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global depthFieldSO, depthFieldMaxShades, depthFieldMaxHeight, ddepthFieldBaseAltitude, depthFieldCounter, bullets, gTempTime, gTemp, gTemp2, gSkewOffset1, gSkewOffset2, gSkewOffset3, gSkewOffset4, gSkewOffset5, gOceanSkew, gPlaneHit, gShock, gPlayerLife, gGameTime, gIntro, gPlayerDead, gPlayOnce, gPropellerSpeed, gAnimateLight, gAmmo, gScore, gShipsDestroyed on startMovie sprite(119).visible = 0 sprite(150).visible = 0 sprite(200).visible = 0 sprite(70).locV = 600 gScore = 0 member("score text").text = "score:" && string(gScore) gShipsDestroyed = 0 member("kills text").text = "ships:" && string(gShipsDestroyed) sprite(186).right = 485 gAnimateLight = 0 gAmmo = 500 member("ammo text").text = string(gAmmo) gPropellerSpeed = 40 gPlayerDead = 0 gGameTime = 0 gPlayerLife = 100 gPlaneHit = 0 gShock = 1 gPlayOnce = 1 gIntro = 1 sprite(122).blend = 0 sprite(123).blend = 0 sprite(200).blend = 0 sprite(150).blend = 0 sprite(119).blend = 0 repeat with gTemp = 5 to 24 sprite(gTemp).blend = 0 end repeat repeat with gTemp = 75 to 80 sprite(gTemp).visible = 0 end repeat puppetSound(6, "engine") sound(6).fadeIn(3000) puppetSound(7, "wind") cursor(member("crossHair")) bullets = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] gTempTime = 0 gSkewOffset1 = float(sprite(50).locH) gSkewOffset2 = float(sprite(52).locH) gSkewOffset3 = float(sprite(115).locH) gOceanSkew = 0.0 initializeField() startTimer() end on initializeField depthFieldSO = 25 depthFieldMaxShades = 8 depthFieldMaxHeight = 350 ddepthFieldBaseAltitude = 440 depthFieldCounter = 0 end on drawDepthField depthFieldCounter = depthFieldCounter + 1.0 shadeIncrement = 100.0 / depthFieldMaxShades repeat with wRep = 1 to depthFieldMaxShades wSprite = depthFieldSO + wRep repAim1 = (shadeIncrement * wRep) + (depthFieldCounter mod shadeIncrement) locY1 = integer(cos(repAim1 * PI / 180) * -depthFieldMaxHeight) repAim2 = (shadeIncrement * (wRep + 1)) + (depthFieldCounter mod shadeIncrement) locY2 = integer(cos(repAim2 * PI / 180) * -depthFieldMaxHeight) set the locV of sprite wSprite to locY1 + ddepthFieldBaseAltitude set the width of sprite wSprite to locY2 - locY1 set the blend of sprite wSprite to repAim1 - 10 sprite(wSprite).skew = (mouseH() - 290) / 40 if sprite(wSprite).skew > 5 then sprite(wSprite).skew = 5 else if sprite(wSprite).skew < -5 then sprite(wSprite).skew = -5 end if end if if sprite(wSprite).skew < 5 then if sprite(125).member.name <> ("below" & "000" & integer(5 + sprite(wSprite).skew)) then sprite(125).member = "below" & "000" & integer(5 + sprite(wSprite).skew) end if next repeat end if if sprite(125).member.name <> ("below" & "00" & integer(5 + sprite(wSprite).skew)) then sprite(125).member = "below" & "00" & integer(5 + sprite(wSprite).skew) end if end repeat if gPlayerDead = 0 then if sprite(50).pEnemyAlive = 1 then gSkewOffset1 = gSkewOffset1 - sprite(wSprite).skew if gSkewOffset1 > 780 then gSkewOffset1 = -290 else if gSkewOffset1 < -290 then gSkewOffset1 = 780 end if end if sprite(50).locH = gSkewOffset1 end if if sprite(52).pEnemyAlive = 1 then gSkewOffset2 = gSkewOffset2 - sprite(wSprite).skew if gSkewOffset2 > 780 then gSkewOffset2 = -290 else if gSkewOffset2 < -290 then gSkewOffset2 = 780 end if end if sprite(52).locH = gSkewOffset2 end if if sprite(54).pEnemyAlive = 1 then gSkewOffset4 = gSkewOffset4 - (sprite(wSprite).skew / 2) if sprite(54).locH > 290 then gSkewOffset4 = gSkewOffset4 - 0.5 else if sprite(54).locH < 290 then gSkewOffset4 = gSkewOffset4 + 0.5 end if end if if gSkewOffset4 > 780 then gSkewOffset4 = -290 else if gSkewOffset4 < -290 then gSkewOffset4 = 780 end if end if sprite(54).locH = integer(gSkewOffset4) end if if sprite(56).pEnemyAlive = 1 then gSkewOffset5 = gSkewOffset5 - (sprite(wSprite).skew / 2) if sprite(56).locH > 290 then gSkewOffset5 = gSkewOffset5 - 0.5 else if sprite(56).locH < 290 then gSkewOffset5 = gSkewOffset5 + 0.5 end if end if if gSkewOffset5 > 780 then gSkewOffset5 = -290 else if gSkewOffset5 < -290 then gSkewOffset5 = 780 end if end if sprite(56).locH = integer(gSkewOffset5) end if if sprite(70).pCrateAlive = 1 then gSkewOffset3 = gSkewOffset3 - sprite(wSprite).skew if gSkewOffset3 > 780 then gSkewOffset3 = -290 else if gSkewOffset3 < -290 then gSkewOffset3 = 780 end if end if