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freedink-data  1.08.20080920
Functions
en-gmog.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 78 of file en-gmog.c.

{
       playsound(27, 22050,0,&current_sprite, 0);
       &mcounter = random(4000,0);
       sp_attack_wait(&current_sprite, &mcounter);
}
void die ( void  )

Definition at line 43 of file en-gmog.c.

{
       //fix, must make it so that the monster isn't hit again.
       sp_nohit(&current_sprite, 1);
       screenlock(0);
       freeze(1);
       sp_touch_damage(&current_sprite, 0);
       sp_brain(&current_sprite, 0);
       sp_seq(&current_sprite, 0);
       sp_pseq(&current_sprite, 785);
       sp_pframe(&current_sprite, 1);
       //For screen fade & change
       int &wherex = sp_x(1, -1);
       int &wherey = sp_y(1, -1);

       say_stop("`4Please...", &current_sprite);
       wait(500);
       say_stop("`4I will tell you where the secret Cast camp is...", &current_sprite);
       wait(1000);
       fade_down();
       wait(2000);
       &gobpass = 5;
       script_attach(1000);

   //change maps and stuff ...
       &player_map = 489;
       sp_x(1, 226);
       sp_y(1, 386);
       load_screen(489);
       draw_screen();
       draw_status();
       fade_up();
       kill_this_task();
}

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void hit ( void  )

Definition at line 34 of file en-gmog.c.

{
       sp_brain(&current_sprite, 9);
       sp_target(&current_sprite, &enemy_sprite);
       //lock on to the guy who just hit us
       //playsound
       playsound(28, 22050,0,&current_sprite, 0);
}

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void main ( void  )

Definition at line 3 of file en-gmog.c.

{
       int &mcounter;
       sp_brain(&current_sprite, 16);
       sp_speed(&current_sprite, 1);
       sp_distance(&current_sprite, 50);
       sp_range(&current_sprite, 45);
       sp_frame_delay(&current_sprite, 50);
       sp_timing(&current_sprite, 0);
       sp_exp(&current_sprite, 150);
       sp_base_walk(&current_sprite, 780);
       sp_base_attack(&current_sprite, 770);
       sp_defense(&current_sprite, 4);
       sp_strength(&current_sprite, 20);
       sp_touch_damage(&current_sprite, 8);
       sp_hitpoints(&current_sprite, 50);
       preload_seq(772);
       preload_seq(774);
       preload_seq(776);
       preload_seq(778);
       preload_seq(785);
       
       preload_seq(781);
       preload_seq(783);
       preload_seq(787);
       preload_seq(789);
       sp_pframe(&current_sprite, 1);
       sp_pseq(&current_sprite, 789);
}

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