Frame 1
_global.openSite = function () {
getURL ("http://www.gametop.com/?utm_source=HolyWar1&utm_medium=flashGame", "_blank");
};
Instance of Symbol 7 MovieClip "bar" in Frame 1
onClipEvent (load) {
_xscale = 0;
}
onClipEvent (enterFrame) {
l = _root.getBytesLoaded();
t = _root.getBytesTotal();
_xscale = ((l / t) * 100);
_root.tf_loader.text = Math.round((l / t) * 100) + " %";
if ((l == t) && (t > 50)) {
_root.gotoAndPlay("lang");
}
}
Instance of Symbol 11 MovieClip in Frame 2
on (press) {
openSite();
}
Frame 3
stop();
Instance of Symbol 16 MovieClip in Frame 3
on (press) {
openSite();
}
Frame 5
stop();
Frame 6
function globalStart() {
debug("Try to start game");
if (_global.settingsLoaded === true) {
debug("STARTING GAME");
_global.maxLevelItem = 0;
_global.currLevel = _global.levels["level_" + levelNum];
_global.gameOver = false;
_global.gameInProcess = true;
if (_global.levelNum == 1) {
_global.fullRezults = {killed:0, survived:0, items:0, shots:0, hits:0};
}
_global.rezults = {killed:0, survived:0, items:0, shots:0, hits:0};
_global.staticObjects = new Array();
_global.bonusObjects = new Array();
_global.bulletObjects = new Array();
_global.enemyObjects = new Array();
_global.splashedObjects = new Array();
_root.bg.env.depth = 0;
_root.bg.envTop.depth = 0;
_root.bg.enemyMC.depth = 0;
_root.bg.attachMovie("queue", "queue", _root.bg.getNextHighestDepth());
_global.PI2 = 57.2957795130823;
_root.clockEFid = _global.queue.addFunc(clockAdder, _root, 5);
_root.changeBGSpeedEFid = _global.queue.addFunc(changeBGSpeed, _root.bg, 15);
_root.bg.moveTo(0, 400);
_root.bg.setMotion(0, _global.envS.screenSpeed);
_root.bg.inQueue(20);
_root.bg.player.setMotion(playerS.speed, playerS.speed);
var _local3 = ((currLevel.playerArmor == undefined) ? (playerS.maxArmor) : (currLevel.playerArmor));
var _local4 = ((currLevel.playerShield == undefined) ? (playerS.maxShield) : (currLevel.playerShield));
_root.bg.player.initTank(playerS.base, playerS.gun, undefined, _local3, playerS.withoutBase, _local4, playerS.maxShield, playerS.maxArmor);
_root.bg.player.initGun(0, playerS.weapons[0].shotsTime, 0, playerS.weapons[0].bulletType, playerS.weapons[0].bulletSpeed, playerS.weapons[0].bulletDamage, playerS.weapons[0].splashDamage, playerS.weapons[0].damageRadius, playerS.weapons[0].splashDelay);
i = 1;
while (i < currLevel.playerAvailableWeapons) {
_root.bg.player.addGun(0, playerS.weapons[i].shotsTime, 0, playerS.weapons[i].bulletType, playerS.weapons[i].bulletSpeed, playerS.weapons[i].bulletDamage, playerS.weapons[i].splashDamage, playerS.weapons[i].damageRadius, playerS.weapons[i].splashDelay);
i++;
}
_root.bg.player.inQueue(10);
if (playerS.soundKills != undefined) {
_root.bg.player.soundKills = playerS.soundKills;
}
bg.oEF2 = mainOEF;
_root.bgEFid = _global.queue.addFunc(_root.bg.oEF2, _root.bg, 90);
var i = 0;
while (i < _global.currLevel.level.length) {
if (_global.currLevel.level[i].tank != undefined) {
_global.maxLevelItem = Math.max(_global.maxLevelItem, _global.currLevel.level[i].yoffset);
}
i++;
}
debug("\u041C\u0430\u043A\u0441\u0438\u043C\u0430\u043B\u044C\u043D\u044B\u0439 \u043E\u0431\u044A\u0435\u043A\u0442 " + _global.maxLevelItem);
setProgressBar(0, _global.maxLevelItem);
_global.maxLevelItem = _global.maxLevelItem + 1.5;
_root.wndComplete._visible = false;
_root.wndPause._visible = false;
_root.bossBar._visible = false;
_global.sound.width = 550;
_global.queue.addFunc(sound.oEF, sound, 95);
_root.bg.lineGrid._y = _global.envS.newObjectYOffset;
if (_global.envS.debug != 1) {
_root.bottomRuler._visible = (_root.bg.lineGrid._visible = (_root.tfTimer._visible = (_root.error._visible = false)));
}
_global.gameTimeStart = getTimer();
_global.keyGetter = new Object();
keyGetter.onKeyDown = makePause;
keyGetter.onMouseWheel = changeWeaponByMouse;
Key.addListener(_global.keyGetter);
Mouse.addListener(_global.keyGetter);
_global.levelCompleteDelayCounter = 0;
_global.usingBar = ((currLevel.bar == 0) ? false : true);
_root.rbar.bar._visible = (_root.rbar.barArrow._visible = _global.usingBar);
_root.fastZone._visible = (_root.slowZone._visible = false);
if ((_global.currLevel.playerX != undefined) && (_global.currLevel.playerY != undefined)) {
trace("\u043F\u043E \u0443\u0440\u043E\u0432\u043D\u044E");
_root.bg.player.moveTo(_global.currLevel.playerX, -_global.currLevel.playerY);
} else {
trace("\u043F\u043E \u0434\u0435\u0444\u043E\u043B\u0442\u0443");
_root.bg.player.moveTo(playerS.startX, -playerS.startY);
}
_root.lbar.health._visible = (_root.lbar.shield._visible = (_root.lbar.weaponSelector._visible = true));
} else {
debug("XML data not loaded yet");
}
}
function endGameOutput() {
_root.wndComplete.flag = true;
with (_root.wndComplete) {
_visible = true;
_root.wndComplete.title_mc.gotoAndStop(4);
var ttz = _global.envS["textZ_" + language_pre];
tf1_.htmlText = ("<p align=\"right\">" + ttz.completeString1) + "</p>";
tf2_.htmlText = ("<p align=\"right\">" + ttz.completeString2) + "</p>";
tf3_.htmlText = ("<p align=\"right\">" + ttz.completeString3) + "</p>";
tf4_.htmlText = ("<p align=\"right\">" + ttz.completeString4) + "</p>";
tf5_.htmlText = ("<p align=\"right\">" + ttz.completeString5) + "</p>";
tf1.text = _global.fullRezults.killed;
tf2.text = _global.fullRezults.survived;
tf3.text = _global.fullRezults.items;
tf4.text = _global.fullRezults.shots;
var p = (Math.round((1000 * _global.fullRezults.hits) / _global.fullRezults.shots) / 10);
if (isNaN(p)) {
p = 0;
}
tf5.text = p + " %";
}
}
System.useCodepage = true;
fscommand ("trapallkeys", true);
trace("init");
_root.depth = 0;
XML.prototype.ignoreWhite = true;
_global.settingsLoaded = false;
fscommand ("trapallkeys", true);
_focusrect = false;
fscommand ("showmenu", false);
createXML = function () {
var _local3 = new XML(str);
_global.settingsLoaded = true;
debug("Settings loaded; parsing...");
var _local2 = 0;
while (_local2 < _local3.firstChild.childNodes.length) {
foo = _local3.firstChild.childNodes[_local2];
parseXMLtoVars(foo, _global);
_local2++;
}
};
_global.xmlErrors = new Array("A CDATA section was not properly terminated.", "The XML declaration was not properly terminated.", "The DOCTYPE declaration was not properly terminated.", "A comment was not properly terminated.", "An XML element was malformed.", "Out of memory.", "An attribute value was not properly terminated.", "A start-tag was not matched with an end-tag.", "An end-tag was encountered without a matching start-tag.");
parseXMLtoVars = function (xml, target) {
if (xml.nodeName == "var") {
var _local4 = xml.attributes.value;
if ((_local4 == undefined) && (xml.nodeValue == null)) {
_local4 = xml.childNodes.join("");
}
if (String(parseFloat(_local4)) == _local4) {
_local4 = parseFloat(_local4);
}
if (xml.attributes.name != null) {
target[xml.attributes.name] = _local4;
// unexpected jump
}
return(_local4);
}
if (xml.nodeName == "array") {
target[xml.attributes.name] = new Array();
var _local3 = target[xml.attributes.name];
var _local2 = 0;
while (_local2 < xml.childNodes.length) {
_local3.push(parseXMLtoVars(xml.childNodes[_local2]));
_local2++;
}
} else if (xml.nodeName == "object") {
var _local3 = new Object();
for (var _local2 in xml.attributes) {
if (_local2 != "name") {
parseXMLtoVars(new XML(((("<var name=\"" + _local2) + "\"\tvalue=\"") + xml.attributes[_local2]) + "\" />").firstChild, _local3);
}
}
var _local2 = 0;
while (_local2 < xml.childNodes.length) {
parseXMLtoVars(xml.childNodes[_local2], _local3);
_local2++;
}
if (xml.attributes.name != null) {
target[xml.attributes.name] = _local3;
} else {
return(_local3);
}
}
};
str = "";
str = str + "<?xml version=\"1.0\" encoding=\"UTF-8\"?>";
str = str + "<settings>";
str = str + "<object name=\"envS\">";
str = str + "<object name=\"playerOffset\">";
str = str + "<var name=\"top\" value=\"20\" >\u043E\u0442\u0441\u0442\u0443\u043F\u044B \u043E\u0442 \u0433\u0440\u0430\u043D\u0438\u0446 \u044D\u043A\u0440\u0430\u043D\u0430 \u0438\u0433\u0440\u043E\u043A\u0430</var>";
str = str + "<var name=\"bottom\" value=\"15\" />";
str = str + "<var name=\"left\" value=\"80\" />";
str = str + "<var name=\"right\" value=\"45\" />";
str = str + "</object>";
str = str + "<object name=\"enemyOffset\">";
str = str + "<var name=\"top\" value=\"-50\" >\u043E\u0442\u0441\u0442\u0443\u043F\u044B \u043E\u0442 \u0433\u0440\u0430\u043D\u0438\u0446 \u044D\u043A\u0440\u0430\u043D\u0430 \u0434\u043B\u044F \u0432\u0440\u0430\u0433\u043E\u0432</var>";
str = str + "<var name=\"bottom\" value=\"-50\" />";
str = str + "<var name=\"left\" value=\"-30\" />";
str = str + "<var name=\"right\" value=\"-30\" />";
str = str + "</object>";
str = str + "<object name=\"bulletOffset\">";
str = str + "<var name=\"top\" value=\"-50\" >\u043E\u0442\u0441\u0442\u0443\u043F\u044B \u043E\u0442 \u0433\u0440\u0430\u043D\u0438\u0446 \u044D\u043A\u0440\u0430\u043D\u0430 \u0434\u043B\u044F \u043F\u0443\u043B\u044C/\u0440\u0430\u043A\u0435\u0442. \u0416\u0435\u043B\u0430\u0442\u0435\u043B\u044C\u043D\u043E \u0432\u0435\u0440\u0445\u043D\u044E\u044E \u0433\u0440\u0430\u043D\u0438\u0446\u0435 \"\u043F\u043E\u0434\u043D\u044F\u0442\u044C\"</var>";
str = str + "<var name=\"bottom\" value=\"-50\" />";
str = str + "<var name=\"left\" value=\"-30\" />";
str = str + "<var name=\"right\" value=\"-30\" />";
str = str + "</object>";
str = str + "<object name=\"allOffset\">";
str = str + "<var name=\"top\" value=\"-50\" >\u043E\u0442\u0441\u0442\u0443\u043F\u044B \u043E\u0442 \u0433\u0440\u0430\u043D\u0438\u0446 \u044D\u043A\u0440\u0430\u043D\u0430 \u0434\u043B\u044F \u043E\u0441\u0442\u0430\u043B\u044C\u043D\u043E\u0433\u043E. \u0415\u0439 \u043F\u043E\u0434\u0447\u0438\u043D\u044F\u044E\u0442\u0441\u044F \u0442\u0430\u043D\u043A\u0438, \u0438\u0433\u0440\u043E\u043A, \u0431\u0430\u0448\u043D\u0438</var>";
str = str + "<var name=\"bottom\" value=\"-150\" />";
str = str + "<var name=\"left\" value=\"-30\" />";
str = str + "<var name=\"right\" value=\"-30\" />";
str = str + "</object>";
str = str + "<object name=\"blinks\">";
str = str + "<object name=\"hit\" color=\"#FF0000\" amount=\"40\" times=\"5\" step=\"2\">\u043D\u0430\u0437\u0432\u0430\u043D\u0438\u0435, \u0446\u0432\u0435\u0442, \u043F\u0440\u043E\u0437\u0440\u0430\u0447\u043D\u043E\u0441\u0442\u044C, \u043A\u043E\u043B\u0438\u0447\u0435\u0441\u0442\u0432\u043E \"\u043C\u043E\u0440\u0433\u0430\u043D\u0438\u0439\", \u0434\u043B\u0438\u043D\u0430 \u043E\u0434\u043D\u043E\u0433\u043E \u043C\u043E\u0440\u0433\u0430\u043D\u0438\u044F (\u0432 \u043A\u0430\u0434\u0440\u0430\u0445)</object>";
str = str + "<object name=\"shield\" color=\"#0066cc\" amount=\"40\" times=\"3\" step=\"2\"/>";
str = str + "<object name=\"takebonus\" color=\"#FFFFFF\" amount=\"40\" times=\"5\" step=\"3\"/>";
str = str + "</object> ";
str = str + "<object name=\"textZ_en\">";
str = str + "<var name=\"intro\" ><b>How to Play:</b><br />- You need to get to the end of the level destroying as many enemy units on your way as possible.<br />- Pick up bonuses and health packs - they are going to help you on your mission.<br /><b>Controls:</b><br />- The space commando is controlled by the arrow keys \u201Cleft\u201D, \u201Cright\u201D, \u201Cup\u201D and \u201Cdown\u201D, or keys \u201CW\u201D, \u201CA\u201D, \u201CS\u201D & \u201CD\u201D.<br />- Use the mouse cursor to aim.<br />- Use left mouse key to fire.<br />- To choose alternative weapons (if available), use keys \"1\", \"2\" \"3\", or the mouse wheel, or directly the mouse cursor.</var>";
str = str + "<var name=\"completeString1\" >Enemies Kills :</var>";
str = str + "<var name=\"completeString2\" >Enemies survived :</var>";
str = str + "<var name=\"completeString3\" >Structures Destroyed :</var>";
str = str + "<var name=\"completeString4\" >Shots :</var>";
str = str + "<var name=\"completeString5\" >Accuracy :</var>";
str = str + "<var name=\"playerDiedTitle\" >Game Over</var>";
str = str + "<var name=\"levelCompleteTitle\" >Level Completed!</var>";
str = str + "<var name=\"gameCompleteTitle\" >You have Completed the Game!</var>";
str = str + "<var name=\"gamePausedTitle\" >Pause</var>";
str = str + "<var name=\"gamePausedString\" ><br /><br /><br /><b>Return to the game?</b></var>";
str = str + "</object>";
str = str + "<object name=\"textZ_ru\">";
str = str + "<var name=\"intro\" ><b>\u041E\u0431 \u0438\u0433\u0440\u0435:</b><br />- \u0412\u044B \u0443\u043F\u0440\u0430\u0432\u043B\u044F\u0435\u0442\u0435 \u043A\u043E\u0441\u043C\u043E\u0434\u0435\u0441\u0430\u043D\u0442\u043D\u0438\u043A\u043E\u043C \u0432 \u0431\u043E\u0435\u0432\u043E\u043C \u043A\u043E\u0441\u0442\u044E\u043C\u0435.<br />- \u0412\u044B \u0434\u043E\u043B\u0436\u043D\u044B \u0434\u043E\u0431\u0440\u0430\u0442\u044C\u0441\u044F \u0434\u043E \u043A\u043E\u043D\u0446\u0430 \u0443\u0440\u043E\u0432\u043D\u044F, \u0443\u043D\u0438\u0447\u0442\u043E\u0436\u0438\u0432 \u043A\u0430\u043A \u043C\u043E\u0436\u043D\u043E \u0431\u043E\u043B\u044C\u0448\u0435 \u044E\u043D\u0438\u0442\u043E\u0432 \u043F\u0440\u043E\u0442\u0438\u0432\u043D\u0438\u043A\u0430.<br />- \u041F\u043E\u0434\u0431\u0438\u0440\u0430\u0439\u0442\u0435 \u0431\u043E\u043D\u0443\u0441\u044B \u0438 \u0430\u043F\u0442\u0435\u0447\u043A\u0438 - \u043E\u043D\u0438 \u043F\u043E\u043C\u043E\u0433\u0443\u0442 \u0432\u0430\u043C \u0432 \u0432\u0430\u0448\u0435\u043C \u043D\u0435\u043B\u0435\u0433\u043A\u043E\u043C \u0434\u0435\u043B\u0435.<br /><br /><b>\u0423\u043F\u0440\u0430\u0432\u043B\u0435\u043D\u0438\u0435:</b><br />- \u041A\u043E\u0441\u043C\u043E\u0434\u0435\u0441\u0430\u043D\u0442\u043D\u0438\u043A \u0443\u043F\u0440\u0430\u0432\u043B\u044F\u0435\u0442\u0441\u044F \u0441\u0442\u0440\u0435\u043B\u043A\u0430\u043C\u0438 \u00AB\u0432\u043F\u0440\u0430\u0432\u043E\u00BB, \u00AB\u0432\u043B\u0435\u0432\u043E\u00BB, \u00AB\u0432\u0432\u0435\u0440\u0445\u00BB \u0438 \u00AB\u0432\u043D\u0438\u0437\u00BB \u0438\u043B\u0438 \u043A\u043B\u0430\u0432\u0438\u0448\u0430\u043C\u0438 WASD.<br />- \u0418\u0441\u043F\u043E\u043B\u044C\u0437\u0443\u0439\u0442\u0435 \u043A\u0443\u0440\u0441\u043E\u0440 \u043C\u044B\u0448\u0438 \u0434\u043B\u044F \u043F\u0440\u0438\u0446\u0435\u043B\u0438\u0432\u0430\u043D\u0438\u044F.<br />- \u041B\u0435\u0432\u043E\u0439 \u043A\u043B\u0430\u0432\u0438\u0448\u0435\u0439 \u043C\u044B\u0448\u0438 \u043F\u0440\u043E\u0438\u0437\u0432\u043E\u0434\u0438\u0442\u0441\u044F \u0432\u044B\u0441\u0442\u0440\u0435\u043B.<br />- \u0412\u044B\u0431\u043E\u0440 \u0430\u043B\u044C\u0442\u0435\u0440\u043D\u0430\u0442\u0438\u0432\u043D\u043E\u0433\u043E \u043E\u0440\u0443\u0436\u0438\u044F (\u043F\u0440\u0438 \u043D\u0430\u043B\u0438\u0447\u0438\u0438), \u043F\u0440\u043E\u0438\u0437\u0432\u043E\u0434\u0438\u0442\u0441\u044F \u043A\u043B\u0430\u0432\u0438\u0448\u0430\u043C\u0438 \u00AB1\u00BB \u00AB2\u00BB \u00AB3\u00BB, \u043B\u0438\u0431\u043E \u043A\u043E\u043B\u0435\u0441\u043E\u043C \u043C\u044B\u0448\u0438, \u043B\u0438\u0431\u043E \u043D\u0435\u043F\u043E\u0441\u0440\u0435\u0434\u0441\u0442\u0432\u0435\u043D\u043D\u043E \u043A\u0443\u0440\u0441\u043E\u0440\u043E\u043C \u043C\u044B\u0448\u0438. </var>";
str = str + "<var name=\"completeString1\" >\u0412\u0440\u0430\u0433\u043E\u0432 \u0443\u043D\u0438\u0447\u0442\u043E\u0436\u0435\u043D\u043E :</var>";
str = str + "<var name=\"completeString2\" >\u0412\u0440\u0430\u0433\u043E\u0432 \u0432\u044B\u0436\u0438\u043B\u043E :</var>";
str = str + "<var name=\"completeString3\" >\u0421\u0442\u0440\u043E\u0435\u043D\u0438\u0439 \u0443\u043D\u0438\u0447\u0442\u043E\u0436\u0435\u043D\u043E :</var>";
str = str + "<var name=\"completeString4\" >\u041F\u0440\u043E\u0438\u0437\u0432\u0435\u0434\u0435\u043D\u043E \u0432\u044B\u0441\u0442\u0440\u0435\u043B\u043E\u0432 :</var>";
str = str + "<var name=\"completeString5\" >\u042D\u0444\u0444\u0435\u043A\u0442\u0438\u0432\u043D\u043E\u0441\u0442\u044C \u0441\u0442\u0440\u0435\u043B\u044C\u0431\u044B :</var>";
str = str + "<var name=\"playerDiedTitle\" >\u0417\u0430\u0434\u0430\u043D\u0438\u0435 \u043D\u0435 \u0432\u044B\u043F\u043E\u043B\u043D\u0435\u043D\u043E</var>";
str = str + "<var name=\"levelCompleteTitle\" >\u0417\u0430\u0434\u0430\u043D\u0438\u0435 \u0432\u044B\u043F\u043E\u043B\u043D\u0435\u043D\u043E !</var>";
str = str + "<var name=\"gameCompleteTitle\" >\u041F\u043E\u0437\u0434\u0440\u0430\u0432\u043B\u044F\u0435\u043C \u0441 \u043F\u043E\u0431\u0435\u0434\u043E\u0439!!! </var>";
str = str + "<var name=\"gamePausedTitle\" >\u041F\u0430\u0443\u0437\u0430</var>";
str = str + "<var name=\"gamePausedString\" ><br /><br /><br /><b>\u0412\u0435\u0440\u043D\u0443\u0442\u044C\u0441\u044F \u0432 \u0438\u0433\u0440\u0443?</b></var>";
str = str + "</object>";
str = str + "<object name=\"textZ_de\">";
str = str + "<var name=\"intro\" ><b>Zum Spiel:</b><br />- Du steuerst den kosmischen Einzelk\u00E4mpfer im Kampfanzug.<br />- Du musst Dich bis zum Ende jedes einzelnen Levels durchk\u00E4mpfen, indem Du so viele gegnerische Einheiten wie m\u00F6glich zerst\u00F6rst.<br />- Nimm jeden Bonus und jedes Medipack mit, sie kommen Dir bei Deiner schweren Aufgabe zugute.<br /><b>Steuerung:</b><br />- Du steuerst den kosmischen Einzelk\u00E4mpfer mit den Pfeilen \"nach rechts\", \"nach links\", \"nach oben\", \"nach unten\" oder mit den Tasten f\u00FCr W,A,S und D...<br />- Du zielst mit dem Mauszeiger.<br />- Du schiesst mit der linken Maustaste.<br />- Du w\u00E4hlst eine andere Waffe (wenn Du kannst) mit den Tasten f\u00FCr \"1\", \"2\" und \"3\", mit dem Mausrad oder direkt durch Anklicken</var>";
str = str + "<var name=\"completeString1\" >Vernichtete Feinde :</var>";
str = str + "<var name=\"completeString2\" >\u00DCberlebende Feinde :</var>";
str = str + "<var name=\"completeString3\" >Zerst\u00F6rte Geb\u00E4ude :</var>";
str = str + "<var name=\"completeString4\" >Anzahl der Sch\u00FCsse :</var>";
str = str + "<var name=\"completeString5\" >Trefferquote :</var>";
str = str + "<var name=\"playerDiedTitle\" >Aufgabe nicht erf\u00FCllt</var>";
str = str + "<var name=\"levelCompleteTitle\" >Aufgabe erf\u00FCllt!</var>";
str = str + "<var name=\"gameCompleteTitle\" >Wir gratulieren zum Sieg!!!</var>";
str = str + "<var name=\"gamePausedTitle\" >Pause</var>";
str = str + "<var name=\"gamePausedString\" ><br /><br /><br /><b>Zur\u00FCck ins Spiel?</b></var>";
str = str + "</object>";
str = str + "<object name=\"textZ_fr\">";
str = str + "<var name=\"intro\" ><b>\u00C0 propos du jeu:</b><br />- Vous \u00ABpilotez\u00BB un para de l\u2019espace en uniforme de combat.<br />- Vous devez parvenir jusqu\u2019au dernier niveau en liquidant le plus possible d\u2019unit\u00E9s ennemies.<br />- Accumulez les bonus et les medipacks \u2013 ils vous aideront dans votre difficile mission.<br /><b>Pilotage:</b><br />- Le para de l\u2019espace est \u00ABpilot\u00E9\u00BB \u00E0 l\u2019aide des touches fl\u00E9ch\u00E9es \u00ABdroite\u00BB, \u00ABgauche\u00BB, \u00ABhaut\u00BB et \u00ABbas\u00BB ou par des touches WASD.<br />- Pour viser utilisez le curseur de la souris.<br />- Pour tirer utilisez la touche gauche de la souris.<br />- Pour s\u00E9lectionner les armes de remplacement (en l\u2019occurrence) utilisez les touches \u00AB1\u00BB \u00AB2\u00BB \u00AB3\u00BB, soit la roue de la souris, soit directement le curseur de la souris. </var>";
str = str + "<var name=\"completeString1\" >Ennemis liquid\u00E9s :</var>";
str = str + "<var name=\"completeString2\" >Ennemis rest\u00E9s en vie :</var>";
str = str + "<var name=\"completeString3\" >\u00C9difices d\u00E9truits :</var>";
str = str + "<var name=\"completeString4\" >Nombre de tirs :</var>";
str = str + "<var name=\"completeString5\" >Taux de pr\u00E9cision des tirs :</var>";
str = str + "<var name=\"playerDiedTitle\" >Mission non accomplie</var>";
str = str + "<var name=\"levelCompleteTitle\" >Mission accomplie!</var>";
str = str + "<var name=\"gameCompleteTitle\" >La victoire est \u00E0 vous!!!</var>";
str = str + "<var name=\"gamePausedTitle\" >Pause</var>";
