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PC World Multimedia Live! 1997 June
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Multimedia Live (PC World)(June 1997 - Volume 2.12).ISO
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redneck
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RDDEMO
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GAME.CON
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1997-01-20
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/*
--------------------------------------------------------------------------------
Redneck Rampage GAME.CON file.
--------------------------------------------------------------------------------
IMPORTANT NOTICE IF YOU USE MODIFIED .CON FILES
If you are playing a MULTIPLAY game and you are using
*modified* .CON files then each multiplayer must be
using the EXACT SAME .CON files, or the game will
get out of sync and/or develop interesting problems.
Xatrix encourages you to experiment freely with the parameters
contained in this file, and to share your discoveries with the rest
of the world. However, BE ADVISED that Xatrix does NOT offer
any technical support on how to use this file or other user-modifiable
features of this game. Do NOT call Xatrix or Interplay
for advice or help with this subject.
You make modifications to this and other files at your own risk.
It is recommended that you first make a backup copy of this, or
any .CON files before making any changes.
--------------------------------------------------------------------------------
*/
include DEFS.CON
include USER.CON
action ANULLACTION 0
// Play a randomly chosen sound or phrase
state jib_sounds
ifrnd SWEARFREQUENCY
{
ifrnd 128
{
ifrnd 128
{
ifrnd 128
{
ifrnd 128
{
ifrnd 128
globalsound JIBBED_ACTOR12
else
globalsound JIBBED_ACTOR1
}
else
globalsound JIBBED_ACTOR9
}
else
{
ifrnd 128
globalsound SMACKED
else
globalsound JIBBED_ACTOR2
}
}
else
{
ifrnd 128
globalsound MDEVSPEECH
else
globalsound JIBBED_ACTOR5
}
}
else
{
ifrnd 128
{
ifrnd 128
{
ifrnd 128
globalsound JIBBED_ACTOR11
else
globalsound JIBBED_ACTOR13
}
else
{
ifrnd 128
globalsound JIBBED_ACTOR3
else
globalsound JIBBED_ACTOR8
}
}
else
{
ifrnd 128
{
ifrnd 128
globalsound JIBBED_ACTOR6
else
globalsound JIBBED_ACTOR4
}
else
{
ifrnd 128
globalsound JIBBED_ACTOR10
else
globalsound JIBBED_ACTOR7
}
}
}
}
ends
// Display a nice gory selection of
// splashing blood, and body parts
state standard_jibs
guts JIBS2 1
guts JIBS3 2
guts JIBS4 3
guts JIBS5 2
guts JIBS6 3
ifrnd 6
{
guts JIBS1 1
spawn BLOODPOOL
} // spine
state jib_sounds
ends
move RESPAWN_ACTOR_FLAG
state jibfood
sound SQUISHED
guts JIBS6 3
killit
ends
state rf
ifrnd 128
cstat 4
else
cstat 0
ends
state nf
cstat 0
ends
state bf
cstat 0
ends
// this code controls what happens when
// specified actors are hit by a weapon
state breakobject
ifaction 0
{
action ANULLACTION
cstator 257
}
ifhitweapon
{
ifdead
{
ifactor FOODOBJECT6
state jibfood
else
ifactor FOODOBJECT11
state jibfood
else
ifactor FOODOBJECT12
state jibfood
else
ifactor FOODOBJECT13
state jibfood
else
ifactor FOODOBJECT14
state jibfood
else
ifactor FOODOBJECT15
state jibfood
else
ifactor FOODOBJECT16
