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📄 game.con

📁 game duke3d source
💻 CON
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        ifactor FEM7
          money 8

      ifactor FEM5
      {
        strength TOUGH
        cactor BLOODYPOLE
      }
      else ifactor FEM6
      {
        cstat 0
        cactor FEM6PAD
      }
      else
        ifactor FEM8
      {
        strength TOUGH
        cactor BLOODYPOLE
      }
      else
      {
        spritepal 6
        soundonce LADY_SCREAM
        ifactor NAKED1
          debris SCRAP3 18
        else
          ifactor PODFEM1
            debris SCRAP3 18
        killit
      }
    }
    else
    {
      ifwasweapon SHRINKSPARK
      {
        sound ACTOR_SHRINKING
        move 0
        action FEMSHRUNK
        cstat 0
        break
      }
      else
        ifwasweapon GROWSPARK
          sound EXPANDERHIT
      ifactor FEM8
        break

      ifactor TOUGHGAL
          state toughgalspeech
      else sound SQUISHED

      guts JIBS6 1
    }
  }
ends

state killme
  ifinwater nullop
  else
    ifp pfacing
      ifpdistl 1280
        ifhitspace
          soundonce KILLME
ends

state tipme
  ifp pfacing
    ifpdistl 1280
      ifhitspace
  {
    tip
    ifrnd 128
      soundonce DUKE_TIP1
    else
      soundonce DUKE_TIP2
    ifactor FEM1
      action FEMDANCE1
  }
ends

state toughgaltalk
  ifp pfacing
    ifpdistl 1280
      ifhitspace
        state toughgalspeech
ends

actor FEM1 TOUGH FEMANIMATE
  state tipme
  state femcode
enda
actor FEM2 TOUGH FEMANIMATE
  state tipme
  state femcode
enda
actor FEM3 TOUGH FEMANIMATE
  state tipme
  state femcode
enda
actor FEM4 TOUGH FEMANIMATE
  state femcode
enda
actor FEM5 TOUGH FEMANIMATE
  state killme
  state femcode
enda
actor FEM6 TOUGH FEMANIMATE
  state killme
  state femcode
enda
actor FEM7 TOUGH FEMANIMATE
  state tipme
  state femcode
enda
actor FEM8 TOUGH FEMANIMATE
  state femcode
enda
actor FEM9 TOUGH FEMANIMATE
  state femcode
enda
actor FEM10 TOUGH FEMANIMATESLOW
  state tipme
  state femcode
enda

actor TOUGHGAL MANWOMANSTRENGTH TOUGHGALANIM
  state toughgaltalk
  state femcode
enda

actor NAKED1 TOUGH FEMANIMATE
  state killme
  state femcode
enda
actor PODFEM1 TOUGH FEMANIMATE
  state killme
  state femcode
enda
actor BLOODYPOLE TOUGH
  state femcode
enda
actor STATUEFLASH
  fall
  ifcount 32
    cactor STATUE
enda
actor STATUE
  fall
  ifp pfacing
    ifpdistl 1280
      ifhitspace
  {
    cactor STATUEFLASH
    move 0
  }
enda

actor MIKE
  ifp pfacing
    ifpdistl 1280
      ifhitspace
        mikesnd
enda



state troop_body_jibs
  ifrnd 64
    guts HEADJIB1 1
  ifrnd 64
    guts LEGJIB1 2
  ifrnd 64
    guts ARMJIB1 1
  ifrnd 48
    spawn BLOODPOOL
ends

state liz_body_jibs
  ifrnd 64
    guts LIZMANHEAD1 1
  ifrnd 64
    guts LIZMANLEG1 2
  ifrnd 64
    guts LIZMANARM1 1
  ifrnd 48
    spawn BLOODPOOL
ends

action BLOODFRAMES 0 4 1 1 15
actor BLOOD 0 BLOODFRAMES
  sizeto 72 72 sizeto 72 72 sizeto 72 72
  ifpdistg 3144 killit
  ifactioncount 4 killit
enda

action EGGOPEN1 1 1 1 1 4
action EGGOPEN2 2 1 1 1 4
action EGGOPEN3 2 1 1 1 4
action EGGWAIT  0
action EGGFROZEN 1
action EGGGROW 1
action EGGSHRUNK 1

