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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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bioforge
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ai_mrn2.scp
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Text File
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1994-11-21
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7KB
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356 lines
{ BCHDEATH_MARINE2
A OFF
@Ç║ (`ë¥ "Marine: Aaahhhh...!")
@Çå (`Ç¢ , 200, 1024)
^îÑ = $Ç╗
K
}
{ TM2R1
I ( ^çô = $Ç╗ ) THEN
é
I ( ^îÑ = $Ç╗ ) THEN
é
// RESET MARINE
I @Ç¢ ( MARINE2 ) = $Ç╗ THEN
{
Q ("CAN'T FIND Marine2 !!");
é
}
^îª = $Ç╗
@Ç¥ READY_MARINE2
}
{ TM2R2
@Ç¥ TM2R1
}
{ TM2V1
I ( ^çô = $Ç╗ ) THEN
é
I ( ^îÑ = $Ç╗ ) THEN
é
I ( ^îª = $Ç╝ ) THEN
é
I ( ^îº != 0 ) THEN
é
^îº = 1
//@@@
@Ç║ `êá $üâ "MARINE: Unit 14 reporting...~I've got motion in sector 5."
}
{ TM2V2
I ( ^çô = $Ç╗ ) THEN
é
I ( ^îÑ = $Ç╗ ) THEN
é
I ( ^îª = $Ç╝ ) THEN
é
I ( ^îº != 1 ) THEN
é
^îº = 2
//@@@
@Ç║ `êí $üâ "MARINE: I've got a motion lock.~Please confirm."
@Ç║ `å│ $Ç╜ "This is Mastaba."
@Ç║ `å┤ $Ç╜ "Lock confirmed - it's him.~Take him out."
}
{ TM2GO1
@Çì ACTIVATE_MARINE2
}
{ TM2GO2
@Çì ACTIVATE_MARINE2
}
{ XSADSD
// HIDE MARINE #3
I ( ^çô = $Ç╗ ) THEN
é
I ( ^î⌐ ) THEN
{
@Ç¢ ( MARINE3A )
Y BCH9
}
// ACTIVATE MARINE #2
@Çì ACTIVATE_MARINE2
}
{ READY_MARINE2 // CALLED DURING LEVEL LOAD
I ( ^çô = $Ç╗ ) THEN
é
I ( ^îÑ = $Ç╗ ) THEN
é
^îª = $Ç╗
I @Ç¢ ( MARINE2 ) = $Ç╗ THEN
{
Q ("CAN'T FIND Marine2 !!");
é
}
Z CURFIG ON
r CURFIG OFF
è ON
ï PLAYER
Y BTN1 BTN2 BTN3 BTN4 BTN5 BCHA BCHB BCHC
I @Çæ (ANYWHERE,BLASTERM2) = $Ç╗ THEN
{
I @ÇÜ (BLASTERM2) THEN
f CARRY
E
{
Q "Can't find blasterM2" // DO NOT TRANSLATE
}
}
ö MARINE2
G PMRN2
£ FMRN2
}
{ ACTIVATE_MARINE2 // CALLED BY A TRIGGER
I ( ^çô = $Ç╗ ) THEN
é
I ( ^îÑ = $Ç╗ ) THEN
é
I ( ^îª = $Ç╝ ) THEN
é
Y BTN1 BTN2 BTN3 BTN4 BTN5 BCHA BCHB BCHC
I @Ç¢ ( MARINE2 ) = $Ç╗ THEN
{
Q ("CAN'T FIND Marine2 !!");
é
}
^îª = $Ç╝
┬
A OFF
G FMRN2 RUN 30
┴
I (^îº > 2) THEN
{
^ïÜ = @Ç║ `êñ $üâ "I wish I could see the~expression on your face."
^ïÖ = @Çÿ ( `êñ )
A ON
é
}
^îº = 3
^ïÜ = @Ç║ `êó $üâ "By the Paragon! He's got some~sort of reflective suit on!"
