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  1. name CountD
  2. type none
  3. #type text
  4. speed 10
  5. subject_to_minz 0
  6. subject_to_maxz 0
  7. setlayer 410000000
  8. facing 1
  9. load black-fade-in
  10. load black-fade-out
  11. load black
  12. #animationscript data/scripts/paus0001.c
  13. animationscript data/chars/misc/continueanim/contAnim.c
  14. keyscript data/chars/misc/continueanim/contkey.c
  15.  
  16. anim idle
  17. @script
  18. void self = getlocalvar("self");
  19. int frame = getentityproperty(self, "animpos");
  20.  
  21. void 0A = getglobalvar("0A");
  22. void 1A = getglobalvar("1A");
  23.  
  24.  
  25. //setglobalvar("0A", NULL());
  26. //setglobalvar("1A", NULL());
  27.  
  28.  
  29. if(frame >= 0 && frame == 2){
  30. setglobalvar("0A", 1);
  31. updateframe(self, 3);
  32.  
  33. }
  34. @end_script
  35. offset 1 1
  36. delay 9
  37. custentity black-fade-out
  38. @cmd changeopenborvariant "nopause" 1
  39. @cmd paus0001 1 1000000000 #paus0001 {toggle} {time}
  40. @cmd changelevelproperty "bgspeed" 0 # changelevelproperty {bgspeed} {value} # Stop background from speeding
  41. spawnframe 49 0 240 0 0 # spawnframe {frame} {x} {z} {y} {relative}
  42. #spawnframe 56 0 240 0 0
  43. #@cmd spawn06 "Black" 0 0 660
  44. frame data/chars/misc/continueanim/counbase.png # 0
  45. @cmd paus0001 1 1000000000
  46. frame data/chars/misc/continueanim/count091.png # 2
  47. delay 160
  48. sound data/sounds/nine.wav
  49. @cmd paus0001 1 1000000000
  50. frame data/chars/misc/continueanim/count09.png # 3
  51. delay 9
  52. @cmd paus0001 1 1000000000
  53. frame data/chars/misc/continueanim/count091.png # 7
  54. delay 18
  55. @cmd paus0001 1 1000000000
  56. frame data/chars/misc/continueanim/counbase.png # 9
  57. @cmd paus0001 1 1000000000
  58. delay 9
  59. frame data/chars/misc/continueanim/count081.png # 10
  60. delay 160
  61. sound data/sounds/eight.wav
  62. @cmd paus0001 1 1000000000
  63. frame data/chars/misc/continueanim/count08.png # 11
  64. delay 9
  65. @cmd paus0001 1 1000000000
  66. frame data/chars/misc/continueanim/count081.png # 12
  67. delay 18
  68. @cmd paus0001 1 1000000000
  69. frame data/chars/misc/continueanim/counbase.png # 14
  70. delay 9
  71. @cmd paus0001 1 1000000000
  72. frame data/chars/misc/continueanim/count071.png # 15
  73. delay 160
  74. @cmd paus0001 1 1000000000
  75. sound data/sounds/seven.wav
  76. frame data/chars/misc/continueanim/count07.png # 16
  77. delay 9
  78. @cmd paus0001 1 1000000000
  79. frame data/chars/misc/continueanim/count071.png # 17
  80. delay 18
  81. @cmd paus0001 1 1000000000
  82. frame data/chars/misc/continueanim/counbase.png # 19
  83. delay 9
  84. @cmd paus0001 1 1000000000
  85. frame data/chars/misc/continueanim/count061.png # 20
  86. delay 260
  87. sound data/sounds/six.wav
  88. @cmd paus0001 1 1000000000
  89. frame data/chars/misc/continueanim/count06.png # 21
  90. delay 9
  91. @cmd paus0001 1 1000000000
  92. frame data/chars/misc/continueanim/count061.png # 22
  93. frame data/chars/misc/continueanim/counbase.png # 23
  94. frame data/chars/misc/continueanim/counbase.png # 24
  95. frame data/chars/misc/continueanim/count051.png # 25
  96. delay 260
  97. @cmd paus0001 1 1000000000
  98. sound data/sounds/five.wav
  99. frame data/chars/misc/continueanim/count05.png # 26
  100. delay 9
  101. @cmd paus0001 1 1000000000
