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LEONARD.CON
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Text File
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1997-07-16
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9KB
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563 lines
/*
LEONARD.CON
Network player
*/
state standard_pjibs
guts JIBS1 1
guts JIBS3 2
guts JIBS4 1
guts JIBS5 1
guts JIBS6 2
guts LNRDTORSO 1
guts LNRDGUN 1
ends
state checksquished
ifsquished
{
addkills 1
sound SQUISHED
state standard_jibs
state random_ooz
killit
}
ends
move DONTGETUP
move SHRUNKVELS 32
move LNRDNOTMOVING
state handle_dead_LNRDs
fall
ifmove 0 // 1st time initializiation...
{
ifrnd 128
cstat 4
else
cstat 0
move LNRDNOTMOVING
}
ifsquished
{
sound SQUISHED
state random_ooz
killit
}
else
ifcount 1024
ifpdistg 4096
killit
else
{
strength 0
ifhitweapon
ifwasweapon RADIUSEXPLOSION
{
state standard_jibs
killit
}
}
ends
action PLYINGFRAMES 0 1 0 1 1
actor LNRDLYINGDEAD 0 PLYINGFRAMES
state handle_dead_LNRDs
enda
action PSTAND 0 1 5 1 1
action PEXPLODE 106 5 1 1 10
action PEXPLODEAD 113 1 1
action PJPHOUVER 15 1 5 1
action PWALK 0 8 5 1 8
action PRUN 40 8 5 1 10
// check if this is an eight
action PWALKBACK 5 8 5 -1 8
action PRUNBACK 45 8 5 -1 10
action PJUMPING 50 4 5 1 30
action PFALLING 140 3 3 1 8
action PDUCKING 165 1 5 1 1
action PCRAWLING 155 8 5 1 20
action PAKICKING 120 4 5 1 25
action PFLINTCHING 145 1 1 1 10
action PTHROWNBACK 145 7 1 1 18
action PLYINGDEAD 153 1 1
action PSWIMMINGGO 80 1 5 1 10
action PSWIMMING 80 3 5 1 13
action PSWIMMINGWAIT 80 1 5 1 13
action PTREDWATER 80 2 5 1 17
move PSTOPED
state lnsndpain
ifrnd 64
soundonce LN_PAIN5
else ifrnd 85
soundonce LN_PAIN6
else ifrnd 128
soundonce LN_PAIN7
else
soundonce LN_PAIN8
ends
state check_pstandard
ifp pwalking
action PWALK
else
ifp pkicking
action PAKICKING
else
ifp pwalkingback
action PWALKBACK
else
ifp prunning
action PRUN
else
ifp prunningback
action PRUNBACK
else
ifp pjumping
action PJUMPING
else
ifp pducking
action PDUCKING
ends
actor APLAYER MAXPLAYERHEALTH PSTAND 0 0
ifaction 0 {
action PSTAND
}
ifdead
{
ifsquished
palfrom 32 63 63 63
else
fall
ifactioncount 7
move 0
else ifactioncount 6
{
ifmultiplayer
nullop
else
{
ifrnd 32
sound LNRD_KILLED5
else
ifrnd 32
sound LN_BNCH
else
ifrnd 32
sound LN_STANK
else
ifrnd 32
sound LN_BITCH
}
}
ifaction PLYINGDEAD
{
ifactioncount 3
move PSTOPED
quote 13
ifhitspace
{
action PSTAND
spawn LNRDLYINGDEAD
resetplayer
}
break
}
ifaction PTHROWNBACK
{
ifactioncount 5
{
spawn BLOODPOOL
action PLYINGDEAD
}
else
ifactioncount 1
move 0
break
}
ifaction PEXPLODEAD
{
quote 13
ifhitspace
{
resetplayer
action PSTAND
}
break
}
ifaction PEXPLODE
{
ifactioncount 5
{
action PEXPLODEAD
spawn BLOODPOOL
}
break
}
ifinwater
{
action PLYINGDEAD
spawn WATERBUBBLE
spawn WATERBUBBLE
}
else
{
action PEXPLODE
state standard_pjibs
cstat 32768
sound SQUISHED
sound LNRD_DEAD
}
tossweapon
break
}
ifsquished
{
strength -1
sound SQUISHED
state random_ooz
break
}
ifp ponmoonshine
{
ifp pstanding
nullop
else
spawn FRAMEEFFECT1
}
ifhitweapon
{
ifdead
{
ifmultiplayer
sound LNRD_KILLED4
}
else
{
ifmultiplayer
{
ifphealthl YELLHURTSOUNDSTRENGTHMP
{