state jibfood
else
ifactor FOODOBJECT17
state jibfood
else
{
ifrnd 128
sound GLASS_BREAKING
else
sound GLASS_HEAVYBREAK
}
else
{
lotsofglass 10
debris SCRAP4 3
}
killit
}
}
else
{
else
ifactor FOODOBJECT2
nullop
else
ifactor FOODOBJECT6
nullop
else
fall
}
ends
// All of these actors can be shot and
// will do different things based on
// the code in state breakobject listed above
useractor notenemy MOP WEAK state breakobject enda
useractor notenemy BROOM WEAK state breakobject enda
useractor notenemy WETFLOOR WEAK state breakobject enda
useractor notenemy PLEASEWAIT state breakobject enda
useractor notenemy FOODOBJECT1 WEAK state breakobject enda
useractor notenemy FOODOBJECT2 WEAK state breakobject enda
useractor notenemy FOODOBJECT3 WEAK state breakobject enda
useractor notenemy FOODOBJECT4 WEAK state breakobject enda
useractor notenemy FOODOBJECT5 WEAK state breakobject enda
useractor notenemy FOODOBJECT6 WEAK state breakobject enda
useractor notenemy FOODOBJECT7 WEAK state breakobject enda
useractor notenemy FOODOBJECT8 WEAK state breakobject enda
useractor notenemy FOODOBJECT9 WEAK state breakobject enda
useractor notenemy FOODOBJECT10 WEAK state breakobject enda
useractor notenemy FOODOBJECT11 WEAK state breakobject enda
useractor notenemy FOODOBJECT12 WEAK state breakobject enda
useractor notenemy FOODOBJECT13 WEAK state breakobject enda
useractor notenemy FOODOBJECT14 WEAK state breakobject enda
useractor notenemy FOODOBJECT15 WEAK state breakobject enda
useractor notenemy FOODOBJECT16 WEAK state breakobject enda
useractor notenemy FOODOBJECT17 WEAK state breakobject enda
useractor notenemy FOODOBJECT18 WEAK state breakobject enda
useractor notenemy FOODOBJECT19 WEAK state breakobject enda
useractor notenemy FOODOBJECT20 WEAK state breakobject enda
action BURNING_FLAME 0 12 1 1 2
move BURNING_VELS
state burningstate
sleeptime 300
ifspawnedby BURNING
{
ifgapzl 16
break
}
else
ifspawnedby BURNING2
{
ifgapzl 16
break
}
ifpdistg 10240
break
ifcount 128
{
ifspawnedby TIRE
{
ifactioncount 512
killit
ifrnd 16
sizeto 64 48
}
else
{
sizeto 8 8
sizeto 8 8
ifcount 192
killit
}
}
else
{
ifmove 0
move BURNING_VELS
sizeto 52 52
ifp palive
ifpdistl 844
ifrnd 32
ifcansee
{
soundonce LNRD_LONGTERM_PAIN
addphealth -1
palfrom 24 16
}
}
ends
actor BURNING WEAK BURNING_FLAME
state burningstate
enda
actor BURNING2 WEAK BURNING_FLAME
state burningstate
enda
state steamcode
ifpdistl 8192
soundonce STEAM_HISSING
ifcount 20
{
resetcount
ifp palive
ifpdistl 1024
{
addphealth -1
palfrom 16 16
}
}
else
{
ifspawnedby STEAM
break
else
ifspawnedby CEILINGSTEAM
break
sizeto 24 24
}
ends
action STEAMFRAMES 0 5 1 1 1
actor STEAM 0 STEAMFRAMES
state steamcode
enda
actor CEILINGSTEAM 0 STEAMFRAMES
state steamcode
enda
actor WATERBUBBLEMAKER 0 0 randomangle
ifpdistl 3084
ifrnd 24
spawn WATERBUBBLE
enda
action BUBBLE
action CRACKEDBUBBLE 1
move BUBMOVE -10 -36
move BUBMOVEFAST -10 -52
actor WATERBUBBLE 0 BUBBLE BUBMOVE getv geth randomangle
ifaction CRACKEDBUBBLE
{
ifinwater
ifrnd 192
killit
ifactioncount 7
killit
}
else
{
ifcount 4
{
ifrnd 192
move BUBMOVE getv geth randomangle
else
move BUBMOVEFAST getv geth randomangle
resetcount
}
