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Mar 11th, 2019
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  1. var __deltaTime=0;
  2. var __lastTime=0;
  3.  
  4. function getDeltaTime()
  5. {
  6. var now=(new Date()).getTime();
  7. __deltaTime=now-__lastTime;
  8. __lastTime=now;
  9. }
  10.  
  11. ccbRegisterOnFrameEvent(getDeltaTime);
  12.  
  13. var _auto_aim_Target="";
  14. var auto_aim_sw="off";
  15.  
  16. var sewer_spawnPOS=["-147.667191, -51.702065, -173.083328", "220.745834, -51.702065, -259.603424", "220.745834, -51.702065, -606.613281", "220.745834, -51.702065, -1261.255493", "-811.053101, -51.702065, 161.421722", "-445.436707, -51.702065, 543.734741", "46.168125, -51.702065, 543.734741"];
  17. var enemy_a_skins=["1heavyalien2.png","1heavyalien2blue.png","1heavyalien2red.png","1heavyalienblue.png","1heavyalienpurple.png","1heavyalienred.png","1heavyalienred.png"];
  18.  
  19. var __weapon_ammo_save="";
  20. var __weapon_damage_save="";
  21. var __weapon_active_save="";
  22.  
  23. var timeToReload=2000;
  24. var nmen=0;
  25. var nmen_active=0;
  26. var ntime=0;
  27. var healthPacks=3;
  28. var scrn=0;
  29. var canShoot=true;
  30. var currentWeapon=0;
  31. var triggerPressed=false;
  32. var weapon=["AK41","Ruger 21","M4A1","MossbergShotgun1","Pump Shotgun1","revolver","MP2","SCAR1","USP1","1911","fpsrocketlauncher1","MP5","fpslaserpistol1","fpslasergun1","rpglauncher1","fpsbinoculars1"];
  33. var weaponNAME=["AK47","Rugger 22","M4A11","Mossberg Shotgun","Pump Shotgun","Revolver","MP7","FN SCAR","USP","1911","Rocket Launcher","MP5","Laser Pistol","Laser Gun","RPG Launcher","Binoculars"];
  34. var weaponMAXAMMO=[60,30,90,5,5,8,90,80,40,30,5,90,120,180,1,-1];
  35. var weaponAMMOX=[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1];
  36. var weaponACTIVE=[];
  37. var weaponAMMO=[];
  38. var weaponDAMAGE=[];
  39. var playerHealth=ccbGetCopperCubeVariable("#Berserk.health");
  40. var nkills=0;
  41. var nshots=0;
  42. var nmaxshots=0;
  43. for (var i=0;i<weaponAMMO.length;i++) {
  44. nshots+=weaponAMMO[i];
  45. }
  46. nmaxshots=nshots;
  47.  
  48. print(nshots+"bullets");
  49.  
  50. function updateKillBar() {
  51.  
  52. }
  53.  
  54. function updateAmmoBar() {
  55. var realIndex=weapon.indexOf(weaponACTIVE[currentWeapon]);
  56.  
  57. if (weaponMAXAMMO[realIndex]==-1) {
  58. ammoDisplay = ccbGetSceneNodeFromName("HUD-Catridges");
  59. ccbSetSceneNodeProperty(ammoDisplay, "Text","");
  60. ammoDisplay = ccbGetSceneNodeFromName("HUD-Ammo");
  61. ccbSetSceneNodeProperty(ammoDisplay, "Text","");
  62. } else {
  63. ammoDisplay = ccbGetSceneNodeFromName("HUD-Catridges");
  64. ccbSetSceneNodeProperty(ammoDisplay, "Text",weaponAMMO[realIndex]);
  65. ammoDisplay = ccbGetSceneNodeFromName("HUD-Ammo");
  66. ccbSetSceneNodeProperty(ammoDisplay, "Text",weaponAMMOX[realIndex]);
  67. }
  68.  
  69. }
  70.  
