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Rekindled 0.3.swf

This is the info page for
Flash #70166

(Click the ID number above for more basic data on this flash file.)


Text
Preloading for your viewing pleasure.

100%

Loaded.
[Play.]

PRESENTS

LOUISVILLE
FUCKIN'
SLUGGER!

MADNESS: REKINDLED

Hat
Head
Suit
R.Glove
L.Glove
Shoes

customization:

weapons:

Right
Left

PLAY

Hat
Head
Suit
R.Glove
L.Glove
Shoes

Right
Left

Randomize
Costume

Randomize
Costume

copyright 2004 mooseproduce
based on madness combat by krinkels
and madness interactive by max abernethy

-= v0.3 =-

heat vision on/off

back to character screen

ActionScript [AS1/AS2]

Instance of Symbol 6 MovieClip in Frame 1
onClipEvent (load) { _root.stop(); Mouse.show(); } onClipEvent (enterFrame) { _root.loadtxt.text = Math.floor((_root.getBytesLoaded() / _root.getBytesTotal()) * 100) + "%"; if ((_root.getBytesLoaded() / _root.getBytesTotal()) == 1) { _root.playbut._visible = true; } else { _root.playbut._visible = false; } }
Frame 2
function execEngine() { if (_root.objlst.length > 1) { tmplst = new Array(); i = 0; while (i < _root.objlst.length) { added = false; tmplen = tmplst.length; j = 0; while ((j < tmplen) && (!added)) { if (_root.objlst[i].z > tmplst[j].z) { tmplst.splice(j, 0, _root.objlst[i]); added = true; } j++; } if (!added) { tmplst.push(_root.objlst[i]); } i++; } i = 0; while (i < tmplst.length) { tmplst[i].swapDepths(tmplst.length - i); i++; } } heroadded = false; if (_root.enemscript[_root.script][0].substr(0, 2) == "t_") { _root.timetoscript--; } if (((_root.timetoscript--) <= 0) || ((_root.scriptrepeat > -1) && (!((_root.scripttick++) % _root.scriptrepeat)))) { if (_root.enemscript[_root.script][1].substr(0, 12) == "generic guy_") { tgt = _root.addHero(0, ""); tgt.costume = new Array(_root.pickRnd(new Array(2, 1, 4, 5, 11, 12)), 2, _root.pickRnd(new Array(2, 2, 1, 4)), _root.pickRnd(new Array(2, 2, 1, 4)), _root.pickRnd(new Array(1, 2, 3, 5, 6, 9)), _root.pickRnd(new Array(1, 2, 4, 5, 7, 9, 12)), 2, _root.pickRnd(new Array(2, 2, 1, 3)), _root.pickRnd(new Array(2, 1, 8, 9, 11))); heroadded = true; } if (heroadded) { tgt.costume[6] = tgt.costume[7]; } if (_root.enemscript[_root.script][1].substr(0, 11) == "play bg MC_") { _root.bg[_root.enemscript[_root.script][1].substr(11, _root.enemscript[_root.script][1].length - 11)].play(); } if (_root.timetoscript <= 0) { _root.script++; if (_root.enemscript[_root.script][0].substr(0, 2) == "t_") { _root.timetoscript = _root.enemscript[_root.script + 1][0].substr(2, 3); } _root.scripttick = 1; _root.scriptrepeat = _root.enemscript[_root.script][2]; } } } function execHeroAI() { if (!(this.AI === "none yet")) { } else { rnd = Math.random(); if (rnd < 0.25) { this.AI = "berserk"; } else if (rnd < 0.5) { this.AI = "sniper"; } else { this.AI = "generic"; } } } function attackHero(bit, style, dmg, specfx) { if (specfx == "forced hit") { forcehit = true; } else { forcehit = false; } i = 0; while (i < _root.objlst.length) { tgt = _root.objlst[i]; if ((tgt != this) && (forcehit || ((tgt.action != "flying back") && (tgt.action != "falling back")))) { if ((bit == "bit2") || (bit == "bit3")) { weap = this[bit]; this[bit].dmg = 2; } else if (bit.substr(0, 3) == "gun") { weap = this[bit]; } else { weap = this[bit].weap; } if ((Math.abs(this.z - tgt.z) < 25) && (weap.bounds.hitTest(tgt.bit1.bounds))) { this.hitEffect(tgt, style, specfx); tgt.hp = tgt.hp - (this[bit].dmg * dmg); } } i++; } } function hitEffect(tgt, style, specfx) { if (specfx == "reverse facing") { oppface = true; } else { oppface = false; } if (tgt.hp <= 0) { style = 3; } switch (style) { case 0 : tgt.frame = _root[("cha_" + tgt.style) + "hit"]; tgt.action = "in pain"; if (oppface) { tgt.facing = this.facing; } else { tgt.facing = -this.facing; } tgt.can_act = false; tgt.acceptrequests = false; return; case 1 : if (tgt.action == "in pain") { tgt.frame = _root[("cha_" + tgt.style) + "fly"]; tgt.action = "falling back"; if (oppface) { tgt.facing = this.facing; } else { tgt.facing = -this.facing; } tgt.can_act = false; tgt.acceptrequests = false; tgt.variation = ""; } else { tgt.frame = _root[("cha_" + tgt.style) + "hit"]; tgt.action = "in pain"; if (oppface) { tgt.facing = this.facing; } else { tgt.facing = -this.facing; } tgt.can_act = false; tgt.acceptrequests = false; } return; case 2 : tgt.frame = _root[("cha_" + tgt.style) + "fly"]; tgt.action = "falling back"; if (oppface) { tgt.facing = this.facing; } else { tgt.facing = -this.facing; } tgt.can_act = false; tgt.acceptrequests = false; tgt.variation = ""; return; case 3 : tgt.frame = _root[("cha_" + tgt.style) + "exp"]; tgt.action = "exploding"; if (oppface) { tgt.facing = this.facing; } else { tgt.facing = -this.facing; } tgt.can_act = false; tgt.acceptrequests = false; return; case 4 : tgt.frame = _root[("cha_" + tgt.style) + "fly2"]; tgt.action = "falling back"; if (oppface) { tgt.facing = this.facing; } else { tgt.facing = -this.facing; } tgt.can_act = false; tgt.acceptrequests = false; tgt.variation = "2"; } } function