actor EGG TOUGH
  fall
  ifaction 0
  {
    ifcount 64
    {
      ifrnd 128
      {
        action EGGWAIT
        move 0
      }
      else
      {
        sound SLIM_HATCH
        action EGGOPEN1
      }
    }
  }
  else
    ifaction EGGOPEN1
      ifactioncount 4
        action EGGOPEN2
  else
    ifaction EGGOPEN2
      ifactioncount 4
    {
      spawn GREENSLIME
      action EGGOPEN3
    }
  else
    ifaction EGGGROW
      state genericgrowcode
  else
    ifaction EGGSHRUNK
      state genericshrunkcode
  else
    ifaction EGGFROZEN
  {
    ifcount THAWTIME
    {
      action 0
      getlastpal
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }

    ifhitweapon
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
      lotsofglass 30

      sound GLASS_BREAKING
      ifrnd 84
        spawn BLOODPOOL

      addkills 1
      killit
    }

    // ifp pducking
    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
        pkick

    break
  }

  ifhitweapon
  {
    ifdead
    {
      ifwasweapon FREEZEBLAST
      {
        sound SOMETHINGFROZE
        spritepal 1
        move 0
        action EGGFROZEN
        strength 0
        break
      }
      else
        ifwasweapon GROWSPARK
      {
        cstat 0
        move 0
        sound ACTOR_GROWING
        action EGGGROW
        break
      }

      addkills 1

      sound SQUISHED

      state standard_jibs
      killit
    }
    else
      ifwasweapon SHRINKSPARK
      {
        move 0
        sound ACTOR_SHRINKING
        action EGGSHRUNK
        break
      }

      ifwasweapon GROWSPARK
        sound EXPANDERHIT
  }
  else
    ifaction EGGWAIT
  {
    ifcount 512
      ifrnd 2
    {
      ifaction EGGSHRUNK
        break
      sound SLIM_HATCH
      action EGGOPEN1
    }
  }

enda

actor KNEE KNEE_WEAPON_STRENGTH enda
actor SPIT SPIT_WEAPON_STRENGTH enda
actor CHAINGUN CHAINGUN_WEAPON_STRENGTH enda
actor SHOTGUN SHOTGUN_WEAPON_STRENGTH enda
actor FIRELASER FIRELASER_WEAPON_STRENGTH enda
actor HEAVYHBOMB HANDBOMB_WEAPON_STRENGTH enda
actor BOUNCEMINE BOUNCEMINE_WEAPON_STRENGTH enda
actor MORTER MORTER_WEAPON_STRENGTH enda
actor SHRINKSPARK SHRINKER_WEAPON_STRENGTH enda

actor GROWSPARK GROWSPARK_WEAPON_STRENGTH
  ifcount 18
    killit
  else
    ifcount 9
  {
    sizeto 0 0
    sizeto 0 0
    sizeto 0 0
    sizeto 0 0
  }
  else
  {
    sizeto 28 28
    sizeto 28 28
    sizeto 28 28
    sizeto 28 28
  }
enda

actor RPG RPG_WEAPON_STRENGTH enda
actor FREEZEBLAST FREEZETHROWER_WEAPON_STRENGTH enda
actor DEVISTATORBLAST FREEZETHROWER_WEAPON_STRENGTH enda
actor COOLEXPLOSION1 COOL_EXPLOSION_STRENGTH enda
actor TRIPBOMB TRIPBOMB_STRENGTH enda

action WEAP2FRAMES 0  4  1  1  6
actor SHOTSPARK1 PISTOL_WEAPON_STRENGTH WEAP2FRAMES
  ifdead
    killit
  ifactioncount 4
    killit
  else
  {
    ifactioncount 3
    {
      ifinwater
      spawn WATERBUBBLE
    }
    else
      ifcount 2 nullop
      else
        ifonwater
          spawn WATERSPLASH2
  }
enda

state standard_pjibs
  guts JIBS1 1
  guts JIBS3 2
  guts JIBS4 1
  guts JIBS5 1
  guts JIBS6 2
  guts DUKETORSO 1
  guts DUKELEG 2
  guts DUKEGUN 1
  ifrnd 16 money 1
ends

move DUKENOTMOVING
state handle_dead_dukes
  fall
  ifmove 0   // 1st time initializiation...
  {
    ifrnd 128
      cstat 4
    else
      cstat 0
    move DUKENOTMOVING
  }

  ifsquished
  {
    sound SQUISHED
    state random_ooz
    killit
  }
  else
    ifcount 1024
      ifpdistg 4096
        killit
  else
  {
    strength 0
    ifhitweapon
      ifwasweapon RADIUSEXPLOSION
    {
      state standard_jibs
      killit
    }
  }
ends

action PLYINGFRAMES 0 1 0 1 1
actor DUKELYINGDEAD 0 PLYINGFRAMES
  state handle_dead_dukes
enda

