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Sex Clubs of Paris
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Sex Clubs of Paris.iso
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00064_Script_64
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Text File
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1994-12-05
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4KB
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122 lines
ON pupbuts
repeat with i=5 to 15
puppetsprite i,TRUE
end repeat
End pupbuts
ON unpupbuts
repeat with i=5 to 15
puppetsprite i,FALSE
end repeat
End unpupbuts
On Roll1
if rollover (17) then
set the castnum of sprite 17 to the number of cast "3D BALL2"
updatestage
else set the castnum of sprite 17 to the number of cast "3D BALL"
updatestage
if rollover (18) then
set the castnum of sprite 18 to the number of cast "3D BALL2"
updatestage
else set the castnum of sprite 18 to the number of cast "3D BALL"
updatestage
if rollover (19) then
set the castnum of sprite 19 to the number of cast "3D BALL2"
updatestage
else set the castnum of sprite 19 to the number of cast "3D BALL"
updatestage
if rollover (20) then
set the castnum of sprite 20 to the number of cast "3D BALL2"
updatestage
else set the castnum of sprite 20 to the number of cast "3D BALL"
updatestage
if rollover (21) then
set the castnum of sprite 21 to the number of cast "3D BALL2"
updatestage
else set the castnum of sprite 21 to the number of cast "3D BALL"
updatestage
if rollover (22) then
set the castnum of sprite 22 to the number of cast "3D BALL2"
updatestage
else set the castnum of sprite 22 to the number of cast "3D BALL"
updatestage
End roll1
On Roll2
if rollover (5) then
set the castnum of sprite 5 to the number of cast "BKWD2"
updatestage
else set the castnum of sprite 5 to the number of cast "BKWD"
if rollover (6) then
set the castnum of sprite 6 to the number of cast "FWD2"
updatestage
else set the castnum of sprite 6 to the number of cast "FWD"
if rollover (7) then
set the castnum of sprite 7 to the number of cast "PLAY2"
updatestage
else set the castnum of sprite 7 to the number of cast "PLAY"
if rollover (8) then
set the castnum of sprite 8 to the number of cast "PAUSE2"
updatestage
else set the castnum of sprite 8 to the number of cast "PAUSE"
if rollover (9) then
set the castnum of sprite 9 to the number of cast "RRWD2"
updatestage
else set the castnum of sprite 9 to the number of cast "RRWD"
if rollover (10) then
set the castnum of sprite 10 to the number of cast "FFWD2"
updatestage
else set the castnum of sprite 10 to the number of cast "FFWD"
if rollover (11) then
set the castnum of sprite 11 to the number of cast "VOL.DN2"
updatestage
else set the castnum of sprite 11 to the number of cast "VOL.DN"
if rollover (12) then
set the castnum of sprite 12 to the number of cast "VOL.UP2"
updatestage
else set the castnum of sprite 12 to the number of cast "VOL.UP"
if rollover (13) then
set the castnum of sprite 13 to the number of cast "HIDE2"
updatestage
else set the castnum of sprite 13 to the number of cast "HIDE"
if rollover (14) then
set the castnum of sprite 14 to the number of cast "MENU2"
updatestage
else set the castnum of sprite 14 to the number of cast "MENU"
if rollover (15) then
set the castnum of sprite 15 to the number of cast "QUIT2"
updatestage
else set the castnum of sprite 15 to the number of cast "QUIT"
updatestage
End roll2
On Hide
play "HIDE"
end hide
on volUp
if the SoundLevel = 7 then exit
set the SoundLevel to the SoundLevel + 1
end volUp
on volDn
if the SoundLevel = 0 then exit
set the SoundLevel to the SoundLevel - 1
end volDn
on butns
global action,PauseState,auto
set chan=the clickon
set button=the name of cast(the castnum of sprite the clickon)
set upbut=button
set len=(the number of chars in button)
put "C" into char len of button
set the castnum of sprite chan to the number of cast button
updatestage
repeat while the stillDown
if rollover (chan) = false then exit
end repeat
do action
end butns