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Text File  |  2002-01-25  |  7.1 KB  |  198 lines

  1. property pTimeRelease, pFaster, pAmmoOut
  2. global gIntro, gSkewOffset1, gSkewOffset2, gSkewOffset3, gSkewOffset4, gSkewOffset5, gPlayerDead, gPlayOnce, gPropellerSpeed
  3.  
  4. on beginSprite
  5.   pAmmoOut = 0
  6.   pFaster = 200
  7.   pTimeRelease = the timer + random(pFaster)
  8. end
  9.  
  10. on exitFrame me
  11.   drawDepthField()
  12.   machineGun()
  13.   if gPlayerDead = 0 then
  14.     Alarm()
  15.     TakeDamage()
  16.   else
  17.     if sprite(200).blend > 0 then
  18.       sprite(200).blend = sprite(200).blend - 2
  19.     end if
  20.     if gPlayOnce = 1 then
  21.       puppetSound(5, "explosion_11b")
  22.       puppetSound(6, "propeller_sputter_boom")
  23.       gPlayOnce = 0
  24.     end if
  25.     if sprite(119).blend < 100 then
  26.       sprite(119).blend = sprite(119).blend + 2
  27.       sprite(120).blend = sprite(120).blend - 2
  28.       if gPropellerSpeed > 0 then
  29.         if random(2) = 1 then
  30.           gPropellerSpeed = gPropellerSpeed - 1
  31.         end if
  32.       end if
  33.     end if
  34.     sprite(119).rotation = sprite(119).rotation + gPropellerSpeed
  35.     sprite(122).blend = 0
  36.     sprite(123).blend = 0
  37.     sprite(125).locH = sprite(125).locH + 5
  38.     sprite(125).locV = sprite(125).locV + 4
  39.     sprite(120).locH = sprite(120).locH + 5
  40.     sprite(120).locV = sprite(120).locV + 4
  41.     sprite(119).loc = sprite(120).loc
  42.     sprite(125).member = "below0010"
  43.     sprite(150).loc = sprite(125).loc
  44.     sprite(150).blend = 30
  45.     sprite(150).visible = 1
  46.     sprite(200).visible = 1
  47.     case random(6) of
  48.       1:
  49.         sprite(150).member = "Smoke_1"
  50.       2:
  51.         sprite(150).member = "Smoke_2"
  52.       3:
  53.         sprite(150).member = "Smoke_3"
  54.       4:
  55.         sprite(150).member = "Smoke_4"
  56.       5:
  57.         sprite(150).member = "Smoke_5"
  58.       6:
  59.         sprite(150).member = "Smoke_6"
  60.     end case
  61.     if sprite(125).locH > 750 then
  62.       go(30)
  63.     end if
  64.   end if
  65.   if gIntro = 1 then
  66.     sprite(186).right = 485
  67.     sprite(119).blend = 0
  68.     sprite(125).locV = sprite(125).locV + 1
  69.     sprite(123).locV = sprite(123).locV + 1
  70.     sprite(122).locV = sprite(122).locV + 1
  71.     sprite(120).locV = sprite(120).locV + 1
  72.     sprite(119).locV = sprite(119).locV + 1
  73.     if sprite(125).locV >= 73 then
  74.       gIntro = 0
  75.     end if
  76.   end if
  77.   if pTimeRelease < the timer then
  78.     pTimeRelease = the timer + random(pFaster) + pFaster
  79.     pFaster = pFaster - 1
  80.     if sprite(50).pEnemyAlive = 0 then
  81.       sprite(50).pEnemyAlive = 1
  82.       gSkewOffset1 = random(540) + 20
  83.     else
  84.       if (sprite(54).pEnemyAlive = 0) and (the timer > 6000) then
  85.         sprite(54).pEnemyAlive = 1
  86.         gSkewOffset4 = random(540) + 20
  87.       else
  88.         if sprite(52).pEnemyAlive = 0 then
  89.           sprite(52).pEnemyAlive = 1
  90.           gSkewOffset2 = random(540) + 20
  91.         else
  92.           if (sprite(56).pEnemyAlive = 0) and (the timer > 12000) then
  93.             sprite(56).pEnemyAlive = 1
  94.             gSkewOffset5 = random(540) + 20
  95.           else
  96.             gSkewOffset3 = random(540) + 20
  97.             if (the timer > 600) and (pAmmoOut = 0) then
  98.               sprite(70).pCrateAlive = 1
  99.               sprite(70).visible = 1
  100.               sprite(70).locV = 600
  101.               sprite(70).blend = 100
  102.               pAmmoOut = pAmmoOut + 1
  103.             else
  104.               if (the timer > 1400) and (pAmmoOut = 1) then
  105.                 sprite(70).pCrateAlive = 1
  106.                 sprite(70).visible = 1
  107.                 sprite(70).locV = 600
  108.                 sprite(70).blend = 100
  109.                 pAmmoOut = pAmmoOut + 1
  110.               else
  111.                 if (the timer > 3000) and (pAmmoOut = 2) then
  112.                   sprite(70).pCrateAlive = 1
  113.                   sprite(70).visible = 1
