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Bos cleanup merge6 (beyond-all-reason#3303)
* armthor Kinematic Turret * clean blank * freefusion clean * critter_ant_clean * hat clean * lootboxes clean * misc clean * clean scavs * legbal clean
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#include "../exptype.h" | ||
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piece base, L6, L5, L4, L3, L2, L1, J2, | ||
spot1, spot2, J1; | ||
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static-var isMoving, gun_1, waterSpeed; | ||
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// Signal definitions | ||
#define SIGNAL_AIM1 256 | ||
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AmphSpeed() | ||
{ | ||
waterSpeed = get MAX_SPEED; | ||
while( TRUE ) | ||
{ | ||
if( get IN_WATER ) | ||
{ | ||
set MAX_SPEED to waterSpeed * 2 / 3; | ||
} | ||
else | ||
{ | ||
set MAX_SPEED to waterSpeed; | ||
} | ||
sleep 30; | ||
} | ||
return (0); | ||
} | ||
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AmphWalk() | ||
{ | ||
while( TRUE ) | ||
{ | ||
if( get IN_WATER ) | ||
{ | ||
move base to y-axis [-17.50000] speed [2.50000]; | ||
set UPRIGHT to 1; | ||
} | ||
else | ||
{ | ||
move base to y-axis [0.0] speed [12.50000]; | ||
set UPRIGHT to 0; | ||
} | ||
sleep 200; | ||
} | ||
return (0); | ||
} | ||
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walk2() | ||
{ | ||
while( isMoving ) | ||
{ | ||
if( isMoving ) | ||
{ | ||
turn L6 to y-axis <43.00549> now; | ||
turn L6 to y-axis <0.0> speed <148.0>; | ||
turn L6 to z-axis <0.0> now; | ||
turn L6 to z-axis <0.0> speed <3.0>; | ||
turn L5 to z-axis <0.0> now; | ||
turn L5 to z-axis <31.00549> speed <155.0>; | ||
turn L4 to y-axis <34.00549> now; | ||
turn L4 to y-axis <34.00549> speed <3.0>; | ||
turn L4 to z-axis <31.00549> now; | ||
turn L4 to z-axis <0.0> speed <155.0>; | ||
turn L3 to y-axis <-40.00549> now; | ||
turn L3 to y-axis <-40.00549> speed <0.0>; | ||
turn L3 to z-axis <-31.00549> now; | ||
turn L3 to z-axis <0.0> speed <152.0>; | ||
turn L2 to y-axis <-37.00549> now; | ||
turn L2 to y-axis <0.0> speed <185.0>; | ||
turn L2 to z-axis <0.0> now; | ||
turn L2 to z-axis <0.0> speed <0.0>; | ||
turn L1 to y-axis <0.0> now; | ||
turn L1 to y-axis <-30.00549> speed <152.0>; | ||
turn L1 to z-axis <-45.00549> now; | ||
turn J2 to z-axis <5.0> speed <50.0>; | ||
turn J2 to y-axis <5.0> speed <50.0>; | ||
turn J2 to x-axis <5.0> speed <50.0>; | ||
turn J1 to z-axis <-5.0> speed <50.0>; | ||
turn J1 to y-axis <-5.0> speed <50.0>; | ||
turn J1 to x-axis <-5.0> speed <50.0>; | ||
sleep 200; | ||
} | ||
if( isMoving ) | ||
{ | ||
turn L6 to z-axis <31.00549> speed <158.0>; | ||
turn L5 to y-axis <34.00549> speed <163.0>; | ||
turn L5 to z-axis <31.00549> speed <0.0>; | ||
turn L4 to y-axis <0.0> speed <160.0>; | ||
turn L4 to z-axis <0.0> speed <3.0>; | ||
turn L3 to y-axis <0.0> speed <200.0>; | ||
turn L2 to z-axis <-31.00549> speed <155.0>; | ||
turn L1 to z-axis <2.0> speed <237.0>; | ||
turn J2 to z-axis <-5.0> speed <50.0>; | ||
turn J2 to y-axis <-5.0> speed <50.0>; | ||
turn J2 to x-axis <-5.0> speed <50.0>; | ||
turn J1 to z-axis <5.0> speed <50.0>; | ||
turn J1 to y-axis <5.0> speed <50.0>; | ||
turn J1 to x-axis <5.0> speed <50.0>; | ||
sleep 200; | ||
