_declare,VarKey52,0);
- float(_declare,VarKey53,0);
- float(_declare,VarKey54,0);
- float(_declare,VarKey55,0);
- float(_declare,VarKey56,0);
- float(_declare,VarKey57,0);
- float(_declare,VarKey58,0);
- float(_declare,VarKey59,0);
- float(_declare,VarKey60,0);
- float(_declare,VarKey61,0);
- float(_declare,VarKey62,0);
- float(_declare,VarKey63,0);
- float(_declare,VarKey64,0);
- float(_declare,VarKey65,0);
- float(_declare,VarKey66,0);
- float(_declare,VarKey67,0);
- float(_declare,VarKey68,0);
- float(_declare,VarKey69,0);
- float(_declare,VarKey70,0);
-
- //c3 (Club Kyd)
- float(_declare,VarKey71,0);
- float(_declare,VarKey72,0);
- float(_declare,VarKey73,0);
- float(_declare,VarKey74,0);
- float(_declare,VarKey75,0);
- float(_declare,VarKey76,0);
- float(_declare,VarKey77,0);
- float(_declare,VarKey78,0);
- float(_declare,VarKey79,0);
- float(_declare,VarKey80,0);
- float(_declare,LaserAngle1,0);
- float(_declare,LaserAngle2,0);
- float(_declare,DiscColor,0);
- float(_declare,ColorStage,0);
-
- //c3 (Military Zone)
- float(_declare,VarKey81,0);
- float(_declare,VarKey82,0);
- float(_declare,VarKey83,0);
- float(_declare,VarKey84,0);
- float(_declare,VarKey85,0);
- float(_declare,VarKey86,0);
- float(_declare,VarKey87,0);
- float(_declare,VarKey88,0);
- float(_declare,VarKey89,0);
- float(_declare,VarKey90,0);
-
- //Boss Areas (Priest - Satan)
- float(_declare,VarKey91,0);
- float(_declare,VarKey92,0);
- float(_declare,VarKey93,0);
- float(_declare,VarKey94,0);
- float(_declare,VarKey95,0);
- float(_declare,VarKey96,0);
- float(_declare,VarKey97,0);
- float(_declare,VarKey98,0);
- float(_declare,VarKey99,0);
-
- //c1_s3 Sewer - Outskirts - Laboratory)
- float(_declare,VarKey101,0);
- float(_declare,VarKey102,0);
- float(_declare,VarKey103,0);
- float(_declare,VarKey104,0);
- float(_declare,VarKey105,0);
- float(_declare,VarKey106,0);
- float(_declare,VarKey107,0);
- float(_declare,VarKey108,0);
- float(_declare,VarKey109,0);
- float(_declare,VarKey110,0);
- float(_declare,OpenDoor,0);
- float(_declare,WeaponDelay01,0);
- float(_declare,WeaponDelay02,0);
- float(_declare,WeaponDelay03,0);
- float(_declare,LabAlarm,0);
- float(_declare,LabSecBeams,0);
-
- //Cryo
- float(_declare,CryoKey1,0);
- float(_declare,CryoKey2,0);
- float(_declare,CryoKey3,0);
-
- //c2 (Wasteplant)
- float(_declare,WorkerPushingObject,0); //Whether or not worker is pushing object
- float(_declare,BarrelTimer,0);
-
- float(_declare,PlatformTimer,0); //Used for platform scripting in wast5
- float(_declare,PlatformLevel1,0);
- float(_declare,PlatformLevel2,0);
-
- float(_declare,VarKey111,0);
- float(_declare,VarKey112,0);
- float(_declare,VarKey113,0);
- float(_declare,VarKey114,0);
- float(_declare,VarKey115,0);
- float(_declare,VarKey116,0);
- float(_declare,VarKey117,0);
- float(_declare,VarKey118,0);
- float(_declare,VarKey119,0);
- float(_declare,VarKey120,0);
-
- float(_declare,aitoggle,0);
- float(_declare,aivisiontoggle,0);
- float(_declare,DepossesionAbilityActive,0);
- float(_declare,tutorialtoggle,1);
-
- float(_declare,ListenerSource,1);
- float(_declare,GodMode,0);
-
- float(_declare,SniperMode,0);
- //TH
- float(_declare,PreCopStateBits,0);
- float(_declare,CopStateBits,0);
- float(_declare,PreCopActionBits,0);
- float(_declare,CopActionBits,0);
- float(_declare,SoundDelayCounter,0);//to make sure that sounds don't overlap, set to positive value when sound started & counts-down to zero
- //
-
- //Msika's variables for levels
- #include "messiahscripts\stages\DavidGlobals.hxx"
-
- //my vectors/floats for specialFX and soundFX,etc...
