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USBalao.bos
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#define TAK
piece base, hull, torpedo1, torpedo2, torpedo3, torpedo4, torpedo5, torpedo6,
main_gun_a, main_sleeve_a, main_barrel_a, main_flare_a,
aa20_turret_1, aa20_sleeve_1, aa20_barrel_1, aa20_flare_1,
aa40_turret_1, aa40_sleeve_1, aa40_barrel_11, aa40_barrel_21, aa40_flare_11, aa40_flare_21,
wake1, wake2, wake3, wake4;
#define BASE_SMOKE_PERIOD 40
#define MIN_SMOKE_PERIOD 240
//********************Turret turn speeds
#define main_gun_TURN <15>
#define main_gun_PITCH <15>
#define AA40_TURRET_TURN <225>
#define AA40_TURRET_PITCH <175>
#define AA20_TURRET_TURN <225>
#define AA20_TURRET_PITCH <175>
//*********************Recoil
#define MAIN_GUN_RECOIL [0.3]
#define MAIN_GUN_RECOIL_SPEED [10]
#define MAIN_GUN_BACK_SPEED [2]
#define AA40_GUN_RECOIL [0.06]
#define AA40_GUN_RECOIL_SPEED [10]
#define AA40_GUN_BACK_SPEED [4]
#define AA20_GUN_RECOIL [0.045]
#define AA20_GUN_RECOIL_SPEED [10]
#define AA20_GUN_BACK_SPEED [5]
//*********************Death anim
#define HULL_LIST_SPEED <15>
#define HULL_LIST_ANGLE_Z <90>
//*********************Radar
#define RADAR_SPIN_SPEED <30>
//********************Engine smoke
#define ENGINE_SMOKE_PERIOD 200
#define RESTORE_PERIOD 2500
#define SIG_DEATH 1
#define SIG_MOVE 2
//torpedos
#define SIG_AIM1 4
#define SIG_AIM2 8
#define SIG_AIM3 16
#define SIG_AIM4 32
#define SIG_AIM5 64
#define SIG_AIM6 128
//5-inch gun
#define SIG_AIM7 256
//40mm AA
#define SIG_AIM8 512
//20mm AA
#define SIG_AIM9 1024
#define ALL_WEAPON_SIGS SIG_AIM1|SIG_AIM2|SIG_AIM3|SIG_AIM4|SIG_AIM5|SIG_AIM6|SIG_AIM7|SIG_AIM8|SIG_AIM9
#define SMOKEPIECE hull
#define XSMALL_MUZZLEFLASH 1024+5
#define XSMALL_MUZZLEDUST 1024+6
#define SMALL_MUZZLEFLASH 1024+8
#define SMALL_MUZZLEDUST 1024+9
#define MG_MUZZLEFLASH 1024+7
#define MEDIUM_MUZZLEFLASH 1024+3
#define MEDIUM_MUZZLEDUST 1024+4
#include "constants.h"
#include "damageSmoke.h"
static-var CurrentSpeed, bMoving, torp_flare, oldXZ, oldHeading, aa40_1_flare;
WorkingLoop()
{
while(TRUE)
{
if(bMoving)
{
// engine smoke comes here. And engine sound.
}
sleep 500;
}
}
InitTurrets()
//Pre-position turrets
{
turn aa40_turret_1 to y-axis <-90> now;
aa40_1_flare=TRUE;
}
WaitForConstructionToFinish()
{
while(get BUILD_PERCENT_LEFT)
{
sleep 150;
}
}
HideFlares()
{
hide main_flare_a;
hide aa20_flare_1;
hide aa40_flare_11;
hide aa40_flare_21;
}
Create()
{
start-script HideFlares();
bMoving = FALSE;
call-script InitTurrets();
call-script WaitForConstructionToFinish();
start-script DamageSmoke();
start-script WorkingLoop();
}
SweetSpot(piecenum)
{
piecenum = hull;
}
StopMoving()
{
signal SIG_MOVE;
set-signal-mask SIG_MOVE;
// We don't want this to trigger on VERY short stops
sleep 300;
bMoving = FALSE;
}
StopCatcher()
{
var newXZ, newHeading;
set-signal-mask SIG_MOVE|SIG_DEATH;
while(TRUE)
{
sleep 300;
newXZ = get PIECE_XZ(base);
newHeading = get HEADING;
if((oldXZ == newXZ) && (oldHeading == newHeading))
{
call-script StopMoving();
}
oldXZ = newXZ;
oldHeading = newHeading;
}
}
StartMoving()
{
signal SIG_MOVE;
start-script StopCatcher();
bMoving = TRUE;
}
RestoreTurret()
{
set-signal-mask SIG_DEATH|ALL_WEAPON_SIGS;
sleep RESTORE_PERIOD;
turn main_gun_a to y-axis <0> speed main_gun_TURN;
turn main_sleeve_a to x-axis <0> speed main_gun_PITCH;
turn aa20_turret_1 to y-axis <0> speed AA20_TURRET_TURN;
turn aa20_sleeve_1 to x-axis <0> speed AA20_TURRET_PITCH;
}
QueryWeapon1(piecenum)
{
piecenum = torpedo1;
}
AimFromWeapon1(piecenum)
{
piecenum = hull;
}
AimWeapon1(heading, pitch)
{
signal SIG_AIM1;
set-signal-mask SIG_AIM1|SIG_DEATH;
return (TRUE);
}
FireWeapon1()
{
sleep 200;
}
QueryWeapon2(piecenum)
{
piecenum = torpedo2;
}
AimFromWeapon2(piecenum)