str = str + "<var name=\"gamePausedString\" ><br /><br /><br /><b>Reprendre le jeu? </b></var>";
str = str + "</object>";
str = str + "<object name=\"textZ_pt\">";
str = str + "<var name=\"intro\" ><b>Sobre o jogo:</b><br />- Voc\u00EA dirige os soldados das tropas usando roupa de combate.<br />- Voc\u00EA deve chegar ate o ultimo nivel, destruir como puder o maior numero de adversarios.<br />- Colecione b\u00F4nus, e farmacia caseira - eles podem lhe ajudar num momento dificil.<br /><b>Dire\u00E7\u00E3o:</b><br />- Os soldados das tropas de desembarque (cosmotransportadores) s\u00E3o direcionados pelas setas \u00AB\u00E0 direita\u00BB \u00AB\u00E0 esquerda\u00BB, \u00ABem cima\u00BB e \u00ABembaixo\u00BB pelas teclas WASD.<br />- Use a seta que aparece no visor manejada pelo mause, para apontar.<br />- Voc\u00EA pode atirar com a tecla esquerda do mause.<br />- A escolha da arma alternativa( quando existe), se faz atraves das teclas \u00AB1\u00BB \u00AB2\u00BB \u00AB3\u00BB, ou pela roda do mause, ou diretamente pela seta que aparece no visor do mause.</var>";
str = str + "<var name=\"completeString1\" >Inimigos destruidos :</var>";
str = str + "<var name=\"completeString2\" >Inimigos sobreviventes :</var>";
str = str + "<var name=\"completeString3\" >Edifica\u00E7\u00F5es destruidas :</var>";
str = str + "<var name=\"completeString4\" >Executados a tiros :</var>";
str = str + "<var name=\"completeString5\" >Total de tiros acertados :</var>";
str = str + "<var name=\"playerDiedTitle\" >Tarefa nao executada</var>";
str = str + "<var name=\"levelCompleteTitle\" >Tarefa executada!</var>";
str = str + "<var name=\"gameCompleteTitle\" >Meus parabens pela vitoria!!!</var>";
str = str + "<var name=\"gamePausedTitle\" >Pausa</var>";
str = str + "<var name=\"gamePausedString\" ><br /><br /><br /><b>voltar ao jogo?</b></var>";
str = str + "</object>";
str = str + "<object name=\"textZ_es\">";
str = str + "<var name=\"intro\" ><b>Acerca del juego:</b><br />- Usted maneja el paracaidista espacial con traje de combate.<br />- Usted debe alcanzar el final del nivel, eliminando la m\u00E1xima cantidad de enemigos.<br />- Elija bonos y botiquines. Ellos le servir\u00E1n de ayuda en su dif\u00EDcil tarea.<br /><b>Mandos:</b><br />- El paracaidista espacial se mueve con las teclas que indican las flechas \u201Chacia la derecha\u201D, \u201Chacia la izquierda\u201D, \u201Chacia arriba\u201D y \u201Chacia abajo\u201D o a trav\u00E9s de las teclas WASD.<br />- Para apuntar utilice el cursor del mouse.<br />- Para disparar use la tecla izquierda del mouse.<br />- Para elegir un arma (si existe esta opci\u00F3n), utilice las teclas con los n\u00FAmeros \u201C1\u201D, \u201C2\u201D y \u201C3\u201D, ora la rueda del mouse, ora directamente el cursor del Mouse.</var>";
str = str + "<var name=\"completeString1\" >Cantidad de enemigos eliminados :</var>";
str = str + "<var name=\"completeString2\" >Cantidad de enemigos sobrevivientes :</var>";
str = str + "<var name=\"completeString3\" >Objetivos destruidos :</var>";
str = str + "<var name=\"completeString4\" >Cantidad de disparos :</var>";
str = str + "<var name=\"completeString5\" >Precisi\u00F3n de los disparos :</var>";
str = str + "<var name=\"playerDiedTitle\" >Tarea no cumplida</var>";
str = str + "<var name=\"levelCompleteTitle\" >Tarea cumplida!</var>";
str = str + "<var name=\"gameCompleteTitle\" >\u00A1\u00A1\u00A1Felicitaciones, Usted ha salido victorioso!!!</var>";
str = str + "<var name=\"gamePausedTitle\" >Pausa</var>";
str = str + "<var name=\"gamePausedString\" ><br /><br /><br /><b>\u00BFReiniciar el juego?</b></var>";
str = str + "</object>";
str = str + "<var name=\"screenSpeed\" value=\"2\" >\u0441\u043A\u043E\u0440\u043E\u0441\u0442\u044C \u043D\u043E\u0440\u043C\u0430\u043B\u044C\u043D\u043E\u0439 \u043F\u0440\u043E\u043A\u0440\u0443\u0442\u043A\u0438 \u044D\u043A\u0440\u0430\u043D\u0430</var>";
str = str + "<var name=\"screenFastSpeed\" value=\"3\" >\u0441\u043A\u043E\u0440\u043E\u0441\u0442\u044C \u0443\u0441\u043A\u043E\u0440\u0435\u043D\u043D\u043E\u0439 \u043F\u0440\u043E\u043A\u0440\u0443\u0442\u043A\u0438 \u044D\u043A\u0440\u0430\u043D\u0430</var>";
str = str + "<var name=\"screenSlowSpeed\" value=\"1\" >\u0441\u043A\u043E\u0440\u043E\u0441\u0442\u044C \u0437\u0430\u043C\u0435\u0434\u043B\u0435\u043D\u043D\u043E\u0439 \u043F\u0440\u043E\u043A\u0440\u0443\u0442\u043A\u0438 \u044D\u043A\u0440\u0430\u043D\u0430</var>";
str = str + "<var name=\"debug\" value=\"0\" >\u0440\u0435\u0436\u0438\u043C \u043E\u0442\u043B\u0430\u0434\u043A\u0438 0 \u0438\u043B\u0438 1</var>";
str = str + "<var name=\"lazerDebug\" value=\"0\" >\u0440\u0438\u0441\u043E\u0432\u0430\u0442\u044C \u043B\u0438 \u043A\u043E\u043D\u0442\u0440\u043E\u043B\u044C\u043D\u044B\u0435 \u0442\u043E\u0447\u043A\u0438 \u043B\u0430\u0437\u0435\u0440\u043E\u0432. \u0420\u0430\u0431\u043E\u0442\u0430\u0435\u0442 \u0442\u043E\u043B\u044C\u043A\u043E \u0435\u0441\u043B\u0438 \u043F\u0440\u0435\u0434\u044B\u0434\u0443\u0449\u0438\u0439 \u043F\u0430\u0440\u0430\u043C\u0435\u0442\u0440 1</var>";
str = str + "<var name=\"tripleFireAngle\" value=\"10\" >\u0443\u0433\u043E\u043B \u043C\u0435\u0436\u0434\u0443 \u0432\u044B\u0441\u0442\u0440\u0435\u043B\u0430\u043C\u0438 \u0434\u043B\u044F \"\u0442\u0440\u043E\u0439\u043D\u043E\u0433\u043E\" \u043E\u0440\u0443\u0436\u0438\u044F</var>";
str = str + "<var name=\"newObjectYOffset\" value=\"-40\" >\u0441\u0434\u0432\u0438\u0433 \u0432\u0441\u0435\u0445 \u0441\u043E\u0437\u0434\u0430\u0432\u0430\u0435\u043C\u044B\u0445 \u043E\u0431\u044A\u0435\u043A\u0442\u043E\u0432 \u043E\u0442\u043D\u043E\u0441\u0438\u0442\u0435\u043B\u044C\u043D\u043E \u0432\u0435\u0440\u0445\u0430 \u044D\u043A\u0440\u0430\u043D\u0430</var>";
str = str + "<var name=\"splashTests\" value=\"5\" >\u043A\u043E\u043B\u0438\u0447\u0435\u0441\u0442\u0432\u043E \u0442\u043E\u0447\u0435\u043A \u043F\u0440\u043E\u0432\u0435\u0440\u043A\u0438 \u043F\u0435\u0440\u0435\u0441\u0435\u0447\u0435\u043D\u0438\u044F \u043D\u0430 splash (\u0447\u0435\u043C \u0431\u043E\u043B\u044C\u0448\u0435, \u0442\u0435\u043C \u0442\u043E\u0447\u043D\u0435\u0435, \u043D\u043E \u0434\u043E\u043B\u044C\u0448\u0435)</var>";
str = str + "<var name=\"levelCompleteDelay\" value=\"50\" >\u043A\u043E\u043B\u0438\u0447\u0435\u0441\u0442\u0432\u043E \u0442\u0430\u043A\u0442\u043E\u0432, \u043A\u043E\u0442\u043E\u0440\u043E\u0435 \u043E\u0436\u0438\u0434\u0430\u0435\u0442\u0441\u044F \u043F\u043E\u0441\u043B\u0435 \u043E\u043A\u043E\u043D\u0447\u0430\u043D\u0438\u044F \u0443\u0440\u043E\u0432\u043D\u044F \u043A\u0430\u043A \u043F\u0430\u0443\u0437\u0430. \u041A\u0430\u043A \u0443\u0440\u043E\u0432\u0435\u043D\u044C \u043E\u043A\u043E\u043D\u0447\u0435\u043D - \u0433\u0438\u0431\u0435\u043B\u044C \u0438\u0433\u0440\u043E\u043A\u0430, \u043F\u043E\u0431\u0435\u0434\u0430, \u043E\u043A\u043E\u043D\u0447\u0430\u043D\u0438\u0435 \u043E\u0431\u044A\u0435\u043A\u0442\u043E\u0432, \u0440\u043E\u043B\u0438 \u043D\u0435 \u0438\u0433\u0440\u0430\u0435\u0442</var>";
str = str + "<var name=\"defaultRotation\" value=\"180\" >\u0414\u0435\u0444\u043E\u043B\u0442\u043E\u0432\u044B\u0439 \u0443\u0433\u043E\u043B \u043F\u043E\u0432\u043E\u0440\u043E\u0442\u0430 \u0431\u0430\u0437\u044B</var>";
str = str + "<var name=\"soundKills\" value=\"s_explode\" >\u0417\u0432\u0443\u043A \u0433\u0438\u0431\u0435\u043B\u0438 \u0434\u043B\u044F \u0432\u0441\u0435\u0445</var>";
str = str + "</object>";
str = str + "<object name=\"playerS\">";
str = str + "<var name=\"speed\" value=\"4\" />";
str = str + "<var name=\"base\" value=\"player_base\" >\u043D\u0430\u0437\u0432\u0430\u043D\u0438\u0435 linkage</var>";
str = str + "<var name=\"gun\" value=\"player_gun\" >\u043D\u0430\u0437\u0432\u0430\u043D\u0438\u0435 linkage</var>";
str = str + "<var name=\"maxArmor\" value=\"150\" >\u043C\u0430\u043A\u0441\u0438\u043C\u0430\u043B\u044C\u043D\u0430\u044F \u0431\u0440\u043E\u043D\u044F \u0442\u0430\u043D\u043A\u0430</var>";
str = str + "<var name=\"maxShield\" value=\"150\" >\u043C\u0430\u043A\u0441\u0438\u043C\u0430\u043B\u044C\u043D\u044B\u0439 \u044D\u043D\u0435\u0440\u0433\u043E\u0449\u0438\u0442 \u0442\u0430\u043D\u043A\u0430. \u0415\u0441\u043B\u0438 \u0432 \u043F\u0430\u0440\u0430\u043C\u0435\u0442\u0440\u0430\u0445 \u0443\u0440\u043E\u0432\u043D\u044F \u043D\u0435 \u0443\u043A\u0430\u0437\u0430\u043D\u043E \u0438\u043D\u043E\u0435, \u0442\u043E \u044D\u0442\u0438 \u0437\u043D\u0430\u0447\u0435\u043D\u0438\u044F \u0431\u0443\u0434\u0443\u0442 \u0443\u043C\u043E\u043B\u0447\u0430\u043D\u0438\u0435\u043C</var>";
str = str + "<var name=\"recoil\" value=\"3\" >\u0421\u0438\u043B\u0430 \u043E\u0442\u0434\u0430\u0447\u0438 \u043E\u0442 \u0432\u044B\u0441\u0442\u0440\u0435\u043B\u0430</var>";
str = str + "<var name=\"recoilLength\" value=\"8\" >\u0414\u043B\u0438\u043D\u0430 \u0430\u043D\u0438\u043C\u0430\u0446\u0438\u0438 \u043E\u0442\u0434\u0430\u0447\u0438</var>";
str = str + "<var name=\"startX\" value=\"275\" >\u041D\u0430\u0447\u0430\u043B\u044C\u043D\u043E\u0435 \u043F\u043E\u043B\u043E\u0436\u0435\u043D\u0438\u0435 \u043D\u0430 \u0443\u0440\u043E\u0432\u043D\u0435 \u043F\u043E x (\u043E\u0442\u0441\u0447\u0435\u0442 \u0432 \u043D\u0438\u0436\u043D\u0435\u043C \u043B\u0435\u0432\u043E\u043C \u0443\u0433\u043B\u0443)</var>";
str = str + "<var name=\"startY\" value=\"100\" >\u041D\u0430\u0447\u0430\u043B\u044C\u043D\u043E\u0435 \u043F\u043E\u043B\u043E\u0436\u0435\u043D\u0438\u0435 \u043D\u0430 \u0443\u0440\u043E\u0432\u043D\u0435 \u043F\u043E y</var>";
str = str + "<var name=\"withoutBase\" value=\"1\" >\u044D\u0442\u043E\u0442 \u0444\u043B\u0430\u0433 1 \u0443 \u0442\u0435\u0445 \u043E\u0431\u044A\u0435\u043A\u0442\u043E\u0432, \u0443 \u043A\u043E\u0442\u043E\u0440\u044B\u0445 \u0431\u0430\u0437\u0430 \u043E\u0442\u0441\u0443\u0442\u0441\u0442\u0432\u0443\u0435\u0442 - \u0443 \u043C\u0430\u0440\u0438\u043D\u0435\u0440\u043E\u0432. \u0418\u0441\u043F\u043E\u043B\u044C\u0437\u0443\u0435\u0442\u0441\u044F, \u043D\u0430\u043F\u0440\u0438\u043C\u0435\u0440, \u0432 \u043C\u0435\u0440\u0446\u0430\u043D\u0438\u0438 \u043F\u0440\u0438 \u043F\u043E\u043F\u0430\u0434\u0430\u043D\u0438\u0438, \u0431\u0435\u0433\u0435, \u0441\u0445\u0435\u043C\u0435 \u0441\u043C\u0435\u0440\u0442\u0438 \u0438 \u043F\u0440.</var>";
str = str + "<var name=\"soundKills\" value=\"soldierDie3\" >\u0417\u0432\u0443\u043A \u0433\u0438\u0431\u0435\u043B\u0438 \u0438\u0433\u0440\u043E\u043A\u0430</var>";
str = str + " <array name=\"weapons\">";
str = str + "<object>";
str = str + "<var name=\"bulletType\" value=\"minigunshot\" >\u0432\u0430\u0440\u0438\u0430\u043D\u0442\u044B gunshot \u0438 rocket</var>";
str = str + "<var name=\"bulletSpeed\" value=\"20\" >\u0441\u043A\u043E\u0440\u043E\u0441\u0442\u044C</var>";
str = str + "<var name=\"bulletDamage\" value=\"10\" >\u0443\u0440\u043E\u043D \u043E\u0442 \u043F\u043E\u043F\u0430\u0434\u0430\u043D\u0438\u044F</var>";
str = str + "<var name=\"shotsTime\" value=\"8\" >\u0432\u0440\u0435\u043C\u044F \u043C\u0435\u0436\u0434\u0443 \u0432\u044B\u0441\u0442\u0440\u0435\u043B\u0430\u043C\u0438</var>";
str = str + "</object>";
str = str + "<object>";
str = str + "<var name=\"bulletType\" value=\"rocket\" />";
str = str + "<var name=\"bulletSpeed\" value=\"10\" />";
str = str + "<var name=\"bulletDamage\" value=\"30\" />";
str = str + "<var name=\"shotsTime\" value=\"80\" />";
str = str + "<var name=\"splashDamage\" value=\"70\" />";
str = str + "<var name=\"damageRadius\" value=\"200\" />";
str = str + "<var name=\"splashDelay\" value=\"2\" />";
str = str + "</object>";
str = str + "<object>";
str = str + "<var name=\"bulletType\" value=\"lazer\" />";
str = str + "<var name=\"bulletSpeed\" value=\"0\" />";
str = str + "<var name=\"bulletDamage\" value=\"50\" />";
str = str + "<var name=\"shotsTime\" value=\"40\" />";
str = str + "</object>";
str = str + "</array>";
str = str + "</object>";
str = str + "<object name=\"mainUnits\">";
str = str + "<object name=\"heavy_dlaser\">";
str = str + "<var name=\"base\" value=\"base_heavy\" >\u043D\u0430\u0437\u0432\u0430\u043D\u0438\u0435 linkage</var>";
str = str + "<var name=\"gun\" value=\"d_laser, d_laser\" >\u043D\u0430\u0437\u0432\u0430\u043D\u0438\u0435 linkage</var>";
str = str + "<var name=\"armor\" value=\"300\" >\u0431\u0440\u043E\u043D\u044F \u0442\u0430\u043D\u043A\u0430</var>";
str = str + "<var name=\"bulletType\" value=\"e_laser2, e_laser1\" >\u0432\u0438\u0434 \u043E\u0440\u0443\u0436\u0438\u044F</var>";
str = str + "<var name=\"bulletSpeed\" value=\"15, 20\" >\u0441\u043A\u043E\u0440\u043E\u0441\u0442\u044C</var>";
str = str + "<var name=\"bulletDamage\" value=\"80, 50\" >\u0443\u0440\u043E\u043D \u043E\u0442 \u043F\u043E\u043F\u0430\u0434\u0430\u043D\u0438\u044F</var>";
str = str + "<var name=\"reloadingTime\" value=\"40, 50\" >\u0432\u0440\u0435\u043C\u044F \u043F\u0435\u0440\u0435\u0437\u0430\u0440\u044F\u0434\u043A\u0438</var>";
str = str + "<var name=\"clip\" value=\"1, 2\" >\u043A\u043E\u043B\u0438\u0447\u0435\u0441\u0442\u0432\u043E \u0432\u044B\u0441\u0442\u0440\u0435\u043B\u043E\u0432 \u043F\u043E\u0434\u0440\u044F\u0434</var>";
str = str + "<var name=\"shotsTime\" value=\"12, 5\" >\u0432\u0440\u0435\u043C\u044F \u043C\u0435\u0436\u0434\u0443 \u0432\u044B\u0441\u0442\u0440\u0435\u043B\u0430\u043C\u0438</var>";
str = str + "<var name=\"ai\" value=\"0\" >\u0441\u0442\u0440\u0435\u043B\u044C\u0431\u0430 \u043F\u0440\u0438 \u0434\u0432\u0438\u0436\u0435\u043D\u0438\u0438 0, \u0441\u0442\u0440\u0435\u043B\u044C\u0431\u0430 \u043F\u043E \u043E\u0441\u0442\u0430\u043D\u043E\u0432\u043A\u0435 1</var>";
str = str + "<var name=\"withoutBase\" value=\"0\" >\u044D\u0442\u043E\u0442 \u0444\u043B\u0430\u0433 1 \u0443 \u0442\u0435\u0445 \u043E\u0431\u044A\u0435\u043A\u0442\u043E\u0432, \u0443 \u043A\u043E\u0442\u043E\u0440\u044B\u0445 \u0431\u0430\u0437\u0430 \u043E\u0442\u0441\u0443\u0442\u0441\u0442\u0432\u0443\u0435\u0442 - \u0443 \u043C\u0430\u0440\u0438\u043D\u0435\u0440\u043E\u0432. \u0418\u0441\u043F\u043E\u043B\u044C\u0437\u0443\u0435\u0442\u0441\u044F, \u043D\u0430\u043F\u0440\u0438\u043C\u0435\u0440, \u0432 \u043C\u0435\u0440\u0446\u0430\u043D\u0438\u0438 \u043F\u0440\u0438 \u043F\u043E\u043F\u0430\u0434\u0430\u043D\u0438\u0438</var>";
str = str + "<var name=\"ignoreHit\" value=\"0\" >1 | 0 - \u043D\u0435 \u043F\u043E\u043B\u0443\u0447\u0430\u0435\u0442 \u0443\u0440\u043E\u043D \u043E\u0442 \u0440\u0430\u043A\u0435\u0442 \u0438 \u043F\u0440\u043E\u0447\u0435\u0433\u043E</var>";
str = str + "<var name=\"ignoreSplash\" value=\"0\" >1 | 0 - \u043D\u0435 \u043F\u043E\u043B\u0443\u0447\u0430\u0435\u0442 splash-damage</var>";
str = str + "<var name=\"ignoreDirect\" value=\"0\" >1 | 0 - \u043D\u0435 \u0441\u0442\u0430\u043B\u043A\u0438\u0432\u0430\u0435\u0442\u0441\u044F \u0441 \u0438\u0433\u0440\u043E\u043A\u043E\u043C</var>";
str = str + "</object> ";
str = str + "<object name=\"heavy_tlaser\">";
str = str + "<var name=\"base\" value=\"base_heavy\" />";
str = str + "<var name=\"gun\" value=\"t_laser, launcher\" />";
str = str + "<var name=\"armor\" value=\"200\" />";
str = str + "<var name=\"bulletType\" value=\"e_laser1, rocket\" />";
str = str + "<var name=\"bulletSpeed\" value=\"20, 10\" />";
str = str + "<var name=\"bulletDamage\" value=\"70, 30\" />";
str = str + "<var name=\"reloadingTime\" value=\"40, 40\" />";
str = str + "<var name=\"clip\" value=\"1, 4\" />";
str = str + "<var name=\"shotsTime\" value=\"10, 8\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object> ";
str = str + "<object name=\"heavy_dtlaser\">";
str = str + "<var name=\"base\" value=\"base_heavy\" />";
str = str + "<var name=\"gun\" value=\"t_laser, d_laser\" />";
str = str + "<var name=\"armor\" value=\"200\" />";
str = str + "<var name=\"bulletType\" value=\"e_laser1, e_laser2\" />";
str = str + "<var name=\"bulletSpeed\" value=\"20, 10\" />";
str = str + "<var name=\"bulletDamage\" value=\"50, 80\" />";
str = str + "<var name=\"reloadingTime\" value=\"40, 45\" />";
str = str + "<var name=\"clip\" value=\"1, 1\" />";
str = str + "<var name=\"shotsTime\" value=\"10, 10\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object> ";
str = str + "<object name=\"heavy_launcher\">";
str = str + "<var name=\"base\" value=\"base_heavy\" />";
str = str + "<var name=\"gun\" value=\"launcher, launcher\" />";
str = str + "<var name=\"armor\" value=\"200\" />";
str = str + "<var name=\"bulletType\" value=\"rocket, rocket\" />";
str = str + "<var name=\"bulletSpeed\" value=\"5, 5\" />";
str = str + "<var name=\"bulletDamage\" value=\"30, 30\" />";
str = str + "<var name=\"reloadingTime\" value=\"20, 45\" />";
str = str + "<var name=\"clip\" value=\"2, 4\" />";
str = str + "<var name=\"shotsTime\" value=\"10, 5\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object> ";
str = str + "<object name=\"heavy_soldier\">";
str = str + "<var name=\"base\" value=\"base_heavy\" />";
str = str + "<var name=\"gun\" value=\"soldier\" />";
str = str + "<var name=\"armor\" value=\"200\" />";
str = str + "<var name=\"bulletType\" value=\"minigunshot\" />";
str = str + "<var name=\"bulletSpeed\" value=\"10\" />";
str = str + "<var name=\"bulletDamage\" value=\"10\" />";
str = str + "<var name=\"reloadingTime\" value=\"50\" />";
str = str + "<var name=\"clip\" value=\"6\" />";
str = str + "<var name=\"shotsTime\" value=\"5\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "<var name=\"soundKills\" value=\"soldierDie1, soldierDie2, soldierDie4, soldierDie5\" >\u0417\u0432\u0443\u043A \u0433\u0438\u0431\u0435\u043B\u0438</var>";
str = str + "</object> ";
str = str + "<object name=\"norm_dlaser\">";
str = str + "<var name=\"base\" value=\"base\" />";
str = str + "<var name=\"gun\" value=\"d_laser\" />";
str = str + "<var name=\"armor\" value=\"150\" />";
str = str + "<var name=\"bulletType\" value=\"e_laser2\" />";
str = str + "<var name=\"bulletSpeed\" value=\"15\" />";
str = str + "<var name=\"bulletDamage\" value=\"80\" />";
str = str + "<var name=\"reloadingTime\" value=\"60\" />";
str = str + "<var name=\"clip\" value=\"1\" />";
str = str + "<var name=\"shotsTime\" value=\"10\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object> ";
str = str + "<object name=\"norm_tlaser\">";
str = str + "<var name=\"base\" value=\"base\" />";
str = str + "<var name=\"gun\" value=\"t_laser\" />";
str = str + "<var name=\"armor\" value=\"100\" />";
str = str + "<var name=\"bulletType\" value=\"e_laser1\" />";
str = str + "<var name=\"bulletSpeed\" value=\"20\" />";
str = str + "<var name=\"bulletDamage\" value=\"50\" />";
str = str + "<var name=\"reloadingTime\" value=\"40\" />";
str = str + "<var name=\"clip\" value=\"1\" />";
str = str + "<var name=\"shotsTime\" value=\"10\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object> ";
str = str + "<object name=\"Fnorm_tlaser\">";
str = str + "<var name=\"base\" value=\"base\" />";
str = str + "<var name=\"gun\" value=\"t_laser\" />";
str = str + "<var name=\"armor\" value=\"100\" />";
str = str + "<var name=\"bulletType\" value=\"e_laser1\" />";
str = str + "<var name=\"bulletSpeed\" value=\"20\" />";
str = str + "<var name=\"bulletDamage\" value=\"100\" />";
str = str + "<var name=\"reloadingTime\" value=\"500\" />";
str = str + "<var name=\"clip\" value=\"0\" />";
str = str + "<var name=\"shotsTime\" value=\"100\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object> ";
str = str + "<object name=\"norm_launcher\">";
str = str + "<var name=\"base\" value=\"base\" />";
str = str + "<var name=\"gun\" value=\"launcher\" />";
str = str + "<var name=\"armor\" value=\"100\" />";
str = str + "<var name=\"bulletType\" value=\"rocket\" />";
str = str + "<var name=\"bulletSpeed\" value=\"5\" />";
str = str + "<var name=\"bulletDamage\" value=\"30\" />";
str = str + "<var name=\"reloadingTime\" value=\"40\" />";
