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USLCSL.bos
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#define TAK
piece base, hull, railings, boats,
main_turret, main_sleeve, main_barrel, main_flare,
aa40_turret_1, aa40_sleeve_1, aa40_barrel_11, aa40_flare_11, aa40_barrel_21, aa40_flare_21,
aa40_turret_2, aa40_sleeve_2, aa40_barrel_12, aa40_flare_12, aa40_barrel_22, aa40_flare_22,
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,
wake1, wake2, wake3, wake4;
#define BASE_SMOKE_PERIOD 40
#define MIN_SMOKE_PERIOD 240
//********************Turret turn speeds
#define MAIN_TURRET_TURN <15>
#define MAIN_TURRET_PITCH <15>
#define AA40_TURRET_TURN <200>
#define AA40_TURRET_PITCH <150>
#define AA20_TURRET_TURN <225>
#define AA20_TURRET_PITCH <175>
//*********************Recoil
#define MAIN_GUN_RECOIL [2.0]
#define MAIN_GUN_RECOIL_SPEED [10]
#define MAIN_GUN_BACK_SPEED [2]
#define AA40_GUN_RECOIL [0.4]
#define AA40_GUN_RECOIL_SPEED [10]
#define AA40_GUN_BACK_SPEED [4]
#define AA20_GUN_RECOIL [0.3]
#define AA20_GUN_RECOIL_SPEED [10]
#define AA20_GUN_BACK_SPEED [5]
//*********************Death anim
#define HULL_LIST_SPEED <3>
#define HULL_LIST_ANGLE_Z <15>
#define RESTORE_PERIOD 2500
#define SIG_MOVE 2
// main gun
#define SIG_AIM1 4
// 40mm AA
#define SIG_AIM2 8
#define SIG_AIM3 16
// 20mm single guns
#define SIG_AIM4 32
#define SIG_AIM5 64
#define SIG_AIM6 128
#define SIG_AIM7 256
#define SIG_DEATH 1024
#define ALL_WEAPON_SIGS SIG_AIM1|SIG_AIM2|SIG_AIM3|SIG_AIM4|SIG_AIM5|SIG_AIM6|SIG_AIM7
// effects
#define placeholder_EFFECT01 1024+1
#define placeholder_EFFECT02 1024+2
#define placeholder_EFFECT03 1024+3
#define placeholder_EFFECT04 1024+4
#define XSMALL_MUZZLEFLASH 1024+5
#define XSMALL_MUZZLEDUST 1024+6
#define MG_MUZZLEFLASH 1024+7
#define SMALL_MUZZLEFLASH 1024+3
#define SMALL_MUZZLEDUST 1024+4
#define MEDIUMLARGE_MUZZLEFLASH 1024+8
#define MEDIUMLARGE_MUZZLEDUST 1024+9
#define SMOKEPIECE hull
#include "constants.h"
#include "damageSmoke.h"
static-var CurrentSpeed, bMoving, aa40_1_flare, aa40_2_flare, oldXZ, oldHeading;
WorkingLoop()
{
while(TRUE)
{
if(bMoving)
{
// Nothing to do on this particular ship
}
sleep 500;
}
}
InitTurrets()
//Pre-position turrets
{
turn aa40_turret_2 to y-axis <180> now;
turn aa20_turret_3 to y-axis <180> now;
turn aa20_turret_4 to y-axis <180> now;
aa40_1_flare=TRUE;
aa40_2_flare=TRUE;
}
WaitForConstructionToFinish()
{
while(get BUILD_PERCENT_LEFT)
{
sleep 150;
}
}
HideFlares()
{
hide main_flare;
hide aa40_flare_11;
hide aa40_flare_12;
hide aa40_flare_21;
hide aa40_flare_22;
hide aa20_flare_1;
hide aa20_flare_2;
hide aa20_flare_3;
hide aa20_flare_4;
}
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_turret to y-axis <0> speed MAIN_TURRET_TURN;
turn main_sleeve to x-axis <0> speed MAIN_TURRET_PITCH;
turn aa40_turret_1 to y-axis <0> speed AA40_TURRET_TURN;
turn aa40_sleeve_1 to x-axis <0> speed AA40_TURRET_PITCH;
turn aa40_turret_2 to y-axis <180> speed AA40_TURRET_TURN;
turn aa40_sleeve_2 to x-axis <0> speed AA40_TURRET_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;
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 <180> speed AA20_TURRET_TURN;
turn aa20_sleeve_3 to x-axis <0> speed AA20_TURRET_PITCH;
turn aa20_turret_4 to y-axis <180> speed AA20_TURRET_TURN;
turn aa20_sleeve_4 to x-axis <0> speed AA20_TURRET_PITCH;
}
QueryWeapon1(piecenum)
{
piecenum = main_flare;
}
AimFromWeapon1(piecenum)
{
piecenum = main_turret;
}
AimWeapon1(heading, pitch)
{
signal SIG_AIM1;
set-signal-mask SIG_AIM1|SIG_DEATH;
turn main_turret to y-axis heading speed MAIN_TURRET_TURN;
