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GAME.CON
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1997-07-16
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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 JIBBED12
else
globalsound JIBBED1
}
else
globalsound JIBBED9
}
else
{
ifrnd 128
{
ifrnd 128
globalsound LN_FLYOP
else
globalsound JIBBED2
}
else
globalsound WUSSLAF
}
}
else
{
ifrnd 128
{
ifrnd 128
globalsound LN_SHTHD
else
globalsound JIBBED5
}
else
globalsound LN_RODE
}
}
else
{
ifrnd 128
{
ifrnd 128
{
ifrnd 128
globalsound JIBBED11
else
globalsound JIBBED13
}
else
{
ifrnd 128
globalsound JIBBED3
else
globalsound JIBBED8
}
}
else
{
ifrnd 128
{
ifrnd 128
globalsound JIBBED6
else
globalsound JIBBED4
}
else
{
ifrnd 128
globalsound JIBBED10
else
globalsound JIBBED7
}
}
}
}
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
state minion_shitshower
guts MINJIBA 1
guts MINJIBB 1
guts MINJIBC 1
ends
state standard_minionjibs
guts JIBS2 1
guts JIBS3 2
guts MINJIBA 1
guts MINJIBB 1
guts MINJIBC 1
ifrnd 6
{
guts JIBS1 1
spawn BLOODPOOL
} // spine
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
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
{
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 LN_PAIN8
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 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
action EXPLOSION3_FRAMES -1 20 1 1 4
actor EXPLOSION3 1 EXPLOSION3_FRAMES
sizeat 64 64
ifactioncount 20
killit
enda
actor EXPLOSION2BOT 1 EXPLOSION_FRAMES
ifactioncount 20
killit
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
*/
// This is for TESLA RAY
useractor notenemy TESLA
ifaction 0
{
ifpdistl 1024 {
addphealth -2
}
soundonce TESLARC
// cstat 257
cstat 17
}
enda
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
state getcode
ifactor ECLAIRHEALTH
globalsound YEHAA16 // GETECLAIRHEALTH
else
globalsound JUG
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 LN_HUSH
else
ifrnd 96
globalsound LN_HOLD
else
ifrnd 128
globalsound LN_HOTDM
else
ifrnd 140
globalsound LN_STINK
else
ifrnd 128
globalsound LN_BBQ
else
globalsound LN_SCREW
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 TELEPORT
}
ends
// Play a sound when player picks up item
// then delete sprite from map
state quikget
ifactor ECLAIRHEALTH
globalsound YEHAA16 // GETECLAIRHEALTH
else
globalsound JUG
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 COWPIE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifcount 6
ifpdistl RETRIEVEDISTANCE
ifpinventory GET_COWPIE COWPIE_AMOUNT
ifcanseetarget
{
addinventory GET_COWPIE COWPIE_AMOUNT
quote 88
ifspawnedby COWPIE
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 SNORKLE
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 SNORKLE
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 TEATGUN
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor TEATAMMO
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
addammo TEATGUN_WEAPON 50
quote 47
ifspawnedby TEATAMMO
state getcode
else
state quikget
}
enda
// Extra ammo for SAWBLADE GUN
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor BLADEAMMO
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
addammo THROWSAW_WEAPON 20
quote 48
ifspawnedby BLADEAMMO
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 6
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 RIFLEAMMO
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
addammo RIFLE_WEAPON RIFLEAMMOAMOUNT
quote 63
ifspawnedby RIFLEAMMO
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 ALIENARMGUN
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon ALIENBLASTER_WEAPON 33
quote 87
ifspawnedby ALIENARMGUN
state getweaponcode
else
state quikweaponget
}
enda
// 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
// Play a sound when player picks up item
// then delete sprite from map
// OR setup to be respawned
actor BOWLINGBALLSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon BOWLINGBALL_WEAPON 1
quote 60
ifspawnedby BOWLINGBALLSPRITE
state getweaponcode
else
state quikweaponget
}
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
ifaction 0 {
cstat 256
}
ifmove RESPAWN_ACTOR_FLAG state respawnit
ifhitweapon
{
spawn EXPLOSION3
soundonce DYNEW
spawn BURNING
hitradius POWDERKEGBLASTRADIUS POWDERKEG_STRENGTH POWDERKEG_STRENGTH POWDERKEG_STRENGTH POWDERKEG_STRENGTH
killit
break
}
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon DYNAMITE_WEAPON DYNAMITEBOX
addammo CROSSBOW_WEAPON DYNAMITEBOX
quote 55
ifspawnedby HBOMBAMMO
state getweaponcode
else
state quikweaponget
}
enda
// 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