initHero(hmn, team) { this.facing = 1; this.gravity = 5.5; this.friction = 0.6; this.name = new Array("Joe", "Fred", "Douchebag", "Mark", "Max", "Fatty", "Snuggums", "Fluffy", "Some Guy", "Mamma's Boy", "Your Mom")[Math.floor(Math.random() * 11)]; this.team = team; this.hp = 100; this.style = "bare"; this.drawnweaps = false; this.drawstyle = "ee"; this.ammoq = 1; this.ammoe = 1; this.isgunq = false; this.isgune = false; this.frame = 1; this.can_act = true; this.action = "standing"; this.can_exec = true; this.acceptrequests = true; if (hmn > 0) { if (hmn == 1) { this.ctrls = new Array(87, 83, 65, 68, 74, 75, 76, 79, 85, 73, 69); } else if (hmn == 2) { this.ctrls = new Array(38, 40, 37, 39, 97, 98, 99, 102, 100, 101, 16); } this.hmn = true; this.costume = new Array(9); i = 0; while (i < 9) { this.costume[i] = _root.costume[hmn - 1][i]; i++; } this.getch = new Array(false, false, false, false, false, false, false, false, false, false); } else { this.costume = new Array(2, 2, 2, 2, 2, 2, 2, 2, 2); this.hmn = false; if (hmn == 0) { this.execAI = _root.execHeroAI; this.AI = "none yet"; } else { this.icon = true; } } if (!this.icon) { _root.objlst.push(this); this.bitshadow = _root.addShadow(); } this.onEnterFrame = _root.execHero; this.execPhysics = _root.execPhysics; this.attack = _root.attackHero; this.hitEffect = _root.hitEffect; } function execHero() { if (this.can_exec) { this.acceptrequests = true; this.walking = false; this.shootq = false; this.shoote = false; if (this.can_act && (!this.icon)) { if (!this.hmn) { this.execAI(); } i = 0; while (i < this.getch.length) { if (this.hmn) { if (Key.isDown(this.ctrls[i])) { this.getch[i] = true; } else { this.getch[i] = false; } } if (this.can_act && (this.getch[i])) { if (_root.const_keydolst[i] == "d") { this.walking = true; if (this.action != "walking") { this.action = "walking"; this.frame = _root[("cha_" + this.style) + "d"]; this.acceptrequests = false; } if ((i == 0) && (!this.getch[1])) { this.sz = -_root.const_heroxspd; } else if ((i == 1) && (!this.getch[0])) { this.sz = _root.const_heroxspd; } if ((i == 2) && (!this.getch[3])) { this.sx = -_root.const_heroxspd; this.facing = -1; } else if ((i == 3) && (!this.getch[2])) { this.sx = _root.const_heroxspd; this.facing = 1; } } else if (_root.const_keydolst[i] == "c") { if (!this.weaponsdrawn) { this.action = "attacking"; this.frame = _root[(("cha_" + this.style) + "c") + Math.floor(Math.random() * _root[("cha_" + this.style) + "atts"])]; this.can_act = false; this.acceptrequests = false; } } else if (_root.const_keydolst[i] == "v") { if (!this.weaponsdrawn) { this.action = "attacking"; this.frame = _root[(("cha_" + this.style) + "v") + Math.floor(Math.random() * _root[("cha_" + this.style) + "finishes"])]; this.can_act = false; this.acceptrequests = false; } } else if (_root.const_keydolst[i] == "b") { if (!this.weaponsdrawn) { this.weaponsdrawn = true; if (_root.const_klst[i] == "b") { this.drawstyle = "ee"; } else { this.drawstyle = "qe"; } this.frame = _root[("cha_" + this.style) + "wield"]; this.action = "drawing guns"; this.can_act = false; this.acceptrequests = false; } else { this.frame = _root[("cha_" + this.style) + "unwield"]; this.action = "replacing guns"; this.can_act = false; this.acceptrequests = false; } } else if (_root.const_keydolst[i] == "e") { if (_root.const_klst[i] == "q") { bit = 5; } else { bit = 4; } if (this.costume[bit] != 2) { this.action = "throwing"; this.frame = _root[(("cha_" + this.style) + "throw") + _root.const_klst[i]]; this.can_act = false; this.acceptrequests = false; } else { j = 0; while (j < _root.objlst.length) { breakit = false; if (((tgt._name.substr(0, 4) == "weap") && (Math.abs(tgt.z - this.z) <= 18)) && tgt.weap.bounds.hitTest(this.bit1.bounds)) { this.costume[bit] = tgt._currentframe; _root.objlst.splice(j - 1, 1); tgt.removeMovieClip(); this.frame = _root[(("cha_" + this.style) + "grab") + _root.const_klst[i]]; this.action = "grabbing weapon"; this.acceptrequests = false; this.can_act = false; breakit = true; } if (breakit) { break; } tgt = _root.objlst[j++]; } } } } i++; } if ((this.action == "walking") && (!this.walking)) { this.action = "standing"; this.frame = _root["cha_" + this.style]; } } if ((!this.icon) && (this.weaponsdrawn)) { if ((this.bit5.gun && (this.gunq.weap.reloaded)) && (this.getch[4])) { this.shootq = true; if (this.drawstyle == "qe") { this.attack("gunq", this.gunq.effect, 1, "reverse facing"); } else { this.attack("gunq", this.gunq.effect, 1); } } if ((this.bit4.gun && (this.gune.weap.reloaded)) && (this.getch[5])) { this.shoote = true; this.attack("gune", this.gune.effect, 1); } } if ((this.y + this.sy) >= 0) { if ((this.action == "flying back") && (this.acceptrequests)) { this.frame = _root[(("cha_" + this.style) + "fall") + this.variation]; this.action = "falling back"; this.acceptrequests = false; } this.y = (this.sy = 0); } this.gotoAndStop(this.frame++); if (!this.icon) { this.execPhysics(); } } i = 0; while (i < this.costume.length) { if ((!