- #include "messiahscripts\particles\TonyGlobals.hxx"
-
- ClrPaths();
- InstallPath("c:\mesinst");
- AddPath("pc");
- AddPath("pc\3dxprj");
- LevelFile("messiah.spt");
-
-
- //set key to be non repeat
- call(ToggleKey,KEY_9);
- call(ToggleKey,KEY_T);
-
-
-
-
- if(VCurScene==1)
- {
- callsub(InitScene1)
- }
- elseif(VCurScene==2)
- {
- callsub(InitScene2)
- }
- elseif(VCurScene==3)
- {
- callsub(InitScene3);
- }
- elseif(VCurScene==4)
- {
- callsub(InitScene4);
- }
- elseif(VCurScene==5)
- {
- callsub(InitScene5);
- }
- elseif(VCurScene==6)
- {
- callsub(InitScene6);
- }
- elseif(VCurScene==7)
- {
- callsub(InitScene7);
- }
- elseif(VCurScene==8)
- {
- callsub(InitScene8);
- }
- elseif(VCurScene==9)
- {
- callsub(InitScene9);
- }
- elseif(VCurScene==10)
- {
- callsub(InitScene10);
- }
- elseif(VCurScene==11)
- {
- callsub(InitScene11);
- }
- elseif(VCurScene==12)
- {
- callsub(InitScene12);
- }
- elseif(VCurScene==13)
- {
- callsub(InitScene13);
- }
- elseif(VCurScene==14)
- {
- callsub(InitScene14);
- }
- elseif(VCurScene==15)
- {
- callsub(InitScene15);
- }
- elseif(VCurScene==16)
- {
- callsub(InitScene16);
- }
- elseif(VCurScene==17)
- {
- callsub(InitScene17);
- }
- elseif(VCurScene==18)
- {
- callsub(InitScene18);
- }
- elseif(VCurScene==19)
- {
- callsub(InitScene19);
- }
- }
-
- if(VInitSceneSounds==1)
- {
- if(VCurScene==1)
- {
- callsub(InitSceneSound1)
- }
- elseif(VCurScene==2)
- {
- callsub(InitSceneSound2)
- }
- elseif(VCurScene==3)
- {
- callsub(InitSceneSound3);
- }
- elseif(VCurScene==4)
- {
- callsub(InitSceneSound4);
- }
- elseif(VCurScene==5)
- {
- callsub(InitSceneSound5);
- }
- elseif(VCurScene==6)
- {
- callsub(InitSceneSound6);
- }
- elseif(VCurScene==7)
- {
- callsub(InitSceneSound7);
- }
- elseif(VCurScene==8)
- {
- callsub(InitSceneSound8);
- }
- elseif(VCurScene==9)
- {
- callsub(InitSceneSound9);
- }
- elseif(VCurScene==10)
- {
- callsub(InitSceneSound10);
- }
- elseif(VCurScene==11)
- {
- callsub(InitSceneSound11);
- }
- elseif(VCurScene==12)
- {
- callsub(InitSceneSound12);
- }
- elseif(VCurScene==13)
- {
- callsub(InitSceneSound13);
- }
- elseif(VCurScene==14)
- {
- callsub(InitSceneSound14);
- }
- elseif(VCurScene==15)
- {
- callsub(InitSceneSound15);
- }
- elseif(VCurScene==16)
- {
- callsub(InitSceneSound16);
- }
- elseif(VCurScene==17)
- {
- callsub(InitSceneSound17);
- }
- elseif(VCurScene==18)
- {
- callsub(InitSceneSound18);
- }
- }
-
-
- if(VGameCounter>=1)
- {
- ///////////
- //MAIN LOOP
- ///////////
-
- if(VCurScene==1)
- {
- callsub(MainScene1)
- }
- elseif(VCurScene==2)
- {
- callsub(MainScene2)
- }
- elseif(VCurScene==3)
- {
- callsub(MainScene3);
- }
- elseif(VCurScene==4)
- {
- callsub(MainScene4);
- }
- elseif(VCurScene==5)
- {
- callsub(MainScene5);
- }
- elseif(VCurScene==6)
- {
- callsub(MainScene6);
- }
- elseif(VCurScene==7)
- {
- callsub(MainScene7);
- }
- elseif(VCurScene==8)
- {
- callsub(MainScene8);
- }
- elseif(VCurScene==9)
- {
- callsub(MainScene9);
- }
- elseif(VCurScene==10)
- {
- callsub(MainScene10);
- }
- elseif(VCurScene==11)
- {
- callsub(MainScene11);
- }
- elseif(VCurScene==12)
- {
- callsub(MainScene12);
- }
- elseif(VCurScene==13)
- {
- callsub(MainScene13);
- }
- elseif(VCurScene==14)
- {
- callsub(MainScene14);
- }
- elseif(VCurScene==15)
- {
- callsub(MainScene15);
- }
- elseif(VCurScene==16)
- {
- callsub(MainScene16);
- }
- elseif(VCurScene==17)
- {
- callsub(MainScene17);
- }
- elseif(VCurScene==18)
- {
- callsub(MainScene18);
- }
- elseif(VCurScene==19)
- {
- callsub(MainScene19);
- }
- }
-
- callsub(ReadKeyJoy);
-
- if(VAICon==0)
- {
- float(_seti,DirHold,VTrigger);
- float(_set,DirClr,DirHold);
- float(_xor,DirClr,DirOld);
- float(_and,DirClr,DirOld); //DirClr=(OldDirection^NewDirection)&OldDirection
- float(_and,DirHold,DirOld); //DirHold=OldDirection&NewDirection
- float(_seti,DirOld,VTrigger);
- }
-
- /////FF loop attacks...