{
piecenum = hull;
}
AimWeapon2(heading, pitch)
{
signal SIG_AIM2;
set-signal-mask SIG_AIM2|SIG_DEATH;
return (TRUE);
}
FireWeapon2()
{
sleep 200;
}
QueryWeapon3(piecenum)
{
piecenum = torpedo3;
}
AimFromWeapon3(piecenum)
{
piecenum = hull;
}
AimWeapon3(heading, pitch)
{
signal SIG_AIM3;
set-signal-mask SIG_AIM3|SIG_DEATH;
return (TRUE);
}
FireWeapon3()
{
sleep 200;
}
QueryWeapon4(piecenum)
{
piecenum = torpedo4;
}
AimFromWeapon4(piecenum)
{
piecenum = hull;
}
AimWeapon4(heading, pitch)
{
signal SIG_AIM4;
set-signal-mask SIG_AIM4|SIG_DEATH;
return (TRUE);
}
FireWeapon4()
{
sleep 200;
}
QueryWeapon5(piecenum)
{
piecenum = torpedo5;
}
AimFromWeapon5(piecenum)
{
piecenum = hull;
}
AimWeapon5(heading, pitch)
{
signal SIG_AIM1;
set-signal-mask SIG_AIM1|SIG_DEATH;
return (TRUE);
}
FireWeapon5()
{
sleep 200;
}
QueryWeapon6(piecenum)
{
piecenum = torpedo6;
}
AimFromWeapon6(piecenum)
{
piecenum = hull;
}
AimWeapon6(heading, pitch)
{
signal SIG_AIM6;
set-signal-mask SIG_AIM6|SIG_DEATH;
return (TRUE);
}
FireWeapon6()
{
sleep 200;
}
QueryWeapon7(piecenum)
{
piecenum = main_flare_a;
}
AimFromWeapon7(piecenum)
{
piecenum = main_gun_a;
}
AimWeapon7(heading, pitch)
{
signal SIG_AIM7;
set-signal-mask SIG_AIM7|SIG_DEATH;
turn main_gun_a to y-axis heading speed main_gun_TURN;
turn main_sleeve_a to x-axis (0-pitch) speed main_gun_PITCH;
wait-for-turn main_gun_a around y-axis;
wait-for-turn main_sleeve_a around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon7()
{
emit-sfx MEDIUM_MUZZLEFLASH from main_flare_a;
emit-sfx MEDIUM_MUZZLEDUST from main_flare_a;
move main_barrel_a to z-axis (0-MAIN_GUN_RECOIL) speed MAIN_GUN_RECOIL_SPEED;
sleep 200;
move main_barrel_a to z-axis [0] speed MAIN_GUN_BACK_SPEED;
}
QueryWeapon8(piecenum)
{
if(aa40_1_flare)
{
piecenum = aa40_flare_11;
} else
{
piecenum = aa40_flare_21;
}
}
AimFromWeapon8(piecenum)
{
piecenum = aa40_turret_1;
}
AimWeapon8(heading, pitch)
{
signal SIG_AIM8;
set-signal-mask SIG_AIM8|SIG_DEATH;
turn aa40_turret_1 to y-axis heading speed AA40_TURRET_TURN;
turn aa40_sleeve_1 to x-axis (0-pitch) speed AA40_TURRET_PITCH;
wait-for-turn aa40_turret_1 around y-axis;
wait-for-turn aa40_sleeve_1 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
Shot8(foo)
{
aa40_1_flare = !aa40_1_flare;
}
FireWeapon8()
{
if(aa40_1_flare)
{
emit-sfx SMALL_MUZZLEFLASH from aa40_flare_11;
emit-sfx SMALL_MUZZLEDUST from aa40_flare_11;
move aa40_barrel_11 to z-axis (0-AA40_GUN_RECOIL) speed AA40_GUN_RECOIL_SPEED;
sleep 200;
move aa40_barrel_11 to z-axis [0] speed AA40_GUN_BACK_SPEED;
} else
{
emit-sfx SMALL_MUZZLEFLASH from aa40_flare_21;
emit-sfx SMALL_MUZZLEDUST from aa40_flare_21;
move aa40_barrel_21 to z-axis (0-AA40_GUN_RECOIL) speed AA40_GUN_RECOIL_SPEED;
sleep 200;
move aa40_barrel_21 to z-axis [0] speed AA40_GUN_BACK_SPEED;
}
}
QueryWeapon9(piecenum)
{
piecenum = aa20_flare_1;
}
AimFromWeapon9(piecenum)
{
piecenum = aa20_turret_1;
}
AimWeapon9(heading, pitch)
{
signal SIG_AIM9;
set-signal-mask SIG_AIM9|SIG_DEATH;
turn aa20_turret_1 to y-axis heading speed AA20_TURRET_TURN;
turn aa20_sleeve_1 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn aa20_turret_1 around y-axis;
wait-for-turn aa20_sleeve_1 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon9()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_1;
emit-sfx XSMALL_MUZZLEDUST from aa20_flare_1;
move aa20_barrel_1 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move aa20_barrel_1 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
Killed(severity, corpsetype)
{
signal SIG_DEATH;
if (severity<99)
{
corpsetype = 1;
turn hull to z-axis (0-HULL_LIST_ANGLE_Z) speed HULL_LIST_SPEED;
wait-for-turn hull around z-axis;
return (TRUE);
}
corpsetype = 2;
explode hull type SHATTER|BITMAP;
return (TRUE);
}