All pastes #768844 Raw Edit

Anonymous

public text v1 · immutable
·published 2007-11-10 22:32 UTC
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 );
}