- /*
- if(VAInrattackingplayer>=2 && FFplaying==0)
- {
- if(vrnd<33 && LastCombatSFX!=1)
- {
- float(_set,LastCombatSFX,1);
- sample(SFXFF1,-1,100);
- }
- elseif(vrnd<66 && LastCombatSFX!=2)
- {
- float(_set,LastCombatSFX,2);
- sample(SFXFF2,-1,100);
- }
- elseif(LastCombatSFX!=3)
- {
- float(_set,LastCombatSFX,3);
- sample(SFXFF3,-1,100);
- }
- else
- {
- float(_set,LastCombatSFX,1);
- sample(SFXFF1,-1,100);
- }
-
- float(_set,FFplaying,1); //playing
- float(_set,FFfader,100); //max volume
- }
- elseif(VAInrattackingplayer==1 && FFplaying==0)
- {
- if(vrnd<33 && LastCombatSFX!=4)
- {
- float(_set,LastCombatSFX,4);
- sample(SFXFF4,-1,50);
- }
- elseif(vrnd<66 && LastCombatSFX!=5)
- {
- float(_set,LastCombatSFX,5);
- sample(SFXFF5,-1,50);
- }
- elseif(LastCombatSFX!=6)
- {
- float(_set,LastCombatSFX,6);
- sample(SFXFF6,-1,50);
- }
- else
- {
- float(_set,LastCombatSFX,4);
- sample(SFXFF4,-1,50);
- }
-
- float(_set,FFplaying,1); //playing
- float(_set,FFfader,50); //half volume
- }
- elseif(VAInrattackingplayer>=2 && FFplaying==1)
- {
- float(_set,FFfader,100); //max volume
- }
- elseif(VAInrattackingplayer==1 && FFplaying==1)
- {
- float(_set,FFfader,50); //half volume
- }
- elseif(VAInrattackingplayer==0 && FFplaying==1)
- {
- float(_set,FFfader,0); //min volume
- }
-
- if(FFplaying==1)
- {
- float(_sub,FFcurvolume,0.5); //always try to fade...(2 sec fade out)
- if(FFcurvolume<=FFfader) //...to this level
- {
- float(_set,FFcurvolume,FFfader);
- }
-
- if(LastCombatSFX==1)
- {
- samplevolume(SFXFF1,FFcurvolume);
- }
- elseif(LastCombatSFX==2)
- {
- samplevolume(SFXFF2,FFcurvolume);
- }
- elseif(LastCombatSFX==3)
- {
- samplevolume(SFXFF3,FFcurvolume);
- }
- elseif(LastCombatSFX==4)
- {
- samplevolume(SFXFF4,FFcurvolume);
- }
- elseif(LastCombatSFX==5)
- {
- samplevolume(SFXFF5,FFcurvolume);
- }
- elseif(LastCombatSFX==6)
- {
- samplevolume(SFXFF6,FFcurvolume);
- }
-
- if(FFcurvolume==0)
- {
- float(_set,FFplaying,0);
- }
- }
- */
- float(_xor,EveryOtherFrame,1);
- if(SoundDelayCounter>0)
- {
- float(_sub,SoundDelayCounter,1);
- }
-
- float(_add,WeaponFaderCol,WeaponFaderDir);
- if(WeaponFaderCol<128)
- {
- float(_set,WeaponFaderDir,64);
- }
- elseif(WeaponFaderCol>4096)
- {
- float(_set,WeaponFaderDir,-64);
- }
- }
-
-
-
-
-
-
- SubRoutine(Sub_SpawnCharacters)
- {
- if(VAICon==0)
- {
- if(vkey==KEY_TAB)
- {
- move(0,0,-50);
- }
- }
-
-
- // if(VActiveTime==5&&VGameCounter<8)
- // {
- // spawnactor(Weapon11,-30,100,-200);
- // spawnactor(Copl,0,150,-100);
- // }
- // if(VActiveTime==27&&VGameCounter<30)
- // {
- // spawnactor(Copl,100,100,-400);
- // }
- //weapon1
- //weapon11
- //weapon12
- //weapon13
-
- }
-
-
-
- SubRoutine(Sub_SpawnActors)
- {
- if(VAICon==0)
- {
- if(VKey==KEY_8 && VKey==KEY_RSHIFT)
- {
- float(_add,CurrentActor,0.5);
- if(CurrentActor>=48)
- {
- float(_set,CurrentActor,48);
- }
- }
- elseif(VKey==KEY_7 && VKey==KEY_RSHIFT)
- {
- float(_sub,CurrentActor,0.5);
- if(CurrentActor<0)
- {
- float(_set,CurrentActor,0);
- }
- }
-
-
- if(CurrentActor<=0)
- {
- dmessage("NEXT ACTOR: (1) COP LIGHT",300,10);
- }
- elseif(CurrentActor<=1)
- {
- dmessage("NEXT ACTOR: (2) COP MEDIUM",300,10);
- }
- elseif(CurrentActor<=2)
- {
- dmessage("NEXT ACTOR: (3) COP HEAVY",300,10);
- }
- elseif(CurrentActor<=3)
- {
- dmessage("NEXT ACTOR: (4) WORKER",300,10);
- }
- elseif(CurrentActor<=4)
- {
- dmessage("NEXT ACTOR: (5) MEDIC",300,10);
- }
- elseif(CurrentActor<=5)
- {
- dmessage("NEXT ACTOR: (6) ARMOUR BEAST",300,10);
- }
- elseif(CurrentActor<=6)
- {
- dmessage("NEXT ACTOR: (7) NUKE TEK",300,10);
- }