_root.heatvision) || ((i == 4) || (i == 5))) { this["bit" + i].gotoAndStop(this.costume[i]); } else { this["bit" + i].gotoAndStop(this["bit" + i]._totalframes); } i++; } this.bit1.blood.gotoAndStop(11 - Math.floor((this.hp / 100) * 10)); i = 0; while (i < 2) { if (i == 0) { side = "q"; bit = 5; hbit = 2; } else { side = "e"; bit = 4; hbit = 3; } if ((this.drawstyle == "qe") && (side == "q")) { this["gun" + side].gotoAndStop(this.costume[bit] + (this["gun" + side]._totalframes / 2)); } else { this["gun" + side].gotoAndStop(this.costume[bit]); } this["gun" + side].weap.hand.gotoAndStop(this.costume[hbit]); if (this.weaponsdrawn && (this["isgun" + side])) { this["bit" + bit].weap.gotoAndStop(2); this["bit" + hbit]._visible = false; this["gun" + side]._visible = true; if (_root.heatvision) { this["gun" + side].weap.weap.gotoAndStop(2); this["gun" + side].weap.hand.gotoAndStop(this["gun" + side].weap.hand._totalframes); } else if (this["gun" + side].weap.reloaded) { this["gun" + side].weap.weap.gotoAndStop(1); } else { this["gun" + side].weap.weap.gotoAndStop(3); } if (this["shoot" + side]) { this["gun" + side].weap.gotoAndPlay(2); this["gun" + side].weap.reloaded = false; if (!_root.heatvision) { this["gun" + side].shot._visible = true; } } } else { if (!_root.heatvision) { this["bit" + bit].weap.gotoAndStop(1); } else { this["bit" + bit].weap.gotoAndStop(2); } this["bit" + hbit]._visible = true; this["gun" + side]._visible = false; } i++; } } function getAngleTo(x, y) { rot = (Math.atan(y / x) / (Math.PI/180)) * 360; if (x < 0) { rot = rot + 180; } if (y < 0) { rot = rot + 180; } return(rot); } function execPhysics() { if (((this.x = this.x + this.sx)) < (((-_root.scw) / 2) + 30)) { this.x = ((-_root.scw) / 2) + 30; } if (this.x > ((_root.scw / 2) - 30)) { this.x = (_root.scw / 2) - 30; } this._x = (_root.scw / 2) + ((this.x / Math.abs(this.z - 290)) * 290); if (((this.z = this.z + this.sz)) > 0) { this.z = 0; } if (this.z < _root.roomend) { this.z = _root.roomend; } this._y = (_root.roomfront + (this.z / 2.5)) + ((this.y = this.y + this.sy)); if (this.y == 0) { this.sx = this.sx * this.friction; this.sz = this.sz * this.friction; } this.sy = this.sy + this.gravity; this._xscale = ((100 / Math.abs(this.z - 500)) * 500) * this.facing; this._yscale = (100 / Math.abs(this.z - 500)) * 500; } function addHero(hmn, team) { tgt = _root.world.template_hero.duplicateMovieClip("hero" + (_root.objs++), _root.objlst.length + 1); tgt.x = (Math.random() * _root.scw) - (_root.scw / 2); tgt.z = (Math.random() * (_root.roomend + (275 - _root.roomfront))) - (275 - _root.roomfront); tgt.y = 0; tgt.init = _root.initHero; tgt.init(hmn, team); return(tgt); } function addWeap(ownbit, thrown, rot, sx, sy, sz, ammo) { tgt = _root.world.template_weap.duplicateMovieClip("weap" + (_root.objs++), _root.objlst.length + 1); if (ownbit == "rnd") { tgt.ammo = 1; if (Math.random() < 0.5) { tgt.facing = 1; } else { tgt.facing = -1; } tgt.x = (Math.random() * _root.scw) - (_root.scw / 2); tgt.z = Math.random() * _root.roomend; tgt.y = 0; tgt.own = -1; } else { if (ownbit._name == "bit5") { tgt.ammo = ownbit._parent.ammoq; } if (ownbit._name == "bit4") { tgt.ammo = ownbit._parent.ammoe; } tgt.facing = ownbit._parent.facing; tgt.x = ownbit._parent.x + (ownbit._x * tgt.facing); tgt.y = ownbit._parent.y + ownbit._y; tgt.z = ownbit._parent.z; tgt.thrown = thrown; tgt._rotation = ownbit._rotation * tgt.facing; tgt.rot = rot * tgt.facing; tgt.gotoAndStop(ownbit._currentframe); tgt.own = ownbit._parent; } tgt.friction = 0.33; tgt.sx = sx; tgt.sy = sy; tgt.sz = sz; tgt.init = _root.initWeap; tgt.init(); return(tgt); } function initWeap() { _root.objlst.push(this); this.onEnterFrame = _root.execWeap; this.execPhysics = _root.execPhysics; this.hitEffect = _root.hitEffect; } function zeroSide(n) { if (n < 0) { return(-1); } return(1); } function pickRnd(choice) { return(choice[Math.floor(Math.random() * choice.length)]); } function execWeap() { if ((this.y + this.sy) >= 0) { this.sy = this.sy * -0.3; this.rot = this.rot * 0.3; if ((Math.abs(this.sy) - this.gravity) <= 0.15) { this.y = (this.sy = (this.rot = 0)); this._rotation = 90; } } else if (this.thrown) { i = 0; while (i < _root.objlst.length) { if (((((((tgt != this) && (tgt != this.own)) && (_root.zeroSide(this._x - tgt._x) != this.facing)) && (tgt.action != "flying back")) && (tgt.action != "falling back")) && (Math.abs(this.z - tgt.z) < 20)) && (this.weap.bounds.hitTest(tgt.bit1.bounds) || (this.weap.bounds.hitTest(tgt.bit0.bounds || (this.weap.bounds.hitTest(tgt.weap.bounds)))))) { tgt.hp = tgt.hp - this.dmg; if (tgt._name.substr(0, 4) == "weap") { tgt.sx = tgt.sx * -8; } else { this.hitEffect(tgt, this.effect); } this.sx = this.sx * (-this.bounce); this.facing = this.facing * -1; } tgt = _root.objlst[i++]; } } this._rotation = this._rotation + this.rot; this.execPhysics(); if (_root.heatvision) { this.weap.gotoAndStop(2); } else { this.weap.gotoAndStop(1); } } function addShadow() { return(tgt); } function initBg() { this.frame = this.nextframe; this.gotoAndStop(this.frame); _root.fg.gotoAndStop(this.frame); _root.script = 0; _root.timetoscript = 0; _root.scripttick = 1; _root.scriptrepeat = -1; } _root._quality = "medium"; _root.scw = 375; _root.sch = 225; _root.objs = 0; _root.heatvision = false; _root.objlst = new Array(); _root.costume = new Array(new Array(2, 2, 2, 2, 2, 2, 2, 2, 2), new Array(2, 2, 2, 2, 2, 2, 2, 2, 2), new Array(2, 2, 2, 2, 2, 2, 2, 2, 2)); _root.createEmptyMovieClip("eng", 0); _root.eng.onEnterFrame = _root.execEngine; _root.cha_bare = 1; _root.cha_bared = 55; _root.cha_bareatts = 2; _root.cha_barec0 = 220; _root.cha_barec1 = 225; _root.cha_barefinishes = 3; _root.cha_barev0 = 260; _root.cha_barev1 = 150; _root.cha_barev2 = 65; _root.cha_barehit = 185; _root.cha_barefly = 195; _root.cha_barefall = 205; _root.cha_barefly2 = 300; _root.cha_barefall2 = 306; _root.cha_bareexp = 105; _root.cha_barethrowq = 230; _root.cha_barethrowe = 240; _root.cha_baregrabq = 255; _root.cha_baregrabe = 250; _root.cha_barewield = 325; _root.cha_bareunwield = 330; _root.const_heroxspd = 5.5; _root.const_klst = new Array("w", "s", "a", "d", "c", "v", "b", "f", "q", "e", "z", "x"); _root.const_keydolst = new Array("d", "d", "d", "d", "c", "v", "b", "b", "e", "e", "z", "x");
Instance of Symbol 18 MovieClip "cursor" in Frame 2
onClipEvent (load) { Mouse.hide(); stop(); } onClipEvent (enterFrame) { this._x = _root._xmouse; this._y = _root._ymouse; } onClipEvent (mouseDown) { gotoAndStop (2); } onClipEvent (mouseUp) { gotoAndStop (1); }
Frame 75
_root.levchange.tgt = 89; _root.levchange.andplay = false; _root.levchange.gotoAndPlay(2);
Frame 89
stop();
Instance of Symbol 299 MovieClip "guy" in Frame 89
onClipEvent (load) { this.init = _root.initHero; this.init(-1); }
Instance of Symbol 299 MovieClip "guy2" in Frame 89
onClipEvent (load) { this.init = _root.initHero; this.init(-1); }
Frame 90
stop();
Instance of Symbol 341 MovieClip "bg" in Frame 90
onClipEvent (load) { this.nextframe = 4; this.initBg = _root.initBg; this.initBg(); }
Instance of Symbol 342 MovieClip "world" in Frame 90
onClipEvent (load) { _root.addHero(1, ""); _root.addHero(2, ""); }
Symbol 11 Button
on (release) { _root.levchange.tgt = 2; _root.levchange.andplay = true; _root.levchange.gotoAndPlay(2); }
Symbol 14 MovieClip Frame 1
stop();
Symbol 14 MovieClip Frame 10
if (this.andplay) { _root.gotoAndPlay(this.tgt); } else { _root.gotoAndStop(this.tgt); }
Symbol 55 MovieClip Frame 1
stop(); this.reloaded = true; this._parent.shot._visible = false;
Symbol 55 MovieClip Frame 3
this._parent.shot._visible = false;
Symbol 64 MovieClip Frame 1
stop(); this.reloaded = true; this._parent.shot._visible = false;
Symbol 64 MovieClip Frame 3
this._parent.shot._visible = false;
Symbol 73 MovieClip Frame 1
stop(); this.reloaded = true; this._parent.shot._visible = false;
Symbol 73 MovieClip Frame 3
this._parent.shot._visible = false;
Symbol 81 MovieClip Frame 1
stop(); this.reloaded = true; this._parent.shot._visible = false;
Symbol 81 MovieClip Frame 3
this._parent.shot._visible = false;
Symbol 99 MovieClip Frame 1
stop(); this.reloaded = true; this._parent.shot._visible = false;
Symbol 99 MovieClip Frame 3
this._parent.shot._visible = false;
Symbol 100 MovieClip Frame 1
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 2
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 3
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 4
this._parent.isgunq = true; this.gun = true; this.dmg = 10; this.maxclips = 6; this.effect = 1;
Symbol 100 MovieClip Frame 5
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 6
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 7
this._parent.isgunq = true; this.gun = true; this.dmg = 4; this.maxclips = 6; this.effect = 0;
Symbol 100 MovieClip Frame 8
this._parent.isgunq = true; this.gun = true; this.dmg = 100; this.maxclips = 4; this.effect = 3;
Symbol 100 MovieClip Frame 9
this._parent.isgunq = true; this.gun = true; this.dmg = 19; this.maxclips = 4; this.effect = 2;
Symbol 100 MovieClip Frame 10
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 11
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 12
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 13
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 14
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 15
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 16
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 17
this._parent.isgunq = true; this.gun = true; this.dmg = 10; this.maxclips = 6; this.effect = 1;
Symbol 100 MovieClip Frame 18
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 19
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 20
this._parent.isgunq = true; this.gun = true; this.firedmg = 4; this.maxclips = 6; this.effect = 0;
Symbol 100 MovieClip Frame 21
this._parent.isgunq = true; this.gun = true; this.dmg = 100; this.maxclips = 4; this.effect = 3;
Symbol 100 MovieClip Frame 22
this._parent.isgunq = true; this.gun = true; this.dmg = 19; this.maxclips = 4; this.effect = 2;
Symbol 100 MovieClip Frame 23
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 24
this._parent.isgunq = false;