ifonwater
{
iffloordistl 8
action CRACKEDBUBBLE
}
else
ifactioncount 40
action CRACKEDBUBBLE
}
enda
move SMOKEVEL 8 -16
move ENGINE_SMOKE 64 -64
move SMOKESHOOTOUT -192
action SMOKEFRAMES 0 4 1 1 10
actor SMALLSMOKE 0 SMOKEFRAMES
ifmove 0
{
ifspawnedby RECON
move SMOKESHOOTOUT geth
else
ifspawnedby SECTOREFFECTOR
move ENGINE_SMOKE geth getv
else
move SMOKEVEL geth getv faceplayer
ifspawnedby CROSSBOW
cstat 2
}
ifpdistl 1596
ifspawnedby CROSSBOW
killit
ifactioncount 4
killit
enda
move SPAWNED_BLOOD
state random_ooz
ifrnd 128
spawn OOZ2
else
spawn OOZ
ends
action EXPLOSION_FRAMES 0 20 1 1 4
actor EXPLOSION2 1 EXPLOSION_FRAMES
ifactioncount 20
killit
enda
actor EXPLOSION2BOT 1 EXPLOSION_FRAMES
ifactioncount 20
killit
enda
action FFLAME_FR 0 16 1 1 1
action FFLAME 0 1 1 1 1
actor FLOORFLAME 0 FFLAME_FR
ifaction FFLAME_FR
{
ifpdistl 1024
hitradius 1024 WEAKEST WEAKEST WEAKEST WEAKEST
ifactioncount 16
action FFLAME
}
ifaction FFLAME
ifrnd 4
{
action FFLAME_FR
sound CAT_FIRE
resetactioncount
}
enda
action RIP_F 0 8 1 1 1
actor FORCERIPPLE 0 RIP_F
ifactioncount 8
killit
enda
// This actors animation is used to
// indicate that something is
// being respawned
action TRANSFOWARD 0 6 1 1 2
action TRANSBACK 5 6 1 -1 2
actor TRANSPORTERSTAR 0 TRANSFOWARD
ifaction TRANSFOWARD
{
ifactioncount 6
action TRANSBACK
}
else
ifactioncount 6
killit
enda
action BEAMFOWARD 0 4 1 1 9
actor TRANSPORTERBEAM 0 BEAMFOWARD
sizeto 32 64
sizeto 32 64
sizeto 32 64
ifactioncount 4
killit
enda
// This is for Juke Box
action ASPEAKERBROKE 1
useractor notenemy SPEAKER
ifaction 0
{
ifhitweapon
{
stopsound BAR_MUSIC
soundonce STORE_MUSIC_BROKE
action ASPEAKERBROKE
}
else
{
soundonce BAR_MUSIC
cstat 257
}
}
enda
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
state getcode
ifactor ECLAIRHEALTH
globalsound GETECLAIRHEALTH
else
globalsound LNRD_GET
palfrom 16 0 32
ifrespawn
{
move RESPAWN_ACTOR_FLAG
spawn RESPAWNMARKERRED
cstat 32768
}
else
killit
ends
// Play a random sound when player
// picks up a weapon
state randgetweapsnds
ifrnd 64
globalsound LNRD_GETWEAPON1
else
ifrnd 96
globalsound LNRD_GETWEAPON2
else
ifrnd 128
globalsound LNRD_GETWEAPON3
else
ifrnd 140
globalsound LNRD_GETWEAPON4
else
globalsound LNRD_GETWEAPON6
ends
// Play a random sound when player
// picks up a weapon
// Then either setup weapon to be respawned
// OR delete sprite from map
state getweaponcode
state randgetweapsnds
palfrom 32 0 32
ifgotweaponce 1
break
ifrespawn
{
move RESPAWN_ACTOR_FLAG
spawn RESPAWNMARKERRED
cstat 32768
}
else
killit
ends
// if count > RESPAWNITEMTIME
// Play the TRANSPORTERSTAR animation with
// the TELEPORTER sound effect
state respawnit
ifcount RESPAWNITEMTIME
{
spawn TRANSPORTERSTAR
move 0
cstat 0
sound TELEPORTER
}
ends
// Play a sound when player picks up item
// then delete sprite from map
state quikget
ifactor ECLAIRHEALTH
globalsound GETECLAIRHEALTH
else
globalsound LNRD_GET
palfrom 16 0 32
killit
ends
// Play a sound from randgetweapsnds
// then delete sprite from map
state quikweaponget
state randgetweapsnds
palfrom 32 0 32
ifgotweaponce 1
break
killit
ends
// Moonshine make the player faster, stronger,
// and less susceptable to damage.
