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USBuckley.bos
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#define TAK
piece base, hull, railings, boats,
main_gun_a, main_sleeve_a, main_barrel_a, main_flare_a, main_gun_b, main_sleeve_b, main_barrel_b, main_flare_b,
main_gun_c, main_sleeve_c, main_barrel_c, main_flare_c,
torp_turret, torp_flare1, torp_flare2, torp_flare3,
cp_turret, cp_guns, cp_flare1, cp_flare2, cp_flare3, cp_flare4,
aa20_turret_1, aa20_sleeve_1, aa20_barrel_1, aa20_flare_1, aa20_turret_2, aa20_sleeve_2, aa20_barrel_2, aa20_flare_2,
aa20_turret_3, aa20_sleeve_3, aa20_barrel_3, aa20_flare_3, aa20_turret_4, aa20_sleeve_4, aa20_barrel_4, aa20_flare_4,
aa20_turret_5, aa20_sleeve_5, aa20_barrel_5, aa20_flare_5, aa20_turret_6, aa20_sleeve_6, aa20_barrel_6, aa20_flare_6,
aa20_turret_7, aa20_sleeve_7, aa20_barrel_7, aa20_flare_7, aa20_turret_8, aa20_sleeve_8, aa20_barrel_8, aa20_flare_8,
exhaust, 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 AA28_TURRET_TURN <225>
#define AA28_TURRET_PITCH <175>
#define AA20_TURRET_TURN <225>
#define AA20_TURRET_PITCH <175>
#define TORP_TURRET_TURN <10>
//*********************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_PIECE exhaust
#define ENGINE_SMOKE_PERIOD 200
#define RESTORE_PERIOD 2500
#define SIG_DEATH 1
#define SIG_MOVE 2
// main guns
#define SIG_AIM1 4
#define SIG_AIM2 8
#define SIG_AIM3 16
// torpedo
#define SIG_AIM4 32
// 28mm AA
#define SIG_AIM5 64
// 20mm single guns
#define SIG_AIM6 128
#define SIG_AIM7 256
#define SIG_AIM8 512
#define SIG_AIM9 1024
#define SIG_AIM10 2048
#define SIG_AIM11 4096
#define SIG_AIM12 8192
#define SIG_AIM13 16384
#define ALL_WEAPON_SIGS SIG_AIM1|SIG_AIM2|SIG_AIM3|SIG_AIM4|SIG_AIM5|SIG_AIM6|SIG_AIM7|SIG_AIM8|SIG_AIM9|SIG_AIM10|SIG_AIM11|SIG_AIM12|SIG_AIM13
#define SMOKEPIECE hull
#define XSMALL_MUZZLEFLASH 1024+5
#define XSMALL_SMOKE 1024+6
#define SMALL_MUZZLEFLASH 1024+8
#define SMALL_SMOKE 1024+9
#define MG_MUZZLEFLASH 1024+7
#define MEDIUM_MUZZLEFLASH 1024+3
#define MEDIUM_SMOKE 1024+4
#include "constants.h"
#include "damageSmoke.h"
static-var CurrentSpeed, bMoving, aa28_flare, torp_flare, oldXZ, oldHeading;
WorkingLoop()
{
while(TRUE)
{
if(bMoving)
{
// engine smoke comes here. And engine sound.
