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freedink-data  1.08.20080920
S1-SLIM.c
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00001 void main( void )
00002 {
00003  preload_seq(542);
00004  preload_seq(544);
00005  preload_seq(546);
00006  preload_seq(548);
00007  preload_seq(531);
00008  preload_seq(533);
00009  preload_seq(537);
00010  preload_seq(539);
00011 
00012  preload_seq(551);
00013  preload_seq(553);
00014  preload_seq(557);
00015  preload_seq(559);
00016 
00017 
00018  int &mcounter;
00019  sp_distance(&current_sprite, 50);
00020  sp_brain(&current_sprite, 9);
00021  sp_base_attack(&current_sprite, 540);
00022  sp_base_walk(&current_sprite, 530);
00023  sp_base_death(&current_sprite, 550);
00024  sp_strength(&current_sprite, 18);
00025  sp_exp(&current_sprite, 10);
00026  sp_hitpoints(&current_sprite, 20);
00027  sp_speed(&current_sprite, 1);
00028  sp_timing(&current_sprite, 33);
00029  sp_touch_damage(&current_sprite, 3);
00030  sp_target(&current_sprite, 1);
00031 
00032 }
00033 
00034 void die( void )
00035 {
00036 playsound(29, 17050,0,0, 0);
00037   
00038   &save_x = sp_x(&current_sprite, -1);
00039   &save_y = sp_y(&current_sprite, -1);
00040   external("ranstuff", "small");
00041 
00042   int &hold = sp_editor_num(&current_sprite);
00043   if (&hold != 0)
00044   editor_type(&hold, 6); 
00045 }
00046 
00047 void hit( void )
00048 {
00049 playsound(29, 22050,0,&current_sprite, 0);
00050 sp_target(&current_sprite, &enemy_sprite);
00051 
00052 }
00053 
00054 void attack( void )
00055 {
00056 playsound(31, 22050,0,&current_sprite, 0);
00057 &mcounter = random(4000,0);
00058 sp_attack_wait(&current_sprite, &mcounter);
00059 }
00060