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📄 game.con

📁 game duke3d source
💻 CON
📖 第 1 页 / 共 5 页
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        guts JIBS4 3
        guts JIBS5 2
        state jibfood
      }
      else
        ifactor DOLPHIN2
      {
        guts JIBS2 1
        guts JIBS3 2
        guts JIBS4 3
        guts JIBS5 2
        state jibfood
      }
      else
        ifactor SNAKEP
      {
        guts JIBS2 1
        guts JIBS3 2
        guts JIBS4 3
        guts JIBS5 2
        state jibfood
      }
      else
        ifactor DONUTS
      {
        spritepal 7
        guts JIBS6 2
        killit
      }
      else
        ifactor DONUTS2
      {
        debris SCRAP1 1
        spritepal 7
        guts JIBS6 2
        killit
      }
      else
        ifactor MAILBAG
        {
          mail 30
          debris SCRAP3 5
          debris SCRAP4 3
          killit
        }
      else
        ifactor TEDDYBEAR
      {
        debris SCRAP3 5
        spritepal 1
        debris SCRAP3 6
      }
      else
      {
        ifrnd 128
          sound GLASS_BREAKING
        else
          sound GLASS_HEAVYBREAK
      }

      ifactor CLOCK
      {
        cactor BROKENCLOCK
        break
      }
      else
        ifactor JOLLYMEAL
      {
        spawn ATOMICHEALTH
        debris SCRAP3 1
        debris SCRAP4 2
      }
      else
        ifactor GUMBALLMACHINE
      {
        cactor GUMBALLMACHINEBROKE
        strength 1
        debris SCRAP4 2
        lotsofglass 10
        break
      }
      else
        ifactor GUMBALLMACHINEBROKE
      {
        debris SCRAP3 3
        debris SCRAP4 2
        lotsofglass 10
      }
      else
        ifactor DUKEBURGER
      {
        debris SCRAP3 14
        debris SCRAP1 13
        debris SCRAP4 12
        debris SCRAP2 12
        debris SCRAP5 11
      }
      else
        ifactor POLICELIGHTPOLE
      {
        debris SCRAP3 4
        debris SCRAP1 3
        debris SCRAP4 2
        debris SCRAP2 2
        debris SCRAP5 1
      }
      else
        ifactor TOPSECRET
          paper 10
      else
        ifactor GUNPOWDERBARREL
      {
        spawn EXPLOSION2
        sound PIPEBOMB_EXPLODE
        hitradius 2048 WEAKEST WEAK MEDIUMSTRENGTH TOUGH
        ifpdistl 2048
          wackplayer
        debris SCRAP1 10      // Weapons and ammo!
        debris SCRAP2 13
        debris SCRAP3 4
        debris SCRAP4 17
        debris SCRAP5 6
      }
      else
        ifactor FLOORBASKET
      {
        spawn PUKE
        debris SCRAP1 2
        debris SCRAP3 3
        debris SCRAP4 2
      }
      else
        ifactor ROBOTMOUSE
      {
        debris SCRAP2 10
        spritepal 1
        debris SCRAP3 4
        resetcount
        cstat 32768
        break
      }
      else
        ifactor ROBOTPIRATE
      {
        debris SCRAP2 10
        debris SCRAP1 5
        debris SCRAP3 3
        lotsofglass 10
      }
      else
        ifactor PIRATE1A
      {
        debris SCRAP2 10
        debris SCRAP1 5
        debris SCRAP3 3
        lotsofglass 10
      }
      else
        ifactor MAN
      {
        debris SCRAP2 10
        debris SCRAP1 5
        debris SCRAP3 3
        lotsofglass 10
      }
      else
        ifactor MAN2
      {
        debris SCRAP2 10
        debris SCRAP1 5
        debris SCRAP3 3
        lotsofglass 10
      }
      else
        ifactor PIRATE2A
      {
        debris SCRAP2 10
        debris SCRAP1 5
        debris SCRAP3 3
        lotsofglass 10
      }
      else
        ifactor PIRATE3A
      {
        debris SCRAP2 10
        debris SCRAP1 5
        debris SCRAP3 3
        lotsofglass 10
      }
      else
        ifactor PIRATE4A
      {
        debris SCRAP2 10
        debris SCRAP1 5
        debris SCRAP3 3
        lotsofglass 10
      }
      else
        ifactor PIRATE4A
      {
        debris SCRAP2 10
        debris SCRAP1 5
        debris SCRAP3 3
        lotsofglass 10
      }
      else
        ifactor PIRATE5A
      {
        debris SCRAP2 10
        debris SCRAP1 5
        debris SCRAP3 3
        lotsofglass 10
      }
      else
        ifactor PIRATE6A
      {
        debris SCRAP2 10
        debris SCRAP1 5
        debris SCRAP3 3
        lotsofglass 10
      }
      else
      {
        lotsofglass 10
        debris SCRAP4 3
      }
      killit
    }
    else
      ifactor DOLPHIN1
    {
      guts JIBS6 1
      soundonce DOLPHINSND
      ifstrength TOUGH
      {
        cactor DOLPHIN2
        sound SQUISHED
      }
    }
    else
      ifactor DOLPHIN2
    {
      guts JIBS6 1
      soundonce DOLPHINSND
    }
    else
      ifactor ROBOTDOG2
    {
      guts JIBS6 1
      soundonce WHINING_DOG
    }
  }
  else
  {
    ifactor CLOCK
      nullop
    else
      ifactor TOPSECRET
        nullop
    else
      ifactor SKINNEDCHICKEN
        nullop
    else
      ifactor FEATHEREDCHICKEN
        nullop
    else
      ifactor FOODOBJECT2
        nullop
    else
      ifactor FOODOBJECT6
        nullop
    else
      ifactor DOLPHIN1
        nullop
    else
      ifactor DOLPHIN2
        nullop
    else
      fall
  }