- elseif(CurrentActor<=7)
- {
- dmessage("NEXT ACTOR: (8) LAYYA",300,10);
- }
- elseif(CurrentActor<=8)
- {
- dmessage("NEXT ACTOR: (9) PROZZIE",300,10);
- }
- elseif(CurrentActor<=9)
- {
- dmessage("NEXT ACTOR: (10) MALE PROZ",300,10);
- }
- elseif(CurrentActor<=10)
- {
- dmessage("NEXT ACTOR: (11) CHOT",300,10);
- }
- elseif(CurrentActor<=11)
- {
- dmessage("NEXT ACTOR: (12) CHOT CT",300,10);
- }
- elseif(CurrentActor<=12)
- {
- dmessage("NEXT ACTOR: (13) CHOT OT",300,10);
- }
- elseif(CurrentActor<=13)
- {
- dmessage("NEXT ACTOR: (14) DOMINA",300,10);
- }
- elseif(CurrentActor<=14)
- {
- dmessage("NEXT ACTOR: (15) DWELLER 1",300,10);
- }
- elseif(CurrentActor<=15)
- {
- dmessage("NEXT ACTOR: (16) DWELLER 3",300,10);
- }
- elseif(CurrentActor<=16)
- {
- dmessage("NEXT ACTOR: (17) SUBGIRL 1",300,10);
- }
- elseif(CurrentActor<=17)
- {
- dmessage("NEXT ACTOR: (18) SUBGIRL 2",300,10);
- }
- elseif(CurrentActor<=18)
- {
- dmessage("NEXT ACTOR: (19) DROID 1",300,10);
- }
- elseif(CurrentActor<=19)
- {
- dmessage("NEXT ACTOR: (20) DROID 2",300,10);
- }
- elseif(CurrentActor<=20)
- {
- dmessage("NEXT ACTOR: (21) RAT",300,10);
- }
- elseif(CurrentActor<=21)
- {
- dmessage("NEXT ACTOR: (22) CANDY",300,10);
- }
- elseif(CurrentActor<=22)
- {
- dmessage("NEXT ACTOR: (23) BARMAN",300,10);
- }
- elseif(CurrentActor<=23)
- {
- dmessage("NEXT ACTOR: (24) SCIENTIST",300,10);
- }
- elseif(CurrentActor<=24)
- {
- dmessage("NEXT ACTOR: (25) PRIEST",300,10);
- }
- elseif(CurrentActor<=25)
- {
- dmessage("NEXT ACTOR: (26) CHOT BEAST",300,10);
- }
- elseif(CurrentActor<=26)
- {
- dmessage("NEXT ACTOR: (27) GUN TURRET",300,10);
- }
- elseif(CurrentActor<=27)
- {
- dmessage("NEXT ACTOR: (28) ROCKET LAUNCHER",300,10);
- }
- elseif(CurrentActor<=28)
- {
- dmessage("NEXT ACTOR: (29) PIMP DADDY",300,10);
- }
- elseif(CurrentActor<=29)
- {
- dmessage("NEXT ACTOR: (30) CHOT 2",300,10);
- }
- elseif(CurrentActor<=30)
- {
- dmessage("NEXT ACTOR: (31) BOUNCER",300,10);
- }
- elseif(CurrentActor<=31)
- {
- dmessage("NEXT ACTOR: (32) EVIL BOB",300,10);
- }
- elseif(CurrentActor<=32)
- {
- dmessage("NEXT ACTOR: (33) DJ KYD",300,10);
- }
- elseif(CurrentActor<=33)
- {
- dmessage("NEXT ACTOR: (34) YO MOMMA",300,10); //dick
- }
- elseif(CurrentActor<=34)
- {
- dmessage("NEXT ACTOR: (35) DEFENSE BOT",300,10);
- }
- elseif(CurrentActor<=35)
- {
- dmessage("NEXT ACTOR: (36) COMPANION BOT",300,10);
- }
- elseif(CurrentActor<=36)
- {
- dmessage("NEXT ACTOR: (37) TRANSPORT BOT",300,10);
- }
- elseif(CurrentActor<=37)
- {
- dmessage("NEXT ACTOR: (38) OFFENSE BOT",300,10);
- }
- elseif(CurrentActor<=38)
- {
- dmessage("NEXT ACTOR: (39) DWELLER 2",300,10);
- }
- elseif(CurrentActor<=39)
- {
- dmessage("NEXT ACTOR: (40) VICTIM MALE",300,10);
- }
- elseif(CurrentActor<=40)
- {
- dmessage("NEXT ACTOR: (41) VICTIM FEMALE",300,10);
- }
- elseif(CurrentActor<=41)
- {
- dmessage("NEXT ACTOR: (42) FEMALE DWELLER 1",300,10);
- }
- elseif(CurrentActor<=42)
- {
- dmessage("NEXT ACTOR: (43) FEMALE DWELLER 2",300,10);
- }
- elseif(CurrentActor<=43)
- {
- dmessage("NEXT ACTOR: (44) XTC",300,10);
- }
- elseif(CurrentActor<=44)
- {
- dmessage("NEXT ACTOR: (45) RIOT COP",300,10);
- }
- elseif(CurrentActor<=45)
- {
- dmessage("NEXT ACTOR: (46) GUN COMMANDER",300,10);
- }
- elseif(CurrentActor<=46)
- {
- dmessage("NEXT ACTOR: (47) NUN",300,10);
- }
- elseif(CurrentActor<=47)
- {
- dmessage("NEXT ACTOR: (48) CHOT DWARF",300,10);
- }
- elseif(CurrentActor<=48)
- {
- dmessage("NEXT ACTOR: (49) SHELL TURRET",300,10);
- }
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- //if(DebugOnlyOneEnemy==0)