  71. function updateHealthBar() {
  72. playerHealth=ccbGetCopperCubeVariable("#Berserk.health");
  73. health= (((parseInt(playerHealth/10, 10)+1)*10)-10);
  74. var healthDisplay = ccbGetSceneNodeFromName("HUD-Health");
  75. var tex = ccbLoadTexture("../Textures/health"+health+".jpg");
  76. ccbSetSceneNodeMaterialProperty(healthDisplay, 0, "Texture1", tex);
  77. var RED = ccbGetSceneNodeFromName("RED");
  78. ccbSetSceneNodeProperty(RED, "Visible",true);
  79. print("Player has "+playerHealth+"% health left");
  80. }
  81.  
  82. function resetHealth() {
  83.  
  84. ccbSetCopperCubeVariable("#Berserk.health",100);
  85. playerHealth=100;
  86. updateHealthBar();
  87.  
  88. }
  89.  
  90. function playerDie() {
  91.  
  92. var hands = ccbGetSceneNodeFromName("pistolHand");
  93. var berserk = ccbGetSceneNodeFromName("Berserk");
  94. ccbSetSceneNodeProperty(hands, "Animation","lower_weapon");
  95. ccbSetSceneNodeProperty(hands, "Looping",false);
  96. saveStats();
  97.  
  98. }
  99.  
  100. function attackEnemy() {
  101.  
  102. for (var i=0;i<nmen;i++) {
  103. var me = ccbGetSceneNodeFromName("Berserk");
  104. var enemy = ccbGetSceneNodeFromName("enemy_a"+nmen);
  105. ccbAICommand(me, "attack", enemy);
  106. }
  107. }
  108.  
  109. function bombExplode() {
  110. var  startPos3D = ccbGetSceneNodeProperty(ccbGetActiveCamera(), "Position");
  111. var endPos3D=ccbGet3DPosFrom2DPos(ccbGetMousePosX(), ccbGetMousePosY());
  112. var sparkPos3D=ccbGetCollisionPointOfWorldWithLine(startPos3D.x, startPos3D.y, startPos3D.z, endPos3D.x, endPos3D.y, endPos3D.z);
  113. var bomb = ccbGetSceneNodeFromName("fire");
  114. ccbSetSceneNodeProperty(bomb, "Position", sparkPos3D);
  115. }
  116.  
  117. function bombUnExplode() {
  118.  
  119. var bomb = ccbGetSceneNodeFromName("fire");
  120. ccbSetSceneNodeProperty(bomb, "Position",-335.050323, -1000587.875, -866.451538);
  121.  
  122. }
  123.  
  124. function bulletSpark()
  125. {
  126.  
  127. var fire = ccbGetSceneNodeFromName(weaponACTIVE[currentWeapon]+"_flare");
  128. ccbSetSceneNodeProperty(fire, "Visible", true);
  129.  
  130. }
  131.  
  132.  
  133. function bulletUnspark() {
  134.  
  135. var fire = ccbGetSceneNodeFromName(weaponACTIVE[currentWeapon]+"_flare");
  136. ccbSetSceneNodeProperty(fire, "Visible", false);
  137.  
  138. }
  139.  
  140. function fireWeapon() {
  141.  
  142. ammoDisplay = ccbGetSceneNodeFromName("HUD-Catridges");
  143. ccbSetSceneNodeProperty(ammoDisplay, "Visible",true);
  144. ammoDisplay = ccbGetSceneNodeFromName("HUD-Ammo");
  145. ccbSetSceneNodeProperty(ammoDisplay, "Visible",true);
  146. var realIndex=weapon.indexOf(weaponACTIVE[currentWeapon]);
  147. var berserk = ccbGetSceneNodeFromName("Berserk");
  148. var canShoot=false;
  149.  
  150. if(ccbGetSceneNodeProperty(berserk, "Visible")==true) {
  151. canShoot=true;
  152. } else {
  153. canShoot=false;
  154. }
  155.  
  156. if(canShoot) {
  157.  
