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GERSeehund.bos
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#define TAK
piece base, hull, torp1, torp2, propeller,
wake1, wake2, wake3;
#define BASE_SMOKE_PERIOD 40
#define MIN_SMOKE_PERIOD 240
//*********************Death anim
#define HULL_LIST_SPEED <10>
#define HULL_LIST_ANGLE <-90>
#define PROP_SPIN_SPEED <360>
#define RESTORE_PERIOD 2500
#define SIG_DEATH 1
#define SIG_MOVE 2
#define SIG_AIM1 4
#define SIG_AIM2 8
#define SMOKEPIECE hull
#include "exptype.h"
#include "sfxtype.h"
#include "damageSmoke.h"
static-var CurrentSpeed, bMoving, hasTorp1, hasTorp2;
WorkingLoop()
{
while(TRUE)
{
if(bMoving)
{
// engine smoke comes here. And engine sound.
sleep 500;
}
sleep 500;
}
}
WaitForConstructionToFinish()
{
while(get BUILD_PERCENT_LEFT)
{
sleep 150;
}
}
ReloadTorp1()
{
while(TRUE)
{
if(!hasTorp1)
{
sleep 30000;
hasTorp1 = TRUE;
show torp1;
}
sleep 500;
}
}
ReloadTorp2()
{
while(TRUE)
{
if(!hasTorp2)
{
sleep 30000;
hasTorp2 = TRUE;
show torp2;
}
sleep 500;
}
}
Create()
{
bMoving = FALSE;
hasTorp1 = TRUE;
hasTorp2 = TRUE;
call-script WaitForConstructionToFinish();
start-script DamageSmoke();
start-script WorkingLoop();
start-script ReloadTorp1();
start-script ReloadTorp2();
}
SweetSpot(piecenum)
{
piecenum = hull;
}
EmitWakes()
{
set-signal-mask SIG_MOVE|SIG_DEATH;
while( TRUE )
{
emit-sfx 2 from wake1;
emit-sfx 2 from wake2;
emit-sfx 2 from wake3;
sleep 300;
}
}
StartMoving()
{
signal SIG_MOVE;
//start-script EmitWakes();
bMoving = TRUE;
spin propeller around z-axis speed PROP_SPIN_SPEED;
}
StopMoving()
{
signal SIG_MOVE;
set-signal-mask SIG_MOVE;
// We don't want this to trigger on VERY short stops
sleep 300;
bMoving = FALSE;
stop-spin propeller around z-axis;
}
QueryWeapon1(piecenum)
{
piecenum = torp1;
}
AimFromWeapon1(piecenum)
{
piecenum = torp1;
}
AimWeapon1(heading, pitch)
{
signal SIG_AIM1;
set-signal-mask SIG_AIM1|SIG_DEATH;
while(!hasTorp1)
{
sleep 150;
}
return (TRUE);
}
FireWeapon1()
{
hasTorp1 = FALSE;
hide torp1;
sleep 200;
}
QueryWeapon2(piecenum)
{
piecenum = torp2;
}
AimFromWeapon2(piecenum)
{
piecenum = torp2;
}
AimWeapon2(heading, pitch)
{
signal SIG_AIM2;
set-signal-mask SIG_AIM2|SIG_DEATH;
while(!hasTorp2)
{
sleep 150;
}
return (TRUE);
}
FireWeapon2()
{
hasTorp2 = FALSE;
hide torp2;
sleep 200;
}
Killed(severity, corpsetype)
{
signal SIG_DEATH;
if (severity<99)
{
corpsetype = 1;
turn hull to z-axis HULL_LIST_ANGLE speed HULL_LIST_SPEED;
wait-for-turn hull around z-axis;
explode hull type BITMAPONLY|BITMAP1;
return (TRUE);
}
corpsetype = 2;
explode hull type SHATTER|BITMAP1;
explode torp1 type FALL|EXPLODE_ON_HIT|FIRE;
explode torp2 type FALL|EXPLODE_ON_HIT|FIRE;
return (TRUE);
}