str = str + "<var name=\"clip\" value=\"2\" />";
str = str + "<var name=\"shotsTime\" value=\"10\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"Fnorm_launcher\">";
str = str + "<var name=\"base\" value=\"base\" />";
str = str + "<var name=\"gun\" value=\"launcher\" />";
str = str + "<var name=\"armor\" value=\"100\" />";
str = str + "<var name=\"bulletType\" value=\"rocket\" />";
str = str + "<var name=\"bulletSpeed\" value=\"5\" />";
str = str + "<var name=\"bulletDamage\" value=\"30\" />";
str = str + "<var name=\"reloadingTime\" value=\"500\" />";
str = str + "<var name=\"clip\" value=\"0\" />";
str = str + "<var name=\"shotsTime\" value=\"100\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object> ";
str = str + "<object name=\"buggy\">";
str = str + "<var name=\"base\" value=\"base_buggy\" />";
str = str + "<var name=\"gun\" value=\"m_gun\" />";
str = str + "<var name=\"armor\" value=\"30\" />";
str = str + "<var name=\"bulletType\" value=\"gunshot\" />";
str = str + "<var name=\"bulletSpeed\" value=\"10\" />";
str = str + "<var name=\"bulletDamage\" value=\"10\" />";
str = str + "<var name=\"reloadingTime\" value=\"30\" />";
str = str + "<var name=\"clip\" value=\"4\" />";
str = str + "<var name=\"shotsTime\" value=\"5\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object> ";
str = str + "<object name=\"Fbuggy\">";
str = str + "<var name=\"base\" value=\"base_buggy\" />";
str = str + "<var name=\"gun\" value=\"m_gun\" />";
str = str + "<var name=\"armor\" value=\"30\" />";
str = str + "<var name=\"bulletType\" value=\"gunshot\" />";
str = str + "<var name=\"bulletSpeed\" value=\"10\" />";
str = str + "<var name=\"bulletDamage\" value=\"10\" />";
str = str + "<var name=\"reloadingTime\" value=\"500\" />";
str = str + "<var name=\"clip\" value=\"0\" />";
str = str + "<var name=\"shotsTime\" value=\"500\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object> ";
str = str + "<object name=\"mariner\">";
str = str + "<var name=\"base\" value=\"base_man\" />";
str = str + "<var name=\"gun\" value=\"marine\" />";
str = str + "<var name=\"armor\" value=\"10\" />";
str = str + "<var name=\"bulletType\" value=\"minigunshot\" />";
str = str + "<var name=\"bulletSpeed\" value=\"15\" />";
str = str + "<var name=\"bulletDamage\" value=\"10\" />";
str = str + "<var name=\"reloadingTime\" value=\"10\" />";
str = str + "<var name=\"clip\" value=\"1\" />";
str = str + "<var name=\"shotsTime\" value=\"5\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"1\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "<var name=\"soundKills\" value=\"soldierDie1, soldierDie2, soldierDie4, soldierDie5\" >\u0417\u0432\u0443\u043A \u0433\u0438\u0431\u0435\u043B\u0438</var>";
str = str + "</object> ";
str = str + "<object name=\"Fmariner\">";
str = str + "<var name=\"base\" value=\"base_man\" />";
str = str + "<var name=\"gun\" value=\"marine\" />";
str = str + "<var name=\"armor\" value=\"10\" />";
str = str + "<var name=\"bulletType\" value=\"minigunshot\" />";
str = str + "<var name=\"bulletSpeed\" value=\"15\" />";
str = str + "<var name=\"bulletDamage\" value=\"10\" />";
str = str + "<var name=\"reloadingTime\" value=\"500\" />";
str = str + "<var name=\"clip\" value=\"0\" />";
str = str + "<var name=\"shotsTime\" value=\"500\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"1\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "<var name=\"soundKills\" value=\"soldierDie1, soldierDie2, soldierDie4, soldierDie5\" >\u0417\u0432\u0443\u043A \u0433\u0438\u0431\u0435\u043B\u0438</var>";
str = str + "</object>";
str = str + "<object name=\"soldier\">";
str = str + "<var name=\"base\" value=\"base_man\" />";
str = str + "<var name=\"gun\" value=\"soldier\" />";
str = str + "<var name=\"armor\" value=\"10\" />";
str = str + "<var name=\"bulletType\" value=\"gunshot\" />";
str = str + "<var name=\"bulletSpeed\" value=\"10\" />";
str = str + "<var name=\"bulletDamage\" value=\"10\" />";
str = str + "<var name=\"reloadingTime\" value=\"50\" />";
str = str + "<var name=\"clip\" value=\"3\" />";
str = str + "<var name=\"shotsTime\" value=\"7\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"1\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "<var name=\"soundKills\" value=\"soldierDie1, soldierDie2, soldierDie4, soldierDie5\" >\u0417\u0432\u0443\u043A \u0433\u0438\u0431\u0435\u043B\u0438</var>";
str = str + "</object>";
str = str + "<object name=\"Fsoldier\">";
str = str + "<var name=\"base\" value=\"base_man\" />";
str = str + "<var name=\"gun\" value=\"soldier\" />";
str = str + "<var name=\"armor\" value=\"10\" />";
str = str + "<var name=\"bulletType\" value=\"gunshot\" />";
str = str + "<var name=\"bulletSpeed\" value=\"10\" />";
str = str + "<var name=\"bulletDamage\" value=\"10\" />";
str = str + "<var name=\"reloadingTime\" value=\"500\" />";
str = str + "<var name=\"clip\" value=\"0\" />";
str = str + "<var name=\"shotsTime\" value=\"700\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"1\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "<var name=\"soundKills\" value=\"soldierDie1, soldierDie2, soldierDie4, soldierDie5\" >\u0417\u0432\u0443\u043A \u0433\u0438\u0431\u0435\u043B\u0438</var>";
str = str + "</object>";
str = str + "<object name=\"only_soldier\">";
str = str + "<var name=\"base\" value=\"base_man\" />";
str = str + "<var name=\"gun\" value=\"soldier\" />";
str = str + "<var name=\"armor\" value=\"10\" />";
str = str + "<var name=\"bulletType\" value=\"gunshot\" />";
str = str + "<var name=\"bulletSpeed\" value=\"10\" />";
str = str + "<var name=\"bulletDamage\" value=\"10\" />";
str = str + "<var name=\"reloadingTime\" value=\"50\" />";
str = str + "<var name=\"clip\" value=\"3\" />";
str = str + "<var name=\"shotsTime\" value=\"6\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"1\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "<var name=\"soundKills\" value=\"soldierDie1, soldierDie2, soldierDie4, soldierDie5\" >\u0417\u0432\u0443\u043A \u0433\u0438\u0431\u0435\u043B\u0438</var>";
str = str + "</object> ";
str = str + "<object name=\"only_mariner\">";
str = str + "<var name=\"base\" value=\"base_man\" />";
str = str + "<var name=\"gun\" value=\"marine\" />";
str = str + "<var name=\"armor\" value=\"51\" />";
str = str + "<var name=\"bulletType\" value=\"minigunshot\" />";
str = str + "<var name=\"bulletSpeed\" value=\"15\" />";
str = str + "<var name=\"bulletDamage\" value=\"5\" />";
str = str + "<var name=\"reloadingTime\" value=\"25\" />";
str = str + "<var name=\"clip\" value=\"2\" />";
str = str + "<var name=\"shotsTime\" value=\"5\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"1\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "<var name=\"soundKills\" value=\"soldierDie1, soldierDie2, soldierDie4, soldierDie5\" >\u0417\u0432\u0443\u043A \u0433\u0438\u0431\u0435\u043B\u0438</var>";
str = str + "</object>";
str = str + "<object name=\"boss_buggy\">";
str = str + "<var name=\"base\" value=\"base_boss_buggy\" />";
str = str + "<var name=\"gun\" value=\"m_gun\" />";
str = str + "<var name=\"armor\" value=\"1500\" />";
str = str + "<var name=\"bulletType\" value=\"gunshot\" />";
str = str + "<var name=\"bulletSpeed\" value=\"10\" />";
str = str + "<var name=\"bulletDamage\" value=\"20\" />";
str = str + "<var name=\"reloadingTime\" value=\"50\" />";
str = str + "<var name=\"clip\" value=\"5\" />";
str = str + "<var name=\"shotsTime\" value=\"5\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"mech\">";
str = str + "<var name=\"base\" value=\"base_mech\" />";
str = str + "<var name=\"gun\" value=\"mech_head, mech_left,mech_right\" />";
str = str + "<var name=\"armor\" value=\"100\" />";
str = str + "<var name=\"bulletType\" value=\"minigunshot, e_laser2, rocket\" />";
str = str + "<var name=\"bulletSpeed\" value=\"12, 25, 7\" />";
str = str + "<var name=\"bulletDamage\" value=\"10, 80, 30\" />";
str = str + "<var name=\"reloadingTime\" value=\"19, 160, 90\" />";
str = str + "<var name=\"clip\" value=\"3, 2, 5\" />";
str = str + "<var name=\"shotsTime\" value=\"3, 110, 6\" />";
str = str + "<var name=\"ai\" value=\"0\" />";
str = str + "<var name=\"withoutBase\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object> ";
str = str + "</object>";
str = str + "<object name=\"movingUnits\"> ";
str = str + "<object name=\"line_way\">";
str = str + "<var name=\"mainObj\" value=\"heavy_dlaser\" />";
str = str + "<var name=\"way\" value=\"line_way\" />";
str = str + "<var name=\"xratio\" value=\"100\" />";
str = str + "<var name=\"yratio\" value=\"100\" />";
str = str + "<var name=\"mratio\" value=\"2\" />";
str = str + "<var name=\"rotate\" value=\"0\" />";
str = str + "<var name=\"factor\" value=\"1\" />";
str = str + "<var name=\"xoffset\" value=\"0\" />";
str = str + "<var name=\"startFrame\" value=\"1\" />";
str = str + "<var name=\"endFrame\" value=\"-1\" />";
str = str + "<var name=\"wayCycle\" value=\"1\" />";
str = str + "<var name=\"rotatedByWay\" value=\"1\" />";
str = str + "<var name=\"movedWay\" value=\"0\" />";
str = str + "<var name=\"movedWayOffset\" value=\"0\" />";
str = str + "<var name=\"movedWayXSpeed\" value=\"0\" />";
str = str + "<var name=\"movedWayYSpeed\" value=\"0\" />";
str = str + "<var name=\"thereCanBeOnlyOne\" value=\"0\" />";
str = str + "<var name=\"dieImmediatly\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"mariner_in_dot\">";
str = str + "<var name=\"mainObj\" value=\"only_mariner\" />";
str = str + "<var name=\"way\" value=\"\" />";
str = str + "</object>";
str = str + "<object name=\"soldier_in_dot\">";
str = str + "<var name=\"mainObj\" value=\"only_soldier\" />";
str = str + "<var name=\"way\" value=\"\" />";
str = str + "</object>";
str = str + "</object>";
str = str + "<object name=\"standingUnits\">";
str = str + "<object name=\"dot\">";
str = str + "<var name=\"linkage\" value=\"dot\" >\u043D\u0430\u0437\u0432\u0430\u043D\u0438\u0435 linkage</var>";
str = str + "<var name=\"armor\" value=\"100\" >\u0431\u0440\u043E\u043D\u044F</var>";
str = str + "<var name=\"splashDamage\" value=\"51\" >\u0443\u0449\u0435\u0440\u0431</var>";
str = str + "<var name=\"damageRadius\" value=\"100\" >\u0440\u0430\u0434\u0438\u0443\u0441 \u043D\u0430\u043D\u0435\u0441\u0435\u043D\u0438\u044F \u0443\u0449\u0435\u0431\u0440\u0430</var>";
str = str + "<var name=\"splashDelay\" value=\"6\" >\u0437\u0430\u0434\u0435\u0440\u0436\u043A\u0430 \u043F\u0435\u0440\u0435\u0434\u0430\u0447\u0438 \u0432\u0437\u0440\u044B\u0432\u0430</var>";
str = str + "<var name=\"top\" value=\"0\" >1 | 0</var>";
str = str + "<var name=\"ignoreHit\" value=\"0\" >1 | 0 - \u043D\u0435 \u043F\u043E\u043B\u0443\u0447\u0430\u0435\u0442 \u0443\u0440\u043E\u043D \u043E\u0442 \u0440\u0430\u043A\u0435\u0442 \u0438 \u043F\u0440\u043E\u0447\u0435\u0433\u043E</var>";
str = str + "<var name=\"ignoreSplash\" value=\"0\" >1 | 0 - \u043D\u0435 \u043F\u043E\u043B\u0443\u0447\u0430\u0435\u0442 splash-damage</var>";
str = str + "<var name=\"ignoreDirect\" value=\"0\" >1 | 0 - \u043D\u0435 \u0441\u0442\u0430\u043B\u043A\u0438\u0432\u0430\u0435\u0442\u0441\u044F \u0441 \u0438\u0433\u0440\u043E\u043A\u043E\u043C</var>";
str = str + "</object>";
str = str + "<object name=\"sdot\">";
str = str + "<var name=\"linkage\" value=\"dot\" >\u043D\u0430\u0437\u0432\u0430\u043D\u0438\u0435 linkage</var>";
str = str + "<var name=\"armor\" value=\"500\" >\u0431\u0440\u043E\u043D\u044F</var>";
str = str + "<var name=\"splashDamage\" value=\"51\" >\u0443\u0449\u0435\u0440\u0431</var>";
str = str + "<var name=\"damageRadius\" value=\"100\" >\u0440\u0430\u0434\u0438\u0443\u0441 \u043D\u0430\u043D\u0435\u0441\u0435\u043D\u0438\u044F \u0443\u0449\u0435\u0431\u0440\u0430</var>";
str = str + "<var name=\"splashDelay\" value=\"6\" >\u0437\u0430\u0434\u0435\u0440\u0436\u043A\u0430 \u043F\u0435\u0440\u0435\u0434\u0430\u0447\u0438 \u0432\u0437\u0440\u044B\u0432\u0430</var>";
str = str + "<var name=\"top\" value=\"0\" >1 | 0</var>";
str = str + "<var name=\"ignoreHit\" value=\"0\" >1 | 0 - \u043D\u0435 \u043F\u043E\u043B\u0443\u0447\u0430\u0435\u0442 \u0443\u0440\u043E\u043D \u043E\u0442 \u0440\u0430\u043A\u0435\u0442 \u0438 \u043F\u0440\u043E\u0447\u0435\u0433\u043E</var>";
str = str + "<var name=\"ignoreSplash\" value=\"0\" >1 | 0 - \u043D\u0435 \u043F\u043E\u043B\u0443\u0447\u0430\u0435\u0442 splash-damage</var>";
str = str + "<var name=\"ignoreDirect\" value=\"0\" >1 | 0 - \u043D\u0435 \u0441\u0442\u0430\u043B\u043A\u0438\u0432\u0430\u0435\u0442\u0441\u044F \u0441 \u0438\u0433\u0440\u043E\u043A\u043E\u043C</var>";
str = str + "</object>";
str = str + "<object name=\"tower\">";
str = str + "<var name=\"linkage\" value=\"tower\" />";
str = str + "<var name=\"armor\" value=\"30\" />";
str = str + "<var name=\"splashDamage\" value=\"20\" />";
str = str + "<var name=\"damageRadius\" value=\"100\" />";
str = str + "<var name=\"splashDelay\" value=\"6\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"tower2\">";
str = str + "<var name=\"linkage\" value=\"tower2\" />";
str = str + "<var name=\"armor\" value=\"50\" />";
str = str + "<var name=\"splashDamage\" value=\"20\" />";
str = str + "<var name=\"damageRadius\" value=\"100\" />";
str = str + "<var name=\"splashDelay\" value=\"6\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"hangar1\">";
str = str + "<var name=\"linkage\" value=\"hangar1\" />";
str = str + "<var name=\"armor\" value=\"100\" />";
str = str + "<var name=\"splashDamage\" value=\"30\" />";
str = str + "<var name=\"damageRadius\" value=\"300\" />";
str = str + "<var name=\"splashDelay\" value=\"6\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"hangar2\">";
str = str + "<var name=\"linkage\" value=\"hangar2\" />";
str = str + "<var name=\"armor\" value=\"100\" />";
str = str + "<var name=\"splashDamage\" value=\"30\" />";
str = str + "<var name=\"damageRadius\" value=\"300\" />";
str = str + "<var name=\"splashDelay\" value=\"6\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"oil\">";
str = str + "<var name=\"linkage\" value=\"oil\" />";
str = str + "<var name=\"armor\" value=\"30\" />";
str = str + "<var name=\"splashDamage\" value=\"70\" />";
str = str + "<var name=\"damageRadius\" value=\"250\" />";
str = str + "<var name=\"splashDelay\" value=\"6\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"nuke\">";
str = str + "<var name=\"linkage\" value=\"nuke\" />";
str = str + "<var name=\"armor\" value=\"50\" />";
str = str + "<var name=\"splashDamage\" value=\"1000\" />";
str = str + "<var name=\"directDamage\" value=\"1000\" />";
str = str + "<var name=\"damageRadius\" value=\"800\" />";
str = str + "<var name=\"splashDelay\" value=\"6\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"tree\">";
str = str + "<var name=\"linkage\" value=\"tree\" />";
str = str + "<var name=\"armor\" value=\"1\" />";
str = str + "<var name=\"splashDamage\" value=\"1\" />";
str = str + "<var name=\"damageRadius\" value=\"1\" />";
str = str + "<var name=\"splashDelay\" value=\"1\" />";
str = str + "<var name=\"top\" value=\"1\" />";
str = str + "<var name=\"ignoreHit\" value=\"1\" />";
str = str + "<var name=\"ignoreSplash\" value=\"1\" />";
str = str + "<var name=\"ignoreDirect\" value=\"1\" />";
str = str + "</object>";
str = str + "<object name=\"fence\">";
str = str + "<var name=\"linkage\" value=\"fence\" />";
str = str + "<var name=\"armor\" value=\"20\" />";
str = str + "<var name=\"splashDamage\" value=\"1\" />";
str = str + "<var name=\"damageRadius\" value=\"1\" />";
str = str + "<var name=\"splashDelay\" value=\"6\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"house1\">";
str = str + "<var name=\"linkage\" value=\"house1\" />";
str = str + "<var name=\"armor\" value=\"100\" />";
str = str + "<var name=\"splashDamage\" value=\"20\" />";
str = str + "<var name=\"damageRadius\" value=\"200\" />";
str = str + "<var name=\"splashDelay\" value=\"6\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"barrel\">";
str = str + "<var name=\"linkage\" value=\"barrel\" />";
str = str + "<var name=\"armor\" value=\"1\" />";
str = str + "<var name=\"splashDamage\" value=\"50\" />";
str = str + "<var name=\"directDamage\" value=\"50\" />";
str = str + "<var name=\"damageRadius\" value=\"150\" />";
str = str + "<var name=\"splashDelay\" value=\"6\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"wall\">";
str = str + "<var name=\"linkage\" value=\"wall\" />";
str = str + "<var name=\"armor\" value=\"500\" />";
str = str + "<var name=\"directDamage\" value=\"75\" />";
str = str + "<var name=\"splashDamage\" value=\"1\" />";
str = str + "<var name=\"damageRadius\" value=\"1\" />";
str = str + "<var name=\"splashDelay\" value=\"1\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"wall_weak\">";
str = str + "<var name=\"linkage\" value=\"wall\" />";
str = str + "<var name=\"armor\" value=\"50\" />";
str = str + "<var name=\"splashDamage\" value=\"1\" />";
str = str + "<var name=\"directDamage\" value=\"20\" />";
str = str + "<var name=\"damageRadius\" value=\"1\" />";
str = str + "<var name=\"splashDelay\" value=\"1\" />";
str = str + "<var name=\"top\" value=\"0\" />";
str = str + "<var name=\"ignoreHit\" value=\"0\" />";
str = str + "<var name=\"ignoreSplash\" value=\"0\" />";
str = str + "<var name=\"ignoreDirect\" value=\"0\" />";
str = str + "</object>";
str = str + "<object name=\"exploder1\">";
str = str + "<var name=\"linkage\" value=\"autoExplodePoint\" >\u0412\u043E\u043E\u0431\u0449\u0435 \u0433\u043E\u0432\u043E\u0440\u044F \u0432\u0437\u0440\u044B\u0432\u0430\u044E\u0449\u0438\u0439\u0441\u044F \u043E\u0431\u044A\u0435\u043A\u0442 - \u044D\u0442\u043E \u043E\u0442\u0434\u0435\u043B\u044C\u043D\u044B\u0439 \u043A\u043B\u0430\u0441\u0441, \u043F\u043E\u044D\u0442\u043E\u043C\u0443 \u0432\u0441\u0435\u0445 \u043A\u043E\u0433\u043E \u043D\u0438 \u043F\u043E\u043F\u0430\u0434\u044F \u0432\u0437\u0440\u044B\u0432\u0430\u0442\u044C \u043D\u0435 \u043F\u043E\u043B\u0443\u0447\u0438\u0442\u0441\u044F</var>";
str = str + "<var name=\"armor\" value=\"20\" />";
str = str + "<var name=\"splashDamage\" value=\"10\" />";
str = str + "<var name=\"damageRadius\" value=\"200\" />";
str = str + "<var name=\"splashDelay\" value=\"3\" />";
str = str + "<var name=\"top\" value=\"1\" />";
str = str + "<var name=\"ignoreHit\" value=\"1\" />";
str = str + "<var name=\"ignoreSplash\" value=\"1\" />";
str = str + "<var name=\"ignoreDirect\" value=\"1\" />";
str = str + "<var name=\"explodeTimer\" value=\"30\" >\u0412\u0440\u0435\u043C\u044F \u0432\u0437\u0440\u044B\u0432\u0430</var>";
str = str + "<var name=\"notCount\" value=\"1\" />";
str = str + "<var name=\"soundKills\" value=\"artCannon\" />";
str = str + "</object>";
str = str + "<object name=\"exploder2\">";
str = str + "<var name=\"linkage\" value=\"autoExplodePointStartSound1\" />";
str = str + "<var name=\"armor\" value=\"20\" />";
str = str + "<var name=\"splashDamage\" value=\"10\" />";
str = str + "<var name=\"damageRadius\" value=\"200\" />";
str = str + "<var name=\"splashDelay\" value=\"3\" />";
str = str + "<var name=\"top\" value=\"1\" />";
str = str + "<var name=\"ignoreHit\" value=\"1\" />";
str = str + "<var name=\"ignoreSplash\" value=\"1\" />";
str = str + "<var name=\"ignoreDirect\" value=\"1\" />";
str = str + "<var name=\"explodeTimer\" value=\"2000\" />";
str = str + "<var name=\"notCount\" value=\"1\" />";
str = str + "<var name=\"xoffset\" value=\"200\" />";
str = str + "<var name=\"soundKills\" value=\"artCannon\" />";
str = str + "</object>";
str = str + "<object name=\"exploder3\">";
str = str + "<var name=\"linkage\" value=\"autoExplodePointStartSound2\" />";
str = str + "<var name=\"armor\" value=\"20\" />";
str = str + "<var name=\"splashDamage\" value=\"10\" />";
str = str + "<var name=\"damageRadius\" value=\"200\" />";
str = str + "<var name=\"splashDelay\" value=\"3\" />";
str = str + "<var name=\"top\" value=\"1\" />";
str = str + "<var name=\"ignoreHit\" value=\"1\" />";