  158. if (weaponACTIVE[currentWeapon]=="fpsbinoculars1") {
  159. bin = ccbGetSceneNodeFromName("fpsbinoculars1");
  160. ccbSetSceneNodeProperty(bin, "Position",-2.041974, -3.521825, 7.309979);
  161. berserk = ccbGetSceneNodeFromName("Berserk");
  162. ccbSetSceneNodeProperty(berserk, "FieldOfView_Degrees",15);
  163. var crossHair = ccbGetSceneNodeFromName("HUD-Crosshair");
  164. var tex = ccbLoadTexture("../Textures/1binocularcrosshair2.png");
  165. ccbSetSceneNodeMaterialProperty(crossHair, 0, "Texture1", tex);
  166. ccbSetSceneNodeProperty(crossHair, "Width", 12);
  167. ccbSetSceneNodeProperty(crossHair, "Height", 12);
  168. var lens_effect = ccbGetSceneNodeFromName("HUD-FX_Binoculars");
  169. ccbSetSceneNodeProperty(lens_effect, "Visible",true);
  170. }
  171.  
  172. if (weaponAMMOX[realIndex]==0) {
  173.  
  174. updateAmmoBar();
  175. ccbPlaySound("D:\\CopperCube 6.0.2\\sounds\\fpskitsoundeffects\\out_of_ammo.ogg");
  176. var hands = ccbGetSceneNodeFromName("pistolHand");
  177. ccbSetSceneNodeProperty(hands, "Animation","idle");
  178. ccbSetSceneNodeProperty(hands, "Looping",true);
  179. bulletUnspark();
  180.  
  181. }
  182.  
  183. if (weaponAMMOX[realIndex]>0) {
  184. if (weaponACTIVE[currentWeapon]=="fpsrocketlauncher1") {
  185.  
  186. ccbPlaySound("D:\\CopperCube 6.0.2\\sounds\\explosion.wav");
  187. var hands = ccbGetSceneNodeFromName("pistolHand");
  188. ccbSetSceneNodeProperty(hands, "Animation","shot");
  189. ccbSetSceneNodeProperty(hands, "Looping",true);
  190.  
  191. } else if (weaponACTIVE[currentWeapon]=="MossbergShotgun1"||weaponACTIVE[currentWeapon]=="Pump Shotgun1") {
  192.  
  193. ccbPlaySound("D:\\CopperCube 6.0.2\\sounds\\fpskitsoundeffects\\shotgun-old_school-RA_The_Sun_God-1129942741.ogg");
  194. var hands = ccbGetSceneNodeFromName("pistolHand");
  195. ccbSetSceneNodeProperty(hands, "Animation","shot");
  196. ccbSetSceneNodeProperty(hands, "Looping",true);
  197.  
  198. } else if (weaponACTIVE[currentWeapon]=="Ruger 21"||weaponACTIVE[currentWeapon]=="revolver"||weaponACTIVE[currentWeapon]=="USP1"||weaponACTIVE[currentWeapon]=="1911") {
  199.  
  200. ccbPlaySound("D:\\CopperCube 6.0.2\\sounds\\fpskitsoundeffects\\Player\\human_fire.ogg");
  201. var hands = ccbGetSceneNodeFromName("pistolHand");
  202. ccbSetSceneNodeProperty(hands, "Animation","shot");
  203. ccbSetSceneNodeProperty(hands, "Looping",true);
  204.  
  205. } else if (weaponACTIVE[currentWeapon]=="fire extinguisher1"||weaponACTIVE[currentWeapon]=="fpshammer1") {
  206.  
  207. //ccbPlaySound("D:\\CopperCube 6.0.2\\sounds\\fpskitsoundeffects\\shotgun-old_school-RA_The_Sun_God-1129942741.ogg");
  208. var hands = ccbGetSceneNodeFromName("pistolHand");
  209. ccbSetSceneNodeProperty(hands, "Animation","hit");
  210. ccbSetSceneNodeProperty(hands, "Looping",true);
  211.  
  212. } else {
  213.  
  214. ccbPlaySound("D:\\CopperCube 6.0.2\\sounds\\fpskitsoundeffects\\104631__DarkoZL__Barret50.ogg");
  215. var hands = ccbGetSceneNodeFromName("pistolHand");
  216. ccbSetSceneNodeProperty(hands, "Animation","shot_rapid");
  217. ccbSetSceneNodeProperty(hands, "Looping",true);
  218.  
  219. }
  220.  