ends

action ABURGERROTS 0 1 5
useractor notenemy DUKEBURGER PIRATEGALSTRENGTH ABURGERROTS state breakobject enda

useractor notenemy MOP WEAK state breakobject enda

useractor notenemy BROOM WEAK state breakobject enda

useractor notenemy WETFLOOR WEAK state breakobject enda

useractor notenemy DESKLAMP WEAK state breakobject enda

// useractor notenemy DUKECUTOUT WEAK state breakobject enda

useractor notenemy HATRACK WEAK state breakobject enda

useractor notenemy GUNPOWDERBARREL TOUGH state breakobject enda

useractor notenemy COFFEEMACHINE WEAK state breakobject enda

useractor notenemy TEDDYBEAR WEAK state breakobject enda

useractor notenemy TOPSECRET WEAK state breakobject enda

useractor notenemy ROBOTMOUSE ROBOTMOUSESTRENGTH state breakobject enda

useractor notenemy MAN PIRATEGALSTRENGTH state breakobject enda

useractor notenemy MAN2 PIRATEGALSTRENGTH state breakobject enda

useractor notenemy WOMAN PIRATEGALSTRENGTH state breakobject enda

useractor notenemy PIRATE1A PIRATEGALSTRENGTH state breakobject enda

useractor notenemy PIRATE2A PIRATEGALSTRENGTH state breakobject enda

useractor notenemy PIRATE3A PIRATEGALSTRENGTH state breakobject enda

useractor notenemy PIRATE4A PIRATEGALSTRENGTH state breakobject enda

useractor notenemy PIRATE5A PIRATEGALSTRENGTH state breakobject enda

useractor notenemy PIRATE6A PIRATEGALSTRENGTH state breakobject enda

useractor notenemy ROBOTPIRATE PIRATEGALSTRENGTH state breakobject enda

useractor notenemy PIRATEHALF TOUGH state breakobject enda

useractor notenemy CHESTOFGOLD WEAK state breakobject enda

useractor notenemy ROBOTDOG PIRATEGALSTRENGTH state breakobject enda

useractor notenemy ROBOTDOG2 TOUGH state breakobject enda

useractor notenemy PLEASEWAIT state breakobject enda

useractor notenemy FOODOBJECT1 WEAK state breakobject enda

useractor notenemy FOODOBJECT2 WEAK state breakobject enda

useractor notenemy FOODOBJECT3 WEAK state breakobject enda

useractor notenemy FOODOBJECT4 WEAK state breakobject enda

useractor notenemy FOODOBJECT5 WEAK state breakobject enda

useractor notenemy FOODOBJECT6 WEAK state breakobject enda

useractor notenemy FOODOBJECT7 WEAK state breakobject enda

useractor notenemy FOODOBJECT8 WEAK state breakobject enda

useractor notenemy FOODOBJECT9 WEAK state breakobject enda

useractor notenemy FOODOBJECT10 WEAK state breakobject enda

useractor notenemy FOODOBJECT11 WEAK state breakobject enda

useractor notenemy FOODOBJECT12 WEAK state breakobject enda

useractor notenemy FOODOBJECT13 WEAK state breakobject enda

useractor notenemy FOODOBJECT14 WEAK state breakobject enda

useractor notenemy FOODOBJECT15 WEAK state breakobject enda

useractor notenemy FOODOBJECT16 WEAK state breakobject enda