// Studies have proven this to be true
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor MOONSHINE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else ifp palive
ifcount 6
ifpdistl RETRIEVEDISTANCE
ifpinventory GET_MOONSHINE MOONSHINE_AMOUNT
ifcanseetarget
{
addinventory GET_MOONSHINE MOONSHINE_AMOUNT
quote 37
ifspawnedby MOONSHINE
state getcode
else
state quikget
}
enda
// Boots are used to walk through toxic water
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor BOOTS
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifcount 6
ifpdistl RETRIEVEDISTANCE
ifpinventory GET_BOOTS BOOT_AMOUNT
ifcanseetarget
{
addinventory GET_BOOTS BOOT_AMOUNT
quote 6
ifspawnedby BOOTS
state getcode
else
state quikget
}
enda
actor MOONPIE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifcount 6
ifpdistl RETRIEVEDISTANCE
ifpinventory GET_MOONPIE MOONPIE_AMOUNT
ifcanseetarget
{
addinventory GET_MOONPIE MOONPIE_AMOUNT
quote 88
ifspawnedby MOONPIE
state getcode
else
state quikget
}
enda
actor BEER
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifcount 6
ifpdistl RETRIEVEDISTANCE
ifpinventory GET_BEER BEER_AMOUNT
ifcanseetarget
{
addinventory GET_BEER BEER_AMOUNT
quote 91
ifspawnedby BEER
state getcode
else
state quikget
}
enda
// Allows player to breathe under water
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor AIRTANK
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifcount 6
ifpdistl RETRIEVEDISTANCE
ifpinventory GET_SCUBA SCUBA_AMOUNT
ifcanseetarget
{
addinventory GET_SCUBA SCUBA_AMOUNT
quote 39
ifspawnedby AIRTANK
state getcode
else
state quikget
}
enda
// Keys are used to open locked doors
// that lead into different levels of the
// map
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor DOORKEY
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifpinventory GET_KEYS 0
break
addinventory GET_KEYS 1
quote 43
state getcode
}
enda
// Extra ammo for CASUL
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor AMMO
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
addammo CASUL_WEAPON CASULAMMOAMOUNT
quote 65
ifspawnedby AMMO
state getcode
else
state quikget
}
enda
// Extra ammo for shotgun
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor SHOTGUNAMMO
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifcount 6
ifpdistl RETRIEVEDISTANCE
ifcanseetarget
{
addammo SHOTGUN_WEAPON SHOTGUNAMMOAMOUNT
quote 69
ifspawnedby SHOTGUNAMMO
state getcode
else
state quikget
}
enda
// Extra ammo for CASUL
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor AMMOLOTS
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifcount 6
ifpdistl RETRIEVEDISTANCE
ifcanseetarget
{
addammo CASUL_WEAPON 48
quote 65
ifspawnedby AMMOLOTS
state getcode
else
state quikget
}
enda
// Extra ammo
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor BATTERYAMMO
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
addammo AK47_WEAPON AK47AMMOAMOUNT
quote 63
ifspawnedby BATTERYAMMO
state getcode
else
state quikget
}
enda
// IF NOT USED LATER, DELETE
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor ALIENBLASTERAMMO
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
addammo ALIENBLASTER_WEAPON ALIENBLASTERAMMOAMOUNT
quote 14
ifspawnedby ALIENBLASTERAMMO
state getcode
else
state quikget
}
enda
// IF NOT USED LATER, DELETE
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor CROSSBOWAMMO
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
addammo CROSSBOW_WEAPON CROSSBOWAMMOBOX
quote 64
ifspawnedby CROSSBOWAMMO
state getcode
else
state quikget