- //{
- //float(_set,DebugOnlyOneEnemy,3)
-
- if(VKey==KEY_9 && VKey==KEY_RSHIFT)
- {
- if(CurrentActor<=0)
- {
- spawnactor(copl,0,150,-200);
- //spawnactor(MDroid1,0,150,-200);
- }
- elseif(CurrentActor<=1)
- {
- spawnactor(copm,0,150,-200);
- //spawnactor(MDroid2,0,150,-200);
- }
- elseif(CurrentActor<=2)
- {
- spawnactor(coph,0,150,-200);
- //spawnactor(AutoCannon,0,150,-200);
- }
- elseif(CurrentActor<=3)
- {
- spawnactor(worker,0,150,-200);
- //spawnactor(WeaponBot,0,150,-200);
- }
- elseif(CurrentActor<=4)
- {
- spawnactor(medic,0,150,-200);
- }
- elseif(CurrentActor<=5)
- {
- spawnactor(abeast,0,150,-200);
- }
- elseif(CurrentActor<=6)
- {
- spawnactor(RadiationWorker,0,150,-200);
- }
- elseif(CurrentActor<=7)
- {
- spawnactor(Layya,0,150,-200);
- }
- elseif(CurrentActor<=8)
- {
- spawnactor(prost1,0,150,-200);
- }
- elseif(CurrentActor<=9)
- {
- spawnactor(hung,0,150,-200);
- }
- elseif(CurrentActor<=10)
- {
- spawnactor(chot,0,150,-200);
- }
- elseif(CurrentActor<=11)
- {
- spawnactor(chotct,0,150,-200);
- }
- elseif(CurrentActor<=12)
- {
- spawnactor(chotmot,0,150,-200);
- }
- elseif(CurrentActor<=13)
- {
- spawnactor(domina,0,150,-200);
- }
- elseif(CurrentActor<=14)
- {
- spawnactor(Dweller1,0,150,-200);
- }
- elseif(CurrentActor<=15)
- {
- spawnactor(Dweller3,0,150,-200);
- }
- elseif(CurrentActor<=16)
- {
- spawnactor(subgirl1,0,150,-200);
- }
- elseif(CurrentActor<=17)
- {
- spawnactor(subgirl2,0,150,-200);
- }
- elseif(CurrentActor<=18)
- {
- spawnactor(MDroid1,0,150,-200);
- }
- elseif(CurrentActor<=19)
- {
- spawnactor(MDroid2,0,150,-200);
- }
- elseif(CurrentActor<=20)
- {
- spawnactor(rat,0,150,-200);
- }
- elseif(CurrentActor<=21)
- {
- spawnactor(Candy,0,150,-200);
- }
- elseif(CurrentActor<=22)
- {
- spawnactor(barman,0,150,-200);
- }
- elseif(CurrentActor<=23)
- {
- spawnactor(scientist,0,150,-200);
- }
- elseif(CurrentActor<=24)
- {
- spawnactor(priest,0,150,-200);
- }
- elseif(CurrentActor<=25)
- {
- spawnactor(chotbeast,0,150,-200);
- }
- elseif(CurrentActor<=26)
- {
- spawnactor(GunTurret,0,-35,-200);
- }
- elseif(CurrentActor<=27)
- {
- spawnactor(RocketLauncher,0,-54,-200);
- }
- elseif(CurrentActor<=28)
- {
- spawnactor(Pimp,0,150,-200);
- }
- elseif(CurrentActor<=29)
- {
- spawnactor(chot2,0,150,-200);
- }
- elseif(CurrentActor<=30)
- {
- spawnactor(bouncer,0,150,-200);
- }
- elseif(CurrentActor<=31)
- {
- spawnactor(evilbob,0,150,-200);
- }
- elseif(CurrentActor<=32)
- {
- spawnactor(djkyd,0,150,-200);
- }
- elseif(CurrentActor<=33)
- {
- spawnactor(satan,0,150,-200);
- }
- elseif(CurrentActor<=34)
- {
- spawnactor(DefensiveBot,0,150,-200);
- }
- elseif(CurrentActor<=35)
- {
- spawnactor(CompanionBot,0,150,-200);
- }
- elseif(CurrentActor<=36)
- {
- spawnactor(TransportBot,0,150,-200);
- }
- elseif(CurrentActor<=37)
- {
- spawnactor(OffensiveBot,0,150,-200);
- }
- elseif(CurrentActor<=38)
- {
- spawnactor(Dweller2,0,150,-200);
- }
- elseif(CurrentActor<=39)
- {
- spawnactor(victimmale,0,150,-200);
- }
- elseif(CurrentActor<=40)
- {
- spawnactor(VictimFeMale,0,150,-200);
- }
- elseif(CurrentActor<=41)
- {
- spawnactor(FemDweller1,0,150,-200);
- }
- elseif(CurrentActor<=42)
- {
- spawnactor(FemDweller2,0,150,-200);
- }
- elseif(CurrentActor<=43)
- {
- spawnactor(prost2,0,150,-200);
- }
- elseif(CurrentActor<=44)
- {
- spawnactor(copr,0,150,-200);
- }
- elseif(CurrentActor<=45)
- {
- spawnactor(GunCommander,0,150,-200);
- }
- elseif(CurrentActor<=46)
- {
- spawnactor(nun,0,150,-200);
- }
- elseif(CurrentActor<=47)
- {
- spawnactor(chotdwarf,0,150,-200);
- }