turn main_sleeve to x-axis (0-pitch) speed MAIN_TURRET_PITCH;
wait-for-turn main_turret around y-axis;
wait-for-turn main_sleeve around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon1()
{
emit-sfx MEDIUMLARGE_MUZZLEFLASH from main_flare;
emit-sfx MEDIUMLARGE_MUZZLEDUST from main_flare;
// show main_flare;
move main_barrel to z-axis (0-MAIN_GUN_RECOIL) speed MAIN_GUN_RECOIL_SPEED;
sleep 200;
move main_barrel to z-axis [0] speed MAIN_GUN_BACK_SPEED;
// hide main_flare;
}
QueryWeapon2(piecenum)
{
if(aa40_1_flare)
{
piecenum = aa40_flare_11;
} else
{
piecenum = aa40_flare_12;
}
}
AimFromWeapon2(piecenum)
{
piecenum = aa40_turret_1;
}
AimWeapon2(heading, pitch)
{
signal SIG_AIM2;
set-signal-mask SIG_AIM2|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);
}
Shot2(foo)
{
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_12;
emit-sfx SMALL_MUZZLEDUST from aa40_flare_12;
move aa40_barrel_12 to z-axis (0-AA40_GUN_RECOIL) speed AA40_GUN_RECOIL_SPEED;
sleep 200;
move aa40_barrel_12 to z-axis [0] speed AA40_GUN_BACK_SPEED;
}
aa40_1_flare = !aa40_1_flare;
}
FireWeapon2()
{
}
QueryWeapon3(piecenum)
{
if(aa40_2_flare)
{
piecenum = aa40_flare_21;
} else
{
piecenum = aa40_flare_22;
}
}
AimFromWeapon3(piecenum)
{
piecenum = aa40_turret_2;
}
AimWeapon3(heading, pitch)
{
signal SIG_AIM3;
set-signal-mask SIG_AIM3|SIG_DEATH;
turn aa40_turret_2 to y-axis heading speed AA40_TURRET_TURN;
turn aa40_sleeve_2 to x-axis (0-pitch) speed AA40_TURRET_PITCH;
wait-for-turn aa40_turret_2 around y-axis;
wait-for-turn aa40_sleeve_2 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
Shot3(foo)
{
if(aa40_2_flare)
{
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;
} else
{
emit-sfx SMALL_MUZZLEFLASH from aa40_flare_22;
emit-sfx SMALL_MUZZLEDUST from aa40_flare_22;
move aa40_barrel_22 to z-axis (0-AA40_GUN_RECOIL) speed AA40_GUN_RECOIL_SPEED;
sleep 200;
move aa40_barrel_22 to z-axis [0] speed AA40_GUN_BACK_SPEED;
}
aa40_2_flare = !aa40_2_flare;
}
FireWeapon3()
{
}
QueryWeapon4(piecenum)
{
piecenum = aa20_flare_1;
}
AimFromWeapon4(piecenum)
{
piecenum = aa20_turret_1;
}
AimWeapon4(heading, pitch)
{
signal SIG_AIM4;
set-signal-mask SIG_AIM4|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);
}
FireWeapon4()
{
}
Shot4()
{
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;
}
QueryWeapon5(piecenum)
{
piecenum = aa20_flare_2;
}
AimFromWeapon5(piecenum)
{
piecenum = aa20_turret_2;
}
AimWeapon5(heading, pitch)
{
signal SIG_AIM5;
set-signal-mask SIG_AIM5|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);
}
FireWeapon5()
{
}
Shot5()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_2;
emit-sfx XSMALL_MUZZLEDUST 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;
}
QueryWeapon6(piecenum)
{
piecenum = aa20_flare_3;
}
AimFromWeapon6(piecenum)
{
piecenum = aa20_turret_3;
}
AimWeapon6(heading, pitch)
{
signal SIG_AIM6;
set-signal-mask SIG_AIM6|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);
}
FireWeapon6()
{
}
Shot6()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_3;
emit-sfx XSMALL_MUZZLEDUST 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;
}
QueryWeapon7(piecenum)
{
piecenum = aa20_flare_4;
}
AimFromWeapon7(piecenum)
{
piecenum = aa20_turret_4;
}
AimWeapon7(heading, pitch)
{
signal SIG_AIM7;
set-signal-mask SIG_AIM7|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);
}
FireWeapon7()
{
}
Shot7()
{
emit-sfx XSMALL_MUZZLEFLASH from aa20_flare_4;
emit-sfx XSMALL_MUZZLEDUST 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;
}
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);
}