emit-sfx SFXTYPE_BLACKSMOKE from ENGINE_SMOKE_PIECE;
sleep ENGINE_SMOKE_PERIOD;
}
sleep 500;
}
}
InitTurrets()
//Pre-position turrets
{
turn main_gun_c to y-axis <180> now;
turn cp_turret to y-axis <180> now;
turn aa20_turret_5 to y-axis <-90> now;
turn aa20_turret_6 to y-axis <90> now;
turn aa20_turret_7 to y-axis <-180> now;
turn aa20_turret_8 to y-axis <180> now;
aa28_flare=1;
torp_flare=1;
}
WaitForConstructionToFinish()
{
while(get BUILD_PERCENT_LEFT)
{
sleep 150;
}
}
HideFlares()
{
hide main_flare_a;
hide main_flare_b;
hide main_flare_c;
hide cp_flare1;
hide cp_flare2;
hide cp_flare3;
hide cp_flare4;
hide aa20_flare_1;
hide aa20_flare_2;
hide aa20_flare_3;
hide aa20_flare_4;
hide aa20_flare_5;
hide aa20_flare_6;
hide aa20_flare_7;
hide aa20_flare_8;
}
Create()
{
start-script HideFlares();
bMoving = FALSE;
call-script InitTurrets();
call-script WaitForConstructionToFinish();
start-script DamageSmoke();
start-script WorkingLoop();
}
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;
emit-sfx 2 from wake4;
sleep 300;
}
}
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 EmitWakes();
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 main_gun_b to y-axis <0> speed main_gun_TURN;
turn main_sleeve_b to x-axis <0> speed main_gun_PITCH;
turn main_gun_c to y-axis <180> speed main_gun_TURN;
turn main_sleeve_c to x-axis <0> speed main_gun_PITCH;
turn cp_turret to y-axis <180> speed AA28_TURRET_TURN;
turn cp_guns to x-axis <0> speed AA28_TURRET_PITCH;
turn torp_turret to y-axis <180> speed TORP_TURRET_TURN;
turn aa20_turret_1 to y-axis <0> speed AA20_TURRET_TURN;
turn aa20_sleeve_1 to x-axis <0> speed AA20_TURRET_PITCH;
turn aa20_turret_2 to y-axis <0> speed AA20_TURRET_TURN;
turn aa20_sleeve_2 to x-axis <0> speed AA20_TURRET_PITCH;
turn aa20_turret_3 to y-axis <0> speed AA20_TURRET_TURN;
turn aa20_sleeve_3 to x-axis <0> speed AA20_TURRET_PITCH;
turn aa20_turret_4 to y-axis <0> speed AA20_TURRET_TURN;
turn aa20_sleeve_4 to x-axis <0> speed AA20_TURRET_PITCH;
turn aa20_turret_5 to y-axis <-90> speed AA20_TURRET_TURN;
turn aa20_sleeve_5 to x-axis <0> speed AA20_TURRET_PITCH;
turn aa20_turret_6 to y-axis <90> speed AA20_TURRET_TURN;
turn aa20_sleeve_6 to x-axis <0> speed AA20_TURRET_PITCH;
turn aa20_turret_7 to y-axis <180> speed AA20_TURRET_TURN;
turn aa20_sleeve_7 to x-axis <0> speed AA20_TURRET_PITCH;
turn aa20_turret_8 to y-axis <180> speed AA20_TURRET_TURN;
turn aa20_sleeve_8 to x-axis <0> speed AA20_TURRET_PITCH;
}
QueryWeapon1(piecenum)
{
piecenum = main_flare_a;
}
AimFromWeapon1(piecenum)
{
piecenum = main_gun_a;
}
AimWeapon1(heading, pitch)
{
signal SIG_AIM1;
set-signal-mask SIG_AIM1|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);
}
FireWeapon1()
{
emit-sfx MEDIUM_MUZZLEFLASH from main_flare_a;
emit-sfx MEDIUM_SMOKE 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;
}
QueryWeapon2(piecenum)
{
piecenum = main_flare_b;
}
AimFromWeapon2(piecenum)
{
piecenum = main_gun_b;
}
AimWeapon2(heading, pitch)
{
signal SIG_AIM2;
set-signal-mask SIG_AIM2|SIG_DEATH;
turn main_gun_b to y-axis heading speed main_gun_TURN;
turn main_sleeve_b to x-axis (0-pitch) speed main_gun_PITCH;
wait-for-turn main_gun_b around y-axis;
wait-for-turn main_sleeve_b around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon2()
{
emit-sfx MEDIUM_MUZZLEFLASH from main_flare_b;
emit-sfx MEDIUM_SMOKE from main_flare_b;
move main_barrel_b to z-axis (0-MAIN_GUN_RECOIL) speed MAIN_GUN_RECOIL_SPEED;
sleep 200;
move main_barrel_b to z-axis [0] speed MAIN_GUN_BACK_SPEED;
}
QueryWeapon3(piecenum)
{
piecenum = main_flare_c;
}
AimFromWeapon3(piecenum)
{
piecenum = main_gun_c;
}
AimWeapon3(heading, pitch)
{
signal SIG_AIM3;
set-signal-mask SIG_AIM3|SIG_DEATH;
