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- --------------------------------------------------------------------------------
- -- Weapon Super Bridge Kit
- -- Original Carnage Contest Weapon
- -- Script by DC, August 2009, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.superbridgekit={}
-
- -- Load & Prepare Ressources
- cc.superbridgekit.gfx_wpn=loadgfx("weapons/superbridgekit.bmp") -- Weapon Image
- setmidhandle(cc.superbridgekit.gfx_wpn)
- cc.superbridgekit.gfx_stone=loadgfx("buildings/bridgepart.bmp") -- Bridge Part Image
- setmidhandle(cc.superbridgekit.gfx_stone)
- cc.superbridgekit.sfx_build=loadsfx("buildwood.ogg") -- Build Sound
-
- --------------------------------------------------------------------------------
- -- Weapon: Super Bridge Kit
- --------------------------------------------------------------------------------
-
- cc.superbridgekit.id=addweapon("cc.superbridgekit","Super Bridge Kit",cc.superbridgekit.gfx_wpn,0) -- Add Weapon (0 uses)
- cc.superbridgekit.ammo=100 -- Parts
-
- function cc.superbridgekit.draw() -- Draw
- -- HUD Positioning
- if weapon_mode==0 then
- hudpositioning(pos_build,cc.superbridgekit.gfx_stone,150)
- end
- end
-
- function cc.superbridgekit.attack(attack) -- Attack
- -- Start Point
- if (weapon_mode==0) and (weapon_position==1) then
- weapon_position=0
- if weapon_x>getplayerx(0) then
- weapon_mode=1
- else
- weapon_mode=-1
- end
- -- No more weapon switching!
- useweapon(0)
- -- Make sure that there is enough round time
- secondsleft=math.floor(getframesleft()/50)
- changeturntime(30-secondsleft)
- end
- -- Build (auto!)
- if (weapon_mode~=0) and (weapon_shots<cc.superbridgekit.ammo) then
- -- Scroll to position
- scroll(weapon_x,weapon_y)
- -- Timer
- weapon_timer=weapon_timer-1
- if weapon_timer<=0 then
- weapon_timer=10
- weapon_shots=weapon_shots+1
- -- Check Buildplace
- if collision(cc.superbridgekit.gfx_stone,weapon_x,weapon_y)==0 and weapon_x>0 and weapon_x<getmapwidth() then
- -- Draw
- terrainimage(cc.superbridgekit.gfx_stone,weapon_x,weapon_y)
- -- Effect
- playsound(cc.superbridgekit.sfx_build)
- particle(p_smoke,weapon_x,weapon_y)
- -- Change Offset
- weapon_x=weapon_x+(20*weapon_mode)
- else
- weapon_shots=cc.superbridgekit.ammo
- end
- -- End Turn?
- if (weapon_shots>=cc.superbridgekit.ammo) then
- endturn()
- end
- end
- end
- end