str = str + "<var name=\"ignoreSplash\" value=\"1\" />";
str = str + "<var name=\"ignoreDirect\" value=\"1\" />";
str = str + "<var name=\"explodeTimer\" value=\"2000\" />";
str = str + "<var name=\"soundKills\" value=\"artCannon\" />";
str = str + "<var name=\"notCount\" value=\"1\" />";
str = str + "<var name=\"xoffset\" value=\"200\" />";
str = str + "</object>";
str = str + "</object>";
str = str + "<object name=\"levels\">";
str = str + "<object name=\"level_1\">";
str = str + "<var name=\"comment1_ru\" >||||\u0413\u0435\u043D\u0435\u0440\u0430\u043B \u041C\u0430\u043A \u041A\u0430\u0440\u0442 :</var>";
str = str + "<var name=\"comment2_ru\" >\u041C\u044B \u0437\u0430\u0441\u0435\u043A\u043B\u0438 \u0433\u0438\u043F\u0435\u0440\u043F\u0435\u0440\u0435\u0445\u043E\u0434 \u0440\u044F\u0434\u043E\u043C \u0441 \u043F\u043B\u0430\u043D\u0435\u0442\u043E\u0439... \u041E \u0447\u0435\u0440\u0442! \u041E\u043D\u0438 \u043D\u0430\u0447\u0430\u043B\u0438 \u0434\u0435\u0441\u0430\u043D\u0442\u0438\u0440\u043E\u0432\u0430\u043D\u0438\u0435 \u043D\u0430 \u043F\u043B\u0430\u043D\u0435\u0442\u0443! \u0418\u043D\u0436\u0435\u043D\u0435\u0440 \u0414\u0436\u043E\u043D\u0441, \u0432\u0430\u043C \u043F\u0440\u0435\u0434\u043F\u0438\u0441\u044B\u0432\u0430\u0435\u0442\u0441\u044F \u043F\u0440\u0435\u0440\u0432\u0430\u0442\u044C \u043F\u043E\u043B\u0435\u0432\u044B\u0435 \u0438\u0441\u043F\u044B\u0442\u0430\u043D\u0438\u044F \u0431\u043E\u0435\u0432\u043E\u0433\u043E \u0431\u0440\u043E\u043D\u0435\u0441\u043A\u0430\u0444\u0430\u043D\u0434\u0440\u0430 \u0438 \u0434\u043E\u0431\u0440\u0430\u0442\u044C\u0441\u044F \u0434\u043E \u0442\u043E\u0447\u043A\u0438 \u0411-362, \u0442\u0430\u043C \u043C\u044B \u0441\u043C\u043E\u0436\u0435\u043C \u0432\u0430\u0441 \u044D\u0432\u0430\u043A\u0443\u0438\u0440\u043E\u0432\u0430\u0442\u044C.</var>";
str = str + "<var name=\"comment1_en\" >||||General McKart :</var>";
str = str + "<var name=\"comment2_en\" >We have located a hyper-junction near the planet... Oh, Christ! They\u2019ve started landing on the planet! Engineer Jones, you are ordered to interrupt field tests of the armoured scaphander and reach point B-362 where we can evacuate you.</var>";
str = str + "<var name=\"comment1_fr\" >||||Le g\u00E9n\u00E9ral Mac Cart: |Nous avons d\u00E9couvert un passage de t\u00E9l\u00E9portation \u00E0 proximit\u00E9 de la plan\u00E8te...</var>";
str = str + "<var name=\"comment2_fr\" >\u041E, non! Ils ont commenc\u00E9 leur d\u00E9barquement sur la plan\u00E8te! Ing\u00E9nieur Jones, vous avez pour mission de suspendre les essais in situ du scaphandre de combat blind\u00E9 et de vous d\u00E9placer au point B -362 d\u2019o\u00F9 nous pourrons vous \u00E9vacuer.</var>";
str = str + "<var name=\"comment1_de\" >||||General Mac Cart: | Wir haben einen ultraschnellen Teleportkanal neben dem Planeten ausgemacht...</var>";
str = str + "<var name=\"comment2_de\" >Verdammt! Sie starten ihr Landeman\u00F6ver auf genau diesem Planeten! Ingenieur Jones, Du hast Order, die Kampftauglichkeitstests mit dem gepanzerten Raumanzug augenblicklich abzubrechen und Dich auf Punkt B-362 zu begeben. Von dort k\u00F6nnen wir Dich evakuieren</var>";
str = str + "<var name=\"comment1_es\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_es\" >Hemos descubierto un hiperespacio en las cercan\u00EDas del planeta\u2026 Pero \u00A1caramba! \u00A1Comenzaron el desembarco en el planeta! Ingeniero Johns, se le ordena abandonar las pruebas de campa\u00F1a de la escafandra blindada de combate y alcanzar el punto B-362. All\u00ED podremos evacuarlo.</var>";
str = str + "<var name=\"comment1_pt\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_pt\" >Nos descobrimos uma hiper travessia ao lado do planeta... Que diabo! Eles come\u00E7aram o desembarque no planeta! Engenheiro John, pare de fazer as experiencias de escafandro blindado e chegue ate o ponto B-362, e la poderemos lhe liberar.</var>";
str = str + "<var name=\"playerX\" value=\"100\" />";
str = str + "<var name=\"playerY\" value=\"100\" />";
str = str + "<var name=\"playerArmor\" value=\"150\" >\u0421\u0442\u0430\u0440\u0442\u043E\u0432\u043E\u0435 \u0437\u043D\u0430\u0447\u0435\u043D\u0438\u0435 \u0431\u0440\u043E\u043D\u0438 \u0442\u0430\u043D\u043A\u0430. \u0421\u043C. \u0442\u0430\u043A\u0436\u0435 \u043F\u0430\u0440\u0430\u043C\u0435\u0442\u0440\u044B maxArmor \u0438 maxShield \u0438\u0433\u0440\u043E\u043A\u0430</var>";
str = str + "<var name=\"playerShield\" value=\"0\" >\u0421\u0442\u0430\u0440\u0442\u043E\u0432\u043E\u0435 \u0437\u043D\u0430\u0447\u0435\u043D\u0438\u0435 \u0449\u0438\u0442\u0430\u0442\u0430\u043D\u043A\u0430</var>";
str = str + "<var name=\"playerAvailableWeapons\" value=\"1\" >\u0434\u043E\u0441\u0442\u0443\u043F\u043D\u043E\u0435 \u0438\u0433\u0440\u043E\u043A\u0443 \u043E\u0440\u0443\u0436\u0438\u0435</var>";
str = str + "<array name=\"level\">";
str = str + "<object yoffset=\"1.0\" object=\"tower2\" xoffset=\"100\"/>";
str = str + "<object yoffset=\"1.2\" object=\"tower2\" xoffset=\"480\"/>";
str = str + "<object yoffset=\"1.6\" object=\"tree\" xoffset=\"350\"/>";
str = str + "<object yoffset=\"1.1\" object=\"tree\" xoffset=\"450\"/>";
str = str + "<object yoffset=\"1.5\" object=\"tree\" xoffset=\"500\"/>";
str = str + "<object yoffset=\"1.2\" object=\"tree\" xoffset=\"250\"/>";
str = str + "<object yoffset=\"1.9\" object=\"tree\" xoffset=\"100\"/>";
str = str + "<object yoffset=\"1.3\" object=\"tree\" xoffset=\"200\"/>";
str = str + "<object yoffset=\"2.1\" object=\"tree\" xoffset=\"350\"/>";
str = str + "<object yoffset=\"1.4\" object=\"tree\" xoffset=\"80\"/>";
str = str + "<object yoffset=\"2.0\" object=\"tree\" xoffset=\"500\"/>";
str = str + "<object yoffset=\"2.4\" tank=\"line_way\" mainObj=\"mariner\" rotate=\"30\" mratio=\"1\" xoffset=\"120\" wayCycle=\"1\" xratio=\"100\"/>";
str = str + "<object yoffset=\"2.0\" tank=\"line_way\" mainObj=\"mariner\" rotate=\"165\" mratio=\"1\" xoffset=\"450\" wayCycle=\"1\" xratio=\"100\"/>";
str = str + "<object yoffset=\"2.6\" tank=\"line_way\" mainObj=\"mariner\" rotate=\"170\" mratio=\"1\" xoffset=\"450\" wayCycle=\"1\" xratio=\"100\"/>";
str = str + "<object yoffset=\"2.4\" object=\"tree\" xoffset=\"200\"/> ";
str = str + "<object yoffset=\"2.7\" object=\"fence\" xoffset=\"60\"/>";
str = str + "<object yoffset=\"2.7\" object=\"fence\" xoffset=\"110\"/>";
str = str + "<object yoffset=\"2.7\" object=\"fence\" xoffset=\"160\"/>";
str = str + "<object yoffset=\"2.7\" object=\"fence\" xoffset=\"210\"/>";
str = str + "<object yoffset=\"2.7\" object=\"fence\" xoffset=\"260\"/>";
str = str + "<object yoffset=\"2.2\" object=\"fence\" xoffset=\"450\"/>";
str = str + "<object yoffset=\"2.2\" object=\"fence\" xoffset=\"500\"/>";
str = str + "<object yoffset=\"2.2\" object=\"fence\" xoffset=\"550\"/>";
str = str + "<object yoffset=\"2.2\" object=\"fence\" xoffset=\"400\"/>";
str = str + "<object yoffset=\"2.9\" object=\"tower2\" xoffset=\"280\"/>";
str = str + "<object yoffset=\"2.4\" object=\"tower2\" xoffset=\"440\"/>";
str = str + "<object yoffset=\"2.8\" object=\"hangar1\" xoffset=\"80\"/>";
str = str + "<object yoffset=\"3.1\" object=\"tree\" xoffset=\"70\"/>";
str = str + "<object yoffset=\"3.3\" tank=\"line_way\" mainObj=\"buggy\" mratio=\"16\" endFrame=\"900\" rotate=\"25\" ai=\"1\" xratio=\"85\" yratio=\"85\" xoffset=\"70\" wayCycle=\"1\"/>";
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str = str + "<var name=\"comment1_ru\" >||||\u0413\u0435\u043D\u0435\u0440\u0430\u043B \u041C\u0430\u043A \u041A\u0430\u0440\u0442: </var>";
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str = str + "<var name=\"comment1_en\" >||||General McKart: </var>";
str = str + "<var name=\"comment2_en\" >On your journey, a large enemy grouping was discovered. We have created support with an orbital platform. Be careful, do not get under its fire. Protect the valuable equipment.</var>";
str = str + "<var name=\"comment1_fr\" >||||Le g\u00E9n\u00E9ral Mac Cart: </var>";
str = str + "<var name=\"comment2_fr\" >Nous avons d\u00E9couvert des troupes ennemies en grand nombre sur votre voie. Nous avons fait appel aux renforts depuis la plateforme orbitale \u2013 soyez vigilants, ne restez pas sur la ligne de tir. Prenez soin de vos pr\u00E9cieux \u00E9quipements.</var>";
str = str + "<var name=\"comment1_de\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_de\" >Massive Feindkonzentration auf Deiner Route gemeldet. Wir haben Hilfe von der Orbitalstation angefordert. Gib Acht, dass Du nicht in deren Schussfeld ger\u00E4tst! Sch\u00FCtze Deine wertvolle Ausr\u00FCstung!</var>";
str = str + "<var name=\"comment1_es\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_es\" >En su camino descubrimos una agrupaci\u00F3n importante de enemigos. Ya hemos pedido el env\u00EDo de un grupo de apoyo desde la plataforma orbital. Tenga cuidado, no quede bajo sus balas. Cuide los valiosos equipos.</var>";
str = str + "<var name=\"comment1_pt\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_pt\" >Na sua dire\u00E7\u00E3o foi encontrado um grande agrupamento de inimigos.Nos pedimos apoio a plataforma orbital- Tenha cuidado, n\u00E3o deixe eles lhe atirarem. Cuide dos armaentos valiosos.</var>";
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str = str + "<var name=\"comment1_ru\" >||||\u0413\u0435\u043D\u0435\u0440\u0430\u043B \u041C\u0430\u043A \u041A\u0430\u0440\u0442: </var>";
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str = str + "<var name=\"comment1_en\" >||||General McKart: </var>";
str = str + "<var name=\"comment2_en\" >New information has arrived: it seems we are dealing with a sect [Lifecatchers]. Nothing has been heard of them for more than hundred years... The level of technical development is suspiciously high. Try to extract any trophy for research.</var>";
str = str + "<var name=\"comment1_fr\" >||||Le g\u00E9n\u00E9ral Mac Cart: | Nous avons re\u00E7u de nouvelles informations </var>";
str = str + "<var name=\"comment2_fr\" > \u2013 il semblerait que nous ayons affaire \u00E0 une secte [les Lifecatchers]. Cela fait plus de cent ans qu\u2019ils n\u2019avaient pas fait parler d\u2019eux... le niveau de leur d\u00E9veloppement technologique est \u2013 chose surprenante \u2013 tr\u00E8s \u00E9lev\u00E9 - essayez d\u2019obtenir une prise de guerre pour la faire analyser.</var>";
str = str + "<var name=\"comment1_de\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_de\" >Neuesten Meldungen zufolge haben wir es m\u00F6glicherweise mit einer Sekte zu tun (den Lebensf\u00E4ngern). Seit \u00FCber einem Jahrhundert hatte man nichts mehr von ihnen geh\u00F6rt... Ihr hoher technischer Standard ist verd\u00E4chtig. Bem\u00FChe Dich um Beutest\u00FCcke, zu Untersuchungszwecken.</var>";
str = str + "<var name=\"comment1_es\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_es\" >Recibimos nueva informaci\u00F3n. Al parecer, se trata de representantes de la secta [Cazavidas]. De ellos no se tuvo noticias durante m\u00E1s de cien a\u00F1os... Su nivel de desarrollo t\u00E9cnico es sospechosamente alto. Trate de conseguir alg\u00FAn trofeo de guerra para investigarlo.</var>";
str = str + "<var name=\"comment1_pt\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_pt\" >Chegou uma nova informa\u00E7\u00E3o - parece que estamos lidando com a seita dos [Ca\u00E7adores de Vidas]. Sobre eles ja n\u00E3o se ouvia falar nada ha mais de cem anos... Suspeita-se que o nivel de desenvolvimento tecnico deles e alto, se esforce para pegar qualquer objeto para estudo.</var>";
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str = str + "<var name=\"comment1_ru\" >|||\u0413\u0435\u043D\u0435\u0440\u0430\u043B \u041C\u0430\u043A \u041A\u0430\u0440\u0442: |\u0412\u0430\u0448\u0430 \u044D\u0432\u0430\u043A\u0443\u0430\u0446\u0438\u044F \u043E\u0442\u043C\u0435\u043D\u044F\u0435\u0442\u0441\u044F, \u043D\u0430\u043C \u043D\u0443\u0436\u043D\u043E \u0431\u043E\u043B\u044C\u0448\u0435 \u0438\u043D\u0444\u043E\u0440\u043C\u0430\u0446\u0438\u0438</var>";
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str = str + "<var name=\"comment1_en\" >||General McKart: ||Your evacuation has been cancelled: it is necessary for us to gather more information.</var>";
str = str + "<var name=\"comment2_en\" >The engineering analysis of the rocket installation seized by you shows that it is of extraterrestrial origin. However, we have managed to include it on your combat survival suit. Switching between the weapon occurs on keys \u201C1\u201D and \u201C2\u201D. Continue your movement to B-362.</var>";
str = str + "<var name=\"comment1_fr\" >|||Le g\u00E9n\u00E9ral Mac Cart: |Votre \u00E9vacuation est report\u00E9e, nous avons besoin d\u2019informations suppl\u00E9mentaires </var>";
str = str + "<var name=\"comment2_fr\" >L\u2019analyse technique du lance-fus\u00E9es que vous avez pris a r\u00E9v\u00E9l\u00E9 son origine extra-terrestre. Du reste, vous avez r\u00E9ussi \u00E0 l\u2019installer sur votre scaphandre de combat. Pour le changement d\u2019armes cliquez sur les touches [1] et [2]. Continuez \u00E0 avancer vers le B-362.</var>";
str = str + "<var name=\"comment1_de\" >|||General Mac Cart: |Deine Evakuierung wird verschoben. Wir brauchen mehr Informationen.</var>";
str = str + "<var name=\"comment2_de\" >Die technische Analyse des von Dir erbeuteten Raketenwerfers deutet auf seine au\u00DFerirdische Herkunft. Wir konnten ihn \u00FCbrigens auf Deinen Kampfanzug montieren. Du kannst mit den Tasten [1] und [2] zwischen den Waffen hin und her schalten. R\u00FCck weiter vor auf B-362.</var>";
str = str + "<var name=\"comment1_es\" >|||General Mac Cart: |Su evacuaci\u00F3n se suspende. Necesitamos m\u00E1s informaci\u00F3n.</var>";
str = str + "<var name=\"comment2_es\" >El an\u00E1lisis ingenieril del lanzacohetes que Usted les quit\u00F3 indica que es de otro planeta. No obstante, logramos instalarlo en su escafandra de combate. El cambio de armas se hace utilizando las teclas [1] y [2]. Siga avanzando hacia el objetivo B-362.</var>";
str = str + "<var name=\"comment1_pt\" >|||General Mac Cart: |Resolvemos mudar o prazo da sua liberta\u00E7\u00E3o, precisamos de mais informa\u00E7\u00F5es</var>";
str = str + "<var name=\"comment2_pt\" >A analise de engenharia tecnica da instala\u00E7\u00F5 de missel capturado por voc\u00EA mostra que ele e originario de outro planeta. Alias tivemos a audacia de instala-lo no seu escafandro blindado. A mudan\u00E7a de armas ocorre nas teclas [1] e [2]. Continui a manusear a B-362.</var>";
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str = str + "<var name=\"comment1_ru\" >||||\u0413\u0435\u043D\u0435\u0440\u0430\u043B \u041C\u0430\u043A \u041A\u0430\u0440\u0442: </var>";
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str = str + "<var name=\"comment1_en\" >||||General McKart: </var>";
str = str + "<var name=\"comment2_en\" >The hypnotic interrogation of a prisoner, we managed to discover the coordinates of the main base Lifecatchers. It is necessary to destroy it. To maintain secrecy, we shall land you far from the base. Be careful, as on the way there may be ambushes.</var>";
str = str + "<var name=\"comment1_fr\" >||||Le g\u00E9n\u00E9ral Mac Cart: </var>";
str = str + "<var name=\"comment2_fr\" >Lors d\u2019un interrogatoire par hypnose, un prisonnier nous a livr\u00E9 les coordonn\u00E9es de la principale base des Lifecathers. Il faut la d\u00E9truire. Afin d\u2019assurer le secret de l\u2019op\u00E9ration, nous vous d\u00E9poserons loin de la base \u2013 soyez vigilant, des embuscades sont possibles en cours de route.</var>";
str = str + "<var name=\"comment1_de\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_de\" >Nach dem Hypnoseverh\u00F6r eines Gefangenen konnten wir die Koordinaten der Lifecatcher und ihres Hauptquartiers bestimmen. Du musst es zerst\u00F6ren. Um die Operation geheim zu halten, setzen wir Dich in einiger Entfernung zu ihrer Basis ab. Sei vorsichtig, dass Du unterwegs in keinen Hinterhalt ger\u00E4tst!</var>";
str = str + "<var name=\"comment1_es\" >||||General Mac Cart:</var>";
str = str + "<var name=\"comment2_es\" >Despu\u00E9s de interrogar al prisionero bajo los efectos de la hipnosis, logramos conocer las coordenadas de la base principal de los Cazavidas. Debemos destruirla. Para que no lo descubran lo desembarcaremos lejos de la base. Tenga cuidado, por el camino puede haber emboscadas.</var>";
str = str + "<var name=\"comment1_pt\" >||||General Mac Cart:</var>";
str = str + "<var name=\"comment2_pt\" >Depois do territorio hipnotico do prisioneiro nos conseguimos saber as principais coordenadas da base Lifecathers. E necessario destrui-la. Para garantia dos nossos segredos nos ajudaremos a voce desembarcar longe da base- tenha cuidado, pelo caminho pode haver emboscadas.</var>";
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str = str + "<var name=\"comment1_en\" >||||General McKart: </var>";
str = str + "<var name=\"comment2_en\" >According to investigation reports, the approaches to the base are well protected. Your task is to completely clear the enemy from this section of the front. We entrust you with a trophy laser emitter: test it in combat, under number [3].</var>";
str = str + "<var name=\"comment1_fr\" >||||Le g\u00E9n\u00E9ral Mac Cart: </var>";
str = str + "<var name=\"comment2_fr\" >Selon le service de reconnaissance, les acc\u00E8s de la base sont bien gard\u00E9s. Votre mission est de lib\u00E9rer totalement cette partie du front. Nous vous confions une prise de guerre \u2013 un irradiateur laser \u2013 testez-le pendant le combat \u2013 touche [3].</var>";
str = str + "<var name=\"comment1_de\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_de\" >Unsere Aufkl\u00E4rung hat gemeldet, dass die Zug\u00E4nge zur Basis scharf bewacht werden. Deine Aufgabe ist es, diesen Frontabschnitt vollst\u00E4ndig vom Gegner zu s\u00E4ubern. Wir vertrauen Dir aus Beutebest\u00E4nden diesen Laserstrahler an. Erprobe ihn im Kampf. Er steckt unter Ziffer [3].</var>";
str = str + "<var name=\"comment1_es\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_es\" >Seg\u00FAn nos informa el servicio secreto, los accesos a la base est\u00E1n bien custodiados. Su tarea consiste en eliminar al enemigo ubicado en ese sector. Le confiamos el emisor de radiaciones l\u00E1ser de trofeo. Pru\u00E9belo en combate. Lleva el n\u00FAmero [3].</var>";
str = str + "<var name=\"comment1_pt\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_pt\" >Pelos relatorios do agente secreto, a entrada da base esta bem guarnecida. Sua tarefa e eliminar totalmente os inimigos desse terreno de combate. Nos cofiaremos a voc\u00EA um lazer capturado da m\u00E3o do inimigo, e voc\u00EA ja podera testa-lo no combate, ele esta embaixo do numero [3].</var>";
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str = str + "<var name=\"comment1_ru\" >||||\u0413\u0435\u043D\u0435\u0440\u0430\u043B \u041C\u0430\u043A \u041A\u0430\u0440\u0442: </var>";
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str = str + "<var name=\"comment1_en\" >||||General McKart: </var>";
str = str + "<var name=\"comment2_en\" >Intelligence has informed us of the coordinates of the opponent\u2019s command centre. Your task is to capture the \u201Ctongue\u201D of the supreme command structure.</var>";
str = str + "<var name=\"comment1_fr\" >||||Le g\u00E9n\u00E9ral Mac Cart: </var>";
str = str + "<var name=\"comment2_fr\" >Le service de reconnaissance a communiqu\u00E9 les coordonn\u00E9es du quartier g\u00E9n\u00E9ral ennemi. Votre mission est de faire prisonnier un officier de haut rang.</var>";
str = str + "<var name=\"comment1_de\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_de\" >Unsere Aufkl\u00E4rung meldet die Koordinaten des feindlichen Gefechtsstands. Deine Aufgabe: Nimm jemanden aus der h\u00F6heren F\u00FChrungsebene gefangen und bring ihn zum Verh\u00F6r.</var>";