turn main_gun_c to y-axis heading speed main_gun_TURN;
turn main_sleeve_c to x-axis (0-pitch) speed main_gun_PITCH;
wait-for-turn main_gun_c around y-axis;
wait-for-turn main_sleeve_c around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon3()
{
emit-sfx MEDIUM_MUZZLEFLASH from main_flare_c;
emit-sfx MEDIUM_SMOKE from main_flare_c;
move main_barrel_c to z-axis (0-MAIN_GUN_RECOIL) speed MAIN_GUN_RECOIL_SPEED;
sleep 200;
move main_barrel_c to z-axis [0] speed MAIN_GUN_BACK_SPEED;
}
QueryWeapon4(piecenum)
{
if(torp_flare==1)
{
piecenum = torp_flare1;
}
if(torp_flare==2)
{
piecenum = torp_flare2;
}
if(torp_flare==3)
{
piecenum = torp_flare3;
}
}
AimFromWeapon4(piecenum)
{
piecenum = torp_turret;
}
AimWeapon4(heading, pitch)
{
signal SIG_AIM4;
set-signal-mask SIG_AIM4|SIG_DEATH;
turn torp_turret to y-axis heading speed TORP_TURRET_TURN;
wait-for-turn torp_turret around y-axis;
start-script RestoreTurret();
return(TRUE);
}
FireWeapon4()
{
torp_flare = torp_flare + 1;
if(torp_flare>3)
{
torp_flare = 1;
}
}
QueryWeapon5(piecenum)
{
if(aa28_flare == 1)
{
piecenum = cp_flare1;
}
if(aa28_flare == 2)
{
piecenum = cp_flare2;
}
if(aa28_flare == 3)
{
piecenum = cp_flare3;
}
if(aa28_flare == 4)
{
piecenum = cp_flare4;
}
}
AimFromWeapon5(piecenum)
{
piecenum = cp_turret;
}
AimWeapon5(heading, pitch)
{
signal SIG_AIM5;
set-signal-mask SIG_AIM5|SIG_DEATH;
turn cp_turret to y-axis heading speed AA28_TURRET_TURN;
turn cp_guns to x-axis (0-pitch) speed AA28_TURRET_PITCH;
wait-for-turn cp_turret around y-axis;
wait-for-turn cp_guns around x-axis;
start-script RestoreTurret();
return (TRUE);
}
Shot5(foo)
{
aa28_flare = aa28_flare + 1;
if(aa28_flare>4)
{
aa28_flare = 1;
}
}
FireWeapon5()
{
if(aa28_flare == 1)
{
emit-sfx XSMALL_MUZZLEFLASH from cp_flare1;
emit-sfx XSMALL_SMOKE from cp_flare1;
sleep 200;
}
if(aa28_flare == 2)
{
emit-sfx XSMALL_MUZZLEFLASH from cp_flare2;
emit-sfx XSMALL_SMOKE from cp_flare2;
sleep 200;
}
if(aa28_flare == 3)
{
emit-sfx XSMALL_MUZZLEFLASH from cp_flare3;
emit-sfx XSMALL_SMOKE from cp_flare3;
sleep 200;
}
if(aa28_flare == 4)
{
emit-sfx XSMALL_MUZZLEFLASH from cp_flare4;
emit-sfx XSMALL_SMOKE from cp_flare4;
sleep 200;
}
}
QueryWeapon6(piecenum)
{
piecenum = aa20_flare_1;
}
AimFromWeapon6(piecenum)
{
piecenum = aa20_turret_1;
}
AimWeapon6(heading, pitch)
{
signal SIG_AIM6;
set-signal-mask SIG_AIM6|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);
}
FireWeapon6()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_1;
emit-sfx XSMALL_SMOKE 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;
}
QueryWeapon7(piecenum)
{
piecenum = aa20_flare_2;
}
AimFromWeapon7(piecenum)
{
piecenum = aa20_turret_2;
}
AimWeapon7(heading, pitch)
{
signal SIG_AIM7;
set-signal-mask SIG_AIM7|SIG_DEATH;
turn aa20_turret_2 to y-axis heading speed AA20_TURRET_TURN;
turn aa20_sleeve_2 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn aa20_turret_2 around y-axis;
wait-for-turn aa20_sleeve_2 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon7()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_2;
emit-sfx XSMALL_SMOKE from aa20_flare_2;
move aa20_barrel_2 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move aa20_barrel_2 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
QueryWeapon8(piecenum)
{
piecenum = aa20_flare_3;
}
AimFromWeapon8(piecenum)
{
piecenum = aa20_turret_3;
}
AimWeapon8(heading, pitch)
{
signal SIG_AIM8;
set-signal-mask SIG_AIM8|SIG_DEATH;
turn aa20_turret_3 to y-axis heading speed AA20_TURRET_TURN;
turn aa20_sleeve_3 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn aa20_turret_3 around y-axis;
wait-for-turn aa20_sleeve_3 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon8()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_3;