  221. attackEnemy();
  222. weaponAMMOX[realIndex]--;
  223. bulletSpark();
  224.  
  225. updateAmmoBar();
  226.  
  227. nshots--;
  228.  
  229. if (weaponACTIVE[currentWeapon]=="fpsrocketlauncher1") {
  230.  
  231. bombExplode();
  232.  
  233. }
  234.  
  235. if (weaponACTIVE[currentWeapon]=="rpglauncher1") {
  236.  
  237. var rpg = ccbGetSceneNodeFromName("rpglauncher1");
  238. var rpg_g = ccbGetChildSceneNode(rpg, 0);
  239. ccbSetSceneNodeProperty(rpg_g, "Visible",false);
  240.  
  241. bombExplode();
  242.  
  243. }
  244.  
  245. canShoot=false;
  246.  
  247. }
  248.  
  249. }
  250.  
  251. }
  252.  
  253. function releaseWeapon() {
  254.  
  255. if (weaponACTIVE[currentWeapon]=="fpsbinoculars1") {bino = ccbGetSceneNodeFromName("fpsbinoculars1");
  256. ccbSetSceneNodeProperty(bino, "Position",-2.041974, -0.521825, 7.309979);
  257. berserk = ccbGetSceneNodeFromName("Berserk");
  258. ccbSetSceneNodeProperty(berserk, "FieldOfView_Degrees",72);
  259. var crossHair = ccbGetSceneNodeFromName("HUD-Crosshair");
  260. var tex = ccbLoadTexture("../Textures/trans1.png");
  261. ccbSetSceneNodeMaterialProperty(crossHair, 0, "Texture1", tex);
  262. ccbSetSceneNodeProperty(crossHair, "Width", 3);
  263. ccbSetSceneNodeProperty(crossHair, "Height", 3);
  264. var lens_effect = ccbGetSceneNodeFromName("HUD-FX_Binoculars");
  265. ccbSetSceneNodeProperty(lens_effect, "Visible",false);
  266. }
  267.  
  268. var hands = ccbGetSceneNodeFromName("pistolHand");
  269. if (ccbGetSceneNodeProperty(hands, "Animation")=="shot"||ccbGetSceneNodeProperty(hands, "Animation")=="shot_rapid"||ccbGetSceneNodeProperty(hands, "Animation")=="hit") {
  270. ccbSetSceneNodeProperty(hands, "Animation","idle");
  271. ccbSetSceneNodeProperty(hands, "Looping",true);
  272. }
  273. reloadWeapon();
  274. bulletUnspark();
  275.  
  276. }
  277.  
  278. function mouseKeyDownEvents(button) {
  279.  
  280. if (button==0) triggerPressed=true;
  281.  
  282. }
  283.  
  284. function mouseKeyUpEvents(button) {
  285.  
  286. if (button==0) triggerPressed=false;
  287.  
  288. }
  289.  
  290. function hideAllWeapons() {
  291. for (var i=0;i<weapon.length;i++) {
  292. var gun = ccbGetSceneNodeFromName(weapon[i]);
  293. ccbSetSceneNodeProperty(gun, "Visible", false);
  294. }
  295. }
  296.  
  297. function showCurrentWeapon() {
  298. ammoDisplay = ccbGetSceneNodeFromName("HUD-Catridges");
  299. ccbSetSceneNodeProperty(ammoDisplay, "Visible",true);
  300. ammoDisplay = ccbGetSceneNodeFromName("HUD-Ammo");
  301. ccbSetSceneNodeProperty(ammoDisplay, "Visible",true);
  302.  
  303. var realIndex=weapon.indexOf(weaponACTIVE[currentWeapon]);
  304. var crossHair = ccbGetSceneNodeFromName("HUD-Crosshair");
  305. var weaponNameDisplay = ccbGetSceneNodeFromName("HUD-WeaponName");
  306. ccbSetSceneNodeProperty(weaponNameDisplay, "Visible", true);
  307. ccbSetSceneNodeProperty(weaponNameDisplay, "Text", weaponNAME[realIndex]);
  308.  