sprite(70).locH = integer(gSkewOffset3) end if gTemp2 = gTemp2 + 1 if gTemp2 > 2 then gTemp2 = 0 end if if gTemp2 = 2 then sprite(2).skew = sprite(wSprite).skew sprite(102).skew = sprite(wSprite).skew sprite(103).skew = sprite(wSprite).skew sprite(104).skew = sprite(wSprite).skew sprite(105).skew = sprite(wSprite).skew sprite(122).locV = sprite(125).locV + 54 + (sprite(wSprite).skew * 3) sprite(123).locV = sprite(125).locV + 54 - (sprite(wSprite).skew * 3) end if end if end on machineGun if mouseDown() then sprite(40).locH = mouseH() sprite(40).locV = mouseV() if sprite(40).intersects(70) and (sprite(70).pCrateAlive = 1) then puppetSound(1, "hammer") gAmmo = gAmmo + 200 member("ammo text").text = string(gAmmo) sprite(70).pCrateAlive = 0 end if if gAmmo > 0 then if the timer > gTempTime then gTempTime = the timer + 5 puppetSound(1, "30CLMGS2_short") gAmmo = gAmmo - 1 member("ammo text").text = string(gAmmo) if random(2) = 1 then case random(4) of 1: sprite(122).member = "Shot_Fire1" 2: sprite(122).member = "Shot_Fire2" 3: sprite(122).member = "Shot_Fire3" 4: sprite(122).member = "Shot_Fire4" end case sprite(122).blend = 100 else case random(4) of 1: sprite(123).member = "Shot2_Fire1" 2: sprite(123).member = "Shot2_Fire2" 3: sprite(123).member = "Shot2_Fire3" 4: sprite(123).member = "Shot2_Fire4" end case sprite(123).blend = 100 end if if sprite(40).intersects(50) then if sprite(50).pLife >= 1 then puppetSound(2, "ricochet_1") sprite(50).pLife = sprite(50).pLife - 1 end if end if if sprite(40).intersects(52) then if sprite(52).pLife >= 1 then puppetSound(2, "ricochet_1") sprite(52).pLife = sprite(52).pLife - 1 end if end if if sprite(40).intersects(54) then if sprite(54).pLife >= 1 then puppetSound(2, "ricochet_1") sprite(54).pLife = sprite(54).pLife - 1 end if end if if sprite(40).intersects(56) then if sprite(56).pLife >= 1 then puppetSound(2, "ricochet_1") sprite(56).pLife = sprite(54).pLife - 1 end if end if if bullets[1] = 0 then bullets[1] = 1 sprite(8).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(8).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(8).height = random(mouseV() / 10) + (mouseV() / 15) sprite(8).width = (mouseV() / 250) + random(2) if sprite(40).intersects(50) or sprite(40).intersects(52) or sprite(40).intersects(54) or sprite(40).intersects(56) then sprite(83).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(83).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(83).height = random(mouseV() / 50) sprite(83).width = random(mouseV() / 20) + 6 sprite(83).rotation = random(360) end if else if bullets[2] = 0 then bullets[2] = 1 sprite(9).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(9).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(9).height = random(mouseV() / 10) + (mouseV() / 15) sprite(9).width = (mouseV() / 250) + random(2) if sprite(40).intersects(50) or sprite(40).intersects(52) or sprite(40).intersects(54) or sprite(40).intersects(56) then sprite(84).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(84).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(84).height = random(mouseV() / 50) sprite(84).width = random(mouseV() / 20) + 6 sprite(84).rotation = random(360) end if else if bullets[3] = 0 then bullets[3] = 1 sprite(10).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(10).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(10).height = random(mouseV() / 10) + (mouseV() / 15) sprite(10).width = (mouseV() / 250) + random(2) if sprite(40).intersects(50) or sprite(40).intersects(52) or sprite(40).intersects(54) or sprite(40).intersects(56) then sprite(85).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(85).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(85).height = random(mouseV() / 50) sprite(85).width = random(mouseV() / 20) + 6 sprite(85).rotation = random(360) end if else if bullets[4] = 0 then bullets[4] = 1 sprite(11).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(11).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(11).height = random(mouseV() / 10) + (mouseV() / 15) sprite(11).width = (mouseV() / 250) + random(2) if sprite(40).intersects(50) or sprite(40).intersects(52) or sprite(40).intersects(54) or sprite(40).intersects(56) then sprite(86).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(86).