emit-sfx XSMALL_SMOKE from aa20_flare_3;
move aa20_barrel_3 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move aa20_barrel_3 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
QueryWeapon9(piecenum)
{
piecenum = aa20_flare_4;
}
AimFromWeapon9(piecenum)
{
piecenum = aa20_turret_4;
}
AimWeapon9(heading, pitch)
{
signal SIG_AIM9;
set-signal-mask SIG_AIM9|SIG_DEATH;
turn aa20_turret_4 to y-axis heading speed AA20_TURRET_TURN;
turn aa20_sleeve_4 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn aa20_turret_4 around y-axis;
wait-for-turn aa20_sleeve_4 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon9()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_4;
emit-sfx XSMALL_SMOKE from aa20_flare_4;
move aa20_barrel_4 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move aa20_barrel_4 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
QueryWeapon10(piecenum)
{
piecenum = aa20_flare_5;
}
AimFromWeapon10(piecenum)
{
piecenum = aa20_turret_5;
}
AimWeapon10(heading, pitch)
{
signal SIG_AIM10;
set-signal-mask SIG_AIM10|SIG_DEATH;
turn aa20_turret_5 to y-axis heading speed AA20_TURRET_TURN;
turn aa20_sleeve_5 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn aa20_turret_5 around y-axis;
wait-for-turn aa20_sleeve_5 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon10()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_5;
emit-sfx XSMALL_SMOKE from aa20_flare_5;
move aa20_barrel_5 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move aa20_barrel_5 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
QueryWeapon11(piecenum)
{
piecenum = aa20_flare_6;
}
AimFromWeapon11(piecenum)
{
piecenum = aa20_turret_6;
}
AimWeapon11(heading, pitch)
{
signal SIG_AIM11;
set-signal-mask SIG_AIM11|SIG_DEATH;
turn aa20_turret_6 to y-axis heading speed AA20_TURRET_TURN;
turn aa20_sleeve_6 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn aa20_turret_6 around y-axis;
wait-for-turn aa20_sleeve_6 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon11()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_6;
emit-sfx XSMALL_SMOKE from aa20_flare_6;
move aa20_barrel_6 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move aa20_barrel_6 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
QueryWeapon12(piecenum)
{
piecenum = aa20_flare_7;
}
AimFromWeapon12(piecenum)
{
piecenum = aa20_turret_7;
}
AimWeapon12(heading, pitch)
{
signal SIG_AIM12;
set-signal-mask SIG_AIM12|SIG_DEATH;
turn aa20_turret_7 to y-axis heading speed AA20_TURRET_TURN;
turn aa20_sleeve_7 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn aa20_turret_7 around y-axis;
wait-for-turn aa20_sleeve_7 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon12()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_7;
emit-sfx XSMALL_SMOKE from aa20_flare_7;
move aa20_barrel_7 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move aa20_barrel_7 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
QueryWeapon13(piecenum)
{
piecenum = aa20_flare_8;
}
AimFromWeapon13(piecenum)
{
piecenum = aa20_turret_8;
}
AimWeapon13(heading, pitch)
{
signal SIG_AIM13;
set-signal-mask SIG_AIM13|SIG_DEATH;
turn aa20_turret_8 to y-axis heading speed AA20_TURRET_TURN;
turn aa20_sleeve_8 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn aa20_turret_8 around y-axis;
wait-for-turn aa20_sleeve_8 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon13()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_8;
emit-sfx XSMALL_SMOKE from aa20_flare_8;
move aa20_barrel_8 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move aa20_barrel_8 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 = 1;
return (TRUE);
}