action PGROWING   0
action PSTAND     0   1   5   1  1
action PEXPLODE   106   5   1   1   10
action PEXPLODEAD   113   1   1
action PJPHOUVER  15   1   5   1
action PWALK    20   4   5   1   16
action PRUN     20   4   5   1   10
action PWALKBACK  45   4   5  -1   16
action PRUNBACK   45   4   5  -1   10
action PJUMPING   50   4   5   1   30
action PFALLING   65   1   5
action PDUCKING   86   1   5
action PCRAWLING  86   3   5   1   20
action PAKICKING  40   2   5   1   25
action PFLINTCHING  106  1   1   1   10
action PTHROWNBACK  106  5   1   1   18
action PFROZEN     20  1   5
action PLYINGDEAD   113  1   1

action PSWIMMINGGO   375   1   5   1   10
action PSWIMMING   375   4   5   1   13
action PSWIMMINGWAIT 395   1   5   1   13
action PTREDWATER  395   2   5   1   17

move PSTOPED
move PSHRINKING // used as a var only

state check_pstandard
  ifp pwalking
    action PWALK
  else
    ifp pkicking
      action PAKICKING
  else
    ifp pwalkingback
      action PWALKBACK
  else
    ifp prunning
      action PRUN
  else
    ifp prunningback
      action PRUNBACK
  else
    ifp pjumping
      action PJUMPING
  else
    ifp pducking
      action PDUCKING
ends





actor APLAYER MAXPLAYERHEALTH PSTAND 0 0

  ifaction 0
    action PSTAND

  ifaction PFROZEN
  {
    cstat 257

    fall

    palfrom 16 0 0 24

    ifmove 0
    {
      ifhitweapon
      {
        ifwasweapon FREEZEBLAST
          break
        lotsofglass 60
        ifrnd 84
          spawn BLOODPOOL

        sound GLASS_BREAKING
        spawn ATOMICHEALTH

        getlastpal

        move 1
        break
      }
    }
    else
    {
      cstat 32768
      quote 13
      ifhitspace
      {
        action PSTAND
        resetplayer
      }
      break
    }

    ifactioncount THAWTIME
    {
      getlastpal
      strength 1
      move 0
      action PSTAND
    }
    else
      ifactioncount FROZENDRIPTIME
    {
      ifrnd 32
      spawn WATERDRIP
    }

    ifp pfacing   // assumes another other player  (multiplayer)
      ifpdistl FROZENQUICKKICKDIST
        pkick

    break
  }

  ifdead
  {
    ifaction PGROWING
    {
      ifmove 1
      {
        quote 13
        ifhitspace
        {
          action 0
          resetplayer
        }
        break
      }
      else
      {
        ifcount 32
        {
          sound SQUISHED
          palfrom 48 64

          state standard_pjibs

          guts JIBS4 20
          guts JIBS6 20
          move 1
          cstat 32768
          tossweapon

          hitradius 2048 60 70 80 90

        }
        else
          sizeto MAXXSTRETCH MAXYSTRETCH
      }
      break
    }

    ifsquished
      palfrom 32 63 63 63
    else
      fall

    ifactioncount 7
      move 0
    else
      ifactioncount 6
    {
      ifmultiplayer nullop
      else
      {
        ifrnd 32
          sound DUKE_KILLED5
        else
          ifrnd 32
            sound DUKE_KILLED3
        else
          ifrnd 32
            sound DUKE_KILLED1
        else
          ifrnd 32
            sound DUKE_KILLED2
      }
    }

    ifaction PLYINGDEAD
    {
      ifactioncount 3
        move PSTOPED
      quote 13
      ifhitspace
      {
        action PSTAND
        spawn DUKELYINGDEAD
        resetplayer
      }
      break
    }

    ifaction PTHROWNBACK
    {
      ifactioncount 5
      {
        spawn BLOODPOOL
        action PLYINGDEAD
      }
      else
        ifactioncount 1
          move 0
      break
    }

    ifaction PEXPLODEAD
    {
      quote 13
      ifhitspace
      {
        resetplayer
        action PSTAND
      }
      break
    }
    ifaction PEXPLODE
    {
      ifactioncount 5
      {
        action PEXPLODEAD
        spawn BLOODPOOL
      }
      break
    }

    ifp pshrunk
    {
      state standard_pjibs
      spawn BLOODPOOL

      sound SQUISHED
      sound DUKE_DEAD

      cstat 32768         // Hide the sprite

      action PLYINGDEAD
    }
    else
    {
      ifinwater
      {
        action PLYINGDEAD
        spawn WATERBUBBLE
        spawn WATERBUBBLE
      }
      else
      {
        action PEXPLODE
        state standard_pjibs
        cstat 32768
        sound SQUISHED
        sound DUKE_D

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