- elseif(CurrentActor<=48)
- {
- spawnactor(shellturret,0,150,-200);
- }
-
-
-
-
-
- //else
- //{
- // float(_set,DebugOnlyOneEnemy,0)
- //}
- }
- //}
- //else
- //{
- // float(_sub,DebugOnlyOneEnemy,1)
- //}
- }
- }
-
- SubRoutine(Sub_SpawnWeapons)
- {
- if(VAICon==0)
- {
- if(VKey==KEY_8 && VKey!=KEY_RSHIFT)
- {
- float(_add,CurrentWeapon,0.5);
- if(CurrentWeapon>=13)
- {
- float(_set,CurrentWeapon,13);
- }
- }
- elseif(VKey==KEY_7 && VKey!=KEY_RSHIFT)
- {
- float(_sub,CurrentWeapon,0.5);
- if(CurrentWeapon<0)
- {
- float(_set,CurrentWeapon,0);
- }
- }
-
-
- if(CurrentWeapon<=0)
- {
- dmessage("NEXT WEAPON: (1) PUMPGUN",310,10);
- }
- elseif(CurrentWeapon<=1)
- {
- dmessage("NEXT WEAPON: (2) HARPOON",310,10);
- }
- elseif(CurrentWeapon<=2)
- {
- dmessage("NEXT WEAPON: (3) FLAMETHROWER",310,10);
- }
- elseif(CurrentWeapon<=3)
- {
- dmessage("NEXT WEAPON: (4) BAZOOKA",310,10);
- }
- elseif(CurrentWeapon<=4)
- {
- dmessage("NEXT WEAPON: (5) TORCH",310,10);
- }
- elseif(CurrentWeapon<=5)
- {
- dmessage("NEXT WEAPON: (6) MAIMER",310,10);
- }
- elseif(CurrentWeapon<=6)
- {
- dmessage("NEXT WEAPON: (7) MACHINE GUN",310,10);
- }
- elseif(CurrentWeapon<=7)
- {
- dmessage("NEXT WEAPON: (8) PAK / ICE GUN",310,10);
- }
- elseif(CurrentWeapon<=8)
- {
- dmessage("NEXT WEAPON: (9) BUZZ SAW",310,10);
- }
- elseif(CurrentWeapon<=9)
- {
- dmessage("NEXT WEAPON: (10) AMMO WEAPONS",310,10);
- }
- elseif(CurrentWeapon<=10)
- {
- dmessage("NEXT WEAPON: (11) AMMO GRENADES",310,10);
- }
- elseif(CurrentWeapon<=11)
- {
- dmessage("NEXT WEAPON: (12) BATTERY GRABBER",310,10);
- }
- elseif(CurrentWeapon<=12)
- {
- dmessage("NEXT WEAPON: (13) BATTERY",310,10);
- }
- elseif(CurrentWeapon<=13)
- {
- dmessage("NEXT WEAPON: (14) MASER",310,10);
- }
-
-
-
-
-
- // if(DebugOnlyOneWeapon==0)
- // {
- //float(_set,DebugOnlyOneWeapon,3)
-
- if(VKey==KEY_9 && VKey!=KEY_RSHIFT)
- {
- if(CurrentWeapon<=0)
- {
- spawnactor(WeaponPumpGun,0,150,-200);
- }
- elseif(CurrentWeapon<=1)
- {
- spawnactor(WeaponHarpoon,0,150,-200);
- }
- elseif(CurrentWeapon<=2)
- {
- spawnactor(WeaponFlameThrower,0,150,-200);
- }
- elseif(CurrentWeapon<=3)
- {
- spawnactor(WeaponBazooka,0,150,-200);
- }
- elseif(CurrentWeapon<=4)
- {
- spawnactor(WeaponTorch,0,150,-200);
- }
- elseif(CurrentWeapon<=5)
- {
- spawnactor(WeaponMaimer,0,150,-200);
- }
- elseif(CurrentWeapon<=6)
- {
- spawnactor(WeaponMachineGun,0,150,-200);
- }
- elseif(CurrentWeapon<=7)
- {
- spawnactor(WeaponPAK,0,150,-200);
- }
- elseif(CurrentWeapon<=8)
- {
- spawnactor(WeaponBuzzSaw,0,150,-200);
- }
- elseif(CurrentWeapon<=9)
- {
- spawnactor(WeaponAmmo,0,150,-200);
- }
- elseif(CurrentWeapon<=10)
- {
- spawnactor(WeaponAmmoGrenade,0,150,-200);
- }
- elseif(CurrentWeapon<=11)
- {
- spawnactor(WeaponBatteryGrabber,0,150,-200);
- }
- elseif(CurrentWeapon<=12)
- {
- spawnactor(BulletBattery,0,150,-200);
- }
- elseif(CurrentWeapon<=13)
- {
- spawnactor(WeaponMaser,0,150,-200);
- }
-
-
- //else
- //{
- // float(_set,DebugOnlyOneWeapon,0)
- //}
- }
- // }
- // else
- // {
- // float(_sub,DebugOnlyOneWeapon,1)
- // }
- }
- }
-
-
-
- SubRoutine(BackGroundTriggerChecks)
- {
- //printi("Health:",VHealth);
- float(_seti,ColAngleTmp,VColAngle);
- float(_seti,ColAngleTmpFace,VColAngleFace);
- float(_seti,ColMaterial,VColMaterialProperties);
-
- if(VCheatKeys==1)
- {
- callsub(Sub_SpawnCharacters); //DEBUG
- callsub(Sub_SpawnWeapons); //DEBUG
- callsub(Sub_SpawnActors); //DEBUG
-
- if(vkey!=KEY_LSHIFT && vkey!=KEY_RSHIFT)
- {
- if(vkey==KEY_G)
- {
- float(_set,aitoggle,0); //ai on, ie: proc. copgen/femgen