addammo DYNAMITE_WEAPON DYNAMITEBOX
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
actor BUZSAWSPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon THROWSAW_WEAPON 10
quote 61
ifspawnedby BUZSAWSPRITE
state getweaponcode
else
state quikweaponget
}
enda
actor TEATGUN
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon TEATGUN_WEAPON 50
quote 59
ifspawnedby TEATGUN
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 POWDERKEGSPRITE
fall
ifaction 0
{
cstat 256
}
ifhitweapon
{
spawn EXPLOSION2
soundonce DYNEW
spawn BURNING
hitradius POWDERKEGBLASTRADIUS POWDERKEG_STRENGTH POWDERKEG_STRENGTH POWDERKEG_STRENGTH POWDERKEG_STRENGTH
killit
break
}
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 60
ifcanseetarget
{
ifgotweaponce 0
break
addweapon POWDERKEG_WEAPON 1
quote 58
ifspawnedby POWDERKEGSPRITE
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 RIFLESPRITE
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifgotweaponce 0
break
addweapon RIFLE_WEAPON 30
quote 54
ifspawnedby RIFLESPRITE
state getweaponcode
else
state quikweaponget
}
enda
action FIRE_FRAMES -1 14 1 1 8
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 LN_PAIN8
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
state drop_ammo
ifrnd SPAWNAMMOODDS
spawn AMMO
ends
state drop_pistol
// ifrnd SPAWNAMMOODDS
spawn FIRSTGUNSPRITE
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
action BLOODFRAMES 0 4 1 1 15
actor BLOOD 0 BLOODFRAMES
sizeto 48 48 sizeto 48 48 sizeto 48 48
ifpdistg 3144 killit
ifactioncount 4 killit
enda
action SAWBLADE 0 1 1 1 1
actor CIRCLESTUCK 0 SAWBLADE
ifactioncount 256
{
fall
iffloordistl 8 {
lotsofglass 3
killit
}
}
enda
useractor enemy UFOBEAM THROWSAW_WEAPON_STRENGTH enda
action DESTROYER 0 1 1 1 1
ai AIDESTROYER DESTROYER 0 faceplayer
ai AIDESTROYER1 DESTROYER 0 faceplayer
ai AIDESTROYER2 DESTROYER 0 faceplayer
useractor notenemy DESTRUCTO MEGASTRENGTH
ifaction 0 {
ifspritepal 0
{
cstat 256
}
else {
cstat 0
}
cstator 32768
ai AIDESTROYER
}
ifhitweapon {
ai AIDESTROYER1
}
ifai AIDESTROYER1
{
ifactioncount 1
{
destroyit
ifrnd 32
sound DYNEW
else
soundonce DYNEW
ifrnd 128
{
spawn BURNING
killit
}
else
{
ai AIDESTROYER2
}
}
ifactioncount 0
{
ifspritepal 0
{
destroyit
spawn EXPLOSION2
soundonce DYNEW
spawn BURNING
killit
}
ifspritepal 1
{
destroyit
spawn EXPLOSION2
soundonce DYNEW
spawn BURNING
killit
}
}
}
ifai AIDESTROYER2
{
ifrnd 128
{
spawn EXPLOSION2
ifrnd 32
sound DYNEW
else
soundonce DYNEW
ifrnd 32
{
killit
}
}
}
enda
// Weapon actors
actor CROWBAR CROWBAR_WEAPON_STRENGTH enda
actor SHITBALL SHITBALL_WEAPON_STRENGTH enda
actor RIFLE RIFLE_WEAPON_STRENGTH enda
actor SHOTGUN SHOTGUN_WEAPON_STRENGTH enda
actor FIRELASER FIRELASER_WEAPON_STRENGTH enda
actor DYNAMITE DYNAMITE_WEAPON_STRENGTH enda
actor BOUNCEMINE BOUNCEMINE_WEAPON_STRENGTH enda
actor MORTER MORTER_WEAPON_STRENGTH enda
actor TESLABALL MORTER_WEAPON_STRENGTH enda
actor CROSSBOW CROSSBOW_WEAPON_STRENGTH enda
// actor ALIENBLASTERBLAST PLASMATHROWER_WEAPON_STRENGTH enda
// actor COOLEXPLOSION1 COOL_EXPLOSION_STRENGTH enda
actor BUZSAW BUZSAW_WEAPON_STRENGTH enda
actor OWHIP ALIENGISMO_WEAPON_STRENGTH enda
actor UWHIP ALIENGISMO_WEAPON_STRENGTH enda
actor DILDO PLASMATHROWER_WEAPON_STRENGTH enda
action SAWBLADE1 0 7 1 1 10
actor CIRCLESAW THROWSAW_WEAPON_STRENGTH SAWBLADE1 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
else
ifonmud
spawn MUD
}
enda
include "LEONARD.CON"
include "BILLY.CON"
include "HEN.CON"
include "COOT.CON"
include "MOSQUITO.CON"
include "COW.CON"
include "PIG.CON"
include "MINION.CON"
include "HULK.CON"
// include "EVILLEN.CON"
include "TORNADO.CON"
include "SHERIFF.CON"
include "VIXEN.CON"
include "BUBBA.CON"
include "DOG.CON"
include "CRICKETC.CON"
include "TURDBOSS.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
*/
action TIKI 0 1 1 1 1
action TIKI_ANIM 24 2 1 1 1
move NO_MOVE
ai AITIKILAMP1 TIKI NO_MOVE
ai AITIKILAMP2 TIKI_ANIM NO_MOVE
useractor notenemy TIKILAMP REALLYTOUGH
ifaction 0
{
cstat 256
ai AITIKILAMP1
}
ifhitweapon {
ai AITIKILAMP2
}
enda
useractor enemy MINECARTKILLER MEGASTRENGTH
ifaction 0
{
cstator 32768
}
ifpdistl 1024
{
addphealth -1000
wackplayer
}
enda
action BUSTAWINDOWA 0 1 1 1 1
action BUSTAWINDOWB 1 1 1 1 1
ai AIBUSTAWIN4A BUSTAWINDOWA NO_MOVE
ai AIBUSTAWIN4B BUSTAWINDOWB NO_MOVE
useractor notenemy BUSTAWIN4A WEAK
ifhitweapon {
ai AIBUSTAWIN4B
sound GLASSSND
lotsofglass 10
}
enda
action BUSTAWINDOWC 0 1 1 1 1
action BUSTAWINDOWD 1 1 1 1 1
ai AIBUSTAWIN5A BUSTAWINDOWC NO_MOVE
ai AIBUSTAWIN5B BUSTAWINDOWD NO_MOVE
useractor notenemy BUSTAWIN5A WEAK
ifhitweapon {
ai AIBUSTAWIN5B
sound GLASSSND
lotsofglass 8
}
enda