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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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tunroom.scp
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1994-12-08
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7KB
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347 lines
//*** TUNNEL ROOM AND OTHER STUFF (GRAVITY RING, ZERO G ROOM, ALIEN TEMPLE)
{ TUNROOM_LOAD
^à╝ = $âé
// IF LEX IS WEARING THE REFLECT SUIT MAKE SURE THE BATTERY CONTINUES
// TO BE DRAINED. -BKA-
@Ç¢ PLAYER
I ( @Ç⌐ (LEXMIR) ) THEN
{
^ä╝ = @Çì REFLECTBATTDRAIN
}
// RESTART BIOREPAIR IF IT IS STILL ACTIVE
I ^ïâ = 1 THEN
^Ä₧ = @Çì BIOREPAIR
// RESET TONFA GUN -BKA
^ïÆ = 0
^ïò = 0
@Ç¥ REREADY_SHRIMP3 // REREADY IF IT EXISTS
@Çì ZEROG_ROOM
@Çì ZEROG_GRAVITY
@Çì ZEROG_TURNING
@Çì TEMPLE_TUBE_ANI
@Çì BOBINGLIGHTS
I ^î╕ != 0 THEN
^î╕ = @Çì LIGHT_ANIM
I ^åö = 1 THEN
{
G TO_DIGS
}
I ^åö = 2 THEN
{
G ZERO_G2
C ZEG3
}
N (^è¬ )
{
U 0
O $Çê
}
^è¬ = 1
^êô = 100
}
{ TUN_LOAD
// WE MAY HAVE JUST COME FROM THE ZERO-G ROOM, SO DUMP US INTO STAND
M STAND CONTINUE
}
//*** TUNNEL ROOM USABLE TRIGGERS
{ TO_DIGS_USE
I ( @ÇÅ ( ^éª , 4 ) != 1) THEN
é
║ ON
A OFF
I @Ç╗ CURFIG DIG_PT > $âÆ THEN
{
G DIG_PT WALK $âÆ
G DIG_PT // KEN'S SUGGESTION TO HAVE HIM SHOOT STRAIGHT
}
E
G DIG_PT // KEN'S SUGGESTION TO HAVE HIM SHOOT STRAIGHT
£ DIG_FACE GRADUAL
£ DIG_FACE
@Ç¥ LEAVETUBEROOM
^åô = 2
S DIGSITE DTUBE_PT
A ON
M STAND CONTINUE // KENS' SUGGESTION TO KEEP FROM FLOATING AFTER
║ OFF
}
{ TO_0G_USE
P ~ÇÇ
I ( @ÇÅ ( ^éª , 2 ) != 1) THEN
é
║ ON
A OFF
I @Ç╗ CURFIG ZG_PT > $âÆ THEN
{
G ZG_PT WALK $âÆ
G ZG_PT // KEN'S SUGGESTION TO HAVE HIM SHOOT STRAIGHT
}
E
G ZG_PT
// LOCK THE CAMERA IN SO THE ZEROG CAMERA DOESN'T FIRE ACCIDENTALLY -BES
C TUN2
£ ZG_FACE GRADUAL
£ ZG_FACE
@Ç¥ LEAVETUBEROOM
A ON
// IT IS CRITICAL THAT GRAVITY BE TURNED OFF BEFORE RUNNING
// THE GO COMMAND HERE, SO THAT LEX WON'T END UP ON THE FLOOR. -KLD
Z CURFIG OFF
u CURFIG OFF
o // FOR KICKS
G GFROMTUN
u CURFIG ON // FOR KICKS
£ 85
r CURFIG ON
// NEGATIVE IS FORWARD, BELIEVE IT OR NOT
R CURFIG 0 -4
è OFF
║ OFF
æ ZEROG_KEYBOARD
}
//{ TMPL_1_USE
//
// IF ( @GETFLAG( _TUBESOPEN, 1 ) != 1) THEN
// RETURN
// GO TO_TMPL
//}
{ TO_GRAV_USE
I ( @ÇÅ ( ^éª , 3 ) != 1) THEN
é
║ ON
A OFF
I @Ç╗ CURFIG GRV_PT > $âÆ THEN
