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MAP30 BEHAVIOR

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Aug 16th, 2015
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  1. // domingo, 16 de agosto de 2015 16:23:44
  2.  
  3. // D:\ZDoom\HEXEN.WAD
  4. // **************************************************************
  5. // ACC script decompiler (c) 1995 Luc Cluitmans *
  6. // DeePsea Port 9-16-2004 by Jack Vermeulen (v1.15) *
  7. // ZDOOM Support for compressed format not done, nor new stuff:)*
  8. // **************************************************************
  9. #include "zcommon.acs"
  10.  
  11. // BEHAVIOR 14 scripts, 13 strings
  12.  
  13. // ==================================================
  14.  
  15. // List of MAP variables:
  16.  
  17. int mapvar0;
  18. int mapvar1;
  19. int mapvar2;
  20.  
  21.  
  22. //==================== script 1 ====================
  23.  
  24. script 1 (void)
  25. {
  26. if(++mapvar0 == 4)
  27. {
  28. mapvar1 = 1;
  29. }
  30. }
  31.  
  32. //==================== script 2 ====================
  33.  
  34. script 2 (void)
  35. {
  36. if(mapvar1 == 0)
  37. {
  38. Ceiling_CrushRaiseAndStay(const:20, 24, 50);
  39. }
  40. }
  41.  
  42. //==================== script 3 ====================
  43.  
  44. script 3 (void)
  45. {
  46. if(gametype() != GAME_NET_DEATHMATCH)
  47. {
  48. mapvar2 = 1;
  49. sectorsound("SwitchOtherLevel", 127);
  50. delay(const:2);
  51. sectorsound("Switch1", 127);
  52. setlinetexture(2, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL2");
  53. delay(const:2);
  54. setlinetexture(2, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL3");
  55. delay(const:2);
  56. setlinetexture(2, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL4");
  57. delay(const:2);
  58. setlinetexture(2, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL5");
  59. delay(const:2);
  60. printbold(s:"Se ha resuelto una novena parte del puzle");
  61. delay(const:96);
  62. printbold(s:"del monasterio");
  63. ACS_Execute(const:38, 27, 0, 0, 0);
  64. Door_Raise(const:11, 16, 0);
  65. }
  66. }
  67.  
  68. //==================== script 4 ====================
  69.  
  70. script 4 (void)
  71. {
  72. until(mapvar2 == 1)
  73. {
  74. Polyobj_DoorSlide(3, random(const:4, 16), 0, 192, random(const:25, 125));
  75. Polyobj_DoorSlide(4, random(const:4, 16), 0, 224, random(const:15, 105));
  76. Polyobj_DoorSlide(5, random(const:8, 20), 0, 224, random(const:5, 15));
  77. Polyobj_DoorSlide(6, random(const:12, 24), 128, 224, random(const:5, 70));
  78. Polyobj_DoorSlide(7, random(const:16, 32), 0, 224, random(const:10, 15));
  79. Polyobj_DoorSlide(8, random(const:20, 36), 128, 224, random(const:15, 175));
  80. Polyobj_DoorSlide(9, random(const:24, 40), 128, 224, random(const:15, 105));
  81. Polyobj_DoorSlide(10, random(const:2, 8), 192, 224, random(const:30, 105));
  82. Polyobj_DoorSlide(11, random(const:16, 32), 64, 224, random(const:10, 15));
  83. Polyobj_DoorSlide(12, random(const:4, 16), 192, 160, random(const:25, 75));
  84. Polyobj_DoorSlide(13, random(const:32, 64), 64, 160, random(const:35, 175));
  85. Polyobj_DoorSlide(14, random(const:8, 32), 64, 160, random(const:15, 105));
  86. delay(const:35);
  87. }
  88. }
  89.  
  90. //==================== script 5 ====================
  91.  
  92. script 5 (void)
  93. {
  94. Door_Raise(const:7, 16, 0);
  95. terminate;
  96. }
  97.  
  98. //==================== script 6 ====================
  99.  
  100. script 6 (void)
  101. {
  102. Door_Raise(const:3, 16, 0);
  103. terminate;
  104. }
  105.  
  106. //==================== script 7 ====================
  107.  
  108. script 7 (void)
  109. {
  110. if(gametype() != GAME_NET_DEATHMATCH)
  111. {
  112. Door_Raise(const:14, 16, 0);
  113. sectorsound("SwitchOtherLevel", 127);
  114. printbold(s:"Se ha resuelto una novena parte del puzle");
  115. delay(const:96);
  116. printbold(s:"del monasterio");
  117. ACS_Execute(const:39, 27, 0, 0, 0);
  118. }
  119. }
  120.  
  121. //==================== script 8 ====================
  122.  