Symbol 100 MovieClip Frame 25
this._parent.isgunq = false;
Symbol 117 MovieClip Frame 4
this.gun = true;
Symbol 117 MovieClip Frame 7
this.gun = true;
Symbol 117 MovieClip Frame 8
this.gun = true;
Symbol 117 MovieClip Frame 9
this.gun = true;
Symbol 131 MovieClip Frame 4
if (this._name == "bit6") { this.gotoandStop(2); }
Symbol 155 MovieClip Frame 1
this.dmg = 2;
Symbol 189 MovieClip Frame 1
stop(); this.reloaded = true; this._parent.shot._visible = false;
Symbol 189 MovieClip Frame 3
this._parent.shot._visible = false;
Symbol 190 MovieClip Frame 1
stop(); this.reloaded = true; this._parent.shot._visible = false;
Symbol 190 MovieClip Frame 3
this._parent.shot._visible = false;
Symbol 191 MovieClip Frame 1
stop(); this.reloaded = true; this._parent.shot._visible = false;
Symbol 191 MovieClip Frame 3
this._parent.shot._visible = false;
Symbol 192 MovieClip Frame 1
this._parent.isgune = false;
Symbol 192 MovieClip Frame 2
this._parent.isgune = false;
Symbol 192 MovieClip Frame 3
this._parent.isgune = false;
Symbol 192 MovieClip Frame 4
this._parent.isgune = true; this.gun = true; this.dmg = 10; this.maxclips = 6; this.effect = 1;
Symbol 192 MovieClip Frame 5
this._parent.isgune = false;
Symbol 192 MovieClip Frame 6
this._parent.isgune = false;
Symbol 192 MovieClip Frame 7
this._parent.isgune = true; this.gun = true; this.dmg = 4; this.maxclips = 6; this.effect = 0;
Symbol 192 MovieClip Frame 8
this._parent.isgune = true; this.gun = true; this.dmg = 100; this.maxclips = 4; this.effect = 3;
Symbol 192 MovieClip Frame 9
this._parent.isgune = true; this.gun = true; this.dmg = 19; this.maxclips = 4; this.effect = 2;
Symbol 192 MovieClip Frame 10
this._parent.isgune = false;
Symbol 192 MovieClip Frame 11
this._parent.isgune = false;
Symbol 192 MovieClip Frame 12
this._parent.isgune = false;
Symbol 196 MovieClip Frame 1
this.dmg = 10;
Symbol 196 MovieClip Frame 3
this.dmg = 20;
Symbol 196 MovieClip Frame 4
this.dmg = 6; this.gun = true;
Symbol 196 MovieClip Frame 5
this.dmg = 14;
Symbol 196 MovieClip Frame 6
this.dmg = 10;
Symbol 196 MovieClip Frame 7
this.dmg = 8; this.gun = true;
Symbol 196 MovieClip Frame 8
this.dmg = 24; this.gun = true;
Symbol 196 MovieClip Frame 9
this.dmg = 18; this.gun = true;
Symbol 196 MovieClip Frame 10
this.dmg = 30;
Symbol 196 MovieClip Frame 11
this.dmg = 34;
Symbol 196 MovieClip Frame 12
this.dmg = 12;
Symbol 298 MovieClip Frame 1
this.dmg = 19; this.gravity = 2; this.effect = 0; this.bounce = 0.5;
Symbol 298 MovieClip Frame 3
this.dmg = 24; this.gravity = 5; this.effect = 0; this.bounce = 0.3;
Symbol 298 MovieClip Frame 4
this.dmg = 8; this.gravity = 3.5; this.effect = 0; this.bounce = 0.4; this.gun = true;
Symbol 298 MovieClip Frame 5
this.dmg = 19; this.gravity = 4; this.effect = 2; this.bounce = 0.2;
Symbol 298 MovieClip Frame 6
this.dmg = 12; this.gravity = 4; this.effect = 0; this.bounce = 0.25;
Symbol 298 MovieClip Frame 7
this.dmg = 7; this.gravity = 3; this.effect = 0; this.bounce = 0.35; this.gun = true;
Symbol 298 MovieClip Frame 8
this.dmg = 24; this.gravity = 12; this.effect = 2; this.bounce = 0.15; this.gun = true;
Symbol 298 MovieClip Frame 9
this.dmg = 16; this.gravity = 5; this.effect = 2; this.bounce = 0.2; this.gun = true;
Symbol 298 MovieClip Frame 10
this.dmg = 24; this.gravity = 4.5; this.effect = 2; this.bounce = 0.25;
Symbol 298 MovieClip Frame 11
this.dmg = 4; this.gravity = 3; this.effect = 0; this.bounce = 0.35;
Symbol 298 MovieClip Frame 12
this.dmg = 30; this.gravity = 0.8; this.effect = 0; this.bounce = 0.9; if (this.sy < 0) { this.sy = this.sy * 0.7; } if (this.y < 0) { this.rot = 48; }
Symbol 299 MovieClip Frame 1
if (this.acceptrequests) { this.can_act = true; this.action = "standing"; }
Symbol 299 MovieClip Frame 50
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 61
if (this.acceptrequests) { this.frame = _root[("cha_" + this.style) + "d"]; }
Symbol 299 MovieClip Frame 71
this.attack("bit4", 0, 1);
Symbol 299 MovieClip Frame 72
this.attack("bit5", 0, 1);
Symbol 299 MovieClip Frame 74
this.attack("bit4", 0, 1);
Symbol 299 MovieClip Frame 76
this.attack("bit5", 0, 1);
Symbol 299 MovieClip Frame 81
this.attack("bit1", 0, 0);
Symbol 299 MovieClip Frame 86
this.attack("bit1", 0, 8);
Symbol 299 MovieClip Frame 88
this.sx = 9 * this.facing;
Symbol 299 MovieClip Frame 89
this.sx = 9 * this.facing;
Symbol 299 MovieClip Frame 90
this.sx = 9 * this.facing;
Symbol 299 MovieClip Frame 91
this.sx = 9 * this.facing; this.attack("bit1", 2, 8);
Symbol 299 MovieClip Frame 92
this.sx = 9 * this.facing;
Symbol 299 MovieClip Frame 93
this.sx = 9 * this.facing;
Symbol 299 MovieClip Frame 94
this.sx = 9 * this.facing;
Symbol 299 MovieClip Frame 95
this.sx = 9 * this.facing;
Symbol 299 MovieClip Frame 100
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; this.can_act = true; }
Symbol 299 MovieClip Frame 105
this.sx = -9 * this.facing; _root.addWeap(this.bit5, false, 58, ((16 * Math.random()) + 16) * this.facing, -7, Math.random() * 12); _root.addWeap(this.bit4, false, -20, ((16 * Math.random()) + 16) * (-this.facing), -12, Math.random() * -12); this.costume[5] = 2; this.costume[4] = 2;