str = str + "<var name=\"comment1_es\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_es\" >El servicio secreto dio a conocer las coordenadas del puesto de mando del enemigo. Su tarea consiste en capturar a un miembro del mando supremo.</var>";
str = str + "<var name=\"comment1_pt\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_pt\" >O agente secreto comunicou as coordenadas do ponto de comando do inimigo. Sua tarefa - pegar como refem um homem do alto comando.</var>";
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str = str + "<object yoffset=\"14.5\" object=\"wall\" xoffset=\"500\"/>";
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str = str + "<object yoffset=\"15.0\" tank=\"line_way\" mainObj=\"heavy_tlaser\" mratio=\"4\" xoffset=\"480\" endFrame=\"200\" rotate=\"90\" wayCycle=\"1\"/>";
str = str + "<object yoffset=\"15.5\" tank=\"line_way\" way=\"bcircle_way\" mainObj=\"boss_buggy\" startFrame=\"700\" mratio=\"9\" xratio=\"150\" yratio=\"300\" bossBar=\"1\" xoffset=\"150\" wayCycle=\"2\"/>";
str = str + "</array>";
str = str + "</object>";
str = str + "<object name=\"level_8\">";
str = str + "<var name=\"comment1_ru\" >||||\u0413\u0435\u043D\u0435\u0440\u0430\u043B \u041C\u0430\u043A \u041A\u0430\u0440\u0442: </var>";
str = str + "<var name=\"comment2_ru\" >\u041D\u0435 \u043C\u0435\u0434\u043B\u0438\u0442\u0435! \u0421\u043A\u043E\u0440\u0435\u0435! \u0412 \u043F\u043E\u0433\u043E\u043D\u044E!!! \u041D\u0435 \u0434\u0430\u0439\u0442\u0435 \u0435\u043C\u0443 \u0443\u0439\u0442\u0438!!! \u041A\u043E\u043C\u0430\u043D\u0434\u0443\u044E\u0449\u0438\u0439 \u0434\u043E\u043B\u0436\u0435\u043D \u0431\u044B\u0442\u044C \u0437\u0430\u0445\u0432\u0430\u0447\u0435\u043D!!!</var>";
str = str + "<var name=\"comment1_en\" >||||General McKart: </var>";
str = str + "<var name=\"comment2_en\" >Don\u2019t hesitate! Faster! Quick pursuit!!! Do not give him to leave!!! The commander must be seized!!!</var>";
str = str + "<var name=\"comment1_fr\" >||||Le g\u00E9n\u00E9ral Mac Cart: </var>";
str = str + "<var name=\"comment2_fr\" >Ne perdez pas une minute! Vite! Poursuivez-le!!! Ne le laissez pas s\u2019enfuir!!! Le commandant doit \u00EAtre captur\u00E9!!!</var>";
str = str + "<var name=\"comment1_de\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_de\" >Nicht so langsam! Schneller! Nimm die Verfolgung auf!!! Lass ihn nicht entkommen!!! Der Befehlshaber muss gefasst werden!!!</var>";
str = str + "<var name=\"comment1_es\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_es\" >\u00A1No pierda ni un minuto! \u00A1R\u00E1pido! \u00A1\u00A1\u00A1Pers\u00EDgalo!!! \u00A1\u00A1\u00A1No deje que se escape!!! \u00A1El comandante debe ser capturado!!!</var>";
str = str + "<var name=\"comment1_pt\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_pt\" >N\u00E3o demore! Corra atras!!! Nao deixe ele sair!!! Voce deve pegar o comandante!!!</var>";
str = str + "<var name=\"playerX\" value=\"250\" />";
str = str + "<var name=\"playerY\" value=\"50\" />";
str = str + "<var name=\"playerAvailableWeapons\" value=\"3\" >\u0434\u043E\u0441\u0442\u0443\u043F\u043D\u043E\u0435 \u0438\u0433\u0440\u043E\u043A\u0443 \u043E\u0440\u0443\u0436\u0438\u0435</var>";
str = str + "<var name=\"playerArmor\" value=\"150\" >\u0421\u0442\u0430\u0440\u0442\u043E\u0432\u043E\u0435 \u0437\u043D\u0430\u0447\u0435\u043D\u0438\u0435 \u0431\u0440\u043E\u043D\u0438 \u0442\u0430\u043D\u043A\u0430. \u0421\u043C. \u0442\u0430\u043A\u0436\u0435 \u043F\u0430\u0440\u0430\u043C\u0435\u0442\u0440\u044B maxArmor \u0438 maxShield \u0438\u0433\u0440\u043E\u043A\u0430</var>";
str = str + "<var name=\"playerShield\" value=\"0\" >\u0421\u0442\u0430\u0440\u0442\u043E\u0432\u043E\u0435 \u0437\u043D\u0430\u0447\u0435\u043D\u0438\u0435 \u0449\u0438\u0442\u0430\u0442\u0430\u043D\u043A\u0430</var>";
str = str + "<var name=\"screenSpeed\" value=\"2\" >speed</var>";
str = str + "<array name=\"level\"> ";
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str = str + "<object yoffset=\"1.0\" bonus=\"fullShield\" xoffset=\"230\"/>";
str = str + "<object yoffset=\"1.0\" object=\"house1\" xoffset=\"325\"/>";
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str = str + "<var name=\"comment2_fr\" >Le commandant a r\u00E9ussi \u00E0 atteindre le cosmodrome! Votre mission se complique. Il est possible que de nouveaux armements de l\u2019ennemi se trouvent au cosmodrome.</var>";
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str = str + "<var name=\"comment2_de\" >Der Befehlshaber konnte sich zur Raketenbasis durchschlagen! Deine Aufgabe wird dadurch nicht leichter. In der Raketenbasis k\u00F6nnte der Feind seine modernste Technik mobilisieren.</var>";
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str = str + "<var name=\"comment2_es\" >\u00A1El comandante pudo abrirse paso y llegar al cosm\u00F3dromo! Su tarea se complica. En el cosm\u00F3dromo el enemigo puede tener las m\u00E1s modernas armas.</var>";
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str = str + "<var name=\"comment1_ru\" >||||\u0413\u0435\u043D\u0435\u0440\u0430\u043B \u041C\u0430\u043A \u041A\u0430\u0440\u0442: </var>";
str = str + "<var name=\"comment2_ru\" >\u0411\u043E\u0436\u0435, \u0447\u0442\u043E \u044D\u0442\u043E?! [\u041B\u043E\u0432\u0446\u044B \u0416\u0438\u0437\u043D\u0438] \u043D\u0438\u043A\u043E\u0433\u0434\u0430 \u043D\u0435 \u0441\u043C\u043E\u0433\u043B\u0438 \u0431\u044B \u0441\u0430\u043C\u0438 \u0441\u043A\u043E\u043D\u0441\u0442\u0440\u0443\u0438\u0440\u043E\u0432\u0430\u0442\u044C \u0442\u0430\u043A\u043E\u0433\u043E \u0440\u043E\u0431\u043E\u0442\u0430 \u2013 \u043E\u043D \u043D\u0435 \u0443\u0441\u0442\u0443\u043F\u0430\u0435\u0442 \u0432\u0430\u043C \u0432 \u043E\u0433\u043D\u0435\u0432\u043E\u0439 \u043C\u043E\u0449\u0438 \u0438 \u0431\u0440\u043E\u043D\u0435. \u0421\u043F\u0430\u0441\u0442\u0438 \u0432\u0430\u0441 \u0441\u043C\u043E\u0433\u0443\u0442 \u0442\u043E\u043B\u044C\u043A\u043E \u0432\u0430\u0448\u0438 \u0431\u043E\u0435\u0432\u044B\u0435 \u043D\u0430\u0432\u044B\u043A\u0438.</var>";
str = str + "<var name=\"comment1_en\" >||||General McKart:</var>";
str = str + "<var name=\"comment2_en\" >My God, what is it?! [Lifecatchers] could never design such a robot: it is not inferior to you in fire power or armour. Only your fighting skills can save you.</var>";
str = str + "<var name=\"comment1_fr\" >||||Le g\u00E9n\u00E9ral Mac Cart:</var>";
str = str + "<var name=\"comment2_fr\" >Mon Dieu, qu\u2019est-ce que c\u2019est?! [Les Lifecatchers] n\u2019auraient jamais pu construire tous seuls un robot pareil \u2013 il ne vous c\u00E8de en rien par la puissance de feu et par sa cuirasse. Seule votre exp\u00E9rience de combat peut vous sauver.</var>";
str = str + "<var name=\"comment1_de\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_de\" >O mein Gott, was ist das?! Die (Lebensf\u00E4nger) h\u00E4tten so einen Roboter niemals selbst bauen k\u00F6nnen. In Feuerkraft und Panzerung steht er Dir in nichts nach. Nur Deine Kampferfahrung kann Dich noch retten.</var>";
str = str + "<var name=\"comment1_es\" >||||General Mac Cart: </var>";
str = str + "<var name=\"comment2_es\" >\u00A1Dios m\u00EDo! \u00BFQu\u00E9 es eso? Los [Cazavidas] jam\u00E1s podr\u00EDan construir semejante robot. El no es inferior a Usted ni en potencia de fuego ni en coraza. S\u00F3lo pueden salvarlo sus habilidades para el combate.</var>";
str = str + "<var name=\"comment1_pt\" >||||General Mac Cart:</var>";
str = str + "<var name=\"comment2_pt\" >Meu Deus, o que e isso? [Pescadores de vidas] eu proprio nunca podia fazer esse tipo de trabalho. Ele n\u00E3o cessa de te atacar com armas blindadas. So quem pode lhe salvar s\u00E3o as suas habilidades guerreiras.</var>";
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str = str + "<var name=\"playerY\" value=\"50\" />";
str = str + "<var name=\"playerAvailableWeapons\" value=\"3\" >\u0434\u043E\u0441\u0442\u0443\u043F\u043D\u043E\u0435 \u0438\u0433\u0440\u043E\u043A\u0443 \u043E\u0440\u0443\u0436\u0438\u0435</var>";
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str = str + "<var name=\"screenSpeed\" value=\"2\" >speed</var>";
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str = str + "<object yoffset=\"15.5\" bonus=\"nuclearRocket\" xoffset=\"900\"/>";
str = str + "<object yoffset=\"1.0\" object=\"tree\" xoffset=\"300\"/>";
str = str + "<object yoffset=\"1.2\" object=\"tree\" xoffset=\"150\"/>";
str = str + "<object yoffset=\"1.4\" object=\"tree\" xoffset=\"350\"/>";
str = str + "<object yoffset=\"1.6\" object=\"tree\" xoffset=\"450\"/>";
str = str + "<object yoffset=\"2.0\" object=\"tree\" xoffset=\"500\"/>";
str = str + "<object yoffset=\"2.2\" object=\"tree\" xoffset=\"250\"/>";
str = str + "<object yoffset=\"2.4\" object=\"tree\" xoffset=\"100\"/>";
str = str + "<object yoffset=\"2.6\" object=\"tree\" xoffset=\"200\"/>";
str = str + "<object yoffset=\"2.8\" object=\"tree\" xoffset=\"350\"/>";
str = str + "<object yoffset=\"3.0\" object=\"tree\" xoffset=\"80\"/>";
str = str + "<object yoffset=\"3.2\" object=\"tree\" xoffset=\"500\"/>";
str = str + "</array>";
str = str + "</object>";
str = str + "</object>";
str = str + "</settings>";
_global.isChild = function (arr, item) {
var _local2 = false;
for (var _local3 in arr) {
if (arr[_local3] == item) {
_local2 = _local3;
break;
}
}
return(_local2);
};
_global.changeDebugText = function () {
debug();
};
_global.debug = function (str) {
if (str == undefined) {
str = "";
}
clearInterval(_root.debugInt);
_root.tf_debug.text = str;
if (str != "") {
if (_global.envS.debug == 1) {
trace(str);
}
_root.debugInt = setInterval(changeDebugText, 5000);
_global.debugLog = _global.debugLog + (str + newline);
}
};
_global.debugLog = "";
debug();
_global.drawRect = function (target, x1, y1, x2, y2) {
target.moveTo(x1, y1);
target.lineTo(x2, y1);
target.lineTo(x2, y2);
target.lineTo(x1, y2);
target.lineTo(x1, y1);
};
_global.trim = function (str) {
str = String(str);
var _local2 = -1;
do {
_local2++;
var a = str.charAt(_local2);
} while ((((a == " ") || (a == newline)) || (a == "\r")) || (a == "\t"));
var _local3 = str.length;
do {
_local3--;
var a = str.charAt(_local3);
} while ((((a == " ") || (a == newline)) || (a == "\r")) || (a == "\t"));
str = str.substring(_local2, _local3 + 1);
if (String(parseFloat(str)) == str) {
str = parseFloat(str);
}
return(str);
};
_global.alphaIn = function () {
this._alpha = this._alpha + 5;
if (this._alpha > 100) {
this._alpha = 100;
delete this.onEnterFrame;
}
};
_global.alphaOut = function () {
this.step++;
if (this.step > this.maxStep) {
this._alpha = this._alpha - 5;
if (this._alpha < 0) {
this._alpha = 0;
delete this.onEnterFrame;
}
}
};
debug("Loading main settings XML file...");
createXML();
_global.allowToStart = false;
mainOEF = function () {
if (_global.gameInProcess) {
var dt = Math.round((getTimer() - gameTimeStart) / 1000);
var st = (dt % 60);
if (st < 10) {
st = "0" + st;
}
var tt = Math.floor(dt / 60);
_root.tfTimer.text = (tt + ":") + st;
}
var xp = _root.bg.player._x;
var yp = _root.bg.player._y;
var i = 0;
while (i < bonusObjects.length) {
var dx = (bonusObjects[i]._x - xp);
var dy = (bonusObjects[i]._y - yp);
var d = Math.sqrt((dx * dx) + (dy * dy));
if (d < 40) {
_root.bg.player.applyBonus(bonusObjects[i].bonusType);
bonusObjects[i].onEnterFrame = getOff;
bonusObjects.splice(i, 1);
}
i++;
}
var pointZFlag = false;
i = 0;
while (i < bulletObjects.length) {
var foo = bulletObjects[i];
var point1 = new Object();
(point1.x = foo.p1._x);
(point1.y = foo.p1._y);
var point2 = new Object();
(point2.x = foo.p2._x);
(point2.y = foo.p2._y);
foo.localToGlobal(point1);
foo.localToGlobal(point2);
if (foo.object == 1) {
if ((foo.type == "lazer") || (foo.type == "lazer2")) {
var flag = true;
var n = 0;
var points = new Array();
var sina = Math.sin(foo.fireAngle);
var cosa = Math.cos(foo.fireAngle);
if (_global.envS.debug) {
if (_global.envS.lazerDebug && (!pointZFlag)) {
if (_root.pointZ == undefined) {
_root.createEmptyMovieClip("pointZ", _root.getNextHighestDepth());
}
_root.pointZ.clear();
pointZFlag = true;
_root.pointZ.lineStyle(1, 16711935);
}
}
while (flag) {
n++;
var pointObj = {x:(Math.round(((10 * n) * 10) * cosa) / 10) + foo._x, y:((Math.round(((10 * n) * 10) * sina) / 10) + _root.bg._y) + foo._y};
if (pointObj.y < (0 + foo.offsetTop)) {
flag = false;
}
if (pointObj.y > (400 - foo.offsetBottom)) {
flag = false;
}
if (pointObj.x < (0 + foo.offsetLeft)) {
flag = false;
}
if (pointObj.x > (550 - foo.offsetRight)) {
flag = false;
}
if (_global.envS.debug && (_global.envS.lazerDebug)) {
drawRect(_root.pointZ, pointObj.x - 3, pointObj.y - 3, pointObj.x + 3, pointObj.y + 3);
}
if (flag) {
points.push(pointObj);
}
}
var staticObjectsTests = new Array();
var staticObjectsHits = new Array();
var j = 0;
while (j < staticObjects.length) {
if (!staticObjects[j].ignoreHit) {
staticObjectsTests.push(staticObjects[j]);
}
j++;
}
var j = 0;
while (j < staticObjectsTests.length) {
var g = 0;
while (g < points.length) {
if (staticObjectsTests[j].body.hitTest(points[g].x, points[g].y, true)) {
if (_global.envS.debug && (_global.envS.lazerDebug)) {
_root.pointZ.beginFill(16711680);
drawRect(_root.pointZ, points[g].x - 3, points[g].y - 3, points[g].x + 3, points[g].y + 3);
_root.pointZ.endFill();
}
staticObjectsHits.push(staticObjectsTests[j]);
staticObjectsTests.splice(j, 1);
j--;
break;
}
g++;
}
j++;
}
var j = 0;
while (j < staticObjectsHits.length) {
var name = staticObjectsHits[j];
debug("lazer damage = " + foo.damage);
var klop = name.armor;
name.changeArmor(-foo.damage);
debug((((((((("static object " + name) + " health = ") + name.armor) + " (") + klop) + "), obj splash damage = ") + name.splashDamage) + ", radius = ") + name.damageRadius);
_global.rezults.hits++;
if (name.armor <= 0) {
checkSplash(name);
}
j++;
}
var enemyObjectsTests = new Array();
var enemyObjectsHits = new Array();
var j = 0;
while (j < enemyObjects.length) {
if (!enemyObjects[j].ignoreHit) {
enemyObjectsTests.push(enemyObjects[j]);
}
j++;
}
var j = 0;
while (j < enemyObjectsTests.length) {
var g = 0;
while (g < points.length) {
if (enemyObjectsTests[j].body.hitTest(points[g].x, points[g].y, true)) {
if (_global.envS.debug && (_global.envS.lazerDebug)) {
_root.pointZ.beginFill(65280);
drawRect(_root.pointZ, points[g].x - 3, points[g].y - 3, points[g].x + 3, points[g].y + 3);
_root.pointZ.endFill();
}
enemyObjectsHits.push(enemyObjectsTests[j]);
enemyObjectsTests.splice(j, 1);
j--;
break;
}
g++;
}
j++;
}
var j = 0;
while (j < enemyObjectsHits.length) {
var name = enemyObjectsHits[j];
debug("lazer damage = " + foo.damage);
var klop = name.armor;
if ((name.thereCanBeOnlyOne == 0) || ((name.thereCanBeOnlyOne == 1) && (enemyObjects.length == 1))) {
name.changeArmor(-foo.damage);
_global.rezults.hits++;
}
debug((((((((("static object " + name) + " health = ") + name.armor) + " (") + klop) + "), obj splash damage = ") + name.splashDamage) + ", radius = ") + name.damageRadius);
j++;
}
foo.removeFromArray();
foo.outQueue();
i--;
} else {
var flag = false;
var j = 0;
while (j < staticObjects.length) {
if (staticObjects[j].ignoreHit) {
} else {
var hit1 = false;
var hit2 = false;
hit1 = staticObjects[j].body.hitTest(point1.x, point1.y, true);
if (!hit1) {
hit2 = staticObjects[j].body.hitTest(point2.x, point2.y, true);
}
if (hit1 || (hit2)) {
var name = staticObjects[j];
debug("rocket damage to standing = " + foo.damage);
var klop = name.armor;
name.changeArmor(-foo.damage);
debug((((((((("static object " + name) + " health = ") + name.armor) + " (") + klop) + "), obj splash damage = ") + name.splashDamage) + ", radius = ") + name.damageRadius);
_global.rezults.hits++;
makeSplash(foo, point1);
foo.kill();
if (name.armor <= 0) {
flag = true;
}
break;
}
}
j++;
}
if (flag) {
checkSplash(name);
}
var j = 0;
while (j < enemyObjects.length) {
if (enemyObjects[j].ignoreHit) {
} else {
var hit1 = false;
var hit2 = false;
hit1 = enemyObjects[j].body.hitTest(point1.x, point1.y, true);
if (!hit1) {
hit2 = enemyObjects[j].body.hitTest(point2.x, point2.y, true);
}
if (hit1 || (hit2)) {
var name = enemyObjects[j];
debug("rocket damage to enemy = " + foo.damage);
klop = name.armor;
if ((name.thereCanBeOnlyOne == 0) || ((name.thereCanBeOnlyOne == 1) && (enemyObjects.length == 1))) {
name.changeArmor(-foo.damage);
_global.rezults.hits++;
makeSplash(foo, point1);
debug((((((((("static object " + name) + " health = ") + name.armor) + " (") + klop) + "), obj splash damage = ") + name.splashDamage) + ", radius = ") + name.damageRadius);
} else {
debug("IGNORING");
}
foo.kill();
break;
}
}
j++;
}
}
} else if (foo.object == 0) {
var hit1 = false;
var hit2 = false;
hit1 = _root.bg.player.base.body.hitTest(point1.x, point1.y, true);
if (!hit1) {
hit2 = _root.bg.player.base.body.hitTest(point2.x, point2.y, true);
}
if (hit1 || (hit2)) {
debug("\u0418\u0413\u0420\u041E\u041A \u0411\u0410\u0411\u0410\u0425! \u0443\u0440\u043E\u043D " + foo.damage);
_root.bg.player.changeArmor(-foo.damage);
foo.kill();
}
}
i++;
}
var i = 0;
while (i < staticObjects.length) {
if (staticObjects[i].ignoreDirect) {
} else {
name = staticObjects[i];
if (_root.bg.player.hitBody.hitTest(name.hitBody)) {
debug("test for collision with standing object " + name);
var hit = false;
var j = 0;
while (j < 4) {
hit = hit | _root.bg.player.base["p" + j].hitTest(name.hitBody);
if (hit) {
break;
}
j++;
}
if (hit) {
debug("\u0418\u0413\u0420\u041E\u041A \u0411\u0410\u0411\u0410\u0425 \u0414\u0418\u0420\u0415\u041A\u0422 \u0421 \u0411\u041E\u0427\u041A\u041E\u0419! \u0443\u0440\u043E\u043D " + ((name.directDamage == 0) ? (-name.armor) : (-name.directDamage)));
_root.bg.player.changeArmor(((name.directDamage == 0) ? (-name.armor) : (-name.directDamage)));
name.changeArmor(-10000000);
checkSplash(name, false);
}
}
}
i++;
}
var i = 0;
while (i < enemyObjects.length) {
if (enemyObjects[i].ignoreDirect) {
} else {
name = enemyObjects[i];
if (_root.bg.player.hitBody.hitTest(name.hitBody)) {
debug("test for collision with enemy " + name);
var hit = false;
var j = 0;
while (j < 4) {
var p = new Object();
p.x = _root.bg.player.base["p" + j]._x;
p.y = _root.bg.player.base["p" + j]._y;
_root.bg.player.base.localToGlobal(p);
hit = hit | name.hitBody.hitTest(p.x, p.y, true);
if (hit) {
break;
}
j++;
}
if (hit) {
debug("\u0418\u0413\u0420\u041E\u041A \u0411\u0410\u0411\u0410\u0425 \u0414\u0418\u0420\u0415\u041A\u0422 \u0421 \u0412\u0420\u0410\u0413\u041E\u041C! \u0443\u0440\u043E\u043D " + name.armor);
_root.bg.player.changeArmor(-name.armor);
if ((name.thereCanBeOnlyOne == 0) || ((name.thereCanBeOnlyOne == 1) && (enemyObjects.length == 1))) {
name.changeArmor(-10000000);
}
}
}
}
i++;
}
i = 0;
while (i < splashedObjects.length) {
splashedObjects[i].delay--;
i++;
}
var len = splashedObjects.length;
i = 0;
while (i < len) {
var name = splashedObjects[i];
if (name.delay <= 0) {
name.obj.changeArmor(-name.dmg);
splashedObjects.splice(i, 1);
i--;
len--;
if ((name.obj.armor <= 0) && (name.spl)) {
checkSplash(name.obj);
}
}
i++;
}
oldMainSegment = mainSegment;
mainSegment = Math.floor(_root.bg._y / 40) / 10;
setProgressBar(mainSegment, _global.maxLevelItem);
if (((mainSegment >= _global.maxLevelItem) && (enemyObjects.length == 0)) || (_global.gameOver)) {
if ((++_global.levelCompleteDelayCounter) < _global.envS.levelCompleteDelay) {
return(undefined);
}
stopAllEngines();
with (_root.wndComplete) {
_visible = true;
var ttz = _global.envS["textZ_" + language_pre];
tf1_.htmlText = ("<p align=\"right\">" + ttz.completeString1) + "</p>";
tf2_.htmlText = ("<p align=\"right\">" + ttz.completeString2) + "</p>";
tf3_.htmlText = ("<p align=\"right\">" + ttz.completeString3) + "</p>";
tf4_.htmlText = ("<p align=\"right\">" + ttz.completeString4) + "</p>";
tf5_.htmlText = ("<p align=\"right\">" + ttz.completeString5) + "</p>";
tf1.text = _global.rezults.killed;
