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- --------------------------------------------------------------------------------
- -- Weapon Bin Laden + Projectile Bin Laden
- -- Original Carnage Contest Weapon
- -- Script by DC, March 2010, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.binladen={}
- cc.binladen.binladen={}
-
- -- Load & Prepare Ressources
- cc.binladen.gfx_wpn0=loadgfx("weapons/binladen0.bmp") -- Weapon Image Frame 0
- setmidhandle(cc.binladen.gfx_wpn0)
- cc.binladen.gfx_wpn1=loadgfx("weapons/binladen1.bmp") -- Weapon Image Frame 1
- setmidhandle(cc.binladen.gfx_wpn1)
- cc.binladen.sfx_attack=loadsfx("binladen.ogg") -- Attack Sound Loop
- cc.binladen.sfx_laugh=loadsfx("osamalaugh.ogg") -- Laugh Sound
-
- --------------------------------------------------------------------------------
- -- Weapon: Bin Laden
- --------------------------------------------------------------------------------
-
- cc.binladen.id=addweapon("cc.binladen","Osama bin Laden",cc.binladen.gfx_wpn0,0,2) -- Add Weapon (0 uses, first in round 2)
-
- function cc.binladen.draw() -- Draw
- -- Draw
- if weapon_shots<=0 then
- -- Info
- hudinfo("Hit [Space] once to launch Osama bin Laden!")
- if getplayeraction(0)==0 then
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(getplayerdirection(0),1)
- setrotation(-(20+math.sin(os.clock()*15)*5)*getplayerdirection(0))
- drawimage(cc.binladen.gfx_wpn0,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)-5)
- end
- end
- end
-
- function cc.binladen.attack(attack) -- Attack
- if (weapon_shots<=0) then
- -- Fire a projectile (on release/full charge)
- if (attack==1) then
- -- No more weapon switching!
- useweapon(0)
- -- No more player control!
- playercontrol(0)
- -- Set Round Time (15 sec)
- secondsleft=math.floor(getframesleft()/50)
- changeturntime(15-secondsleft)
- -- Launch
- weapon_shots=weapon_shots+1
- id=createprojectile(cc.binladen.binladen.id)
- projectiles[id]={}
- -- Ignore collision with current player at beginning
- projectiles[id].ignore=playercurrent()
- -- Set initial position of projectile
- projectiles[id].x=getplayerx(0)+getplayerdirection(0)*8
- projectiles[id].y=getplayery(0)-3
- if collision(colplayer,projectiles[id].x,projectiles[id].y)==1 then
- if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
- projectiles[id].x=getplayerx(0)
- end
- end
- -- Set Speeds
- projectiles[id].sy=0
- -- Set direction of projectile
- projectiles[id].dir=getplayerdirection(0)
- -- Animation
- projectiles[id].frame=0
- projectiles[id].timer=0
- -- Timer
- weapon_timer=50
- -- Laugh
- playsound(cc.binladen.sfx_laugh)
- end
- end
- end
-
- --------------------------------------------------------------------------------
- -- Projectile: Bin Laden
- --------------------------------------------------------------------------------
-
- cc.binladen.binladen.id=addprojectile("cc.binladen.binladen") -- Add Projectile
-
- function cc.binladen.binladen.draw(id) -- Draw
- -- Setup draw mode
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(projectiles[id].dir,1)
- -- Sound
- if channelplaying(0)==0 then playsound(cc.binladen.sfx_attack,0) end
- -- Draw projectile
- if projectiles[id].frame==0 then
- drawimage(cc.binladen.gfx_wpn0,projectiles[id].x,projectiles[id].y-2)
- else
- drawimage(cc.binladen.gfx_wpn1,projectiles[id].x,projectiles[id].y-2)
- end
- -- Draw Arrow if out of Screen
- outofscreenarrow(projectiles[id].x,projectiles[id].y)
- -- Info
- hudinfo("Hit [Space] again to detonate Osama bin Laden!")
- end
-
- function cc.binladen.binladen.update(id) -- Update
- -- Timer
- weapon_timer=weapon_timer-1
- -- Animation
- if collision(colplayer,projectiles[id].x,projectiles[id].y+4)==1 then
- projectiles[id].timer=projectiles[id].timer+1
- if projectiles[id].timer>8 then
- projectiles[id].timer=0
- projectiles[id].frame=1-projectiles[id].frame
- end
- else
- projectiles[id].timer=6
- projectiles[id].frame=1
- end
- -- Move Left/Right
- projectiles[id].x=projectiles[id].x+projectiles[id].dir*0.5
- if collision(colplayer,projectiles[id].x,projectiles[id].y)==1 then
- if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
- -- Upwards/Downwards space?
- doturn=1
- for i=1,6,1 do
- if (i%2)==1 then offset=(i+1)/2 else offset=-(i/2) end
- if collision(colplayer,projectiles[id].x,projectiles[id].y+offset)==0 then
- doturn=0; projectiles[id].ignore=0 projectiles[id].y=projectiles[id].y+offset; break
- elseif terraincollision()==0 and objectcollision()==0 and playercollision()==projectiles[id].ignore then
- doturn=0; projectiles[id].y=projectiles[id].y+offset; break
- end
- end
- if doturn==1 then
- -- Move Back / Turn
- projectiles[id].x=projectiles[id].x-projectiles[id].dir*0.5
- projectiles[id].dir=projectiles[id].dir*(-1)
- end
- end
- else
- projectiles[id].ignore=0
- end
- -- Fall Down
- projectiles[id].sy=projectiles[id].sy+getgravity()
- msubt=math.ceil(math.abs(projectiles[id].sy)/3)
- msuby=projectiles[id].sy/msubt
- for i=1,msubt,1 do
- projectiles[id].y=projectiles[id].y+msuby
- -- Collision
- if collision(colplayer,projectiles[id].x,projectiles[id].y)==1 then
- if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
- projectiles[id].sy=0
- projectiles[id].y=projectiles[id].y-msuby
- break
- end
- else
- projectiles[id].ignore=0
- end
- -- Water
- if (projectiles[id].y)>getwatery()-30 then
- stopchannel(0)
- -- Effects
- particle(p_waterhit,projectiles[id].x,projectiles[id].y)
- playsound(sfx_hitwater3)
- -- Free projectile
- freeprojectile(id)
- -- End Turn
- endturn()
- return
- end
- end
- -- Timer / Explode
- if getframesleft()<5 or (weapon_timer<=0 and keydown(key_attack)==1) then
- stopchannel(0)
- -- Splatter
- playsound(sfx_splatter2)
- -- Cause damage
- arealdamage(projectiles[id].x,projectiles[id].y,200,100)
- -- Destroy terrain
- terrainexplosion(projectiles[id].x,projectiles[id].y,90,1)
- -- Crater
- grey=math.random(0,40)
- terrainalphaimage(gfx_crater200,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
- -- Free projectile
- freeprojectile(id)
- -- End Turn
- endturn()
- end
- -- Scroll to projectile
- scroll(projectiles[id].x,projectiles[id].y)
- end