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freedink-data  1.08.20080920
S3-DORKS.c
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00001 void main( void )
00002 {
00003 int &mcounter;
00004 sp_distance(&current_sprite, 62);
00005 sp_range(&current_sprite, 50);
00006 sp_defense(&current_sprite, 6);
00007 sp_strength(&current_sprite, 12);
00008 sp_touch_damage(&current_sprite, 5);
00009 sp_hitpoints(&current_sprite, 100);
00010 sp_target(&current_sprite, 1);
00011 sp_exp(&current_sprite, 150);
00012 
00013 preload_seq(742);
00014 preload_seq(744);
00015 preload_seq(746);
00016 preload_seq(748);
00017 preload_seq(301);
00018 preload_seq(303);
00019 preload_seq(305);
00020 preload_seq(307);
00021 preload_seq(309);
00022 
00023 
00024 }
00025 
00026 void hit( void )
00027 {
00028 //playsound(29, 22050,0,&current_sprite, 0);
00029 
00030 sp_target(&current_sprite, 1);
00031 }
00032 
00033 
00034 void die( void )
00035 {
00036 if (get_sprite_with_this_brain(9, &current_sprite) == 0)
00037  {
00038   //no more brain 9 monsters here, lets unlock the screen
00039   screenlock(0);
00040   playsound(43, 22050,0,0,0);
00041  }
00042 
00043 &save_x = sp_x(&current_sprite, -1);
00044 &save_y = sp_y(&current_sprite, -1);
00045 external("emake","large");
00046 
00047 void attack( void )
00048 {
00049 playsound(8, 5050,0,&current_sprite, 0);
00050 &mcounter = random(4000,0);
00051 sp_attack_wait(&current_sprite, &mcounter);
00052 }
00053 
00054 
00055 
00056 }