  114.                   sprite(70).locV = 600
  115.                   sprite(70).blend = 100
  116.                   pAmmoOut = pAmmoOut + 1
  117.                 else
  118.                   if (the timer > 4500) and (pAmmoOut = 3) then
  119.                     sprite(70).pCrateAlive = 1
  120.                     sprite(70).visible = 1
  121.                     sprite(70).locV = 600
  122.                     sprite(70).blend = 100
  123.                     pAmmoOut = pAmmoOut + 1
  124.                   else
  125.                     if (the timer > 5900) and (pAmmoOut = 4) then
  126.                       sprite(70).pCrateAlive = 1
  127.                       sprite(70).visible = 1
  128.                       sprite(70).locV = 600
  129.                       sprite(70).blend = 100
  130.                       pAmmoOut = pAmmoOut + 1
  131.                     else
  132.                       if (the timer > 7500) and (pAmmoOut = 5) then
  133.                         sprite(70).pCrateAlive = 1
  134.                         sprite(70).visible = 1
  135.                         sprite(70).locV = 600
  136.                         sprite(70).blend = 100
  137.                         pAmmoOut = pAmmoOut + 1
  138.                       else
  139.                         if (the timer > 9200) and (pAmmoOut = 6) then
  140.                           sprite(70).pCrateAlive = 1
  141.                           sprite(70).visible = 1
  142.                           sprite(70).locV = 600
  143.                           sprite(70).blend = 100
  144.                           pAmmoOut = pAmmoOut + 1
  145.                         else
  146.                           if (the timer > 11000) and (pAmmoOut = 6) then
  147.                             sprite(70).pCrateAlive = 1
  148.                             sprite(70).visible = 1
  149.                             sprite(70).locV = 600
  150.                             sprite(70).blend = 100
  151.                             pAmmoOut = pAmmoOut + 1
  152.                           else
  153.                             if (the timer > 12900) and (pAmmoOut = 7) then
  154.                               sprite(70).pCrateAlive = 1
  155.                               sprite(70).visible = 1
  156.                               sprite(70).locV = 600
  157.                               sprite(70).blend = 100
  158.                               pAmmoOut = pAmmoOut + 1
  159.                             else
  160.                               if (the timer > 14900) and (pAmmoOut = 8) then
  161.                                 sprite(70).pCrateAlive = 1
  162.                                 sprite(70).visible = 1
  163.                                 sprite(70).locV = 600
  164.                                 sprite(70).blend = 100
  165.                                 pAmmoOut = pAmmoOut + 1
  166.                               else
  167.                                 if (the timer > 17000) and (pAmmoOut = 9) then
  168.                                   sprite(70).pCrateAlive = 1
  169.                                   sprite(70).visible = 1
  170.                                   sprite(70).locV = 600
  171.                                   sprite(70).blend = 100
  172.                                   pAmmoOut = pAmmoOut + 1
  173.                                 else
  174.                                   if (the timer mod 5000) = 0 then
  175.                                     sprite(70).pCrateAlive = 1
  176.                                     sprite(70).visible = 1
  177.                                     sprite(70).locV = 600
  178.                                     sprite(70).blend = 100
  179.                                   end if
  180.                                 end if
  181.                               end if
  182.                             end if
  183.                           end if
  184.                         end if
  185.                       end if
  186.                     end if
  187.                   end if
  188.                 end if
  189.               end if
  190.             end if
  191.           end if
  192.         end if
  193.       end if
  194.     end if
  195.   end if
  196.   go(the frame)
  197. end
  198.