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- on exitFrame
- global gbRollShoot1, gbRollShoot2, gbRollShoot3, giInPlay, gobackto, biggie
- set gobackto to the frame
- repeat with x = 2 to 4
- if rollOver(x) then
- set the cursor of sprite x to [563, 564]
- end if
- end repeat
- repeat with x = 5 to 8
- if rollOver(x) then
- set the cursor of sprite x to [561, 562]
- end if
- end repeat
- set the cursor of sprite 10 to [561, 562]
- repeat with x = 28 to 31
- if rollOver(x) then
- set the cursor of sprite x to [561, 562]
- end if
- end repeat
- if rollOver(16) and (gbRollShoot1 <> 1) then
- repeat with i = 12 to 14
- set the visible of sprite i to 1
- end repeat
- set gbRollShoot1 to 1
- else
- if not rollOver(16) and (gbRollShoot1 <> 0) then
- repeat with i = 12 to 14
- set the visible of sprite i to 0
- end repeat
- set gbRollShoot1 to 0
- end if
- end if
- if rollOver(17) and (gbRollShoot2 <> 1) then
- set the visible of sprite 10 to 1
- set gbRollShoot2 to 1
- else
- if not rollOver(17) and (gbRollShoot2 <> 0) then
- set the visible of sprite 10 to 0
- set gbRollShoot2 to 0
- end if
- end if
- if rollOver(18) and (gbRollShoot3 <> 1) then
- repeat with i = 5 to 8
- set the visible of sprite i to 1
- end repeat
- set gbRollShoot3 to 1
- else
- if not rollOver(18) and (gbRollShoot3 <> 0) then
- repeat with i = 5 to 8
- set the visible of sprite i to 0
- end repeat
- set gbRollShoot3 to 0
- end if
- end if
- if giInPlay = 1 then
- if the timer > 100 then
- startTimer()
- cNextShot(2)
- end if
- end if
- go(the frame)
- end
-