Symbol 299 MovieClip Frame 106
this.sx = -5 * this.facing;
Symbol 299 MovieClip Frame 107
this.sx = -12 * this.facing;
Symbol 299 MovieClip Frame 108
this.sx = -10 * this.facing;
Symbol 299 MovieClip Frame 109
this.sx = -10 * this.facing;
Symbol 299 MovieClip Frame 110
this.sx = -10 * this.facing;
Symbol 299 MovieClip Frame 111
this.sx = -10 * this.facing;
Symbol 299 MovieClip Frame 112
this.sx = -10 * this.facing;
Symbol 299 MovieClip Frame 113
this.sx = -5 * this.facing;
Symbol 299 MovieClip Frame 148
if (this._alpha > 0) { this._alpha = this._alpha - 10; }
Symbol 299 MovieClip Frame 149
if (this._alpha > 0) { this._alpha = this._alpha - 10; } if (this.acceptrequests) { this.frame = this._currentframe - 1; }
Symbol 299 MovieClip Frame 155
this.attack("bit4", 0, 0);
Symbol 299 MovieClip Frame 166
this.sx = 7 * this.facing;
Symbol 299 MovieClip Frame 167
this.sx = 7 * this.facing; this.attack("bit4", 0, 1);
Symbol 299 MovieClip Frame 168
this.sx = 7 * this.facing;
Symbol 299 MovieClip Frame 169
this.sx = 7 * this.facing;
Symbol 299 MovieClip Frame 170
this.sx = 7 * this.facing;
Symbol 299 MovieClip Frame 171
this.sx = 7 * this.facing; this.attack("bit4", 0, 1.5);
Symbol 299 MovieClip Frame 172
this.sx = 7 * this.facing;
Symbol 299 MovieClip Frame 173
this.sx = 7 * this.facing;
Symbol 299 MovieClip Frame 174
this.attack("bit4", 2, 2);
Symbol 299 MovieClip Frame 180
if (this.acceptrequests) { this.can_act = true; }
Symbol 299 MovieClip Frame 181
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 185
this.sx = -7 * this.facing;
Symbol 299 MovieClip Frame 186
this.sx = -4 * this.facing;
Symbol 299 MovieClip Frame 187
this.sx = -2 * this.facing;
Symbol 299 MovieClip Frame 190
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 195
this.sx = -11 * this.facing;
Symbol 299 MovieClip Frame 196
this.sx = -11 * this.facing;
Symbol 299 MovieClip Frame 197
this.sx = -11 * this.facing;
Symbol 299 MovieClip Frame 198
this.sx = -15 * this.facing; this.sy = -23; this.sz = (Math.random() * 10) - 5;
Symbol 299 MovieClip Frame 199
this.action = "flying back";
Symbol 299 MovieClip Frame 204
if (this.acceptrequests) { this.frame = this._currentframe - 1; }
Symbol 299 MovieClip Frame 216
this.attack("bit1", 0, 0);
Symbol 299 MovieClip Frame 218
if (this.acceptrequests) { this.can_act = true; }
Symbol 299 MovieClip Frame 219
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 221
this.attack("bit3", 1, 4);
Symbol 299 MovieClip Frame 223
if (this.acceptrequests) { this.can_act = true; }
Symbol 299 MovieClip Frame 224
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 226
this.attack("bit2", 1, 4);
Symbol 299 MovieClip Frame 228
if (this.acceptrequests) { this.can_act = true; }
Symbol 299 MovieClip Frame 229
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 234
_root.addWeap(this.bit5, true, 28, 23 * this.facing, -5, 0); this.costume[5] = 2;
Symbol 299 MovieClip Frame 236
this.sx = 7 * this.facing;
Symbol 299 MovieClip Frame 237
this.sx = 7 * this.facing;
Symbol 299 MovieClip Frame 238
this.sx = 7 * this.facing; if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 244
_root.addWeap(this.bit4, true, -11, 23 * this.facing, -9, 0); this.costume[4] = 2;
Symbol 299 MovieClip Frame 248
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 252
if (this.acceptrequests) { this.can_act = true; }
Symbol 299 MovieClip Frame 253
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 257
if (this.acceptrequests) { this.can_act = true; }
Symbol 299 MovieClip Frame 258
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 265
this.sy = -36; this.sx = 13 * this.facing; this.attack("bit1", 4, 16);
Symbol 299 MovieClip Frame 272
this.facing = this.facing * -1;
Symbol 299 MovieClip Frame 283
this.attack("bit4", 0, 1, "forced hit"); this.attack("bit5", 0, 1, "forced hit");
Symbol 299 MovieClip Frame 286
this.attack("bit4", 0, 1, "forced hit"); this.attack("bit5", 0, 1, "forced hit");
Symbol 299 MovieClip Frame 288
this.attack("bit4", 2, 0.33); this.attack("bit5", 2, 0.33);
Symbol 299 MovieClip Frame 294
this.sx = 3 * this.facing;
Symbol 299 MovieClip Frame 295
this.sx = 3 * this.facing;
Symbol 299 MovieClip Frame 296
this.sx = 3 * this.facing; this.attack("bit4", 2, 0.33); this.attack("bit5", 2, 0.33);
Symbol 299 MovieClip Frame 297
this.sx = 3 * this.facing; if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 300
this.sx = -11 * this.facing;
Symbol 299 MovieClip Frame 301
this.sx = -11 * this.facing; this.sy = -20;
Symbol 299 MovieClip Frame 302
this.action = "flying back";
Symbol 299 MovieClip Frame 305
if (this.acceptrequests) { this.frame = this._currentframe - 1; }
Symbol 299 MovieClip Frame 316
this.attack("bit1", 0, 0);
Symbol 299 MovieClip Frame 320
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; }
Symbol 299 MovieClip Frame 328
if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; this.can_act = true; }
Symbol 299 MovieClip Frame 333
this.weaponsdrawn = false; if (this.acceptrequests) { this.frame = _root["cha_" + this.style]; this.can_act = true; }