tf2.text = _global.rezults.survived;
tf3.text = _global.rezults.items;
tf4.text = _global.rezults.shots;
var p = (Math.round((1000 * _global.rezults.hits) / _global.rezults.shots) / 10);
if (isNaN(p)) {
p = 0;
}
tf5.text = p + " %";
if (_global.gameOver) {
_root.wndComplete.title_mc.gotoAndStop(2);
_global.sound.play("PlayerDieLevelEnds");
_global.levelNum--;
} else {
_root.wndComplete.title_mc.gotoAndStop(3);
_global.fullRezults.killed = _global.fullRezults.killed + _global.rezults.killed;
_global.fullRezults.survived = _global.fullRezults.survived + _global.rezults.survived;
_global.fullRezults.items = _global.fullRezults.items + _global.rezults.items;
_global.fullRezults.shots = _global.fullRezults.shots + _global.rezults.shots;
_global.fullRezults.hits = _global.fullRezults.hits + _global.rezults.hits;
}
}
} else if (mainSegment != oldMainSegment) {
klopStr = "=======================================";
var i = 0;
while (i < _global.currLevel.level.length) {
var foo = _global.currLevel.level[i];
if (foo.yoffset == mainSegment) {
if (foo.tank != undefined) {
var newTank = new Object();
for (var a in foo) {
newTank[a] = foo[a];
}
var tankCurve = movingUnits[newTank.tank];
for (a in tankCurve) {
if (newTank[a] == undefined) {
newTank[a] = tankCurve[a];
}
}
var tankMain = mainUnits[newTank.mainObj];
for (a in tankMain) {
if (newTank[a] == undefined) {
newTank[a] = tankMain[a];
}
}
var bar = (this.enemyMC.depth++);
this.enemyMC.attachMovie("enemy", "e" + bar, 1000000 - bar);
var name = this.enemyMC["e" + bar];
if (newTank.way != "") {
name.setMotion(newTank.way, newTank.mratio, newTank.xratio, newTank.yratio, newTank.rotate, newTank.factor, newTank.startFrame, newTank.endFrame, newTank.wayCycle, newTank.rotatedByWay);
} else {
name.setMotion(((newTank.xspeed == undefined) ? 0 : (newTank.xspeed)), ((newTank.yspeed == undefined) ? 0 : (newTank.yspeed)));
}
name.moveTo(((newTank.factor == -1) ? (550 - newTank.xoffset) : (newTank.xoffset)), (-this._y) + _global.envS.newObjectYOffset);
name.initTank(newTank.base, newTank.gun, this.player, newTank.armor, newTank.withoutBase, newTank.bossBar);
name.initGun(newTank.reloadingTime, newTank.shotsTime, newTank.clip, newTank.bulletType, newTank.bulletSpeed, newTank.bulletDamage, newTank.ai);
name.initFlags(newTank.ignoreHit, newTank.ignoreSplash, newTank.ignoreDirect);
if (newTank.movedWay == 1) {
name.initWayMotion(newTank.movedWayOffset, newTank.movedWayXSpeed, newTank.movedWayYSpeed);
}
if (newTank.thereCanBeOnlyOne != undefined) {
name.thereCanBeOnlyOne = newTank.thereCanBeOnlyOne;
}
if (newTank.dieImmediatly != undefined) {
name.dieImmediatly = newTank.dieImmediatly;
}
if (newTank.soundKills != undefined) {
name.soundKills = newTank.soundKills;
}
name.inQueue();
} else if (foo.object != undefined) {
var newObj = new Object();
for (var a in foo) {
newObj[a] = foo[a];
}
var objParams = standingUnits[newObj.object];
for (a in objParams) {
if (newObj[a] == undefined) {
newObj[a] = objParams[a];
}
}
var cont = ((objParams.top == 1) ? (this.envTop) : (this.env));
var bar = (cont.depth++);
cont.attachMovie(newObj.linkage, "o" + bar, 1000000 - bar);
var name = cont["o" + bar];
name.initArmor(newObj.armor);
name.setMotion(0, 0);
name.moveTo(newObj.xoffset, (-this._y) + _global.envS.newObjectYOffset);
name.initSplash(newObj.splashDamage, newObj.damageRadius, newObj.splashDelay);
name.initFlags(newObj.ignoreHit, newObj.ignoreSplash, newObj.ignoreDirect);
name.inQueue();
for (a in newObj) {
name[a] = newObj[a];
}
} else if (foo.bonus != undefined) {
var bar = (this.env.depth++);
bonusObjects.push(this.env.attachMovie("bonus_" + foo.bonus, "b" + bar, 1000000 - bar));
var name = this.env["b" + bar];
name._x = foo.xoffset;
name._y = (-this._y) + _global.envS.newObjectYOffset;
name.bonusType = foo.bonus;
}
}
i++;
}
}
};
_global.clock = 0;
clockAdder = function () {
_global.clock++;
};
changeBGSpeed = function () {
if (_global.scrollBG_debugFlag === true) {
return(undefined);
}
if (_global.gameInProcess) {
if (_global.currLevel.screenSpeed != undefined) {
_root.bg.speedY = _global.currLevel.screenSpeed;
return(undefined);
}
var _local4 = _root.bg.player._x;
var _local3 = _root.bg.player._y + _root.bg._y;
var _local5 = _root.fastZone.hitTest(_local4, _local3, 1);
var _local6 = _root.slowZone.hitTest(_local4, _local3, 1);
_root.bg.speedY = _global.envS.screenSpeed;
if (_local5) {
_root.bg.speedY = _global.envS.screenFastSpeed;
}
if (_local6) {
_root.bg.speedY = _global.envS.screenSlowSpeed;
}
}
};
_global.checkSplash = function (obj, flag) {
if (obj == undefined) {
return(undefined);
}
if (flag == undefined) {
flag = true;
}
var _local2 = 0;
while (_local2 < staticObjects.length) {
if (staticObjects[_local2].ignoreSplash) {
} else if (checkSplashOne(obj, staticObjects[_local2])) {
splashedObjects.push({obj:staticObjects[_local2], dmg:obj.splashDamage, delay:obj.splashDelay, spl:true});
}
_local2++;
}
_local2 = 0;
while (_local2 < enemyObjects.length) {
if (enemyObjects[_local2].ignoreSplash) {
} else if (checkSplashOne(obj, enemyObjects[_local2])) {
splashedObjects.push({obj:enemyObjects[_local2], dmg:obj.splashDamage, delay:obj.splashDelay, spl:false});
}
_local2++;
}
if (flag) {
if (checkSplashOne(obj, _root.bg.player)) {
debug("\u0418\u0433\u0440\u043E\u043A \u043F\u043E\u043B\u0443\u0447\u0430\u0435\u0442 splash " + obj.splashDamage);
splashedObjects.push({obj:_root.bg.player, dmg:obj.splashDamage, delay:obj.splashDelay, spl:false});
}
}
};
checkSplashOne = function (a, b) {
if (a == b) {
return(undefined);
}
if (!a.spl.hitTest(b.body)) {
return(undefined);
}
var _local8 = _global.envS.splashTests;
dx = a.x - b.x;
dy = a.y - b.y;
d = Math.sqrt((dx * dx) + (dy * dy));
al = Math.atan2(dy, dx);
al = al - (((5 / PI2) * (_local8 - 1)) / 2);
var _local6 = false;
i = 0;
while (i < _local8) {
var _local5 = a.x - ((Math.cos(al) * a.damageRadius) / 2);
var _local4 = (_root.bg._y + a.y) - ((Math.sin(al) * a.damageRadius) / 2);
al = al + (5 / PI2);
if (b.body.hitTest(_local5, _local4, true)) {
_local6 = true;
break;
}
i++;
}
if (d < (a.damageRadius / 2)) {
_local6 = true;
}
return(_local6);
};
_global.setProgressBar = function (now, all) {
if (!usingBar) {
return(undefined);
}
now = now - 1;
all = all - 1;
var _local2 = (100 * now) / all;
if (_local2 > 100) {
_local2 = 100;
}
_root.rbar.bar._yscale = _local2;
_root.rbar.barArrow._y = _root.rbar.bar._y - _root.rbar.bar._height;
};
_global.makePause = function (flag) {
if (_global.gameOver) {
return(undefined);
}
if (((Key.isDown(27) || (Key.isDown(32))) || (Key.isDown(80))) || (flag)) {
if (_global.gameInProcess) {
_global.gameInProcess = false;
_root.wndPause._visible = true;
} else {
_global.gameInProcess = true;
_root.wndPause._visible = false;
}
}
if (_global.envS.debug == 1) {
if (Key.isDown(8)) {
if (_global.scrollBG_debugFlag == undefined) {
_global.scrollBG_debugFlag = false;
}
_global.scrollBG_debugFlag = !_global.scrollBG_debugFlag;
if (_global.scrollBG_debugFlag) {
_root.bg.setMotion(0, 0);
}
}
}
};
_global.changeWeaponByMouse = function (dir) {
if (_global.gameInProcess) {
if (dir == 0) {
return(undefined);
}
dir = ((dir > 0) ? -1 : 1);
var _local3 = _root.bg.player.cannons[0].currentGun + dir;
if (_local3 >= _root.bg.player.cannons[0].gunZ.length) {
_local3 = 0;
}
if (_local3 < 0) {
_local3 = _root.bg.player.cannons[0].gunZ.length - 1;
}
if (_root.bg.player.cannons[0].changeGun(_local3)) {
_root.lbar.weaponSelector.gotoAndStop(_local3 + 1);
}
oldTab = Key.isToggled(9);
}
};
_global.explodePause = function () {
if (this.delay == undefined) {
this.delay = 0;
}
if ((++this.delay) >= this.maxDelay) {
this.play();
if (this.destroyer) {
if (this.destroyTarget.gunHolder != this.destroyTarget) {
this.destroyTarget.gunHolder.removeMovieClip();
}
this.destroyTarget.removeMovieClip();
this.destroyTarget.unloadMovie();
}
delete this.onEnterFrame;
}
};
_global.stopAllEngines = function () {
if (_root.pointZ != undefined) {
_root.pointZ.clear();
}
Key.removeListener(_global.keyGetter);
Mouse.removeListener(_global.keyGetter);
delete _global.keyGetter;
_global.gameInProcess = false;
_global.queue.clear();
_global.queue.removeMovieClip();
delete _global.queue;
};
_global.getOff = function () {
this._yscale = this._yscale + ((-2 - this._yscale) / 3);
this._xscale = this._yscale;
if (this._xscale <= 0) {
delete this.onEnterFrame;
this.removeMovieClip();
}
};
_global.makeSplash = function (shot, point) {
trace("\u0433\u0435\u043D\u0435\u0440\u0438\u043C \u0441\u043F\u043B\u0435\u0448");
if ((shot.splashDamage == 0) || (shot.splashDamage == undefined)) {
return(undefined);
}
trace("!!!");
var _local4 = _root.bg.env;
var _local6 = _local4.depth++;
_local4.attachMovie("userSplash", "o" + _local6, 1000000 - _local6);
var _local3 = _local4["o" + _local6];
_local3.initArmor(1);
_local3.setMotion(0, 0);
var _local7 = {x:point.x, y:point.y};
_local4.globalToLocal(_local7);
_local3.moveTo(_local7.x, _local7.y);
_local3.initSplash(shot.splashDamage, shot.damageRadius, shot.splashDelay, true);
checkSplash(_local3);
if (_global.envS.debug != 1) {
_local3.spl._visible = false;
}
};
_global.makeBreef = function (done) {
if (done == true) {
if (this.mode == 1) {
while (this.currText < 3) {
if (this.currText == 1) {
var _local4 = this.breefText1;
var _local5 = _root.wnd.intro1;
}
if (this.currText == 2) {
var _local4 = this.breefText2;
var _local5 = _root.wnd.intro2;
}
while (this.step < _local4.length) {
do {
var str = _local4.charAt(++this.step);
} while (str == "\r");
if (str == "|") {
str = newline;
}
_local5.text = _local5.text + str;
}
this.currText++;
this.step = -1;
this.step2 = 0;
}
this.mode = 2;
}
} else if (this.mode == 1) {
if (this.currText == 1) {
var _local4 = this.breefText1;
var _local5 = _root.wnd.intro1;
}
if (this.currText == 2) {
var _local4 = this.breefText2;
var _local5 = _root.wnd.intro2;
}
if (this.step == undefined) {
this.step = -1;
}
if (this.step2 == undefined) {
this.step2 = 0;
}
this.step2++;
if (this.step2 >= this.delay) {
this.step2 = 0;
do {
var str = _local4.charAt(++this.step);
} while (str == "\r");
if (str == "|") {
str = newline;
}
_local5.text = _local5.text + str;
if (Math.random() < 0.5) {
_global.sound.play("type");
}
}
if (this.step >= _local4.length) {
if (this.currText == 1) {
this.currText = 2;
this.step = -1;
this.step2 = 0;
} else {
this.mode = 2;
}
}
}
};
_root.prebreefFunc = function () {
stop();
_global.levelNum++;
if (_global.levels["level_" + levelNum] != undefined) {
wnd.levelNum.text = _global.levelNum;
wnd.breefText1 = _global.levels["level_" + levelNum]["comment1_" + language_pre];
wnd.breefText2 = _global.levels["level_" + levelNum]["comment2_" + language_pre];
if ((wnd.breefText1 == undefined) || (wnd.breefText1 == "")) {
wnd.breefText1 = _global.levels["level_" + levelNum]["comment_" + language_pre];
}
if (wnd.breefText1 == undefined) {
wnd.breefText1 = "";
}
if (wnd.breefText2 == undefined) {
wnd.breefText2 = "";
}
wnd.currText = 1;
var _local3 = _global.levels["level_" + levelNum].typerDelay;
if (_local3 == undefined) {
_local3 = 0;
}
_root.wnd.delay = _local3;
_root.wnd.intro1.text = "";
_root.wnd.intro2.text = "";
_root.wnd.mode = 1;
_root.wnd.onEnterFrame = makeBreef;
}
_root.lbar.w1.gotoAndStop(1);
_root.lbar.w2.gotoAndStop(1);
_root.lbar.w3.gotoAndStop(1);
_root.lbar.weaponSelector.gotoAndStop(1);
_root.lbar.health._visible = (_root.lbar.shield._visible = (_root.lbar.weaponSelector._visible = false));
};
nextFrame();
Frame 7
stop();
_global.levelNum = 0;
Instance of Symbol 567 MovieClip "btn_sound" in Frame 7
onClipEvent (load) {
if (!sound.enable) {
gotoAndStop (2);
}
}
Frame 8
stop();
intro_text.htmlText = _global.envS["textZ_" + language_pre].intro;
Frame 9
prebreefFunc();
Frame 10
stop();
if (_global.levels["level_" + levelNum] != undefined) {
_global.allowToStart = true;
globalStart();
}
Symbol 985 MovieClip [__Packages.cannon] Frame 0
class cannon extends MovieClip
{
var myNum, parent, _x, _y, fires, gunZ, _rotation, localToGlobal;
function cannon () {
super();
var _local4 = myNum + 1;
var _local5 = parent.base["head" + _local4];
if ((_local5 == undefined) && (_local4 == 1)) {
_local5 = parent.base.head;
}
if (_local5 == undefined) {
_global.debug((("CANNOT FIND CANNON MOUNT POINT FOR TANK " + parent) + " CANNON N ") + _local4);
} else {
_x = _local5._x;
_y = _local5._y;
}
fires = new Array();
fireNum = 1;
_local4 = 0;
_local4++;
while (this["shoot" + _local4]) {
fires.push(this["shoot" + _local4]);
}
}
function initGun() {
gunZ = new Array();
currentGun = 0;
}
function addGun(t, mt, c, bt, bs, bd) {
gunZ.push(new weapon(this));
gunZ[gunZ.length - 1].init(t, mt, c, bt, bs, bd);
}
function bang(obj) {
return(gunZ[currentGun].bang(obj));
}
function makeBang(bt, bs, dm, obj, gunObj, angle) {
if (angle == undefined) {
angle = 0;
}
if (fires.length > 1) {
fireNum++;
}
if (fireNum > fires.length) {
fireNum = 1;
}
var _local8 = _root.bg.shots;
var _local10 = _local8.getNextHighestDepth();
var _local4 = _local8.attachMovie(bt, "s" + _local10, _local10);
var _local9 = ((_rotation - 90) + angle) + parent.gunHolder._rotation;
var _local7 = _local9 / _global.PI2;
_local4.setMotion(bs * Math.cos(_local7), bs * Math.sin(_local7));
_local4.inQueue(60);
_local4._rotation = _local9 - 90;
var _local6 = {x:fires[fireNum - 1]._x, y:fires[fireNum - 1]._y};
localToGlobal(_local6);
_local4._parent.globalToLocal(_local6);
_local4.moveTo(_local6.x, _local6.y);
_local4.damage = dm;
_local4.object = obj;
_local4.type = bt;
_local4.fireAngle = _local7;
if ((gunObj.splashDamage != 0) && (gunObj.splashDamage != undefined)) {
_local4.splashDamage = gunObj.splashDamage * (gunObj.nuke ? 2 : 1);
_local4.damageRadius = gunObj.damageRadius * (gunObj.nuke ? 2 : 1);
_local4.splashDelay = gunObj.splashDelay;
}
}
function changeGun(newWeapon) {
if (newWeapon == currentGun) {
return(true);
}
if (newWeapon >= gunZ.length) {
_global.debug(("Cannot change weapon to " + newWeapon) + ", not inited");
return(false);
}
_global.debug((("Changing weapon from " + currentGun) + " to ") + newWeapon);
currentGun = newWeapon;
return(true);
}
function initSplash(sd, dr, del) {
gunZ[gunZ.length - 1].initSplash(sd, dr, del);
}
var fireNum = 1;
var currentGun = 0;
}
Symbol 986 MovieClip [__Packages.checkedObject] Frame 0
class checkedObject extends MovieClip
{
var _x, _y, ticket, removeMovieClip, unloadMovie;
function checkedObject () {
super();
offsetTop = _global.envS.allOffset.top;
offsetBottom = _global.envS.allOffset.bottom;
offsetLeft = _global.envS.allOffset.left;
offsetRight = _global.envS.allOffset.right;
x = Math.round(_x);
y = Math.round(_y);
}
function check() {
if (((isNaN(x) || (!isFinite(x))) || (isNaN(y))) || (!isFinite(y))) {
kill();
}
if (y < ((-_root.bg.y) + offsetTop)) {
if (offReaction == "die") {
kill();
}
if (offReaction == "stand") {
y = (-_root.bg.y) + offsetTop;
}
}
if (y > (((-_root.bg.y) + 400) - offsetBottom)) {
if (offReaction == "die") {
kill();
}
if (offReaction == "stand") {
y = ((-_root.bg.y) + 400) - offsetBottom;
}
}
if (x < (0 + offsetLeft)) {
if (offReaction == "die") {
kill();
}
if (offReaction == "stand") {
x = 0 + offsetLeft;
}
}
if (x > (550 - offsetRight)) {
if (offReaction == "die") {
kill();
}
if (offReaction == "stand") {
x = 550 - offsetRight;
}
}
}
function inQueue(a) {
if (!init) {
if (a == undefined) {
a = 50;
}
ticket = _global.queue.addFunc(oEF, this, a);
init = true;
}
}
function outQueue() {
if (init) {
_global.queue.remove(ticket);
init = false;
}
}
function oEF() {
if (!init) {
return(undefined);
}
check();
}
function kill() {
outQueue();
if (!deathFromOutside) {
removeMovieClip();
unloadMovie();
}
}
var offsetTop = 0;
var offsetBottom = 0;
var offsetLeft = 0;
var offsetRight = 0;
var offReaction = "die";
var x = 0;
var y = 0;
var init = false;
var deathFromOutside = false;
var dieImmediatly = false;
}
Symbol 987 MovieClip [__Packages.movingObject] Frame 0
class movingObject extends checkedObject
{
var wayLinkage, way, attachMovie, x, y, check, _x, _y;
function movingObject () {
super();
}
function setMotion(a, b, xr, yr, r, f, sf, ef, wc, rbw) {
if (typeof(a) == "string") {
if (a == undefined) {
return(undefined);
}
wayLinkage = a;
if (b != undefined) {
wayRatio = b;
}
if (xr != undefined) {
xratio = xr;
}
if (yr != undefined) {
yratio = yr;
}
if (r != undefined) {
rotate = r / _global.PI2;
}
if (f != undefined) {
factor = f;
}
if (sf != undefined) {
startFrame = sf;
}
if (ef != undefined) {
endFrame = ef;
}
if (wc != undefined) {
wayCycle = wc;
}
if (rbw != undefined) {
rotatedByWay = ((rbw == 1) ? true : false);
}
way = attachMovie(wayLinkage, "way", 100);
firstStep = startFrame;
way.gotoAndStop(startFrame);
if (way != undefined) {
var _local3 = way.klop._x;
_local3 = _local3 * factor;
var _local4 = way.klop._y;
if (xratio != 100) {
_local3 = _local3 * (xratio / 100);
}
if (yratio != 100) {
_local4 = _local4 * (yratio / 100);
}
if (rotate != 0) {
var _local6 = Math.sqrt((_local3 * _local3) + (_local4 * _local4));
var _local8 = Math.atan2(_local4, _local3);
var _local11 = _local6 * Math.cos(rotate + _local8);
var _local10 = _local6 * Math.sin(rotate + _local8);
} else {
var _local11 = _local3;
var _local10 = _local4;
}
way._x = way._x - _local11;
way._y = way._y - _local10;
}
if (endFrame == -1) {
endFrame = way._totalframes;
}
if (endFrame < startFrame) {
var _local12 = startFrame;
startFrame = endFrame;
endFrame = _local12;
wayDir = -1;
}
way._xscale = factor * xratio;
way._yscale = yratio;
way._rotation = r;
if (_global.envS.debug != 1) {
way._visible = false;
}
wayMode = true;
} else {
if (a != undefined) {
speedX = a;
}
if (b != undefined) {
speedY = b;
}
wayMode = false;
}
initMove = true;
oEF();
}
function initWayMotion(mwo, sx, sy) {
movedWay = true;
movedWayOffset = mwo;
movedWayCount = 0;
movedWayXSpeed = sx;
movedWayYSpeed = sy;
}
function oEF() {
if (initMove) {
if (wayMode) {
var _local4 = way._currentframe + (wayDir * wayRatio);
if ((wayDir > 0) && (_local4 > endFrame)) {
wayPassed = true;
if (wayCycle == 1) {
_local4 = endFrame;
}
if (wayCycle == 2) {
wayDir = wayDir * -1;
_local4 = _local4 + (_local4 - endFrame);
}
if (wayCycle == 3) {
_local4 = startFrame + (_local4 - endFrame);
}
}
if ((wayDir < 0) && (_local4 < startFrame)) {
wayPassed = true;
if (wayCycle == 1) {
_local4 = startFrame;
}
if (wayCycle == 2) {
wayDir = wayDir * -1;
_local4 = startFrame + (startFrame - _local4);
}
if (wayCycle == 3) {
_local4 = endFrame - (startFrame - _local4);
}
}
var _local10 = way.klop._x;
var _local9 = way.klop._y;
way.gotoAndStop(_local4);
var _local5 = way.klop._x - _local10;
_local5 = _local5 * factor;
var _local7 = way.klop._y - _local9;
if (xratio != 100) {
_local5 = _local5 * (xratio / 100);
}
if (yratio != 100) {
_local7 = _local7 * (yratio / 100);
}
if (rotate != 0) {
var _local6 = Math.sqrt((_local5 * _local5) + (_local7 * _local7));
var _local8 = Math.atan2(_local7, _local5);
speedX = _local6 * Math.cos(rotate + _local8);
speedY = _local6 * Math.sin(rotate + _local8);
} else {
speedX = _local5;
speedY = _local7;
}
}
x = x + speedX;
y = y + speedY;
if (wayMode) {
way._x = way._x - speedX;
way._y = way._y - speedY;
}
}
if (movedWay) {
if ((++movedWayCount) > movedWayOffset) {
x = x + (-movedWayXSpeed);
speedX = speedX + (-movedWayXSpeed);
if ((movedWayYSpeed == 0) || (movedWayYSpeed == undefined)) {
var _local7 = -_root.bg.speedY;
} else {
var _local7 = -movedWayYSpeed;
}
y = y + _local7;
speedY = speedY + _local7;
}
}
super.oEF();
redraw();
}
function moveTo(a, b) {
x = a;
y = b;
check();
redraw();
}
function moveBy(a, b) {
x = x + a;
y = y + b;
check();
redraw();
}
function redraw() {
_x = Math.round(x);
_y = Math.round(y);
}
var initMove = false;
var speedX = 0;
var speedY = 0;
var wayMode = false;
var wayRatio = 1;
var rotatedByWay = true;
var xratio = 100;
var yratio = 100;
var rotate = 0;
var factor = 1;
var startFrame = 1;
var endFrame = -1;
var wayCycle = 1;
var wayDir = 1;
var firstStep = 1;