- dmessage("-- AI ENABLED --",30,150);
- }
- elseif(vkey==KEY_H)
- {
- float(_set,aitoggle,1); //ai off
- dmessage("-- AI DISABLED --",30,150);
- }
- }
- else
- {
- if(vkey==KEY_G)
- {
- float(_set,aivisiontoggle,0); //ai on, ie: proc. copgen/femgen
- dmessage("-- AI VISION ENABLED --",30,150);
- }
- elseif(vkey==KEY_H)
- {
- float(_set,aivisiontoggle,1); //ai off
- dmessage("-- AI VISION DISABLED --",30,150);
- }
- }
-
- if(VKey==KEY_B && VKey==KEY_RSHIFT)
- {
- if(VAIClass==_AIClassAngel)
- {
- call(ModelAmbient,255,255,255);
- }
- else
- {
- call(ModelAmbient,255,255,255);
- }
- }
- if(VKey==KEY_B)
- {
- if(CrankAmbient<=30000)
- {
- float(_add,CrankAmbient,100);
- }
- if(VAIClass==_AIClassAngel)
- {
- call(ModelAmbient,CrankAmbient,CrankAmbient,CrankAmbient);
- }
- else
- {
- call(ModelAmbient,CrankAmbient,CrankAmbient,CrankAmbient);
- }
- }
- if(VKey==KEY_N)
- {
- if(CrankAmbient>0)
- {
- float(_sub,CrankAmbient,100);
- }
- if(VAIClass==_AIClassAngel)
- {
- call(ModelAmbient,CrankAmbient,CrankAmbient,CrankAmbient);
- }
- else
- {
- call(ModelAmbient,CrankAmbient,CrankAmbient,CrankAmbient);
- }
- }
-
- if(VKey==KEY_RBRACKET)
- {
- call(GodModeStatus,true);
- dmessage("GOD MODE",30,150);
- }
- elseif(VKey==KEY_LBRACKET)
- {
- call(GodModeStatus,false);
- dmessage("MORTAL MODE",30,150);
- }
- }
-
- if(VKey==KEY_RSHIFT && VKey==KEY_T)
- {
- if(tutorialtoggle==0)
- {
- float(_set,tutorialtoggle,1);
- message("Tutorial On",200,10);
- }
- elseif(tutorialtoggle==1)
- {
- float(_set,tutorialtoggle,0);
- message("Tutorial Off",200,10);
- }
- }
-
-
- direction(_clr,_DIRTempFlag);
-
- call(CheckTriggers);
-
- if(vAICon==0)
- {
- if(VClass==_ClassAngel)
- {
- call(CheckForPickup,4,_ClassPickup); //pickups only
- }
- else
- {
- call(CheckForPickup,8,_ClassAmmoPickup); //Both ammo and pickups
- }
- vector(_settoactorpos,PlayerPos);
- }
-
- if(VCurScene==1)
- {
- CallSub(BackGroundTriggerChecksScene1)
- }
- elseif(VCurScene==2)
- {
- CallSub(BackGroundTriggerChecksScene2)
- }
- elseif(VCurScene==3)
- {
- CallSub(BackGroundTriggerChecksScene3)
- }
- elseif(VCurScene==4)
- {
- CallSub(BackGroundTriggerChecksScene4)
- }
- elseif(VCurScene==5)
- {
- CallSub(BackGroundTriggerChecksScene5)
- }
- elseif(VCurScene==6)
- {
- CallSub(BackGroundTriggerChecksScene6)
- }
- elseif(VCurScene==7)
- {
- CallSub(BackGroundTriggerChecksScene7)
- }
- elseif(VCurScene==8)
- {
- CallSub(BackGroundTriggerChecksScene8)
- }
- elseif(VCurScene==9)
- {
- CallSub(BackGroundTriggerChecksScene9)
- }
- elseif(VCurScene==10)
- {
- CallSub(BackGroundTriggerChecksScene10)
- }
- elseif(VCurScene==11)
- {
- CallSub(BackGroundTriggerChecksScene11)
- }
- elseif(VCurScene==12)
- {
- CallSub(BackGroundTriggerChecksScene12)
- }
- elseif(VCurScene==13)
- {
- CallSub(BackGroundTriggerChecksScene13)
- }
- elseif(VCurScene==14)
- {
- CallSub(BackGroundTriggerChecksScene14)
- }
- elseif(VCurScene==15)
- {
- CallSub(BackGroundTriggerChecksScene15)
- }
- elseif(VCurScene==16)
- {
- CallSub(BackGroundTriggerChecksScene16)
- }
- elseif(VCurScene==17)
- {
- CallSub(BackGroundTriggerChecksScene17)
- }
- elseif(VCurScene==18)
- {
- CallSub(BackGroundTriggerChecksScene18)
- }
- elseif(VCurScene==19)
- {
- CallSub(BackGroundTriggerChecksScene19)
- }
- }
-
- SubRoutine(ReadKeyJoy)
- {
- Direction(_clr,_DIRairemoveflags);
- Direction(_clr,_DIRdepossesion);
- Direction(_clr,_DIRcrouch);
-
- if(VAnalog2<-0.7||VAnalog2>0.7||VAnalog3>0.7||VAnalog3<-0.7)
- {
- Direction(_clr,_DIRwalking);
- //Running (The 0.6 and 0.7 barriers are selected to ease diagonal movement. Do not set to the same value!)