useractor notenemy FOODOBJECT17 WEAK state breakobject enda

useractor notenemy FOODOBJECT18 WEAK state breakobject enda

useractor notenemy FOODOBJECT19 WEAK state breakobject enda

useractor notenemy FOODOBJECT20 WEAK state breakobject enda

useractor notenemy JOLLYMEAL WEAK state breakobject enda

useractor notenemy GUMBALLMACHINE WEAK state breakobject enda

useractor notenemy GUMBALLMACHINEBROKE WEAK state breakobject enda

useractor notenemy POLICELIGHTPOLE TOUGH state breakobject enda

useractor notenemy CLOCK WEAK state breakobject enda

useractor notenemy MAILBAG WEAK state breakobject enda

useractor notenemy FEATHEREDCHICKEN WEAK state breakobject enda

useractor notenemy SKINNEDCHICKEN WEAK state breakobject enda

useractor notenemy HEADLAMP WEAK state breakobject enda

useractor notenemy DOLPHIN1 DOLPHINSTRENGTH state breakobject enda

useractor notenemy DOLPHIN2 DOLPHINSTRENGTH state breakobject enda

useractor notenemy SNAKEP MEDIUMSTRENGTH state breakobject enda

useractor notenemy DONUTS WEAK state breakobject enda

useractor notenemy GAVALS WEAK state breakobject enda

useractor notenemy GAVALS2 WEAK state breakobject enda

useractor notenemy CUPS WEAK state breakobject enda

useractor notenemy DONUTS2 WEAK state breakobject enda

useractor notenemy FLOORBASKET WEAK state breakobject enda

useractor notenemy METER WEAK state breakobject enda

useractor notenemy DESKPHONE WEAK state breakobject enda

useractor notenemy MACE WEAK state breakobject enda

useractor notenemy SHOPPINGCART WEAK state breakobject enda

useractor notenemy COFFEEMUG WEAK state breakobject enda



state headhitstate

// Unrem the following line to invoke screen tilting during
// low player hitpoint damage.

// wackplayer

ends


action EXPBARRELFRAME     0   2   1   1   15
actor EXPLODINGBARREL 26
  fall
  ifaction EXPBARRELFRAME
  {
    ifactioncount 2
    {
      hitradius 1024 WEAKEST WEAK MEDIUMSTRENGTH TOUGH
      spawn EXPLOSION2
      debris SCRAP2 2
      sound PIPEBOMB_EXPLODE
      killit
    }
    break
  }
  ifsquished
  {
    debris SCRAP1 5
    killit
    break
  }
  ifhitweapon
    action EXPBARRELFRAME
enda

action BURNING_FLAME  0   12   1   1   2
move BURNING_VELS 

state burningstate

  sleeptime 300


  ifspawnedby BURNING
  {
    ifgapzl 16
      break
  }
  else
    ifspawnedby BURNING2
  {
    ifgapzl 16
      break
  }

  ifpdistg 10240
    break

  ifcount 128
  {
    ifspawnedby TIRE
    {
      ifactioncount 512
        killit
      ifrnd 16
        sizeto 64 48
    }
    else
    {
      sizeto 8 8
      sizeto 8 8
      ifcount 192
        killit
    }
  }
  else
  {
    ifmove 0
      move BURNING_VELS