} | ||
if( isMoving ) | ||
{ | ||
turn L6 to y-axis <55.00549> speed <269.0>; | ||
turn L6 to z-axis <31.00549> speed <3.0>; | ||
turn L5 to y-axis <34.00549> speed <0.0>; | ||
turn L5 to z-axis <0.0> speed <152.0>; | ||
turn L4 to z-axis <31.00549> speed <158.0>; | ||
turn L3 to y-axis <0.0> speed <3.0>; | ||
turn L3 to z-axis <-31.00549> speed <152.0>; | ||
turn L2 to y-axis <-31.00549> speed <158.0>; | ||
turn L2 to z-axis <-31.00549> speed <0.0>; | ||
turn L1 to y-axis <3.0> speed <167.0>; | ||
turn J2 to z-axis <5.0> speed <50.0>; | ||
turn J2 to y-axis <5.0> speed <50.0>; | ||
turn J2 to x-axis <5.0> speed <50.0>; | ||
turn J1 to z-axis <-5.0> speed <50.0>; | ||
turn J1 to y-axis <-5.0> speed <50.0>; | ||
turn J1 to x-axis <-5.0> speed <50.0>; | ||
sleep 200; | ||
} | ||
turn L6 to y-axis <43.00549> speed <80.0>; | ||
turn L6 to z-axis <0.0> speed <162.0>; | ||
turn L5 to y-axis <0.0> speed <163.0>; | ||
turn L5 to z-axis <0.0> speed <3.0>; | ||
turn L4 to y-axis <34.00549> speed <163.0>; | ||
turn L4 to z-axis <31.00549> speed <0.0>; | ||
turn L3 to y-axis <-40.00549> speed <197.0>; | ||
turn L3 to z-axis <-31.00549> speed <0.0>; | ||
turn L2 to y-axis <-37.00549> speed <27.0>; | ||
turn L2 to z-axis <0.0> speed <155.0>; | ||
turn L1 to y-axis <0.0> speed <15.0>; | ||
turn L1 to z-axis <-45.00549> speed <237.0>; | ||
turn J2 to z-axis <-5.0> speed <50.0>; | ||
turn J2 to y-axis <-5.0> speed <50.0>; | ||
turn J2 to x-axis <-5.0> speed <50.0>; | ||
turn J1 to z-axis <5.0> speed <50.0>; | ||
turn J1 to y-axis <5.0> speed <50.0>; | ||
turn J1 to x-axis <5.0> speed <50.0>; | ||
sleep 200; | ||
} | ||
return (0); | ||
} | ||
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Movement(myMoving) | ||
{ | ||
while( TRUE ) | ||
{ | ||
myMoving = isMoving; | ||
if( myMoving ) | ||
{ | ||
call-script walk2(); | ||
} | ||
if( !myMoving ) | ||
{ | ||
sleep 100; | ||
turn L6 to y-axis <0.0> speed <100.0>; | ||
turn L6 to z-axis <0.0> speed <100.0>; | ||
turn L5 to y-axis <0.0> speed <100.0>; | ||
turn L5 to z-axis <0.0> speed <100.0>; | ||
turn L4 to y-axis <0.0> speed <100.0>; | ||
turn L4 to z-axis <0.0> speed <100.0>; | ||
turn L3 to y-axis <0.0> speed <100.0>; | ||
turn L3 to z-axis <0.0> speed <100.0>; | ||
turn L2 to y-axis <0.0> speed <100.0>; | ||
turn L2 to z-axis <0.0> speed <100.0>; | ||
turn L1 to y-axis <0.0> speed <100.0>; | ||
turn L1 to z-axis <0.0> speed <100.0>; | ||
turn J2 to x-axis <0.0> speed <200.0>; | ||
turn J2 to z-axis <0.0> speed <200.0>; | ||
turn J2 to y-axis <0.0> speed <200.0>; | ||
turn J1 to z-axis <0.0> speed <200.0>; | ||
turn J1 to y-axis <0.0> speed <200.0>; | ||
turn J1 to x-axis <0.0> speed <200.0>; | ||
} | ||
} | ||
return (0); | ||
} | ||
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Create() | ||
{ | ||
isMoving = FALSE; | ||
gun_1 = base; | ||
start-script Movement(); | ||
start-script AmphWalk(); | ||
start-script AmphSpeed(); | ||
return (0); | ||
} | ||
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StartMoving(reversing) | ||
{ | ||
isMoving = TRUE; | ||
return (0); | ||
} | ||
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StopMoving() | ||
{ | ||
isMoving = FALSE; | ||
return (0); | ||
} | ||
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AimWeapon1(heading, pitch) | ||
