swwmgz_m/swwmcomp.acs

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#library "SWWMCOMP"
#include "zcommon.acs"
// these scripts are redirected to by the compatibility postprocessor
SCRIPT "HHR_BRAINWALL" ( void )
{
SpawnSpotFacing("BossBrain",666);
Generic_Floor(827,32,0,2,0);
ClearLineSpecial();
}
SCRIPT "NERVE_EXITOPEN" ( void )
{
Stairs_BuildUpDoomCrush(14,32,16,0,0);
Ceiling_RaiseByValue(24,8,80);
}
SCRIPT "DIMPLE_EXITOPEN" ( void )
{
while ( GetLevelInfo(LEVELINFO_KILLED_MONSTERS) < GetLevelInfo(LEVELINFO_TOTAL_MONSTERS) )
Delay(35);
Delay(35);
Floor_RaiseByValue(669,8,72);
}
SCRIPT "EQUINOX_BRAINCRUSH" ( int tag )
{
ScriptCall("SWWMUtility","SpawnVanillaBossBrain",666);
Ceiling_CrushAndRaiseDist(tag,8,8,10);
}
SCRIPT "DVACATION_UNSCREW" ( void )
{
Delay(1);
SetLineSpecial(2,ACS_ExecuteAlways,StrArg("DVACATION_EXIT"));
SetLineSpecial(3,ACS_ExecuteAlways,StrArg("DVACATION_BED"));
}
bool gotexit = false;
SCRIPT "DVACATION_EXIT" ( void )
{
if ( gotexit ) terminate;
gotexit = true;
SetPlayerProperty(0,1,PROP_FROZEN);
for ( int i=0; i<5; i++ )
{
QuakeEx(666,1,1,1,3,0,120,"",QF_RELATIVE|QF_SCALEDOWN);
PlaySound(666,"misc/boink",CHAN_AUTO);
Delay(Random(2,4)*3);
}
Delay(5);
QuakeEx(666,3,3,3,15,0,120,"",QF_RELATIVE|QF_SCALEDOWN);
PlaySound(666,"misc/boinkend",CHAN_AUTO);
Delay(30);
SetPlayerProperty(0,0,PROP_FROZEN);
Exit_Normal(0);
}
bool inbed = false;
int boinks = 0;
SCRIPT "DVACATION_BED" ( void )
{
if ( inbed || (boinks >= 5) ) terminate;
inbed = true;
SetPlayerProperty(0,1,PROP_FROZEN);
for ( int i=0; i<5; i++ )
{
QuakeEx(667,1,1,1,3,0,120,"",QF_RELATIVE|QF_SCALEDOWN);
PlaySound(667,"misc/boink",CHAN_AUTO);
Delay(Random(2,4)*3);
}
Delay(5);
QuakeEx(667,3,3,3,15,0,120,"",QF_RELATIVE|QF_SCALEDOWN);
PlaySound(667,"misc/boinkend",CHAN_AUTO);
SpawnSpot("SWWMItemFog",27);
PlaySound(27,"misc/spawn",CHAN_AUTO);
Thing_SpawnNoFog(27,Random(23,25),0,0);
SetPlayerProperty(0,0,PROP_FROZEN);
Delay(15);
boinks++;
inbed = false;
if ( boinks >= 5 ) SetThingSpecial(667,0,0); // can headpat now
}
// WHACK
SCRIPT "E1M8_KNOCKOUT" ( void )
{
Teleport(0,3);
SetPlayerProperty(0,1,PROP_TOTALLYFROZEN);
Delay(60);
AmbientSound("demolitionist/knockout",127);
Delay(5);
ScriptCall("SWWMUtility","EndLevelDie");
Delay(100);
Exit_Normal(0);
}