ifrnd 64
sound LN_PAIN2
else ifrnd 85
sound LN_PAIN3
else ifrnd 128
sound LN_PAIN4
else
sound LNRD_DEAD
}
else
{
state lnsndpain
}
}
else
{
ifphealthl YELLHURTSOUNDSTRENGTH
{
ifrnd 74
sound LN_PAIN2
else
ifrnd 8
sound LN_PAIN3
else
sound LN_PAIN4
}
ifrnd 128
sound LN_PAIN8
}
}
ifstrength TOUGH
{
// state headhitstate
sound LNRD_GRUNT
ifp pstanding
action PFLINTCHING
}
ifwasweapon CROSSBOW
{
ifrnd 32
spawn BLOOD
ifdead
state standard_pjibs
palfrom 48 52
break
}
ifwasweapon RADIUSEXPLOSION
{
ifrnd 32
spawn BLOOD
ifdead
state standard_pjibs
palfrom 48 52
break
}
ifwasweapon SHOTSPARK1 {
palfrom 24 48
}
ifwasweapon CROWBAR
palfrom 16 32
ifwasweapon FIRELASER
palfrom 32 32
ifdead
{
action PTHROWNBACK
tossweapon
}
state random_wall_jibs
break
}
ifaction PFLINTCHING
{
ifactioncount 2
action PSTAND
break
}
ifinwater
{
ifaction PTREDWATER
{
ifp pwalking prunning
action PSWIMMINGGO
}
else
ifp pstanding pwalkingback prunningback
action PTREDWATER
else
{
ifaction PSWIMMING
{
ifrnd 4
spawn WATERBUBBLE
ifactioncount 4
action PSWIMMINGWAIT
}
else
ifaction PSWIMMINGWAIT
{
ifactioncount 2
action PSWIMMINGGO
}
else
ifaction PSWIMMINGGO
{
ifactioncount 2
action PSWIMMING
}
else
action PTREDWATER
}
ifrnd 4
spawn WATERBUBBLE // For effect
break
}
else
{
ifaction PTREDWATER
action PSTAND
ifaction PSWIMMING
action PSTAND
ifaction PSWIMMINGWAIT
action PSTAND
ifaction PSWIMMINGGO
action PSTAND
ifaction PJPHOUVER
action PFALLING
}
ifaction PFALLING
{
ifp ponground
action PSTAND
else
{
ifp pfalling
break
else
state check_pstandard
}
}
ifaction PDUCKING
{
ifgapzl 48
{
ifp pwalking pwalkingback prunning prunningback
action PCRAWLING
}
else ifp pducking
{
ifp pwalking pwalkingback prunning prunningback
action PCRAWLING
}
else
{
ifp pstanding
action PSTAND
else
state check_pstandard
}
}
else ifaction PCRAWLING
{
ifgapzl 48
{
ifp pstanding
action PCRAWLING
}
else
ifp pducking
{
ifp pstanding
action PDUCKING
}
else
{
ifp pstanding
action PSTAND
else
state check_pstandard
}
}
else
ifgapzl 48
action PDUCKING
else
ifaction PJUMPING
{
ifp ponground
action PSTAND
else
ifactioncount 4
ifp pfalling
action PFALLING
}
ifp pfalling
action PFALLING
else ifaction PSTAND
{
state check_pstandard
}
else ifaction PAKICKING
{
ifactioncount 2
action PSTAND
break
}
else ifaction PWALK
{
ifp pfalling
action PFALLING
else
ifp pstanding
action PSTAND
else
ifp prunning
action PRUN
else
ifp pwalkingback
action PWALKBACK
else
ifp prunningback
action PRUNBACK
else
ifp pjumping
action PJUMPING
else
ifp pducking
action PDUCKING
}
else ifaction PRUN
{
ifp pstanding
action PSTAND
else
ifp pwalking
action PWALK
else
ifp pwalkingback
action PWALKBACK
else
ifp prunningback
action PRUNBACK
else
ifp pjumping
action PJUMPING
else
ifp pducking
action PDUCKING
}
else ifaction PWALKBACK
{
ifp pstanding
action PSTAND
else
ifp pwalking
action PWALK
else
ifp prunning
action PRUN
else
ifp prunningback
action PRUNBACK
else
ifp pjumping
action PJUMPING
else
ifp pducking
action PDUCKING
}
else
ifaction PRUNBACK
{
ifp pstanding
action PSTAND
else
ifp pwalking
action PWALK
else
ifp prunning
action PRUN
else
ifp pwalkingback
action PWALKBACK
else
ifp pjumping
action PJUMPING
else
ifp pducking
action PDUCKING
}
enda