{ | ||
signal SIGNAL_AIM1; | ||
set-signal-mask SIGNAL_AIM1; | ||
return (1); | ||
} | ||
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FireWeapon1() | ||
{ | ||
move base to z-axis [5.0] speed [50.0]; | ||
if( gun_1 == 0 ) | ||
{ | ||
turn J2 to x-axis <70.01648> speed <900.0>; | ||
turn J2 to z-axis <-15.0> speed <800.0>; | ||
turn J2 to y-axis <30.00549> speed <500.0>; | ||
sleep 175; | ||
turn J2 to x-axis <0.0> speed <900.0>; | ||
turn J2 to z-axis <0.0> speed <800.0>; | ||
turn J2 to y-axis <0.0> speed <500.0>; | ||
} | ||
if( gun_1 == 1 ) | ||
{ | ||
turn J1 to x-axis <70.01648> speed <900.0>; | ||
turn J1 to z-axis <15.0> speed <800.0>; | ||
turn J1 to y-axis <-30.00549> speed <500.0>; | ||
sleep 175; | ||
turn J1 to x-axis <0.0> speed <900.0>; | ||
turn J1 to z-axis <0.0> speed <800.0>; | ||
turn J1 to y-axis <0.0> speed <500.0>; | ||
} | ||
move base to z-axis [0.0] speed [25.0]; | ||
gun_1 = !gun_1; | ||
return (0); | ||
} | ||
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AimFromWeapon1(pieceIndex) | ||
{ | ||
pieceIndex = base; | ||
return (0); | ||
} | ||
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QueryWeapon1(pieceIndex) | ||
{ | ||
pieceIndex = spot2 + gun_1; | ||
} | ||
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Killed(severity, corpsetype) | ||
{ | ||
if( severity <= 25 ) | ||
{ | ||
corpsetype = 1; | ||
explode J2 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode J1 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode L6 type FALL | NOHEATCLOUD; | ||
return (corpsetype); | ||
} | ||
if( severity <= 50 ) | ||
{ | ||
corpsetype = 2; | ||
explode J2 type FALL | NOHEATCLOUD; | ||
explode J1 type FALL | NOHEATCLOUD; | ||
explode base type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode spot2 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode L6 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode L2 type FALL | NOHEATCLOUD; | ||
return (corpsetype); | ||
} | ||
if( severity <= 99 ) | ||
{ | ||
corpsetype = 3; | ||
explode J2 type FALL | NOHEATCLOUD; | ||
explode J1 type FALL | NOHEATCLOUD; | ||
explode base type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode spot2 type FALL | NOHEATCLOUD; | ||
explode spot1 type FALL | NOHEATCLOUD; | ||
explode L6 type FALL | NOHEATCLOUD; | ||
explode L5 type FALL | NOHEATCLOUD; | ||
explode L4 type FALL | NOHEATCLOUD; | ||
explode L3 type FALL | NOHEATCLOUD; | ||
explode L2 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode L1 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
return (corpsetype); | ||
} | ||
corpsetype = 3; | ||
explode J2 type FALL | NOHEATCLOUD; | ||
explode J1 type FALL | NOHEATCLOUD; | ||
explode base type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode spot2 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode spot1 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode L6 type FALL | NOHEATCLOUD; | ||
explode L5 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode L4 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
explode L3 type FALL | NOHEATCLOUD; | ||
explode L2 type FALL | NOHEATCLOUD; | ||
explode L1 type FIRE | SMOKE | FALL | NOHEATCLOUD; | ||
return (corpsetype); | ||
} |
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