Symbol 302 Button
on (release) { i = 8; if ((_root.guy.costume[i]++) >= (_root.guy["bit" + i]._totalframes - 1)) { _root.guy.costume[i] = 1; } }
Symbol 304 Button
on (release) { i = 0; if ((_root.guy.costume[i]++) >= (_root.guy["bit" + i]._totalframes - 1)) { _root.guy.costume[i] = 1; } }
Symbol 305 Button
on (release) { i = 1; if ((_root.guy.costume[i]++) >= (_root.guy["bit" + i]._totalframes - 1)) { _root.guy.costume[i] = 1; } }
Symbol 306 Button
on (release) { i = 3; if ((_root.guy.costume[i]++) >= (_root.guy["bit" + i]._totalframes - 1)) { _root.guy.costume[i] = 1; } }
Symbol 307 Button
on (release) { i = 6; if ((_root.guy.costume[i]++) >= (_root.guy["bit" + i]._totalframes - 1)) { _root.guy.costume[i] = 1; } i = 7; if ((_root.guy.costume[i]++) >= (_root.guy["bit" + i]._totalframes - 1)) { _root.guy.costume[i] = 1; } }
Symbol 311 Button
on (release) { i = 4; if ((_root.guy.costume[i]++) >= (_root.guy["bit" + i]._totalframes - 1)) { _root.guy.costume[i] = 1; } }
Symbol 312 Button
on (release) { i = 5; if ((_root.guy.costume[i]++) >= (_root.guy["bit" + i]._totalframes - 1)) { _root.guy.costume[i] = 1; } }
Symbol 313 Button
on (release) { i = 0; while (i < 9) { _root.costume[0][i] = _root.guy.costume[i]; _root.costume[1][i] = _root.guy2.costume[i]; i++; } _root.levchange.tgt = _root._currentframe + 1; _root.levchange.andplay = false; _root.levchange.gotoAndPlay(2); }
Symbol 315 Button
on (release) { i = 8; if ((_root.guy2.costume[i]++) >= (_root.guy2["bit" + i]._totalframes - 1)) { _root.guy2.costume[i] = 1; } }
Symbol 317 Button
on (release) { i = 0; if ((_root.guy2.costume[i]++) >= (_root.guy2["bit" + i]._totalframes - 1)) { _root.guy2.costume[i] = 1; } }
Symbol 318 Button
on (release) { i = 1; if ((_root.guy2.costume[i]++) >= (_root.guy2["bit" + i]._totalframes - 1)) { _root.guy2.costume[i] = 1; } }
Symbol 319 Button
on (release) { i = 3; if ((_root.guy2.costume[i]++) >= (_root.guy2["bit" + i]._totalframes - 1)) { _root.guy2.costume[i] = 1; } }
Symbol 320 Button
on (release) { i = 2; if ((_root.guy2.costume[i]++) >= (_root.guy2["bit" + i]._totalframes - 1)) { _root.guy2.costume[i] = 1; } }
Symbol 322 Button
on (release) { i = 4; if ((_root.guy2.costume[i]++) >= (_root.guy2["bit" + i]._totalframes - 1)) { _root.guy2.costume[i] = 1; } }
Symbol 323 Button
on (release) { i = 5; if ((_root.guy2.costume[i]++) >= (_root.guy2["bit" + i]._totalframes - 1)) { _root.guy2.costume[i] = 1; } }
Symbol 324 Button
on (release) { i = 0; while (i < 9) { _root.guy.costume[i] = Math.ceil(Math.random() * (_root.guy["bit" + i]._totalframes - 1)); i++; } _root.guy.costume[6] = _root.guy.costume[7]; }
Symbol 326 Button
on (release) { i = 0; while (i < 9) { _root.guy2.costume[i] = Math.ceil(Math.random() * (_root.guy["bit" + i]._totalframes - 1)); i++; } _root.guy2.costume[6] = _root.guy2.costume[7]; }
Symbol 328 Button
on (release) { i = 6; if ((_root.guy2.costume[i]++) >= (_root.guy2["bit" + i]._totalframes - 1)) { _root.guy2.costume[i] = 1; } i = 7; if ((_root.guy2.costume[i]++) >= (_root.guy2["bit" + i]._totalframes - 1)) { _root.guy2.costume[i] = 1; } }
Symbol 329 Button
on (release) { i = 2; if ((_root.guy.costume[i]++) >= (_root.guy["bit" + i]._totalframes - 1)) { _root.guy.costume[i] = 1; } }
Symbol 338 MovieClip Frame 1
stop();
Symbol 341 MovieClip Frame 1
_root.roomfront = 275; _root.roomend = -90;
Symbol 341 MovieClip Frame 2
_root.roomfront = 275; _root.roomend = -90;
Symbol 341 MovieClip Frame 3
_root.roomfront = 275; _root.roomend = -145;
Symbol 341 MovieClip Frame 4
_root.roomfront = 250; _root.roomend = -145; _root.enemscript = new Array(new Array("", "", -1), new Array("t_022", "generic guy_left", -1), new Array("t_030", "generic guy_right", -1), new Array("t_027", "display message_Attackers off the railcar!", 20), new Array("t_013", "play bg MC_railcar", -1), new Array("t_003", "generic guy_backdoor", 2), new Array("t_011", "", -1), new Array("t_050", "display message_Watch for pirates!", 20), new Array("t_012", "pirate guy_random l/r", 20));
Symbol 341 MovieClip Frame 5
_root.roomfront = 275; _root.roomend = -90;
Instance of Symbol 299 MovieClip "template_hero" in Symbol 342 MovieClip Frame 1
onClipEvent (load) { if (this._name.substr(0, 9) == "template_") { this._visible = false; this.stop(); } }
Instance of Symbol 298 MovieClip "template_weap" in Symbol 342 MovieClip Frame 1
onClipEvent (load) { if (this._name.substr(0, 9) == "template_") { this._visible = false; this.stop(); } }
Symbol 343 Button
on (release) { _root.heatvision = !_root.heatvision; if (_root.heatvision) { _root.bg.gotoAndStop(_root.bg._totalframes); } else { _root.bg.gotoAndStop(_root.bg.frame); } _root.fg.gotoandStop(_root.bg._currentframe); }
Instance of Symbol 349 MovieClip "template_shadow" in Symbol 350 MovieClip Frame 1
onClipEvent (load) { if (this._name.substr(0, 9) == "template_") { this._visible = false; this.stop(); } }
Symbol 351 Button
on (release) { _root.levchange.tgt = _root._currentframe - 1; _root.levchange.andplay = false; _root.levchange.gotoAndPlay(2); }

