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- Script 3 (int PlayNum)
- {
- SetActivator(500+PlayNum);
- while(GetActorProperty(0, APROP_HEALTH) > 0)
- {
- int x = GetActorX(0);
- int z = GetActorZ(0);
- int vx = GetActorVelX(0);
- int vz = GetActorVelZ(0);
- int cx = GetActorX(100+PlayerNumber());
- int cz = GetActorZ(100+PlayerNumber());
- ModY[PlayerNumber()] = -256.0;
- int Input = GetPlayerInput(0, INPUT_BUTTONS);
- if(Input & BT_MOVELEFT)
- {
- Angle[PlayerNumber()] = 0.5; ModZ[PlayerNumber()] = 32.0;
- DownFirst[PlayerNumber()] = False;
- UpFirst[PlayerNumber()] = False;
- DownBuffer[PlayerNumber()] = 0;
- UpBuffer[PlayerNumber()] = 0;
- }
- else if(Input & BT_MOVERIGHT)
- {
- Angle[PlayerNumber()] = 1.0; ModZ[PlayerNumber()] = 32.0;
- DownFirst[PlayerNumber()] = False;
- UpFirst[PlayerNumber()] = False;
- DownBuffer[PlayerNumber()] = 0;
- UpBuffer[PlayerNumber()] = 0;
- }
- if(GetActorY(0) != LVL_YPOS && YSuspend[PlayerNumber()] == False)
- SetActorPosition(0, GetActorX(500+PlayerNumber()),
- LVL_YPOS, GetActorZ(500+PlayerNumber()), 0);
- SetActorAngle(0, Angle[PlayerNumber()]);
- if(Input & BT_LOOKUP && Pogo[PlayerNumber()] == False
- && GetActorProperty(0, APROP_HEALTH) > 0)
- UpBuffer[PlayerNumber()]++;
- if(Input & BT_LOOKDOWN && Pogo[PlayerNumber()] == False
- && GetActorProperty(0, APROP_HEALTH) > 0)
- DownBuffer[PlayerNumber()]++;
- if(DownBuffer[PlayerNumber()] > 55)
- {
- if(DownFirst[PlayerNumber()] == False)
- {
- SetActorState(0, "LookDown", 0);
- DownFirst[PlayerNumber()] = True;
- ModZ[PlayerNumber()] = 0;
- }
- if(ModZ[PlayerNumber()] > -96.0)
- ModZ[PlayerNumber()] -= 4.0;
- }
- if(UpBuffer[PlayerNumber()] > 55)
- {
- if(UpFirst[PlayerNumber()] == False)
- {
- SetActorState(0, "LookUp", 0);
- UpFirst[PlayerNumber()] = True;
- ModZ[PlayerNumber()] = 0;
- }
- if(ModZ[PlayerNumber()] < 96.0)
- ModZ[PlayerNumber()] += 4.0;
- }
- SetActorPosition(100+PlayerNumber(), x, LVL_YPOS+ModY[PlayerNumber()], z+32.0+ModZ[PlayerNumber()], 0);
- //Spawn("Shadow", 0, 0, 0, 900+PlayerNumber(), 0);
- ////SetActorPosition(900+PlayerNumber(), x, LVL_YPOS, GetActorFloorZ(0), 0);
- //delay(LOOPTICS);
- //
- }
- //
- }
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