  123. script 8 (void)
  124. {
  125. if(gametype() != GAME_NET_DEATHMATCH)
  126. {
  127. Door_Raise(const:1, 16, 0);
  128. sectorsound("SwitchOtherLevel", 127);
  129. delay(const:2);
  130. sectorsound("Switch1", 127);
  131. setlinetexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL2");
  132. delay(const:2);
  133. setlinetexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL3");
  134. delay(const:2);
  135. setlinetexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL4");
  136. delay(const:2);
  137. setlinetexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL5");
  138. delay(const:2);
  139. printbold(s:"Se ha resuelto una novena parte del puzle");
  140. delay(const:96);
  141. printbold(s:"del monasterio");
  142. ACS_Execute(const:37, 27, 0, 0, 0);
  143. ACS_Execute(const:2, 28, 0, 0, 0);
  144. ACS_Execute(const:7, 34, 0, 0, 0);
  145. }
  146. }
  147.  
  148. //==================== script 9 ====================
  149.  
  150. script 9 (void)
  151. {
  152. Thing_Spawn(const:1, T_BRIDGE, 0);
  153. }
  154.  
  155. //==================== script 10 ====================
  156.  
  157. script 10 (void)
  158. {
  159. Floor_LowerToNearest(const:5, 8);
  160. setlinetexture(3, SIDE_FRONT, TEXTURE_MIDDLE, "GLASS07");
  161. sectorsound("GlassShatter", 127);
  162. }
  163.  
  164. //==================== script 10 ====================
  165.  
  166. script 10 OPEN
  167. {
  168. setlinespecial(1, 80 /*ACS_Execute*/, 8, 0, 0, 0, 0);
  169. setlinespecial(2, 80 /*ACS_Execute*/, 3, 0, 0, 0, 0);
  170. setlinespecial(3, 80 /*ACS_Execute*/, 10, 0, 0, 0, 0);
  171. }
  172.  
  173. //==================== script 200 ====================
  174.  
  175. script 200 OPEN
  176. {
  177. if(gametype() != GAME_NET_DEATHMATCH)
  178. {
  179. terminate;
  180. }
  181. delay(random(128, 255));
  182. Door_Raise(const:1, 16, 0);
  183. delay(random(128, 255));
  184. Door_Raise(const:3, 16, 0);
  185. delay(random(128, 255));
  186. Door_Raise(const:7, 16, 0);
  187. delay(random(128, 255));
  188. Door_Raise(const:14, 16, 0);
  189. delay(random(128, 255));
  190. Door_Raise(const:11, 16, 0);
  191. }
  192.  
  193. //==================== script 254 ====================
  194.  
  195. script 254 OPEN
  196. {
  197. int var0;
  198.  
  199. delay(random(3, 7)*100);
  200. var0 = random(1, 5);
  201. switch(var0)
  202. {
  203. case 1:
  204. ambientsound("Ambient10", random(const:50, 110));
  205. break;
  206. case 2:
  207. ambientsound("Ambient12", random(const:50, 80));
  208. break;
  209. case 3:
  210. ambientsound("Ambient13", random(const:50, 80));
  211. break;
  212. case 4:
  213. ambientsound("Ambient13", random(const:60, 90));
  214. break;
  215. case 5:
  216. ambientsound("Ambient13", random(const:30, 70));
  217. break;
  218. }
  219. restart;
  220. }
  221.  
  222. //==================== script 255 ====================
  223.  
  224. script 255 OPEN
  225. {
  226. int var0;
  227.  
  228. delay(const:8400);
  229. var0 = random(const:0, 1);
  230. if(var0 == 1)
  231. {
  232. Thing_Spawn(255, T_ZOMBIE, 64);
  233. }
  234. var0 = random(const:0, 1);
  235. if(var0 == 1)
  236. {
  237. Thing_Spawn(254, T_ZOMBIE, 64);
  238. }
  239. var0 = random(const:0, 1);
  240. if(var0 == 1)
  241. {
  242. Thing_Spawn(253, T_ZOMBIE, 64);
  243. }
  244. var0 = random(const:0, 1);
  245. if(var0 == 1)
  246. {
  247. Thing_Spawn(252, T_ZOMBIE, 64);
  248. }
  249. var0 = random(const:0, 1);
  250. if(var0 == 1)
  251. {
  252. Thing_Spawn(251, T_ZOMBIE, 64);
  253. }
  254. restart;
  255. }
  256.  
  257.  
  258. // ==================================================
  259. // Strings:
  260.  
  261. // [ 0] 'SwitchOtherLevel'
  262. // [ 1] 'Switch1'
  263. // [ 2] 'SW_OL2'
  264. // [ 3] 'SW_OL3'
  265. // [ 4] 'SW_OL4'
  266. // [ 5] 'SW_OL5'
  267. // [ 6] 'Se ha resuelto una novena parte del puzle'
  268. // [ 7] 'del monasterio'
  269. // [ 8] 'GLASS07'
  270. // [ 9] 'GlassShatter'
  271. // [ 10] 'Ambient10'
  272. // [ 11] 'Ambient12'
  273. // [ 12] 'Ambient13'
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