^ïÖ = @Çÿ ( `êó )
M ATK_SHOOT
A ON
}
{ MARINE2_AI
P ~ÇÇ
^ïá = 0 // SET SUPER-RECOIL COUNTERS TO ZERO
^ïƒ = 0
:TOP
â
I ( ^îª = $Ç╗ ) THEN
J #Çï
// MAKE SURE IT'S OK TO MOVE AROUND AND ATTACK
I ( .ÇéÇâ != $üì ) THEN
J #Çï
~ÇÇ = @Ç¥ MONSTER_MOVE 15
I ( ~ÇÇ > 0 ) THEN
{
N ( ~ÇÇ )
{
U 1
I @Çô ("atk_m1") != $Ç╝ THEN
M ATK_M1 CONTINUE
X ÇÇ
U 2
I @Çô ("atk_m2") != $Ç╝ THEN
M ATK_M2 CONTINUE
X ÇÇ
U 3
I @Çô ("atk_m3") != $Ç╝ THEN
M ATK_M3 CONTINUE
X ÇÇ
U 4
U 6
┴
X ÇÇ
U 7
I @Çô ("atk_m7") != $Ç╝ THEN
M ATK_M7 CONTINUE
X ÇÇ
U 8
I @Çô ("atk_m8") != $Ç╝ THEN
M ATK_M8 CONTINUE
X ÇÇ
U 9
I @Çô ("atk_m9") != $Ç╝ THEN
M ATK_M9 CONTINUE
X ÇÇ
U 10
┴
M ATK_SHOOT
X ÇÇ
}
}
E
{
@Çì LUTHOR_ATTACK
}
â
J #Çï
}
{ MARINE2_STIMULUS( _DAMAGE )
:GOT_HIT
I ( @Çó ( ^ïÜ ) == $Ç╝ ) THEN
( ^ïÖ )
é
:SUPER_RECOIL
^ïƒ ++
I (^ïƒ = 1) THEN
{
//@@@
^ï¥ = @Ç║ `ç╣ $üé "It's a bad idea to get in my way right now."
^ï₧ = @Çÿ ( `ç╣ )
}
I (^ïƒ = 3) THEN
{
//@@@
^ï¥ = @Ç║ `ç║ $üé "You people have worse problems to worry~about in this place than me!"
^ï₧ = @Çÿ ( `ç║ )
}
I (^ïƒ = 5) THEN
^ïƒ = 0
é
:PLAYER_SUPER_RECOILED
^ïá ++
A OFF
@Ç¥ READY_MONSTER_TAUNT
I (^ïá = 1) THEN
{
//@@@
^ïÜ = @Ç║ `êú $üâ "You want the job done right,~call the professionals."
^ïÖ = @Çÿ ( `êú )
M C_TAUNT1 CONTINUE
}
I (^ïá = 3) THEN
{
//@@@
^ïÜ = @Ç║ `êñ $üâ "I wish I could see the~expression on your face."
^ïÖ = @Çÿ ( `êñ )
M C_TAUNT1 CONTINUE
}
I (^ïá = 5) THEN
^ïá = 0
@Ç¥ PAUSE_FOR_SUBTITLE
M ATK_STAND CONTINUE
A ON
é
:KILLED_PLAYER
I ( ^îÑ = $Ç╗ ) THEN
é
A OFF
M ATK_M2 CONTINUE
W 20
┴
M ATK_STAND CONTINUE
W 1 SECONDS
M TAUNT1 CONTINUE
//@@@
^ïÜ = @Ç║ `êÑ $üâ "MARINE: Our comrades are avenged."
@Ç¥ PAUSE_FOR_SUBTITLE
â
M STAND CONTINUE
}
{ MARINE2_DEATH
^îÑ = $Ç╗
@Ç¢ (MARINE2)
║ ON
M DIE
o
u CURFIG OFF
// HAVE HIM DROP THE KEY DEVICE
I @Çæ (RTHAND,BLASTERM2) THEN
{
@ÇÜ (RTHAND)
f GROUND
}
E
Q "I've lost me BlasterM2 device!" // DO NOT TRANSLATE
@Ç¢ (PLAYER)
A OFF
M ATK_M2 CONTINUE
W 20
┴
è OFF
M STAND CONTINUE
W 1 SECONDS
M TAUNT2 CONTINUE
@Çì GROWL 5
//@@@
@Ç║ `ç╗ $üé "If you only knew what happened here,~you'd turn your guns on them instead!"
A ON
C UNLOCK
}
// _MARINE2_ACTIVE = _FALSE
// DEFINEVIEWINGCAMS BTN1 BTN2 BTN3 BTN4 BTN5 BCHA BCHB BCHC
// GO FMRN2 RUN 40
// GO PMRN2 RUN 40
// GO PMRN2
// FACE FMRN2
//$ 26 - version number