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reimu.bos

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Oct 7th, 2015
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  1. piece base, lower, upper, head, legl, legr, arml, armr, gp, gp1, gp2, gp3, gp4, gp5, gp6, gp7, gp8;
  2.  
  3. #include "springdefs.h"
  4.  
  5. #define SIG_Aim 1
  6.  
  7. static-var moving, walking;
  8.  
  9. #define WALK_LEG_FORWARD <-30>
  10. #define WALK_LEG_BACK <30>
  11. #define WALK_BOB_LOW [-1.2]
  12. #define WALK_BOB_HIGH [0]
  13. #define WALK_ARM_FORWARD <-30>
  14. #define WALK_ARM_BACK <30>
  15.  
  16. #define MOVE_SPEED [2.2]
  17. #define MOVE_SPEED_ATTACKING [1.2]
  18.  
  19. Walk() {
  20. set-signal-mask 0;
  21. if (walking) return 0;
  22. walking=1;
  23. while(moving) {
  24. turn legl to x-axis WALK_LEG_FORWARD now;
  25. turn legr to x-axis WALK_LEG_BACK now;
  26. turn arml to x-axis WALK_ARM_BACK now;
  27. turn armr to x-axis WALK_ARM_FORWARD now;
  28. move lower to y-axis WALK_BOB_LOW now;
  29. sleep 250;
  30. turn legl to x-axis 0 now;
  31. turn legr to x-axis 0 now;
  32. turn arml to x-axis 0 now;
  33. turn armr to x-axis 0 now;
  34. move lower to y-axis WALK_BOB_HIGH now;
  35. sleep 250;
  36. turn legl to x-axis WALK_LEG_BACK now;
  37. turn legr to x-axis WALK_LEG_FORWARD now;
  38. turn arml to x-axis WALK_ARM_FORWARD now;
  39. turn armr to x-axis WALK_ARM_BACK now;
  40. move lower to y-axis WALK_BOB_LOW now;
  41. sleep 250;
  42. turn legl to x-axis 0 now;
  43. turn legr to x-axis 0 now;
  44. turn arml to x-axis 0 now;
  45. turn armr to x-axis 0 now;
  46. move lower to y-axis WALK_BOB_HIGH now;
  47. sleep 250;
  48. }
  49. walking=0;
  50. }
  51.  
  52. StartMoving() {
  53. moving=1;
  54. start-script Walk();
  55. }
  56.  
  57. StopMoving() {
  58. moving=0;
  59. }
  60.  
  61. static-var shotcount;
  62.  
  63. Create() {
  64. turn gp1 to y-axis <-5> now;
  65. turn gp2 to y-axis <5> now;
  66. turn gp3 to y-axis <-10> now;
  67. turn gp4 to y-axis <10> now;
  68. turn gp5 to y-axis <-15> now;
  69. turn gp6 to y-axis <15> now;
  70. turn gp7 to y-axis <-20> now;
  71. turn gp8 to y-axis <20> now;
  72. set ARMORED to 1;
  73. hide upper;
  74. hide lower;
  75. hide head;
  76. hide arml;
  77. hide armr;
  78. hide legl;
  79. hide legr;
  80. while(get BUILD_PERCENT_LEFT) sleep 30;
  81. show upper;
  82. show lower;
  83. show head;
  84. show arml;
  85. show armr;
  86. show legl;
  87. show legr;
  88. sleep 5000;
  89. set ARMORED to 0;
  90. }
  91.  
  92. Shot1(zero) {
  93. emit-sfx 2048 from gp5;
  94. emit-sfx 2048 from gp6;
  95. sleep 1;
  96. emit-sfx 2048 from gp3;
  97. emit-sfx 2048 from gp4;
  98. sleep 1;
  99. emit-sfx 2048 from gp1;
  100. emit-sfx 2048 from gp2;
  101. emit-sfx 2048 from gp7;
  102. emit-sfx 2048 from gp8;
  103. }
  104.  
  105. CancelAim() {
  106. sleep 1000;
  107. turn lower to y-axis 0 now;
  108. set MAX_SPEED to MOVE_SPEED;
  109. //signal SIG_Aim;
  110. }
  111.  
  112. AimFromWeapon1(p) {
  113. p=head;
  114. }
  115.  
  116. QueryWeapon1(p) {
  117. p=gp;
  118. }
  119.  
  120. AimWeapon1(h,p) {
  121. signal SIG_Aim;
  122. set-signal-mask SIG_Aim;
  123. set MAX_SPEED to MOVE_SPEED_ATTACKING;
  124. start-script CancelAim();
  125. if (!moving) {
  126. set HEADING to h + get HEADING;
  127. turn lower to y-axis 0 now;
  128. }
  129. else turn lower to y-axis h now;
  130. turn gp1 to x-axis 0 - p now;
  131. turn gp2 to x-axis 0 - p now;
  132. return 1;
  133. }
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