var movedWay = false;
var movedWayOffset = 0;
var movedWayCount = 0;
var movedWayXSpeed = 0;
var movedWayYSpeed = 0;
var wayPassed = false;
}
Symbol 988 MovieClip [__Packages.damagableObject] Frame 0
class damagableObject extends movingObject
{
var blinkObject, bar, createEmptyMovieClip, bar1, bar2, x;
function damagableObject () {
super();
if (_global.envS.debug == 1) {
initBar();
}
blinkObject = this;
}
function initArmor(a) {
startArmor = (armor = a);
}
function initFlags(ih, is, id) {
ignoreHit = ((ih == 1) ? true : false);
ignoreSplash = ((is == 1) ? true : false);
ignoreDirect = ((id == 1) ? true : false);
}
function initBar() {
bar = createEmptyMovieClip("bar", 3);
bar1 = bar.createEmptyMovieClip("bar1", 2);
bar.beginFill(16711680);
_global.drawRect(bar, -15, -2, 15, 2);
bar.endFill();
bar1.lineStyle(0, 0);
_global.drawRect(bar1, -15, -2, 15, 2);
bar._y = -20;
bar2 = bar.createEmptyMovieClip("bar2", 1);
bar2.beginFill(65280);
_global.drawRect(bar2, 0, -2, 30, 2);
bar2.endFill();
bar2._x = -15;
}
function changeArmor(delta) {
if (!live) {
return(undefined);
}
armor = armor + delta;
if (delta < 0) {
startBlink("hit");
}
if (armor > startArmor) {
armor = startArmor;
}
showArmor();
if (armor <= 0) {
armor = 0;
live = false;
showArmor();
destroy();
}
}
function showArmor() {
if (_global.envS.debug == 1) {
bar2._xscale = (100 * armor) / startArmor;
}
}
function destroy(flag) {
if (soundKills != "none") {
if ((soundKills == "") || (soundKills == undefined)) {
_global.sound.play(_global.envS.soundKills, x, flag);
} else {
var _local3 = soundKills.split(",");
if (_local3.length == 0) {
_local3 = [soundKills];
}
var _local4 = Math.floor(Math.random() * _local3.length);
_global.sound.play(_global.trim(_local3[_local4]), x, flag);
}
}
stopBlink();
if (_global.envS.debug == 1) {
bar._visible = false;
}
live = false;
}
function oEF() {
if (blinkFlag) {
var _local5 = Math.floor(blinkCounter / blinkStep);
blinkCounter++;
var _local4 = Math.floor(blinkCounter / blinkStep);
if (_local5 != _local4) {
var _local3 = {ra:100, ga:100, ba:100, aa:100, rb:0, gb:0, bb:0, ab:0};
if ((_local4 % 2) == 1) {
_local3.ra = (_local3.ga = (_local3.ba = 100 - blinkAmount));
_local3.rb = Math.round((blinkColorR * blinkAmount) / 100);
_local3.gb = Math.round((blinkColorG * blinkAmount) / 100);
_local3.bb = Math.round((blinkColorB * blinkAmount) / 100);
}
new Color(blinkObject).setTransform(_local3);
}
if (blinkCounter > ((2 * blinkStep) * blinkTimes)) {
blinkFlag = false;
}
}
super.oEF();
}
function startBlink(col) {
blinkColor = _global.envS.blinks[col].color;
blinkColorR = parseInt(blinkColor.substr(1, 2), 16);
blinkColorG = parseInt(blinkColor.substr(3, 2), 16);
blinkColorB = parseInt(blinkColor.substr(5, 2), 16);
blinkAmount = _global.envS.blinks[col].amount;
blinkTimes = _global.envS.blinks[col].times;
blinkStep = _global.envS.blinks[col].step;
blinkCounter = 0;
blinkFlag = true;
}
function stopBlink() {
if (blinkFlag) {
var _local2 = {ra:100, ga:100, ba:100, aa:100, rb:0, gb:0, bb:0, ab:0};
new Color(blinkObject).setTransform(_local2);
blinkFlag = false;
}
}
var live = true;
var armor = 0;
var startArmor = 0;
var blinkColor = "#000000";
var blinkColorR = 0;
var blinkColorG = 0;
var blinkColorB = 0;
var blinkAmount = 0;
var blinkTimes = 0;
var blinkCounter = 0;
var blinkFlag = false;
var blinkStep = 0;
var directDamage = 0;
var soundKills = "";
var ignoreHit = false;
var ignoreSplash = false;
var ignoreDirect = false;
var notCount = 0;
}
Symbol 989 MovieClip [__Packages.tankClass] Frame 0
class tankClass extends damagableObject
{
var live, base, attachMovie, body, hitBody, _parent, gunHolder, _name, getDepth, _x, _y, cannons, blinkObject, target, initArmor, x, y, speedX, speedY, baseRotation, rotatedByWay, _ymouse, _xmouse, dieImmediatly, deathFromOutside, initMove;
function tankClass () {
super();
}
function initTank(a, b, c, ar, wb, bb) {
if (!live) {
return(undefined);
}
if (bb === 1) {
bossBarFlag = true;
}
if (bossBarFlag) {
_root.bossBar._visible = true;
_root.bossBar._alpha = 0;
_root.bossBar.onEnterFrame = _global.alphaIn;
}
base = attachMovie(a, "base", 1);
body = base.body;
hitBody = base.hitBody;
if (hitBody == undefined) {
hitBody = base.body;
}
body._visible = false;
hitBody._visible = false;
if (_parent._parent.enemyMC2 == undefined) {
gunHolder = this;
} else {
_parent._parent.enemyMC2.createEmptyMovieClip(_name + "_gun", getDepth());
gunHolder = _parent._parent.enemyMC2[_name + "_gun"];
}
base._rotation = _global.envS.defaultRotation;
gunHolder._x = _x;
gunHolder._y = _y;
cannons = new Array();
var _local5 = b.split(",");
if (_local5 == undefined) {
_local5 = new Array();
_local5.push(b);
}
var _local4 = 0;
while (_local4 < _local5.length) {
_local5[_local4] = _global.trim(_local5[_local4]);
cannons[_local4] = gunHolder.attachMovie(_local5[_local4], "gun" + _local4, _local4 + 2, {parent:this, myNum:_local4});
_local4++;
}
if (wb == 1) {
withoutBaseFlag = true;
}
if (withoutBaseFlag) {
blinkObject = gunHolder;
}
target = c;
rotateGun();
rotateBase();
initArmor(ar);
}
function initGun(t, mt, c, bt, bs, bd) {
if (!live) {
return(undefined);
}
var _local4 = t.split(",");
if (_local4 == undefined) {
_local4 = new Array();
_local4.push(t);
}
var _local5 = mt.split(",");
if (_local5 == undefined) {
_local5 = new Array();
_local5.push(mt);
}
var _local8 = c.split(",");
if (_local8 == undefined) {
_local8 = new Array();
_local8.push(c);
}
var _local6 = bt.split(",");
if (_local6 == undefined) {
_local6 = new Array();
_local6.push(bt);
}
var _local9 = bs.split(",");
if (_local9 == undefined) {
_local9 = new Array();
_local9.push(bs);
}
var _local7 = bd.split(",");
if (_local7 == undefined) {
_local7 = new Array();
_local7.push(bd);
}
var _local3 = 0;
while (_local3 < _local4.length) {
cannons[_local3].initGun();
cannons[_local3].addGun(_global.trim(_local4[_local3]), _global.trim(_local5[_local3]), _global.trim(_local8[_local3]), _global.trim(_local6[_local3]), _global.trim(_local9[_local3]), _global.trim(_local7[_local3]));
_local3++;
}
}
function addGun(t, mt, c, bt, bs, bd) {
if (!live) {
return(undefined);
}
var _local4 = t.split(",");
if (_local4 == undefined) {
_local4 = new Array();
_local4.push(t);
}
var _local5 = mt.split(",");
if (_local5 == undefined) {
_local5 = new Array();
_local5.push(mt);
}
var _local8 = c.split(",");
if (_local8 == undefined) {
_local8 = new Array();
_local8.push(c);
}
var _local6 = bt.split(",");
if (_local6 == undefined) {
_local6 = new Array();
_local6.push(bt);
}
var _local9 = bs.split(",");
if (_local9 == undefined) {
_local9 = new Array();
_local9.push(bs);
}
var _local7 = bd.split(",");
if (_local7 == undefined) {
_local7 = new Array();
_local7.push(bd);
}
var _local3 = 0;
while (_local3 < _local4.length) {
cannons[_local3].addGun(_global.trim(_local4[_local3]), _global.trim(_local5[_local3]), _global.trim(_local8[_local3]), _global.trim(_local6[_local3]), _global.trim(_local9[_local3]), _global.trim(_local7[_local3]));
_local3++;
}
}
function oEF() {
var _local5 = x;
var _local4 = y;
super.oEF();
if ((x == _local5) && (y == _local4)) {
var _local3 = 0;
while (_local3 < cannons.length) {
cannons[_local3].stop();
_local3++;
}
base.baseAnim.stop();
} else {
var _local3 = 0;
while (_local3 < cannons.length) {
cannons[_local3].play();
_local3++;
}
base.baseAnim.play();
}
gunHolder._x = _x;
gunHolder._y = _y;
rotateBase();
rotateGun();
}
function rotateBase() {
if (!((speedX == 0) && (speedY == 0))) {
baseRotation = (Math.atan2(speedY, speedX) * _global.PI2) + 90;
if (rotatedByWay) {
base._rotation = baseRotation;
}
gunHolder._rotation = base._rotation;
}
}
function rotateGun() {
if (target == undefined) {
var _local3 = 0;
while (_local3 < cannons.length) {
cannons[_local3]._rotation = (Math.atan2(_ymouse - cannons[_local3]._y, _xmouse - cannons[_local3]._x) * _global.PI2) + 90;
_local3++;
}
} else {
var _local5 = {x:target._x, y:target._y};
}
target._parent.localToGlobal(_local5);
var _local3 = 0;
while (_local3 < cannons.length) {
var _local4 = {x:cannons[_local3]._x, y:cannons[_local3]._y};
gunHolder.localToGlobal(_local4);
cannons[_local3]._rotation = ((Math.atan2(_local5.y - _local4.y, _local5.x - _local4.x) * _global.PI2) - gunHolder._rotation) + 90;
_local3++;
}
}
function bang(obj) {
if (!live) {
return(false);
}
var _local3 = false;
var _local2 = 0;
while (_local2 < cannons.length) {
_local3 = _local3 || (cannons[_local2].bang(obj));
_local2++;
}
return(_local3);
}
function destroy(flag) {
var _local9 = _root.bg.fx;
var _local8 = 1;
var _local7 = _local9.getNextHighestDepth();
var _local10 = base;
if (_local10.ex1 == undefined) {
_local10 = cannons[0];
}
while (_local10["ex" + _local8] != undefined) {
var _local6 = _local10["ex" + _local8];
_local9.attachMovie("explode", "fx" + _local7, _local7);
var _local5 = _local9["fx" + _local7];
_local5._rotation = ((_local6._rotation == 0) ? (Math.random() * 360) : (_local6._rotation));
_local5._x = x - _local6._x;
_local5._y = y - _local6._y;
_local5._xscale = (_local5._yscale = _local6._xscale * 10);
if (_local6.delay != undefined) {
_local5.gotoAndStop(1);
_local5.maxDelay = _local6.delay;
_local5.onEnterFrame = _global.explodePause;
} else {
_local5.gotoAndPlay(2);
}
_local7++;
_local8++;
}
if ((_local8 > 2) && (dieImmediatly == 0)) {
_local5.destroyer = true;
_local5.destroyTarget = this;
deathFromOutside = true;
}
super.destroy(flag);
kill();
}
function kill() {
if (bossBarFlag) {
_root.bossBar.step = 0;
_root.bossBar.maxStep = 30;
_root.bossBar._alpha = 100;
_root.bossBar.onEnterFrame = _global.alphaOut;
}
if (!deathFromOutside) {
if (gunHolder != this) {
var _local6 = cannons[0]._currentframe;
var _local5 = 0;
while (_local5 < cannons.length) {
cannons[_local5].gotoAndPlay("die");
_local5++;
}
if ((cannons[0]._currentframe == 1) || (cannons[0]._currentframe == _local6)) {
gunHolder.removeMovieClip();
}
super.kill();
} else {
initMove = false;
var _local5 = 0;
while (_local5 < cannons.length) {
cannons[_local5].gotoAndPlay("die");
_local5++;
}
}
}
}
function changeGun(newWeapon) {
cannons[0].changeGun(newWeapon);
}
function changeArmor(delta) {
super.changeArmor(delta);
if (bossBarFlag) {
_root.bossBar.bar._xscale = (100 * armor) / startArmor;
}
}
var armor = 0;
var startArmor = 0;
var thereCanBeOnlyOne = 0;
var withoutBaseFlag = false;
var bossBarFlag = false;
}
Symbol 990 MovieClip [__Packages.weapon] Frame 0
class weapon
{
var myObj, bulletSpeed;
function weapon (target) {
myObj = target;
empty = true;
}
function initSplash(sd, dr, del) {
trace("setting splash " + sd);
splashDamage = sd;
damageRadius = dr;
splashDelay = del;
}
function init(t, mt, c, bt, bs, bd) {
if (bt == undefined) {
return(undefined);
}
empty = false;
startReloadTime = (reloadTime = t);
startReloadMicroTime = (reloadMicroTime = mt);
clip = c;
if (bt != undefined) {
bulletType = bt;
}
if (bs != undefined) {
bulletSpeed = bs;
}
damage = bd;
reload = true;
bangTime = _global.clock;
}
function bang(obj) {
if (empty) {
return(false);
}
if ((reloadMicroTime == reloadTime) && (reloadTime == 0)) {
return(false);
}
if ((!reload) && ((_global.clock - bangTime) < reloadMicroTime)) {
return(false);
}
if (reload && ((_global.clock - bangTime) < reloadTime)) {
return(false);
}
if (reload) {
reload = false;
shootCount = 0;
}
shootCount++;
_global.sound.play("s_" + bulletType, myObj.parent._x);
if (shootCount == clip) {
reload = true;
}
bangTime = _global.clock;
var _local3 = damage * (doubleDamage ? 2 : 1);
myObj.makeBang(bulletType, bulletSpeed, _local3, obj, this);
if (triple) {
myObj.makeBang(bulletType, bulletSpeed, _local3, obj, this, -_global.envS.tripleFireAngle);
myObj.makeBang(bulletType, bulletSpeed, _local3, obj, this, _global.envS.tripleFireAngle);
}
return(true);
}
var empty = true;
var bulletType = "gunshot";
var reloadTime = 0;
var startReloadTime = 0;
var reloadMicroTime = 0;
var startReloadMicroTime = 0;
var clip = 0;
var reload = false;
var triple = false;
var doubleDamage = false;
var doubleSpeed = false;
var shootCount = 0;
var bangTime = 0;
var damage = 0;
var splashDamage = 0;
var damageRadius = 0;
var splashDelay = 0;
var nuke = false;
}
Symbol 991 MovieClip [__Packages.playerClass] Frame 0
class playerClass extends tankClass
{
var offsetTop, offsetBottom, offsetLeft, offsetRight, offReaction, startBaseSpeedX, baseSpeedX, startBaseSpeedY, baseSpeedY, cannons, bar, startArmor, init, initMove, x, speedX, speedY, moveBy, playerBaseRotation, rotatedByWay, base, y, armor, startBlink, live;
function playerClass () {
super();
offsetTop = _global.envS.playerOffset.top;
offsetBottom = _global.envS.playerOffset.bottom;
offsetLeft = _global.envS.playerOffset.left;
offsetRight = _global.envS.playerOffset.right;
offReaction = "stand";
oldTab = Key.isToggled(9);
}
function setMotion(a, b) {
super.setMotion(a, b);
startBaseSpeedX = (baseSpeedX = a);
startBaseSpeedY = (baseSpeedY = b);
}
function initTank(a, b, c, ar, wb, sh, msh, mar) {
shield = sh;
maxShield = msh;
super.initTank(a, b, c, ar, wb);
var _local4 = 0;
while (_local4 < cannons.length) {
cannons[_local4]._y = cannons[_local4]._y * -1;
_local4++;
}
if (_global.envS.debug == 1) {
bar._y = 20;
}
startArmor = Math.max(mar, ar);
showArmor();
}
function oEF() {
if (!(init && (initMove))) {
return(undefined);
}
var _local10 = cannons[0].currentGun;
if ((Key.isDown(49) || (Key.isDown(90))) || (Key.isDown(46))) {
if (cannons[0].changeGun(0)) {
_root.lbar.weaponSelector.gotoAndStop(1);
if (cannons[0].currentGun != _local10) {
_global.sound.play("changeWeapon", x, true);
}
}
}
if ((Key.isDown(50) || (Key.isDown(88))) || (Key.isDown(35))) {
if (cannons[0].changeGun(1)) {
_root.lbar.weaponSelector.gotoAndStop(2);
if (cannons[0].currentGun != _local10) {
_global.sound.play("changeWeapon", x, true);
}
}
}
if ((Key.isDown(51) || (Key.isDown(67))) || (Key.isDown(34))) {
if (cannons[0].changeGun(2)) {
_root.lbar.weaponSelector.gotoAndStop(3);
if (cannons[0].currentGun != _local10) {
_global.sound.play("changeWeapon", x, true);
}
}
}
if (Key.isDown(9) && (oldTab != Key.isToggled(9))) {
var _local9 = cannons[0].currentGun + 1;
if (_local9 >= cannons[0].gunZ.length) {
_local9 = 0;
}
if (cannons[0].changeGun(_local9)) {
_root.lbar.weaponSelector.gotoAndStop(_local9 + 1);
}
oldTab = Key.isToggled(9);
}
playerDx = 0;
if (Key.isDown(37) || (Key.isDown(65))) {
playerDx = -1;
}
if (Key.isDown(39) || (Key.isDown(68))) {
playerDx = 1;
}
if ((Key.isDown(37) || (Key.isDown(65))) && (Key.isDown(39) || (Key.isDown(68)))) {
playerDx = 0;
}
playerDy = 0;
if (Key.isDown(38) || (Key.isDown(87))) {
playerDy = -1;
}
if (Key.isDown(40) || (Key.isDown(83))) {
playerDy = 1;
}
if ((Key.isDown(38) || (Key.isDown(87))) && (Key.isDown(40) || (Key.isDown(83)))) {
playerDy = 0;
}
speedX = (speedY = 0);
if (playerDx != 0) {
speedX = playerDx * baseSpeedX;
}
if (playerDy != 0) {
speedY = playerDy * baseSpeedY;
}
if (recoilTimer < _global.playerS.recoilLength) {
recoilTimer++;
var _local12 = recoilAngle / _global.PI2;
var _local11 = _global.playerS.recoil * Math.cos((Math.PI * recoilTimer) / ((2 * _global.playerS.recoilLength) + 1));
moveBy((_local11 * Math.cos(_local12)) / recoilTimer, (_local11 * Math.sin(_local12)) / recoilTimer);
}
super.oEF();
if ((playerDx != 0) || (playerDy != 0)) {
if (playerDy == -1) {
if (playerDx == 1) {
playerBaseRotation = 45;
}
if (playerDx == -1) {
playerBaseRotation = -45;
}
if (playerDx == 0) {
playerBaseRotation = 0;
}
} else if (playerDy == 1) {
if (playerDx == 1) {
playerBaseRotation = 135;
}
if (playerDx == -1) {
playerBaseRotation = -135;
}
if (playerDx == 0) {
playerBaseRotation = 180;
}
} else if (playerDy == 0) {
if (playerDx == 1) {
playerBaseRotation = 90;
}
if (playerDx == -1) {
playerBaseRotation = -90;
}
}
}
if (rotatedByWay) {
base._rotation = playerBaseRotation;
}
var _local7 = 0;
while (_local7 < cannons[0].gunZ.length) {
var _local5 = cannons[0].gunZ[_local7];
if (_local5.reload) {
var _local6 = 100 * ((_global.clock - _local5.bangTime) / _local5.reloadTime);
} else {
var _local6 = 100 * ((_global.clock - _local5.bangTime) / _local5.reloadMicroTime);
}
if (_local6 > 100) {
var _local6 = 100;
}
var _local8 = _root.lbar["w" + _local7].ico;
if ((_local6 < 100) || (_local8._currentframe <= 50)) {
_local8.gotoAndPlay(Math.ceil(_local6 / 2));
}
_local7++;
}
}
function check() {
super.check();
if (y == (((-_root.bg.y) + 400) - offsetBottom)) {
if ((playerDx == 0) && (playerDy == 0)) {
playerBaseRotation = 0;
}
}
}
function initGun(t, mt, c, bt, bs, bd, sd, dr, del) {
super.initGun(t, mt, c, bt, bs, bd);
if ((sd != undefined) && (sd != 0)) {
var _local6 = sd.split(",");
if (_local6 == undefined) {
_local6 = new Array();
_local6.push(sd);
}
var _local4 = dr.split(",");
if (_local4 == undefined) {
_local4 = new Array();
_local4.push(dr);
}
var _local5 = del.split(",");
if (_local5 == undefined) {
_local5 = new Array();
_local5.push(del);
}
var _local3 = 0;
while (_local3 < cannons.length) {
cannons[_local3].initSplash(_local6[_local3], _local4[_local3], _local5[_local3]);
_local3++;
}
}
showWeapon(cannons[0].gunZ.length - 1);
}
function addGun(t, mt, c, bt, bs, bd, sd, dr, del) {
super.addGun(t, mt, c, bt, bs, bd);
if ((sd != undefined) && (sd != 0)) {
var _local6 = sd.split(",");
if (_local6 == undefined) {
_local6 = new Array();
_local6.push(sd);
}
var _local4 = dr.split(",");
if (_local4 == undefined) {
_local4 = new Array();
_local4.push(dr);
}
var _local5 = del.split(",");
if (_local5 == undefined) {
_local5 = new Array();
_local5.push(del);
}
var _local3 = 0;
while (_local3 < cannons.length) {
cannons[_local3].initSplash(_local6[_local3], _local4[_local3], _local5[_local3]);
_local3++;
}
}
showWeapon(cannons[0].gunZ.length - 1);
}
function showWeapon(n) {
var _local3 = cannons[0].gunZ[n];
_root.lbar["w" + n].gotoAndStop((("on" + (_local3.doubleDamage ? "dbl" : "")) + (_local3.nuke ? "nuke" : "")) + (_local3.triple ? "tri" : ""));
}
function onMouseDown() {
if (_global.gameInProcess) {
if (_root._xmouse > 70) {
if (bang(1)) {
recoilAngle = (cannons[0]._rotation + cannons[0]._parent._rotation) + 90;
recoilTimer = 0;
_global.rezults.shots++;
}
}
}
}
function bang(obj) {
var _local3 = super.bang(obj);
if ((_local3 && (cannons[0].currentGun == 1)) && (cannons[0].gunZ[1].nuke)) {
cannons[0].gunZ[1].nuke = false;
cannons[0].gunZ[1].bulletType = "rocket";
showWeapon(1);
}
return(_local3);
}
function showArmor() {
super.showArmor();
var _local4 = 16 - Math.ceil(armor / (startArmor / 15));
if (_local4 > _root.lbar.health._totalframes) {
_local4 = _root.lbar.health._totalframes;
}
_root.lbar.health.gotoAndStop(_local4);
_local4 = 16 - Math.ceil(shield / (maxShield / 15));
if (_local4 > _root.lbar.shield._totalframes) {
_local4 = _root.lbar.shield._totalframes;
}
_root.lbar.shield.gotoAndStop(_local4);
}
function changeShield(delta) {
shield = shield + delta;
if (shield > maxShield) {
shield = maxShield;
}
if (shield < 0) {
shield = 0;
}
if (delta > 0) {
startBlink("shield");
}
}
function changeArmor(delta) {
if (!live) {
return(undefined);
}
if (delta < 0) {
var _local3 = Math.ceil(delta / 2);
if ((-_local3) > shield) {
_local3 = -shield;
}
var _local4 = delta - _local3;
changeShield(_local3);
} else {
var _local3 = 0;
var _local4 = delta;
}
super.changeArmor(_local4);
}
function destroy() {
_global.gameOver = true;
super.destroy(true);
}
function applyBonus(type) {
startBlink("takebonus");
switch (type) {
case "doping" :
_global.sound.play("doping", x, true);
var _local4 = 0;
while (_local4 < cannons.length) {
var _local3 = 0;
while (_local3 < cannons[_local4].gunZ.length) {
cannons[_local4].gunZ[_local3].reloadTime = cannons[_local4].gunZ[_local3].startReloadTime / 2;
cannons[_local4].gunZ[_local3].reloadMicroTime = cannons[_local4].gunZ[_local3].startReloadMicroTime / 2;
_local3++;
}
_local4++;
}
baseSpeedX = startBaseSpeedX * 2;
baseSpeedY = startBaseSpeedY * 2;
break;
case "miniHealth" :
_global.sound.play("health1", x, true);
changeArmor(startArmor / 4);
showArmor();