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(86).height = random(mouseV() / 50) sprite(86).width = random(mouseV() / 20) + 6 sprite(86).rotation = random(360) end if else if bullets[5] = 0 then bullets[5] = 1 sprite(12).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(12).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(12).height = random(mouseV() / 10) + (mouseV() / 15) sprite(12).width = (mouseV() / 250) + random(2) if sprite(40).intersects(50) or sprite(40).intersects(52) or sprite(40).intersects(54) or sprite(40).intersects(56) then sprite(87).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(87).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(87).height = random(mouseV() / 50) sprite(87).width = random(mouseV() / 20) + 6 sprite(87).rotation = random(360) end if else if bullets[6] = 0 then bullets[6] = 1 sprite(13).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(13).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(13).height = random(mouseV() / 10) + (mouseV() / 15) if sprite(40).intersects(50) or sprite(40).intersects(52) or sprite(40).intersects(54) or sprite(40).intersects(56) then sprite(88).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(88).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(88).height = random(mouseV() / 50) sprite(88).width = random(mouseV() / 20) + 6 sprite(88).rotation = random(360) end if else if bullets[7] = 0 then bullets[7] = 1 sprite(14).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(14).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(14).height = random(mouseV() / 10) + (mouseV() / 15) if sprite(40).intersects(50) or sprite(40).intersects(52) or sprite(40).intersects(54) or sprite(40).intersects(56) then sprite(89).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(89).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(89).height = random(mouseV() / 50) sprite(89).width = random(mouseV() / 20) + 6 sprite(89).rotation = random(360) end if else if bullets[8] = 0 then bullets[8] = 1 sprite(15).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(15).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(15).height = random(mouseV() / 10) + (mouseV() / 15) if sprite(40).intersects(50) or sprite(40).intersects(52) or sprite(40).intersects(54) or sprite(40).intersects(56) then sprite(90).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(90).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(90).height = random(mouseV() / 50) sprite(90).width = random(mouseV() / 20) + 6 sprite(90).rotation = random(360) end if else if bullets[9] = 0 then bullets[9] = 1 sprite(16).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(16).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(16).height = random(mouseV() / 10) + (mouseV() / 15) if sprite(40).intersects(50) or sprite(40).intersects(52) then sprite(91).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(91).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(91).height = random(mouseV() / 50) sprite(91).width = random(mouseV() / 20) + 6 sprite(91).rotation = random(360) end if else if bullets[10] = 0 then bullets[10] = 1 sprite(17).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(17).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(17).height = random(mouseV() / 10) + (mouseV() / 15) if sprite(40).intersects(50) or sprite(40).intersects(52) then sprite(92).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(92).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(92).height = random(mouseV() / 50) sprite(92).width = random(mouseV() / 20) + 6 sprite(92).rotation = random(360) end if else if bullets[11] = 0 then bullets[11] = 1 sprite(18).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(18).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(18).height = random(mouseV() / 10) + (mouseV() / 15) if sprite(40).intersects(50) or sprite(40).intersects(52) then sprite(93).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(93).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(93).height = random(mouseV() / 50) sprite(93).width = random(mouseV() / 20) + 6 sprite(93).rotation = random(360) end if else if bullets[12] = 0 then bullets[12] = 1 sprite(19).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(19).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(19).height = random(mouseV() / 10) + (mouseV() / 15) if sprite(40).intersects(50) or sprite(40).intersects(52) then sprite(94).