  102. frame data/chars/misc/continueanim/count051.png # 27
  103. frame data/chars/misc/continueanim/counbase.png # 28
  104. frame data/chars/misc/continueanim/counbase.png # 29
  105. frame data/chars/misc/continueanim/count041.png # 30
  106. delay 260
  107. @cmd paus0001 1 1000000000
  108. sound data/sounds/four.wav
  109. frame data/chars/misc/continueanim/count04.png # 31
  110. delay 9
  111. @cmd paus0001 1 1000000000
  112. frame data/chars/misc/continueanim/count041.png # 32
  113. frame data/chars/misc/continueanim/counbase.png # 33
  114. frame data/chars/misc/continueanim/counbase.png # 34
  115. frame data/chars/misc/continueanim/count031.png # 35
  116. delay 260
  117. @cmd paus0001 1 1000000000
  118. sound data/sounds/three.wav
  119. frame data/chars/misc/continueanim/count03.png # 36
  120. delay 9
  121. @cmd paus0001 1 1000000000
  122. frame data/chars/misc/continueanim/count031.png # 37
  123. frame data/chars/misc/continueanim/counbase.png # 38
  124. frame data/chars/misc/continueanim/counbase.png # 39
  125. frame data/chars/misc/continueanim/count021.png # 40
  126. delay 260
  127. @cmd paus0001 1 1000000000
  128. sound data/sounds/two.wav
  129. frame data/chars/misc/continueanim/count02.png # 41
  130. delay 9
  131. @cmd paus0001 1 1000000000
  132. frame data/chars/misc/continueanim/count021.png # 42
  133. frame data/chars/misc/continueanim/counbase.png # 43
  134. frame data/chars/misc/continueanim/counbase.png # 44
  135. frame data/chars/misc/continueanim/count011.png # 45
  136. delay 260
  137. @cmd paus0001 1 1000000000
  138. sound data/sounds/one.wav
  139. frame data/chars/misc/continueanim/count01.png # 46
  140. delay 9
  141. @cmd paus0001 1 1000000000
  142. frame data/chars/misc/continueanim/count011.png # 47
  143. frame data/chars/misc/continueanim/counbase.png # 48
  144. frame data/chars/misc/continueanim/counbase.png # 49
  145. frame data/chars/misc/continueanim/count001.png # 50
  146. delay 260
  147. @cmd paus0001 1 1000000000
  148. #sound data/sounds/timeover.wav
  149. #@cmd PlayerDies
  150. frame data/chars/misc/continueanim/count00.png # 51
  151. delay 9
  152. @cmd paus0001 1 1000000000
  153. frame data/chars/misc/continueanim/count001.png # 52
  154. frame data/chars/misc/continueanim/counbase.png # 53
  155. #delay 180
  156. frame data/chars/misc/continueanim/counbase.png # 54
  157. delay 210
  158. #@cmd noplayerJoin 1
  159. @cmd noPJoin 0 1
  160. @cmd noPJoin 1 1
  161. @cmd playmusic "data/music/gameover.bor"
  162. #@cmd settextobj 0 138 60 3 145000000 "Game_Over" # settextobj {index} {x} {y} {font} {text}
  163. @cmd settextobj 1 138 60 3 145000000 "Game_Over"
  164. frame data/chars/misc/continueanim/counbase.png # 55
  165. delay 112
  166. frame data/chars/misc/continueanim/counbase.png # 56
  167. @cmd jumptobranch "end" 1
  168. frame data/chars/misc/continueanim/counbase.png # 57
  169.  
  170. anim follow1
  171. flipframe 0
  172. offset 1 1
  173. delay 10
  174. @script
  175. changeopenborvariant("nopause", 0);
  176. @end_script
  177. @cmd clearglobalvar
  178. frame data/chars/misc/continueanim/counbase.png
  179. delay 1
  180. #@cmd jumptobranch "Arcade_Select" 1
  181. #frame data/chars/misc/continueanim/counbase.png
  182. @cmd killentity getlocalvar("self")
  183. frame data/chars/misc/continueanim/counbase.png
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