rendered paste body#define TAK // This is a TAK script
#include "sfxtype.h"
#include "exptype.h"
piece GP, body, thrust1, cockpit, flaremr, flareml, flaretl, flaretr,
flarebl, flarebr, minigunr, minigunl, topgunl, topgunr, bottomgunr, bottomgunl;
static-var Static_Var_1, Static_Var_2, Static_Var_3, Static_Var_4, Static_Var_5,
Static_Var_6, Static_Var_7, Static_Var_8, Static_Var_9, Static_Var_10,
Static_Var_11, Static_Var_12;
SmokeUnit(healthpercent, sleeptime, smoketype)
{
if( get BUILD_PERCENT_LEFT )
{
sleep 400;
jump 7;
if( TRUE )
{
healthpercent = get HEALTH;
if( healthpercent < 66 )
{
smoketype = 256 | 2;
if( healthpercent > 30 )
{
smoketype = 256 | 1;
emit-sfx smoketype from body;
}
}
sleeptime = healthpercent * 50;
if( sleeptime < 200 )
{
sleeptime = 200;
sleep sleeptime;
jump 11;
}
return (0);
UnKnown 0;
}
}
}
Create()
{
Static_Var_5 = 1;
Static_Var_6 = 1;
Static_Var_7 = 1;
Static_Var_8 = 1;
hide flaremr;
hide flareml;
hide flaretl;
hide flaretr;
hide flarebl;
hide flarebr;
Static_Var_2 = 0;
Static_Var_1 = 0;
Static_Var_4 = 0;
Static_Var_3 = 0;
start-script SmokeUnit();
}
SweetSpot(piecenum)
{
piecenum = GP;
}
QueryNanoPiece(piecenum)
{
piecenum = body;
}
AimFromWeapon1(Func_Var_1)
{
Func_Var_1 = 3;
}
AimFromWeapon2(Func_Var_1)
{
Func_Var_1 = 3;
}
AimFromWeapon3(Func_Var_1)
{
Func_Var_1 = 3;
}
AimFromWeapon4(Func_Var_1)
{
Func_Var_1 = 3;
}
AimFromWeapon5(Func_Var_1)
{
Func_Var_1 = 3;
}
AimFromWeapon6(Func_Var_1)
{
Func_Var_1 = 3;
}
QueryWeapon1(Func_Var_1)
{
Func_Var_1 = 4;
}
QueryWeapon2(Func_Var_1)
{
Func_Var_1 = 5;
}
QueryWeapon3(Func_Var_1)
{
Func_Var_1 = 6;
}
QueryWeapon4(Func_Var_1)
{
Func_Var_1 = 7;
}
QueryWeapon5(Func_Var_1)
{
Func_Var_1 = 8;
}
QueryWeapon6(Func_Var_1)
{
Func_Var_1 = 9;
}
StopMiniGun()
{
sleep 1000;
Static_Var_1 = 0;
set-signal-mask 0;
}
AimWeapon1(Func_Var_1, Func_Var_2)
{
signal 2;
set-signal-mask 2;
if( !Static_Var_1 )
{
sleep 100;
Static_Var_1 = 1;
jump 10b;
start-script StopMiniGun();
}
return (1);
}
FireWeapon1()
{
}
AimWeapon2(Func_Var_1, Func_Var_2)
{
signal 4;
set-signal-mask 4;
return (1);
}
FireWeapon2()
{
}
AimWeapon3(Func_Var_1, Func_Var_2)
{
signal 8;
set-signal-mask 8;
if( !Static_Var_3 )
{
sleep 100;
Static_Var_3 = 1;
jump 132;
return (1);
return;
}
}
FireWeapon3()
{
sleep 200;
}
AimWeapon4(Func_Var_1, Func_Var_2)
{
signal 16;
set-signal-mask 16;
if( !Static_Var_4 )
{
sleep 100;
Static_Var_4 = 1;
jump 151;
return (1);
return;
}
}
FireWeapon4()
{
sleep 200;
}
AimWeapon5(Func_Var_1, Func_Var_2)
{
signal 16;
set-signal-mask 16;
if( !Static_Var_3 )
{
sleep 100;
Static_Var_3 = 1;
jump 170;
return (1);
return;
}
}
FireWeapon5()
{
sleep 200;
}
AimWeapon6(Func_Var_1, Func_Var_2)
{
signal 32;
set-signal-mask 32;
if( !Static_Var_4 )
{
sleep 100;
Static_Var_4 = 1;
jump 18f;
return (1);
return;
}
}
FireWeapon6()
{
sleep 200;
}
Killed(severity, corpsetype)
{
if( severity <= 25 )
{
corpsetype = 1;
explode body type SHATTER | BITMAP3;
return (0);
}
if( severity <= 50 )
{
corpsetype = 2;
explode body type SHATTER | BITMAP3;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode body type SHATTER | BITMAP3;
return (0);
corpsetype = 3;
}
explode body type SHATTER | BITMAP3;
return (0);
play-sound( "CORCOMDEAD", 24 );
play-sound( "DEATH", 36 );
}