}
enda
// Extra Dynamite ammo
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor HBOMBAMMO
fall
ifmove RESPAWN_ACTOR_FLAG state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon DYNAMITE_WEAPON DYNAMITEBOX
quote 55
ifspawnedby HBOMBAMMO
state getweaponcode
else
state quikweaponget
}
enda
// IF NOT USED LATER, DELETE
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor CROSSBOWSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon CROSSBOW_WEAPON CROSSBOWAMMOBOX
quote 56
ifspawnedby CROSSBOWSPRITE
state getweaponcode
else
state quikweaponget
}
enda
// Shotgun for player to pick up
// either placed on level by designers
// OR spawned by Billy
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor SHOTGUNSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
// randomly set how much
// ammo shotgun has
ifspawnedby BILLYRAY
{
addweapon SHOTGUN_WEAPON 0
ifrnd 64
addammo SHOTGUN_WEAPON 4
else ifrnd 64
addammo SHOTGUN_WEAPON 4
else ifrnd 64
addammo SHOTGUN_WEAPON 2
else
addammo SHOTGUN_WEAPON 2
}
else
{
ifgotweaponce 0
break
addweapon SHOTGUN_WEAPON SHOTGUNAMMOAMOUNT
quote 57
}
ifspawnedby SHOTGUNSPRITE
state getweaponcode
else
state quikweaponget
}
enda
// Adds thirty points to players health
// OR if players health is > 70
// bumps health to 100
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor PORKBALLS
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifphealthl MAXPLAYERHEALTH
ifcanseetarget
{
iseat 10
quote 62
ifspawnedby PORKBALLS
state getcode
else
state quikget
}
enda
// Bumps players health up to MAXPLAYERHEALTH
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor ECLAIRHEALTH
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifphealthl MAXPLAYERECLAIRHEALTH
ifcanseetarget
{
addphealth 50
quote 19
ifspawnedby ECLAIRHEALTH
state getcode
else
state quikget
}
enda
// Portable health. Holds 100 health points
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor WHISKEY
fall
ifmove RESPAWN_ACTOR_FLAG state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifpinventory GET_WHISKEY WHISKEY_AMOUNT
ifcanseetarget
{
addinventory GET_WHISKEY WHISKEY_AMOUNT
quote 3
ifspawnedby WHISKEY
state getcode
else
state quikget
}
enda
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor FIRSTGUNSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon CASUL_WEAPON 48
ifspawnedby FIRSTGUNSPRITE
state getweaponcode
else
state quikweaponget
}
enda
// IF NOT USED LATER, DELETE
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor TRIPBOMBSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon TRIPBOMB_WEAPON 1
quote 58
ifspawnedby TRIPBOMBSPRITE
state getweaponcode
else
state quikweaponget
}
enda
// IF NOT USED LATER, DELETE
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor AK47SPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon AK47_WEAPON 50
quote 54
ifspawnedby AK47SPRITE
state getweaponcode
else
state quikweaponget
}
enda
action FIRE_FRAMES -1 14 1 1 1
move FIREVELS
state firestate
ifaction 0
ifrnd 16
{
action FIRE_FRAMES
cstator 128
}
sleeptime 300 // Never let it fall to sleep
ifspawnedby FIRE
{
ifgapzl 16
break
}
else
ifspawnedby FIRE2
{
ifgapzl 16
break
}
ifinwater
killit
ifp palive
ifpdistl 844
ifrnd 32
ifcansee
{
soundonce LNRD_LONGTERM_PAIN
addphealth -1
palfrom 32 32
}
ifactor FIRE
{
ifspawnedby FIRE
break
}
else
ifactor FIRE2
ifspawnedby FIRE2
break
iffloordistl 128
{
ifrnd 128
{
ifcount 84
killit
// This line(and the else below)
// is not necessary, since actors
// with zero x-size are automatically
// deleted anyway!