Library Items

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Symbol 15 GraphicUsed by:Timeline
Symbol 16 GraphicUsed by:Timeline
Symbol 17 GraphicUsed by:18
Symbol 18 MovieClipUses:17Used by:Timeline
Symbol 19 GraphicUsed by:Timeline
Symbol 20 GraphicUsed by:Timeline
Symbol 21 GraphicUsed by:Timeline
Symbol 22 GraphicUsed by:Timeline
Symbol 23 GraphicUsed by:Timeline
Symbol 24 GraphicUsed by:Timeline
Symbol 25 GraphicUsed by:Timeline
Symbol 26 GraphicUsed by:Timeline
Symbol 27 GraphicUsed by:Timeline
Symbol 28 GraphicUsed by:Timeline
Symbol 29 GraphicUsed by:Timeline
Symbol 30 GraphicUsed by:Timeline
Symbol 31 GraphicUsed by:Timeline
Symbol 32 GraphicUsed by:Timeline
Symbol 33 GraphicUsed by:Timeline
Symbol 34 GraphicUsed by:Timeline
Symbol 35 GraphicUsed by:Timeline
Symbol 36 GraphicUsed by:Timeline
Symbol 37 GraphicUsed by:Timeline
Symbol 38 GraphicUsed by:Timeline
Symbol 39 GraphicUsed by:Timeline
Symbol 40 TextUses:3Used by:Timeline
Symbol 41 GraphicUsed by:Timeline
Symbol 42 GraphicUsed by:43
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Symbol 44 GraphicUsed by:46
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Symbol 59 GraphicUsed by:60
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Symbol 68 GraphicUsed by:73
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Symbol 84 GraphicUsed by:86
Symbol 85 GraphicUsed by:86
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Symbol 89 GraphicUsed by:94
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Symbol 93 GraphicUsed by:94
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Symbol 100 MovieClipUses:55 43 60 64 73 81 86 99Used by:299
Symbol 101 GraphicUsed by:102
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Symbol 103 GraphicUsed by:104
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Instance Names

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http://swfchan.com/15/70166/info.shtml
Created: 10/4 -2019 01:36:30 Last modified: 10/4 -2019 01:36:30 Server time: 22/12 -2024 22:04:32