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100 Pусских Uгр
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980121_2306.iso
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REDNECK.GRP
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COW.CON
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Text File
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1997-07-16
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4KB
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215 lines
action ACOWSTNDFWD 0 5 5 1 26
action ACOWSTNDREV 15 5 5 -1 26
action ACOWFALL1 20 2 1 1 20
action ACOWFALL2 22 4 1 1 20
action ACOWONGRND 25 1 1 1 1
action ACOWHDLOWER 26 6 5 1 35
action ACOWHDRAISE 51 6 5 -1 35
action ACOWEAT 46 2 5 1 20
action ACOWSCREWEDUP 22 4 1 1 10
move COWSTOP
ai AICOWSTNDFWD ACOWSTNDFWD COWSTOP geth
ai AICOWSTNDREV ACOWSTNDREV COWSTOP geth
ai AICOWHDLOWER ACOWHDLOWER COWSTOP geth
ai AICOWHDRAISE ACOWHDRAISE COWSTOP geth
ai AICOWEAT ACOWEAT COWSTOP geth
ai AICOWFALL1 ACOWFALL1 COWSTOP fleeenemy
ai AICOWFALL2 ACOWFALL2 COWSTOP fleeenemy
ai AICOWSCREWEDUP ACOWSCREWEDUP COWSTOP fleeenemy
useractor enemy COW COWSTRENGTH ACOWSTNDFWD
fall
ifai 0
{
cstator 257
ai AICOWSTNDFWD
}
else ifaction ACOWONGRND
{
// If cows been tipped over
strength 0
ifhitweapon
ifwasweapon RADIUSEXPLOSION
{
sound SQUISHED
guts JIBS2 1
guts JIBS3 2
guts JIBS4 3
guts JIBS5 2
guts JIBS6 3
killit
break
}
}
else
{
// Randomly make cow sounds
ifrnd 1
{
ifrnd 16
{
sound COW3
}
else ifrnd 16
{
sound COW4
}
else ifrnd 16
{
sound COW5
}
else ifrnd 8
{
sound COW1
}
else ifrnd 8
{
sound COW2
}
else ifrnd 8
{
sound COW3
}
}
ifai AICOWFALL2
{
ifactioncount 5
{
iffloordistl 8
sound THUD
action ACOWONGRND
move COWSTOP
break
}
}
else ifai AICOWSCREWEDUP
{
ifactioncount 255
{
// cstator 257
action ACOWONGRND
move COWSTOP
break
}
ifrnd 1
{
ifrnd 16
{
sound COW5
}
else ifrnd 16
{
sound COW1
}
}
}
else ifai AICOWFALL1
{
ifactioncount 2
ai AICOWFALL2
}
// Play the standing frames
// forward then backward
else ifai AICOWSTNDFWD
{
// Lower head to eat
ifrnd 8
{
ai AICOWHDLOWER
break
}
ifactioncount 2
ai AICOWSTNDREV
}
else ifai AICOWSTNDREV
{
ifactioncount 2
ai AICOWSTNDFWD
}
else ifai AICOWHDLOWER
{
ifactioncount 2
ai AICOWEAT
}
else ifai AICOWHDRAISE
{
// ifactioncount 2
ifcount 35
ai AICOWSTNDREV
}
else ifai AICOWEAT
{
// Raise head
ifcount 86
ifrnd 16
{
ai AICOWHDRAISE
break
}
}
}
iftipcow
{
ifactioncount 2
{
ai AICOWSCREWEDUP
}
else
{
sound YEHAA16
ai AICOWFALL1
}
ifrnd 128
sound COW2
else
sound COW3
}
ifhitweapon
{
spawn BLOOD
ifdead
{
addkills 1
ifwasweapon RADIUSEXPLOSION
{
sound SQUISHED
guts JIBS2 1
guts JIBS3 2
guts JIBS4 3
guts JIBS5 2
guts JIBS6 3
killit
}
else ifwasweapon CROSSBOW
{
sound SQUISHED
guts JIBS2 1
guts JIBS3 2
guts JIBS4 3
guts JIBS5 2
guts JIBS6 3
killit
}
else
{
ifai AICOWSCREWEDUP
nullop
else
ai AICOWFALL1
}
}
}
enda