- if(VAnalog2<=-0.6) //Threshold here must be higher than when walking
- {
- Direction(_set,_DIRbackward);
- }
- elseif(VAnalog2>=0.6)
- {
- Direction(_set,_DIRforward);
- }
- if(VAnalog3<=-0.6)
- {
- Direction(_set,_DIRsideleft);
- }
- elseif(VAnalog3>=0.6)
- {
- Direction(_set,_DIRsideright);
- }
- }
- elseif(VAnalog2<-0.3||VAnalog2>0.3||VAnalog3>0.3||VAnalog3<-0.3) //This comparison must be here for easing diagonal walking.
- {
- //walking
- Direction(_set,_DIRwalking);
- if(VAnalog2<=-0.20)
- {
- Direction(_set,_DIRbackward);
- }
- elseif(VAnalog2>=0.20)
- {
- Direction(_set,_DIRforward);
- }
- if(VAnalog3<=-0.20)
- {
- Direction(_set,_DIRsideleft);
- }
- elseif(VAnalog3>=0.20)
- {
- Direction(_set,_DIRsideright);
- }
- }
-
- if(VAnalog1>0)
- {
- Direction(_set,_DIRright)
- }
- elseif(VAnalog1<0)
- {
- Direction(_set,_DIRleft)
- }
-
- if(VInput==_SXIbutton1)
- {
- Direction(_set,_DIRjump);
- }
- if(VInput==_SXIbutton2)
- {
-
- Direction(_set,_DIRaction);
-
- }
-
- if(VInput==_SXIbutton6)
- {
- Direction(_set,_DIRdepossesion)
- }
- if(VInput==_SXIbutton7)
- {
- Direction(_set,_DIRcrouch);
- }
-
- if(VInput==_SXIbutton8 && VOInput!=_SXIbutton8)
- {
- if(SniperMode==0)
- {
- call(ChangeSniperMode,1,0);
- }
- else
- {
- call(ChangeSniperMode,1,1);
- }
- }
- if(VInput==_SXIbutton9 && VOInput!=_SXIbutton9)
- {
- if(SniperMode==0)
- {
- call(ChangeSniperMode,-1,0);
- }
- else
- {
- call(ChangeSniperMode,-1,1);
- }
- }
-
- if(VInput==_SXIbutton10 && VOInput==_SXIbutton10)
- {
- if(VFreeLook==0)
- {
- call(FreeLook,TRUE);
- }
- }
- elseif(VFreeLook!=0)
- {
- call(FreeLook,FALSE);
- }
-
- if(VInput==_SXIbutton11)
- {
- call(DisplayObjectives);
- }
-
- if(VInput==_SXIbutton12 && VOInput!=_SXIbutton12)
- {
- call(ChangeSniperMode,-2,0); //zoom all the way out of snipermode
- }
-
- if(VInput==_SXIbutton3)
- {
- Direction(_set,_DIRshoot);
- }
- if(VInput==_SXIbutton4)
- {
- Direction(_set,_DIRgrenade);
- }
- /*
- if(VInput==_SXIbutton5)
- {
- Direction(_set,_DIRlaser);
- }
- */
- if(VTrigger|=_DIRMoveBits)
- {
- Direction(_set,_DIRMove);
- }
- else
- {
- Direction(_set,_noDIR);
- }
-
- }
-
-
- #include "messiahscripts\particles\FlicHeaders.hxx"
- #include "messiahscripts\particles\ParticleSubs.hxx"
- #include "messiahscripts\particles\particle.hxx"
-
- #include "messiahscripts\enemies\EnemyHeaders.hxx"
- #include "messiahscripts\weapons\BulletHeaders.hxx"
- #include "messiahscripts\weapons\WeaponHeaders.hxx"
-
- #include "messiahscripts\sound\soundcode.hxx"
-
- #include "messiahscripts\enemies\SharedFXCode.hxx"
-
- #include "messiahscripts\weapons\BulletWeaponActions.hxx"
- #include "messiahscripts\weapons\Bullets.hxx"
- #include "messiahscripts\weapons\Weapons.hxx"
-
- #include "messiahscripts\enemies\SharedAnimCode.hxx"
-
- #include "messiahscripts\enemies\GenActions.hxx"
-
- #include "messiahscripts\bobactions.hxx"
- #include "messiahscripts\enemies\copactions.hxx" //Action for Cops and Various Character
- #include "messiahscripts\enemies\chot1.hxx" //Specific Actions For Chots
- #include "messiahscripts\enemies\femactions.hxx"
- //#include "messiahscripts\enemies\SubGirlActions.hxx" //obsolete
- //#include "messiahscripts\enemies\domactions.hxx" //obsolete
- #include "messiahscripts\enemies\abeastactions.hxx"
- #include "messiahscripts\enemies\beastactions.hxx"
- #include "messiahscripts\enemies\satanactions.hxx"
-
- #include "messiahscripts\enemies\shared.hxx" //shared subroutines
- #include "messiahscripts\enemies\sharedMove.hxx" //more shared subroutines
- #include "messiahscripts\enemies\SharedAIMove.hxx" //shared subroutines for AI control
-
- #include "messiahscripts\enemies\sharedPain.hxx" //more shared subroutines
-
- #include "messiahscripts\bob5.hxx"
-
- #include "messiahscripts\StagesEnemies.hxx"
-