  309. var tex = ccbLoadTexture("../Textures/trans1.png");
  310. ccbSetSceneNodeMaterialProperty(crossHair, 0, "Texture1", tex);
  311.  
  312. if (weaponNAME[realIndex]=="Rocket Launcher"||weaponNAME[realIndex]=="RPG Launcher") {
  313. var tex = ccbLoadTexture("../Textures/1rocketlaunchercrosshair.png");
  314. ccbSetSceneNodeMaterialProperty(crossHair, 0, "Texture1", tex);
  315. }
  316.  
  317. if (weaponNAME[realIndex]=="Mossberg Shotgun") {
  318. var tex = ccbLoadTexture("../Textures/1shotguncrosshair.png");
  319. ccbSetSceneNodeMaterialProperty(crossHair, 0, "Texture1", tex);
  320. }
  321.  
  322.  
  323. if (weaponNAME[realIndex]=="Pump Shotgun") {
  324. var tex = ccbLoadTexture("../Textures/1shotguncrosshair.png");
  325. ccbSetSceneNodeMaterialProperty(crossHair, 0, "Texture1", tex);
  326. }
  327. //assault rifles
  328. if (weaponNAME[realIndex]=="AK47"||weaponNAME[realIndex]=="M4A11"||weaponNAME[realIndex]=="SCAR") {
  329. var tex = ccbLoadTexture("../Textures/1assaultriflecrosshair.png");
  330. ccbSetSceneNodeMaterialProperty(crossHair, 0, "Texture1", tex);
  331. }
  332.  
  333. //pistols
  334. if (weaponNAME[realIndex]=="Rugger 22"||weaponNAME[realIndex]=="Revolver"||weaponNAME[realIndex]=="1911"||weaponNAME[realIndex]=="USP") {
  335. var tex = ccbLoadTexture("../Textures/1pistolcrosshair.png");
  336. ccbSetSceneNodeMaterialProperty(crossHair, 0, "Texture1", tex);
  337. }
  338.  
  339. //sub machine guns
  340. if (weaponNAME[realIndex]=="MP5"||weaponNAME[realIndex]=="MP7") {
  341. var tex = ccbLoadTexture("../Textures/1submachineguncrosshair.png");
  342. ccbSetSceneNodeMaterialProperty(crossHair, 0, "Texture1", tex);
  343. }
  344.  
  345. //alien weapons
  346. if (weaponNAME[realIndex]=="Laser Gun"||weaponNAME[realIndex]=="Laser Pistol") {
  347. var tex = ccbLoadTexture("../Textures/1alienweaponcrosshair.png");
  348. ccbSetSceneNodeMaterialProperty(crossHair, 0, "Texture1", tex);
  349. }
  350.  
  351. var gun = ccbGetSceneNodeFromName(weaponACTIVE[currentWeapon]);
  352. ccbSetSceneNodeProperty(gun, "Visible", true);
  353. }
  354.  
  355. function nextWeapon() {
  356. currentWeapon++;
  357. hideAllWeapons();
  358. if (currentWeapon>=weaponACTIVE.length) {
  359. currentWeapon=0;
  360. }
  361. showCurrentWeapon();
  362. updateAmmoBar();
  363. ccbSetCopperCubeVariable("#Berserk.damage",weaponDAMAGE[currentWeapon]);
  364. }
  365.  
  366.  
  367. function previousWeapon() {
  368. currentWeapon--;
  369. hideAllWeapons();
  370. if (currentWeapon<0) {
  371. currentWeapon=weaponACTIVE.length-1;
  372. }
  373. showCurrentWeapon();
  374. updateAmmoBar();
  375. ccbSetCopperCubeVariable("#Berserk.damage",weaponDAMAGE[currentWeapon]);
  376. }
  377.  
  378. function saveStats() {
  379. saveData();
  380. ccbWriteFileContent("Data/stats.dat",nmen+":"+nkills+":"+(nmaxshots-nshots)+":"+ntime);
  381. }
  382.  
  383.  
  384. function loadData() {
  385. print("Loading Data");
  386. var __healthPacks_load=ccbReadFileContent("berserk.2");
  387. healthPacks=parseInt(__healthPacks_load);
  388.  