else
ifcount 42
sizeto 0 0
else
sizeto 32 32
}
}
else
killit
ends
useractor notenemy FIRE WEAK 0 FIREVELS state firestate enda
useractor notenemy FIRE2 WEAK 0 FIREVELS state firestate enda
actor FECES
ifcount 24
{
ifpdistl RETRIEVEDISTANCE
{
ifrnd SWEARFREQUENCY
soundonce LNRD_STEPONFECES
sound STEPNIT
spawn BLOODPOOL // Will be brown
killit
}
}
else
sizeto 32 32
enda
state drop_ammo
ifrnd SPAWNAMMOODDS
spawn AMMO
ends
state drop_sgshells
ifrnd SPAWNAMMOODDS
spawn SHOTGUNAMMO
ends
state drop_shotgun
ifrnd SPAWNAMMOODDS
spawn SHOTGUNSPRITE
ends
state random_wall_jibs
ifrnd 96
shoot BLOODSPLAT1
ifrnd 96
shoot BLOODSPLAT2
ifrnd 96
shoot BLOODSPLAT3
ifrnd 96
shoot BLOODSPLAT4
ifrnd 96
shoot BLOODSPLAT1
ends
state killme
ifp pfacing
ifpdistl 1280
ifhitspace
soundonce KILLME
ends
state hulk_body_jibs
ifrnd 64
guts HULKHEAD1 1
ifrnd 64
guts HULKLEG1 2
ifrnd 64
guts HULKARM1 1
ifrnd 48
spawn BLOODPOOL
ends
action BLOODFRAMES 0 4 1 1 15
actor BLOOD 0 BLOODFRAMES
sizeto 72 72 sizeto 72 72 sizeto 72 72
ifpdistg 3144 killit
ifactioncount 4 killit
enda
// Weapon actors
actor CROWBAR CROWBAR_WEAPON_STRENGTH enda
actor SPIT SPIT_WEAPON_STRENGTH enda
actor AK47 AK47_WEAPON_STRENGTH enda
actor SHOTGUN SHOTGUN_WEAPON_STRENGTH enda
actor FIRELASER FIRELASER_WEAPON_STRENGTH enda
actor HEAVYHBOMB DYNAMITE_WEAPON_STRENGTH enda
actor BOUNCEMINE BOUNCEMINE_WEAPON_STRENGTH enda
actor MORTER MORTER_WEAPON_STRENGTH enda
actor CROSSBOW CROSSBOW_WEAPON_STRENGTH enda
actor ALIENBLASTERBLAST PLASMATHROWER_WEAPON_STRENGTH enda
actor COOLEXPLOSION1 COOL_EXPLOSION_STRENGTH enda
actor TRIPBOMB TRIPBOMB_STRENGTH enda
action WEAP2FRAMES 0 4 1 1 6
actor SHOTSPARK1 CASUL_WEAPON_STRENGTH WEAP2FRAMES
ifdead
killit
ifactioncount 4
killit
else
{
ifactioncount 3
{
ifinwater
spawn WATERBUBBLE
}
else
ifcount 2 nullop
else
ifonwater
spawn WATERSPLASH2
}
enda
include "LEONARD.CON"
include "BILLY.CON"
include "HEN.CON"
include "COOT.CON"
include "MOSQUITO.CON"
// include "COW.CON"
// include "MINION.CON"
// include "HULK.CON"
action ALAVABUBBLE
action ALAVABUBBLEANIM 0 5 1 1 16
useractor notenemy LAVABUBBLE
ifaction 0
{
cstat 32768
action ALAVABUBBLE
}
else
ifaction ALAVABUBBLE
{
ifcount 72
ifrnd 2
{
cstat 0
action ALAVABUBBLEANIM
}
}
else
{
ifactioncount 5
{
cstat 32768
action ALAVABUBBLE
}
}
enda