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(94).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(94).height = random(mouseV() / 50) sprite(94).width = random(mouseV() / 20) + 6 sprite(94).rotation = random(360) end if else if bullets[13] = 0 then bullets[13] = 1 sprite(20).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(20).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(20).height = random(mouseV() / 10) + (mouseV() / 15) if sprite(40).intersects(50) or sprite(40).intersects(52) then sprite(95).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(95).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(95).height = random(mouseV() / 50) sprite(95).width = random(mouseV() / 20) + 6 sprite(95).rotation = random(360) end if else if bullets[14] = 0 then bullets[14] = 1 sprite(21).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(21).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(21).height = random(mouseV() / 10) + (mouseV() / 15) sprite(21).width = (mouseV() / 250) + random(2) if sprite(40).intersects(50) or sprite(40).intersects(52) then sprite(96).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(96).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(96).height = random(mouseV() / 50) sprite(96).width = random(mouseV() / 20) + 6 sprite(96).rotation = random(360) end if else if bullets[15] = 0 then bullets[15] = 1 sprite(22).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(22).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(22).height = random(mouseV() / 10) + (mouseV() / 15) sprite(22).width = (mouseV() / 250) + random(2) if sprite(40).intersects(50) or sprite(40).intersects(52) then sprite(97).locH = mouseH() + (random(mouseV() / 15) - 15) sprite(97).locV = mouseV() + (random(mouseV() / 20) - 15) sprite(97).height = random(mouseV() / 50) sprite(97).width = random(mouseV() / 20) + 6 sprite(97).rotation = random(360) end if else if bullets[16] = 0 then bullets[16] = 1 sprite(23).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(23).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(23).height = random(mouseV() / 10) + (mouseV() / 15) sprite(23).width = (mouseV() / 250) + random(2) else if bullets[17] = 0 then bullets[17] = 1 sprite(24).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(24).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(24).height = random(mouseV() / 10) + (mouseV() / 15) else if bullets[18] = 0 then bullets[18] = 1 sprite(5).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(5).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(5).height = random(mouseV() / 10) + (mouseV() / 15) else if bullets[19] = 0 then bullets[19] = 1 sprite(6).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(6).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(6).height = random(mouseV() / 10) + (mouseV() / 15) else if bullets[20] = 0 then bullets[20] = 1 sprite(7).locH = mouseH() + (random(mouseV() / 10) - 15) sprite(7).locV = mouseV() + (random(mouseV() / 15) - 15) sprite(7).height = random(mouseV() / 10) + (mouseV() / 15) end if end if end if end if end if end if end if end if end if end if end if end if end if end if end if end if end if end if end if end if end if end if end if if sprite(122).blend > 0 then sprite(122).blend = sprite(122).blend - 10 case random(5) of 1: sprite(122).member = "Shot_Fire1" 2: sprite(122).member = "Shot_Fire2" 3: sprite(122).member = "Shot_Fire3" 4: sprite(122).member = "Shot_Fire4" 5: sprite(122).member = "Shot_Fire5" end case end if if sprite(123).blend > 0 then sprite(123).blend = sprite(123).blend - 10 case random(5) of 1: sprite(123).member = "Shot2_Fire1" 2: sprite(123).member = "Shot2_Fire2" 3: sprite(123).member = "Shot2_Fire3" 4: sprite(123).member = "Shot2_Fire4" 5: sprite(123).member = "Shot2_Fire5" end case end if if bullets[18] = 1 then sprite(5).blend = sprite(5).blend - 5 if sprite(5).blend <= 0 then bullets[18] = 0 end if end if if bullets[19] = 1 then sprite(6).blend = sprite(6).blend - 5 if sprite(6).blend <= 0 then bullets[19] = 0 end if end if if bullets[20] = 1 then sprite(7).blend = sprite(7).blend - 5 if sprite(7).blend <= 0 then bullets[20] = 0 end if end if if bullets[1] = 1 then sprite(8).blend = sprite(8).blend - 5 sprite(83).blend = sprite(83).blend - 5 if sprite(8).blend <= 0 then bullets[1] = 0 sprite(83).locV = 500 end if end if if bullets[2] = 1 then sprite(9).blend = sprite(9).blend - 5 sprite(84).blend = sprite(84).blend - 5 if sprite(9).blend <= 0 then bullets[2] = 0 sprite(84).locV = 500 end if end if if bullets[3] = 1 then sprite(10).blend = sprite(10).blend - 5 sprite(85).blend = sprite(85).blend - 5 if sprite(10).blend <= 0 then bullets[3] = 0 sprite(85).locV = 500 end if end if if bullets[4] = 1 then sprite(11).blend = sprite(11).blend - 5 sprite(86).blend = sprite(86).blend - 5 if sprite(11).blend <= 0 then bullets[4] = 0 sprite(86).locV = 500 end if end if if bullets[5] = 1 then sprite(12).blend = sprite(12).blend - 5 sprite(87).blend = sprite(87).blend - 5 if sprite(12).blend <= 0 then bullets[5] = 0 sprite(87).locV = 500 end if end if if bullets[6] = 1 then sprite(13).blend = sprite(13).blend - 5 sprite(88).blend = sprite(88).blend - 5 if sprite(13).blend <= 0 then bullets[6] = 0 sprite(88).locV = 500 end if end if if bullets[7] = 1 then sprite(14).blend = sprite(14).blend - 5 sprite(89).blend = sprite(89).blend - 5 if sprite(14).blend <= 0 then bullets[7] = 0 sprite(89).locV = 500 end if end if if bullets[8] = 1 then sprite(15).blend = sprite(15).blend - 5 sprite(90).blend = sprite(90).blend - 5 if sprite(15).blend <= 0 then bullets[8] = 0 sprite(90).locV = 500 end if end if if bullets[9] = 1 then sprite(16).blend = sprite(16).blend - 5 sprite(91).blend = sprite(91).blend - 5 if sprite(16).blend <= 0 then bullets[9] = 0 sprite(91).locV = 500 end if end if if bullets[10] = 1 then sprite(17).blend = sprite(17).blend - 5 sprite(92).blend = sprite(92).blend - 5 if sprite(17).blend <= 0 then bullets[10] = 0 sprite(92).locV = 500 end if end if if bullets[11] = 1 then sprite(18).blend = sprite(18).blend - 5 sprite(93).blend = sprite(93).blend - 5 if sprite(18).blend <= 0 then bullets[11] = 0 sprite(93).locV = 500 end if end if if bullets[12] = 1 then sprite(19).blend = sprite(19).blend - 5 sprite(94).blend = sprite(94).blend - 5 if sprite(19).blend <= 0 then bullets[12] = 0 sprite(94).locV = 500 end if end if if bullets[13] = 1 then sprite(20).blend = sprite(20).blend - 5 sprite(95).blend = sprite(95).blend - 5 if sprite(20).blend <= 0 then bullets[13] = 0 sprite(95).locV = 500 end if end if if bullets[14] = 1 then sprite(21).blend = sprite(21).blend - 5 sprite(96).blend = sprite(96).blend - 5 if sprite(21).blend <= 0 then bullets[14] = 0 sprite(96).locV = 500 end if end if if bullets[15] = 1 then sprite(22).blend = sprite(22).blend - 5 sprite(97).blend = sprite(97).blend - 5 if sprite(22).blend <= 0 then bullets[15] = 0 sprite(97).locV = 500 end if end if if bullets[16] = 1 then sprite(23).blend = sprite(23).blend - 5 if sprite(23).blend <= 0 then bullets[16] = 0 end if end if if bullets[17] = 1 then sprite(24).blend = sprite(24).blend - 5 if sprite(24).blend <= 0 then bullets[17] = 0 end if end if end on Alarm if ((sprite(50).pEnemyAlive = 1) and (sprite(50).locH > 240) and (sprite(50).locH < 340)) or ((sprite(52).pEnemyAlive = 1) and (sprite(52).locH > 240) and (sprite(52).locH < 340)) then if ((sprite(50).locV > 200) and (sprite(50).locV < 460)) or ((sprite(52).locV > 200) and (sprite(52).locV < 450)) then if soundBusy(5) then else puppetSound(5, "cockpit_warning_2_short") end if gAnimateLight = 1 else puppetSound(5, 0) gAnimateLight = 0 end if else puppetSound(5, 0) gAnimateLight = 0 end if end on TakeDamage if gPlaneHit = 1 then if gShock = 1 then sprite(200).visible = 1 sprite(200).blend = 90 gShock = 0 gPlayerLife = gPlayerLife - 12 sprite(186).right = sprite(186).right + 10 if gPlayerLife <= 0 then gPlayerDead = 1 sprite(119).visible = 1 puppetSound(5, 0) puppetSound(6, 0) puppetSound(7, 0) member("total score text").text = "Total Score:" && string(gScore) end if end if sprite(200).blend = sprite(200).blend - 10 sprite(125).locH = sprite(125).locH + random(7) - 4 sprite(125).locV = sprite(125).locV + random(7) - 4 sprite(120).locH = sprite(125).locH + 2 sprite(120).locV = sprite(125).locV + 56 sprite(119).loc = sprite(120).loc if sprite(200).blend <= 0 then sprite(125).locH = 290 sprite(125).locV = 73 sprite(120).locH = sprite(125).locH + 2 sprite(120).locV = sprite(125).locV + 56 sprite(119).loc = sprite(120).loc gShock = 1 gPlaneHit = 0 end if end if end