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