  389. /*
  390. var __score_load=ccbReadFileContent("berserk.1");
  391. nkills=parseInt(__score_load);
  392. updateKillBar();
  393. */
  394.  
  395. var __weapon_active_load=ccbReadFileContent("weapons.3");
  396. __weapon_active_load=__weapon_active_load.split(":");
  397.  
  398. for (var i=0,x=0;i<__weapon_active_load.length;i++) {
  399. if (__weapon_active_load[i]=="0") {
  400. //ignore this effect, there is no weapon to load here because this slot is empty / has a value of 0
  401. } else {
  402. weaponACTIVE[x]=__weapon_active_load[i];
  403. print(__weapon_active_load[i]);
  404. x++;
  405. }
  406.  
  407. }
  408.  
  409.  
  410. var __weapon_ammo_load=ccbReadFileContent("weapons.2");
  411. __weapon_ammo_load=__weapon_ammo_load.split(":");
  412. for (var i=0;i<__weapon_ammo_load.length;i++) {
  413. weaponAMMO[i]=parseInt(__weapon_ammo_load[i]);
  414. }
  415.  
  416. var __weapon_damage_load=ccbReadFileContent("weapons.1");
  417. __weapon_damage_load=__weapon_damage_load.split(":");
  418. for (var i=0;i<__weapon_damage_load.length;i++) {
  419. if (__weapon_damage_load[i]=="onimpact"||__weapon_damage_load[i]=="melee") {
  420. weaponDAMAGE[i]=__weapon_damage_load[i];
  421. } else {
  422. weaponDAMAGE[i]=parseInt(__weapon_damage_load[i]);
  423. }
  424. }
  425.  
  426. var __weapon_current_load=ccbReadFileContent("weapons.4");
  427. currrentWeapon=parseInt(__weapon_current_load);
  428. showCurrentWeapon();
  429.  
  430. }
  431.  
  432. function saveData() {
  433. ccbWriteFileContent("berserk.1",nkills);
  434. ccbWriteFileContent("berserk.2",healthPacks);
  435.  
  436. ccbWriteFileContent("weapons.4",parseInt(currentWeapon));
  437.  
  438. __weapon_active_save=weaponACTIVE[0];
  439. for (var i=1;i<weaponACTIVE.length;i++) {
  440. __weapon_active_save+=":"+weaponACTIVE[i];
  441. }
  442. ccbWriteFileContent("weapons.3",__weapon_active_save);
  443.  
  444.  
  445. __weapon_ammo_save=weaponAMMO[0];
  446. for (var i=1;i<weaponAMMO.length;i++) {
  447. __weapon_ammo_save+=":"+weaponAMMO[i];
  448. }
  449. ccbWriteFileContent("weapons.2",__weapon_ammo_save);
  450.  
  451.  
  452. __weapon_damage_save=weaponDAMAGE[0];
  453. for (var i=1;i<weaponDAMAGE.length;i++) {
  454. __weapon_damage_save+=":"+weaponDAMAGE[i];
  455. }
  456. ccbWriteFileContent("weapons.1",__weapon_damage_save);
  457. }
  458.  
  459. function getRandomInt(min,max) {
  460. return Math.floor(Math.random()*(max-min+1)+min);
  461. }
  462.  
  463. function randomSpawn() {
  464. var choice=getRandomInt(0,10);
  465. var player = ccbGetSceneNodeFromName("Berserk");
  466. var pos=spawn[getRandomInt(0,spawn.length-1)];
  467. ccbSetSceneNodeProperty(player, "Position",pos);
  468. }
  469.  
  470. function auto_aim() {
  471. if (auto_aim_sw=="on") {
  472. if (_auto_aim_Target!="") {
  473. var me = ccbGetSceneNodeFromName("Berserk");
  474. var target=ccbGetSceneNodeFromName(_auto_aim_Target);
  475. var target_pos=ccbGetSceneNodeProperty(target,"Position");
  476.  
  477. ccbSetSceneNodeProperty(me, "Target",target_pos.x,target_pos.y+15,target_pos.z);
  478. }
  479. }
  480.  