    sizeto 52 52

    ifp palive
      ifpdistl 844
        ifrnd 32
          ifcansee
    {
      soundonce DUKE_LONGTERM_PAIN
      addphealth -1
      palfrom 24 16
    }
  }

ends

actor BURNING WEAK BURNING_FLAME
  state burningstate
enda

actor BURNING2 WEAK BURNING_FLAME
  state burningstate
enda

action TOILETWATERFRAMES 0 4 1 1 1
actor TOILETWATER 0 TOILETWATERFRAMES
  ifpdistl 8192
  {
    soundonce WATER_GURGLE
    ifspawnedby TOILET
      sizeto 34 34
    else
    {
      ifspawnedby WATERFOUNTAINBROKE
        sizeto 6 15
      else
        ifspawnedby TOILETWATER
          nullop
      else
        sizeto 24 32
    }

    ifp palive
      ifpdistl RETRIEVEDISTANCE
        ifp pfacing
          ifactioncount 32
            ifphealthl MAXPLAYERHEALTH
              ifhitspace
                ifcansee
    {
      addphealth 1
      globalsound DUKE_DRINKING
      resetactioncount
    }
  }
enda

action WOODENHORSEFRAME  0   1   4
action WOODENFALLFRAME  122  1   5

actor HORSEONSIDE WEAKEST
  cactor WOODENHORSE
  action WOODENFALLFRAME
enda
actor WOODENHORSE WEAK WOODENHORSEFRAME
  fall
  ifhitweapon
  {
    ifdead
    {
      debris SCRAP1 4
      debris SCRAP2 3
      killit
    }
    else
      action WOODENFALLFRAME
  }
enda

state steamcode
  ifpdistl 6144
    soundonce STEAM_HISSING

  ifcount 20
    {
      resetcount
      ifp palive
        ifpdistl 1024
      {
        addphealth -1
        palfrom 16 16
      }
    }
  else
  {
    ifspawnedby STEAM
      break
    else
      ifspawnedby CEILINGSTEAM
        break

    sizeto 24 24
  }
ends

action STEAMFRAMES    0     5     1     1     1
actor STEAM 0 STEAMFRAMES
  state steamcode
enda

actor CEILINGSTEAM 0 STEAMFRAMES
  state steamcode
enda

actor WATERBUBBLEMAKER 0 0 randomangle
  ifpdistl 3084
    ifrnd 24
      spawn WATERBUBBLE
enda

action BUBBLE
action CRACKEDBUBBLE  1
move BUBMOVE       -10 -36
move BUBMOVEFAST     -10 -52

actor WATERBUBBLE 0 BUBBLE BUBMOVE getv geth randomangle

  ifaction CRACKEDBUBBLE
  {
    ifinwater
      ifrnd 192
        killit
    ifactioncount 7
      killit
  }
  else
  {
    ifcount 4
    {
      ifrnd 192
        move BUBMOVE getv geth randomangle
      else
        move BUBMOVEFAST getv geth randomangle
      resetcount

      ifrnd 84
        sizeat 8 10
      else
        ifrnd 84
          sizeat 10 8
      else
        sizeat 9 9
    }

    ifonwater
    {
      iffloordistl 8
        action CRACKEDBUBBLE
    }
    else
      ifactioncount 40
        action CRACKEDBUBBLE
  }
enda


move SMOKEVEL 8 -16
move ENGINE_SMOKE 64 -64
move SMOKESHOOTOUT -192
action SMOKEFRAMES 0 4 1 1 10
actor SMALLSMOKE 0 SMOKEFRAMES
  ifmove 0
  {
    ifspawnedby RECON
      move SMOKESHOOTOUT geth
    else
      ifspawnedby SECTOREFFECTOR
        move ENGINE_SMOKE geth getv
    else
      move SMOKEVEL geth getv faceplayer
    ifspawnedby RPG
      cstat 2
  }
  ifpdistl 1596
    ifspawnedby RPG
      killit
  ifactioncount 4
    killit
enda

action BARREL_DENTING  2 2 1 1 6
action BARREL_DENTED   1
action BARREL_DENTED2  2

move SPAWNED_BLOOD

actor NUKEBARRELDENTED WEAK
  cactor NUKEBARREL
  action BARREL_DENTED
enda

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