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freedink-data  1.08.20080920
Functions
EN-BONC1.c File Reference

Go to the source code of this file.

Functions

void main (void)
void hit (void)
void die (void)
void attack (void)

Function Documentation

void attack ( void  )

Definition at line 71 of file EN-BONC1.c.

{
playsound(31, 22050,0,&current_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(&current_sprite, &mcounter);
}
void die ( void  )

Definition at line 49 of file EN-BONC1.c.

{

if (get_sprite_with_this_brain(9, &current_sprite) == 0)
 {
  //no more brain 9 monsters here, lets unlock the screen

  screenlock(0);
  playsound(43, 22050,0,0,0);

 }


  int &hold = sp_editor_num(&current_sprite);
  if (&hold != 0)
  editor_type(&hold, 6); 

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
external("emake","medium");
}
void hit ( void  )

Definition at line 39 of file EN-BONC1.c.

{
playsound(29, 22050,0,&current_sprite, 0);

sp_target(&current_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound

}
void main ( void  )

Definition at line 3 of file EN-BONC1.c.

{
//can't get out of screen until this dude is DEAD
screenlock(1);
int &mcounter;
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 1);
sp_nohit(&current_sprite, 0);
sp_distance(&current_sprite, 50);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, 40);
sp_base_walk(&current_sprite, 530);
sp_base_death(&current_sprite, 550);
sp_base_attack(&current_sprite, 540);
sp_defense(&current_sprite, 3);
sp_strength(&current_sprite, 8);
sp_touch_damage(&current_sprite, 5);
sp_hitpoints(&current_sprite, 20);
preload_seq(531);
preload_seq(533);
preload_seq(537);
preload_seq(539);
preload_seq(551);
preload_seq(553);
preload_seq(557);
preload_seq(559);


preload_seq(542);
preload_seq(544);
preload_seq(546);
preload_seq(548);

}

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