  481. }
  482.  
  483. function reloadWeapon() {
  484. var hands = ccbGetSceneNodeFromName("pistolHand");
  485. var realIndex=weapon.indexOf(weaponACTIVE[currentWeapon]);
  486. if (weaponAMMO[realIndex]>0) {
  487. if (weaponAMMOX[realIndex]==0) {
  488.  
  489. if (ccbGetSceneNodeProperty(hands, "Animation")!="lower_weapon") {
  490. ccbSetSceneNodeProperty(hands, "Animation","lower_weapon");
  491. ccbSetSceneNodeProperty(hands, "Looping",false);
  492. timeToReload=2000;
  493. }
  494.  
  495. }
  496. }
  497.  
  498. updateAmmoBar();
  499. }
  500.  
  501. function gameLoop() {
  502. auto_aim();
  503.  
  504. //The timer loop for the reload function
  505. var hands = ccbGetSceneNodeFromName("pistolHand");
  506. var realIndex=weapon.indexOf(weaponACTIVE[currentWeapon]);
  507. if (ccbGetSceneNodeProperty(hands, "Animation")=="lower_weapon") {
  508. if (timeToReload<=10) {
  509.  
  510. if (weaponAMMOX[realIndex]==0) {
  511. weaponAMMOX[realIndex]+=weaponMAXAMMO[realIndex];
  512. weaponAMMO[realIndex]--;
  513. }
  514.  
  515. ammoDisplay = ccbGetSceneNodeFromName("HUD-Catridges");
  516. ccbSetSceneNodeProperty(ammoDisplay, "Visible",true);
  517. ammoDisplay = ccbGetSceneNodeFromName("HUD-Ammo");
  518. ccbSetSceneNodeProperty(ammoDisplay, "Visible",true);
  519. ccbSetSceneNodeProperty(hands, "Animation","idle");
  520. ccbSetSceneNodeProperty(hands, "Looping",true);
  521.  
  522. if (weaponACTIVE[currentWeapon]=="rpglauncher1") {
  523.  
  524. var rpg = ccbGetSceneNodeFromName("rpglauncher1");
  525. var rpg_g = ccbGetChildSceneNode(rpg, 0);
  526. ccbSetSceneNodeProperty(rpg_g, "Visible",true);
  527.  
  528. }
  529.  
  530. } else {
  531. timeToReload-=__deltaTime;
  532. }
  533. }
  534. //end of timer loop for reload function
  535.  
  536. // The enemy spawning algorithm
  537.  
  538. if (nmen_active<5) {
  539. nmen++;
  540. nmen_active++;
  541. var template = ccbGetSceneNodeFromName("enemy_a");
  542. var enemy = ccbCloneSceneNode(template);
  543. var name=ccbGetSceneNodeProperty(enemy,"Name");
  544. name+=nmen;
  545. ccbSetSceneNodeProperty(enemy,"Name",name);
  546. ccbSetCopperCubeVariable(name+"isdead","false");
  547. var enemy_POS=sewer_spawnPOS[ getRandomInt(0,sewer_spawnPOS.length-1) ];
  548. ccbSetSceneNodeProperty(enemy, "Visible", true);
  549. ccbSetSceneNodeProperty(enemy, "Position", enemy_POS);
  550. var enemy_skin = enemy_a_skins[getRandomInt(0,enemy_a_skins.length-1)];
  551. var tex = ccbLoadTexture("../Textures/"+enemy_skin);
  552. print("Loaded enemy skin "+enemy_skin)
  553. ccbSetSceneNodeMaterialProperty(enemy, 0, "Texture1", tex);
  554. print(name+" just spawned at "+enemy_POS);
  555. }
  556.  
  557. // end of the enemy spawning algorithm
  558. }
  559.  
  560.  
  561. ccbCleanMemory();
  562. ccbRegisterMouseDownEvent("mouseKeyDownEvents");
  563. ccbRegisterMouseUpEvent("mouseKeyUpEvents");
  564. ccbRegisterOnFrameEvent(gameLoop);
  565. loadData();
  566. showCurrentWeapon();
  567. updateHealthBar();
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