{
G GRV_PT WALK $âÆ
G GRV_PT // KEN'S SUGGESTION TO HAVE HIM SHOOT STRAIGHT
}
E
G GRV_PT
£ GRV_FACE GRADUAL
£ GRV_FACE
@Ç¥ LEAVETUBEROOM
A ON
G FROM_TUN
║ OFF
}
{ TO_TMPL_USE
I ( @ÇÅ ( ^éª , 1 ) != 1) OR ^î╣ = $é╗ THEN
é
║ ON
A OFF
I @Ç╗ CURFIG TMP_PT > $âÆ THEN
{
G TMP_PT WALK $âÆ
G TMP_PT
}
E
G TMP_PT
£ TMP_FACE GRADUAL
£ TMP_FACE
║ OFF // IN CASE GRENADE
// IF ANY OF THE MARINES ARE ALIVE, THEN HAVE THEM SHOOT US DEAD
I @Ç¢ (TMP_MAR_1) THEN
{
I .ÇéÇÇ > 0 THEN
{
@Ç¢ PLAYER
@Ç¥ TUBETOTMPVSGRENADE
//CAPTION "/!Marines grenade us as we go through tube." PAUSE // DO NOT TRANSLATE
}
E
{
I @Ç¢ (TMP_MAR_2) THEN
{
I .ÇéÇÇ > 0 THEN
{
@Ç¢ PLAYER
@Ç¥ TUBETOTMPVSGRENADE
//CAPTION "/!Marines drop grenade on us as we go through tube." PAUSE // DO NOT TRANSLATE
}
E
{
@Ç¢ PLAYER
@Ç¥ LEAVETUBEROOM
}
}
E
Q "/!Can't find Temple_Marine_2!" PAUSE // DO NOT TRANSLATE
}
}
E
Q "/!Can't find Temple_Marine_1!" PAUSE // DO NOT TRANSLATE
@Ç¢ PLAYER
//GO TMPL_1
G TO_TEMP
// IF WE'RE NOT IN OUR MIRROR SUIT, THEN WE CHOKE ON THE AIR AND DIE.
I @Ç⌐ (LEXMIR) = $Ç╗ THEN
{
A OFF
W 20
M CHOKE
o
W 1 SECOND
@Ç¥ KILLLEX
é
}
A ON
}
// FROM GRAV RING
{ TO_TUN
ñ CURFIG
@Ç¥ ENTERTUBEROOM 1
G TO_GRAV
A ON
}
{ TO_BCH
// TRANSIT TO BEACH
S BEACH FROM_TPL
}
// THIS CONTROLS THE ANIMATION OF THE TUBE TO THE TEMPLE.
[ TEMPLE_TUBE_ANI
ó TUN1 TUN2
:TOP
I @ÇÅ (^éª ,1) THEN
{
I ^î╣ = $é╝ THEN
{
^éº = 1
^é▒ = 1
}
E
{
00:10 ^éº = 0
^é▒ = 0
00:20 ^éº = 1
^é▒ = 1
@Çå (`èÇ , 100, -2048)
}
}
E
{
^éº = 0
^é▒ = 0
}
00:20 ò
J #Çë
]
[ BOBINGLIGHTS
ó TUN1 TUN2
:TOP
00:00 ^é╗ = 1
^é╝ = 1
00:02 ^é╗ = 2
^é╝ = 2
00:04 ^é╗ = 3
^é╝ = 3
00:06 ^é╗ = 4
^é╝ = 4
00:08 ^é╗ = 5
^é╝ = 5
00:10 ^é╗ = 6
^é╝ = 6
00:12 ^é╗ = 7
^é╝ = 7
00:14 ^é╗ = 8
^é╝ = 8
00:16 ^é╗ = 9
^é╝ = 9
00:18 ^é╗ = 10
^é╝ = 10
00:20 ^é╗ = 11
^é╝ = 11
00:22 ^é╗ = 12
^é╝ = 12
00:24 ^é╗ = 13
^é╝ = 13
00:26 ^é╗ = 14
^é╝ = 14
00:28 ^é╗ = 15
^é╝ = 15
01:00 ^é╗ = 16
^é╝ = 16
01:02 ^é╗ = 17
^é╝ = 17
01:04 ^é╗ = 18
^é╝ = 18
01:06 ^é╗ = 19
^é╝ = 19
01:08 ^é╗ = 20
^é╝ = 20
01:10 ^é╗ = 21
^é╝ = 21
01:12 ^é╗ = 22
^é╝ = 22
01:14 ^é╗ = 23
^é╝ = 23
01:16 ^é╗ = 24
^é╝ = 24
01:18 ^é╗ = 25
^é╝ = 25
01:20 ^é╗ = 26
^é╝ = 26
01:22 ^é╗ = 27
^é╝ = 27
01:24 ^é╗ = 28
^é╝ = 28
01:26 ^é╗ = 29
^é╝ = 29
01:28 ^é╗ = 30
^é╝ = 30
02:00 ò
J #Çï
]
{ GETACLUE
W 10 SECONDS
i LEX STATUE
}
//$ 26 - version number