break;
case "fullHealth" :
_global.sound.play("health2", x, true);
changeArmor(startArmor);
showArmor();
break;
case "miniShield" :
_global.sound.play("shield", x, true);
changeShield(maxShield / 4);
showArmor();
break;
case "fullShield" :
_global.sound.play("shield", x, true);
changeShield(maxShield);
showArmor();
break;
case "prism" :
_global.sound.play("upgradeWeapon", x);
cannons[0].gunZ[2].triple = true;
showWeapon(2);
break;
case "lense" :
_global.sound.play("upgradeWeapon", x);
cannons[0].gunZ[2].doubleDamage = true;
cannons[0].gunZ[2].bulletType = "lazer2";
showWeapon(2);
break;
case "doubleDmg" :
_global.sound.play("upgradeWeapon", x);
cannons[0].gunZ[0].doubleDamage = true;
cannons[0].gunZ[0].bulletType = "minigunshot2";
showWeapon(0);
break;
case "nuclearRocket" :
_global.sound.play("upgradeWeapon", x);
cannons[0].gunZ[1].nuke = true;
cannons[0].gunZ[1].bulletType = "rocket2";
showWeapon(1);
}
}
var playerDx = 0;
var playerDy = 0;
var shield = 0;
var maxShield = 0;
var recoilTimer = 10;
var recoilAngle = 0;
var oldTab = false;
}
Symbol 992 MovieClip [__Packages.enemyClass] Frame 0
class enemyClass extends tankClass
{
var offsetTop, offsetBottom, offsetLeft, offsetRight, wayPassed, bang, armor;
function enemyClass () {
super();
_global.enemyObjects.push(this);
offsetTop = _global.envS.enemyOffset.top;
offsetBottom = _global.envS.enemyOffset.bottom;
offsetLeft = _global.envS.enemyOffset.left;
offsetRight = _global.envS.enemyOffset.right;
}
function initGun(t, mt, c, bt, bs, bd, ai) {
super.initGun(t, mt, c, bt, bs, bd);
if (ai != undefined) {
this.ai = ai;
}
}
function oEF() {
super.oEF();
if (wayPassed) {
ai = 0;
}
if (ai == 0) {
bang(0);
}
}
function kill() {
if (armor <= 0) {
_global.rezults.killed++;
} else {
_global.rezults.survived++;
}
var _local4 = 0;
while (_local4 < _global.enemyObjects.length) {
if (_global.enemyObjects[_local4] == this) {
_global.enemyObjects.splice(_local4, 1);
break;
}
_local4++;
}
super.kill();
}
var ai = 0;
}
Symbol 993 MovieClip [__Packages.bulletClass] Frame 0
class bulletClass extends movingObject
{
var offsetTop, offsetBottom, offsetLeft, offsetRight, y, x;
function bulletClass () {
super();
_global.bulletObjects.push(this);
offsetTop = _global.envS.bulletOffset.top;
offsetBottom = _global.envS.bulletOffset.bottom;
offsetLeft = _global.envS.bulletOffset.left;
offsetRight = _global.envS.bulletOffset.right;
}
function set damage(d) {
if (d >= 0) {
__damage = d;
}
//return(damage);
}
function get damage() {
return(__damage);
}
function check() {
super.check();
if (y < ((-_root.bg.y) + offsetTop)) {
kill();
}
if (y > (((-_root.bg.y) + 400) - offsetBottom)) {
kill();
}
if (x < (0 + offsetLeft)) {
kill();
}
if (x > (550 - offsetRight)) {
kill();
}
}
function removeFromArray() {
var _local3 = 0;
while (_local3 < _global.bulletObjects.length) {
if (_global.bulletObjects[_local3] == this) {
_global.bulletObjects.splice(_local3, 1);
break;
}
_local3++;
}
}
function kill() {
removeFromArray();
super.kill();
}
function oEF() {
super.oEF();
}
var __damage = 0;
}
Symbol 994 MovieClip [__Packages.queue] Frame 0
class queue extends MovieClip
{
function queue () {
super();
actions = new Array();
newActions = new Array();
_global.queue = this;
}
function addFunc(func, obj, priority) {
ticket++;
if (priority == undefined) {
priority = 50;
}
newActions.push({func:func, obj:obj, pr:priority, ticket:ticket});
sync = false;
return(ticket);
}
function remove(t) {
var _local2 = 0;
while (_local2 < actions.length) {
if (actions[_local2].ticket == t) {
actions.splice(_local2, 1);
return(true);
}
_local2++;
}
_local2 = 0;
while (_local2 < newActions.length) {
if (newActions[_local2].ticket == t) {
newActions.splice(_local2, 1);
return(true);
}
_local2++;
}
trace((("*****************NOT removed\t" + t) + "\t") + actions.length);
return(false);
}
function clear() {
delete actions;
delete newActions;
actions = new Array();
newActions = new Array();
ticket = 0;
sync = true;
}
function onEnterFrame() {
if (_global.gameInProcess) {
if (!sync) {
while (newActions.length > 0) {
actions.push(newActions.pop());
}
actions.sortOn("pr", Array.NUMERIC);
sync = true;
}
var _local3 = 0;
while (_local3 < actions.length) {
var _local4 = actions.length;
actions[_local3].func.call(actions[_local3].obj);
if (actions.length != _local4) {
_local3--;
}
_local3++;
}
}
}
var actions = new Array();
var newActions = new Array();
var ticket = 0;
var sync = true;
}
Symbol 995 MovieClip [__Packages.splashedObject] Frame 0
class splashedObject extends damagableObject
{
var hitBody, body, spl, splashDamage, damageRadius, splashDelay, _xscale, _yscale, gotoAndPlay, x, y, armor, notCount;
function splashedObject () {
super();
_global.staticObjects.push(this);
if (hitBody == undefined) {
hitBody = body;
}
body._visible = false;
hitBody._visible = false;
if (_global.envS.debug != 1) {
spl._visible = false;
}
}
function initSplash(sd, dr, delay, flag) {
if (flag == undefined) {
flag = false;
}
splashDamage = sd;
damageRadius = dr;
splashDelay = delay;
if (!flag) {
spl._xscale = (spl._yscale = dr);
} else {
_xscale = (_yscale = dr);
}
}
function destroy() {
_global.debug("\u0411\u0410\u0428\u041D\u042F \u0413\u0418\u0411\u041D\u0415\u0422!");
super.destroy();
gotoAndPlay("destroy");
var _local9 = 1;
var _local10 = _root.bg.fx;
while (this["p" + _local9] != undefined) {
var _local6 = this["p" + _local9];
var _local8 = _local10.getNextHighestDepth();
_local10.attachMovie("explode", "fx" + _local8, _local8);
var _local5 = _local10["fx" + _local8];
_local5._rotation = _local6._rotation;
_local5._xscale = _local6._xscale;
_local5._yscale = _local6._yscale;
_local5._x = x + _local6._x;
_local5._y = y + _local6._y;
_local9++;
}
var _local7 = 0;
while (_local7 < _global.staticObjects.length) {
if (_global.staticObjects[_local7] == this) {
_global.staticObjects.splice(_local7, 1);
break;
}
_local7++;
}
}
function kill() {
if (armor <= 0) {
if (notCount != 1) {
_global.rezults.items++;
}
}
var _local4 = 0;
while (_local4 < _global.staticObjects.length) {
if (_global.staticObjects[_local4] == this) {
_global.staticObjects.splice(_local4, 1);
break;
}
_local4++;
}
super.kill();
}
}
Symbol 996 MovieClip [__Packages.autoExplode] Frame 0
class autoExplode extends splashedObject
{
var explodeTimer, changeArmor, kill;
function autoExplode () {
super();
}
function oEF() {
super.oEF();
if ((explodeTimer == undefined) || (isNaN(explodeTimer))) {
return(undefined);
}
explodeTimer--;
if (explodeTimer <= 0) {
_global.checkSplash(this);
changeArmor(-100000);
kill();
}
}
}
Symbol 997 MovieClip [__Packages.soundCollector] Frame 0
class soundCollector extends MovieClip
{
var col, getNextHighestDepth, createEmptyMovieClip;
function soundCollector () {
super();
col = new Array();
var _local8 = 0;
while (_local8 < arrayLength) {
var _local5 = getNextHighestDepth();
var _local6 = createEmptyMovieClip("mc_" + _local5, _local5);
var _local4 = new Sound(_local6);
_local4.onSoundComplete = scomplete;
var _local7 = {mc:_local6, snd:_local4, free:true, cont:false, pri:false};
_local4.link = _local7;
col.push(_local7);
_local8++;
}
_global.sound = this;
}
function set width(w) {
if (w >= 0) {
__width = w;
}
//return(width);
}
function get width() {
return(__width);
}
function set volume(v) {
if (v >= 0) {
__volume = v;
}
//return(volume);
}
function get volume() {
return(__volume);
}
function set enable(e) {
__enable = e;
if (!__enable) {
var _local2 = 0;
while (_local2 < arrayLength) {
col[_local2].snd.stop();
_local2++;
}
}
//return(enable);
}
function get enable() {
return(__enable);
}
function play(linkage, xpos, priority, num, volume) {
if (!__enable) {
return(undefined);
}
if (priority == undefined) {
priority = false;
}
if (num == undefined) {
num = 1;
}
if (num == -1) {
num = 1000000000 /* 0x3B9ACA00 */;
}
var _local12 = false;
var _local6 = -1;
var _local5 = 0;
var _local7 = -1;
var _local3 = 0;
while (_local3 < arrayLength) {
if (col[_local3].free) {
_local6 = _local3;
break;
}
if (!col[_local3].pri) {
var _local4 = col[_local3].snd.position / col[_local3].snd.duration;
if (_local4 > _local5) {
_local5 = _local4;
_local7 = _local3;
}
}
_local3++;
}
if (_local6 == -1) {
if (priority) {
_global.debug(((((("Sound collector: all slots busy, using slot " + _local7) + " (") + col[_local7].linkage) + ": ") + (col[_local7].snd.position / col[_local7].snd.duration)) + ")");
_local6 = _local7;
col[_local6].snd.stop();
} else {
_global.debug("Sound collector: all slots busy, this sound skipping because of their low priority");
}
}
if (_local6 != -1) {
var _local8 = col[_local6];
_local8.snd.attachSound(linkage);
_local8.snd.setVolume(this.volume);
_local8.target = undefined;
if (xpos != undefined) {
if (typeof(xpos) == "number") {
_local8.snd.setPan(calcPan(xpos));
}
if (typeof(xpos) == "movieclip") {
_local8.target = xpos;
}
} else {
_local8.snd.setPan(0);
}
_local8.snd.start(0, num);
_local8.free = false;
_local8.linkage = linkage;
_local8.pri = priority;
}
}
function stop(linkage) {
var _local2 = 0;
while (_local2 < arrayLength) {
if (col[_local2].linkage == linkage) {
col[_local2].snd.stop();
col[_local2].free = true;
}
_local2++;
}
}
function scomplete() {
var _local2 = this;
_local2.link.free = true;
}
function oEF() {
var _local2 = 0;
while (_local2 < arrayLength) {
if (col[_local2].target != undefined) {
col[_local2].snd.setPan(calcPan(col[_local2].target._x));
}
_local2++;
}
}
function calcPan(xpos) {
return((((100 * xpos) / __width) * 2) - 100);
}
var arrayLength = 8;
var __volume = 100;
var __width = 100;
var __enable = true;
}
Symbol 998 MovieClip [__Packages.bgClass] Frame 0
class bgClass extends movingObject
{
var _y, bg1, bg2;
function bgClass () {
super();
}
function check() {
if ((bg1._y + _y) > 400) {
bg1._y = bg1._y - 2400;
}
if ((bg2._y + _y) > 400) {
bg2._y = bg2._y - 2400;
}
}
function oEF() {
super.oEF();
}
}
Symbol 67 MovieClip [explode] Frame 25
stop();
this.removeMovieClip();
Symbol 71 MovieClip Frame 1
_visible = false;
Symbol 79 MovieClip Frame 1
stop();
Symbol 132 MovieClip [player_gun] Frame 1
#initclip 56
Object.registerClass("player_gun", cannon);
#endinitclip
Symbol 132 MovieClip [player_gun] Frame 17
gotoAndPlay (1);
Instance of Symbol 72 MovieClip in Symbol 132 MovieClip [player_gun] Frame 37
onClipEvent (load) {
_parent.stop();
ts = getTimer();
}
onClipEvent (enterFrame) {
if ((getTimer() - ts) > 2000) {
_parent._parent._alpha = _parent._parent._alpha - 5;
if (_parent._parent._alpha <= 0) {
_parent._parent.removeMovieClip();
}
}
}
Instance of Symbol 71 MovieClip "ex2" in Symbol 138 MovieClip [base_heavy] Frame 1
onClipEvent (load) {
delay = 4;
}
Instance of Symbol 71 MovieClip "ex3" in Symbol 138 MovieClip [base_heavy] Frame 1
onClipEvent (load) {
delay = 9;
}
Symbol 142 MovieClip [m_gun] Frame 1
#initclip 15
Object.registerClass("m_gun", cannon);
#endinitclip
Instance of Symbol 71 MovieClip "ex2" in Symbol 156 MovieClip [base] Frame 1
onClipEvent (load) {
delay = 4;
}
Symbol 160 MovieClip [d_laser] Frame 1
#initclip 16
Object.registerClass("d_laser", cannon);
#endinitclip
Symbol 164 MovieClip [t_laser] Frame 1
#initclip 17
Object.registerClass("t_laser", cannon);
#endinitclip
Symbol 168 MovieClip [soldier] Frame 1
#initclip 18
Object.registerClass("soldier", cannon);
#endinitclip
Symbol 172 MovieClip [launcher] Frame 1
#initclip 19
Object.registerClass("launcher", cannon);
#endinitclip
Symbol 173 MovieClip [player] Frame 1
#initclip 20
Object.registerClass("player", playerClass);
#endinitclip
Symbol 174 MovieClip [enemy] Frame 1
#initclip 21
Object.registerClass("enemy", enemyClass);
#endinitclip
Symbol 175 MovieClip [bullet] Frame 1
#initclip 22
Object.registerClass("bullet", bulletClass);
#endinitclip
Symbol 180 MovieClip [rocket] Frame 1
#initclip 23
Object.registerClass("rocket", bulletClass);
#endinitclip
Symbol 185 MovieClip [gunshot] Frame 1
#initclip 24
Object.registerClass("gunshot", bulletClass);
#endinitclip
Symbol 186 MovieClip [queue] Frame 1
#initclip 25
Object.registerClass("queue", queue);
#endinitclip
Symbol 196 MovieClip [tree] Frame 1
#initclip 26
Object.registerClass("tree", splashedObject);
#endinitclip
stop();
Symbol 196 MovieClip [tree] Frame 4
stop();
Instance of Symbol 72 MovieClip in Symbol 197 MovieClip Frame 1
onClipEvent (load) {
_parent._parent.stop();
pp = (Math.random() * 50) + 50;
step = 0;
}
onClipEvent (enterFrame) {
step++;
if (step >= pp) {
_parent._parent.play();
}
}
Symbol 239 MovieClip [oil] Frame 1
#initclip 27
Object.registerClass("oil", splashedObject);
#endinitclip
stop();
Symbol 239 MovieClip [oil] Frame 15
stop();
Symbol 241 MovieClip [minigunshot] Frame 1
#initclip 28
Object.registerClass("minigunshot", bulletClass);
#endinitclip
Symbol 246 MovieClip [barrel] Frame 1
#initclip 29
Object.registerClass("barrel", splashedObject);
#endinitclip
stop();
Symbol 246 MovieClip [barrel] Frame 16
stop();
Symbol 255 MovieClip Frame 15
stop();
Symbol 256 MovieClip [nuke] Frame 1
#initclip 30
Object.registerClass("nuke", splashedObject);
#endinitclip
stop();
Symbol 256 MovieClip [nuke] Frame 15
stop();
Symbol 261 MovieClip [martirashot] Frame 1
#initclip 31
Object.registerClass("martirashot", bulletClass);
#endinitclip
Symbol 266 MovieClip [supershot] Frame 1
#initclip 32
Object.registerClass("supershot", bulletClass);
#endinitclip
Symbol 272 MovieClip [lazer] Frame 1
#initclip 33
Object.registerClass("lazer", bulletClass);
#endinitclip
Symbol 272 MovieClip [lazer] Frame 16
this.kill();
Symbol 275 MovieClip [lazer2] Frame 1
#initclip 34
Object.registerClass("lazer2", bulletClass);
#endinitclip
Symbol 275 MovieClip [lazer2] Frame 16
this.kill();
Symbol 279 MovieClip [e_laser2] Frame 1
#initclip 35
Object.registerClass("e_laser2", bulletClass);
#endinitclip
Symbol 281 MovieClip [e_laser1] Frame 1
#initclip 36
Object.registerClass("e_laser1", bulletClass);
#endinitclip
Symbol 335 MovieClip [marine] Frame 1
#initclip 37
Object.registerClass("marine", cannon);
#endinitclip
Symbol 335 MovieClip [marine] Frame 17
gotoAndPlay (1);
Instance of Symbol 72 MovieClip in Symbol 335 MovieClip [marine] Frame 37
onClipEvent (load) {
_parent.stop();
ts = getTimer();
}
onClipEvent (enterFrame) {
if ((getTimer() - ts) > 2000) {
_parent._parent._alpha = _parent._parent._alpha - 5;
if (_parent._parent._alpha <= 0) {
_parent._parent.removeMovieClip();
}
}
}
Symbol 339 MovieClip [fence] Frame 1
#initclip 38
Object.registerClass("fence", splashedObject);
#endinitclip
stop();
Symbol 339 MovieClip [fence] Frame 16
stop();
Symbol 342 MovieClip [palm] Frame 1
#initclip 39
Object.registerClass("palm", splashedObject);
#endinitclip
stop();
Symbol 342 MovieClip [palm] Frame 4
stop();
Symbol 347 MovieClip [tower2] Frame 1
#initclip 40
Object.registerClass("tower2", splashedObject);
#endinitclip
stop();
Symbol 347 MovieClip [tower2] Frame 16
stop();
Symbol 350 MovieClip [house1] Frame 1
#initclip 41
Object.registerClass("house1", splashedObject);
#endinitclip
stop();
Symbol 350 MovieClip [house1] Frame 16
stop();
Symbol 353 MovieClip [tower] Frame 1
#initclip 42
Object.registerClass("tower", splashedObject);
#endinitclip
stop();
Symbol 353 MovieClip [tower] Frame 16
stop();
Symbol 356 MovieClip [hangar1] Frame 1
#initclip 43
Object.registerClass("hangar1", splashedObject);
#endinitclip
stop();
Symbol 356 MovieClip [hangar1] Frame 16
stop();
Symbol 359 MovieClip [hangar2] Frame 1
#initclip 44
Object.registerClass("hangar2", splashedObject);
#endinitclip
stop();
Symbol 359 MovieClip [hangar2] Frame 16
stop();
Symbol 402 MovieClip [dot] Frame 1
#initclip 45
Object.registerClass("dot", splashedObject);
#endinitclip
stop();
Symbol 402 MovieClip [dot] Frame 16
stop();
Symbol 408 MovieClip [wall] Frame 1
#initclip 46
Object.registerClass("wall", splashedObject);
#endinitclip
stop();
Symbol 408 MovieClip [wall] Frame 16
stop();
Symbol 412 MovieClip Frame 10
stop();
_parent.kill();
Symbol 413 MovieClip [userSplash] Frame 1
#initclip 47
Object.registerClass("userSplash", splashedObject);
#endinitclip
stop();
Symbol 413 MovieClip [userSplash] Frame 16
stop();
Symbol 415 MovieClip [autoExplodePoint] Frame 1
#initclip 48
Object.registerClass("autoExplodePoint", autoExplode);
#endinitclip
Symbol 415 MovieClip [autoExplodePoint] Frame 2
stop();
Symbol 415 MovieClip [autoExplodePoint] Frame 17
stop();
Instance of Symbol 71 MovieClip "ex2" in Symbol 452 MovieClip [base_mech] Frame 1
onClipEvent (load) {
delay = 4;
}
Instance of Symbol 71 MovieClip "ex3" in Symbol 452 MovieClip [base_mech] Frame 1
onClipEvent (load) {
delay = 9;
}
Symbol 485 MovieClip [mech_head] Frame 1
#initclip 49
Object.registerClass("mech_head", cannon);
#endinitclip
Symbol 486 MovieClip [mech_right] Frame 1
#initclip 50
Object.registerClass("mech_right", cannon);
#endinitclip
Symbol 487 MovieClip [mech_left] Frame 1
#initclip 51
Object.registerClass("mech_left", cannon);
#endinitclip
Symbol 505 MovieClip [minigunshot2] Frame 1
#initclip 52
Object.registerClass("minigunshot2", bulletClass);
#endinitclip
Symbol 506 MovieClip [autoExplodePointStartSound1] Frame 1
#initclip 53
Object.registerClass("autoExplodePointStartSound1", autoExplode);
#endinitclip
Symbol 506 MovieClip [autoExplodePointStartSound1] Frame 2
stop();
Symbol 506 MovieClip [autoExplodePointStartSound1] Frame 17
stop();
Symbol 509 MovieClip [rocket2] Frame 1
#initclip 54
Object.registerClass("rocket2", bulletClass);
#endinitclip
Symbol 511 MovieClip [autoExplodePointStartSound2] Frame 1
#initclip 55
Object.registerClass("autoExplodePointStartSound2", autoExplode);
#endinitclip
Symbol 511 MovieClip [autoExplodePointStartSound2] Frame 2
stop();
Symbol 511 MovieClip [autoExplodePointStartSound2] Frame 17
stop();
Symbol 518 Button
on (press) {
_global.language_pre = "pt";
_root.nextFrame();
}
Symbol 523 Button
on (press) {
_global.language_pre = "ru";
_root.nextFrame();
}
Symbol 528 Button
on (press) {
_global.language_pre = "de";
_root.nextFrame();
}
Symbol 533 Button
on (press) {
_global.language_pre = "fr";
_root.nextFrame();
}
Symbol 538 Button
on (press) {
_global.language_pre = "es";
_root.nextFrame();
}
Symbol 543 Button
on (press) {
_global.language_pre = "en";
_root.nextFrame();
}
Symbol 545 MovieClip [#soundz] Frame 1
#initclip 57
Object.registerClass("#soundz", soundCollector);
#endinitclip
Symbol 552 Button
on (release) {
_global.sound.play("menu");
_root.gotoAndStop("game");
}
Symbol 557 Button
on (release) {
_global.sound.play("menu");
_root.gotoAndStop("help");
}
Symbol 562 Button
on (press) {
_global.sound.play("menu");
openSite();
}
Symbol 564 Button
on (press) {
this._parent.soundOff();
this.gotoAndStop(2);
}
Symbol 566 Button
on (press) {
this._parent.soundOn();
this.gotoAndStop(1);
}
Symbol 567 MovieClip Frame 1
this.stop();
_root.soundStarter.gotoAndPlay("start");
sound.enable = true;
Symbol 567 MovieClip Frame 2
this.stop();
_root.soundStarter.gotoAndPlay("stop");
sound.enable = false;
Symbol 568 MovieClip Frame 1
_visible = false;
Symbol 568 MovieClip Frame 3
if (!sound.enable) {
gotoAndStop (1);
}
Symbol 568 MovieClip Frame 7
gotoAndStop (1);
Symbol 568 MovieClip Frame 12
gotoAndStop (1);
Symbol 575 Button
on (release) {
_global.sound.play("menu");
gotoAndStop ("menu");
}
Symbol 598 MovieClip Frame 1
stop();
Symbol 614 MovieClip Frame 1
stop();
Symbol 616 Button
on (press) {
cg = _root.bg.player.cannons[0].currentGun;
if (_root.bg.player.cannons[0].changeGun(0)) {
_root.lbar.weaponSelector.gotoAndStop(1);
if (_root.bg.player.cannons[0].currentGun != cg) {
_global.sound.play("changeWeapon", _root.bg.player.x, true);
}
}
}
Symbol 625 MovieClip Frame 54
stop();
Symbol 631 MovieClip Frame 54
stop();
Symbol 632 MovieClip Frame 1
stop();
Symbol 633 Button
on (press) {
cg = _root.bg.player.cannons[0].currentGun;
if (_root.bg.player.cannons[0].changeGun(2)) {
_root.lbar.weaponSelector.gotoAndStop(3);
if (_root.bg.player.cannons[0].currentGun != cg) {
_global.sound.play("changeWeapon", _root.bg.player.x, true);
}
}
}
Symbol 639 MovieClip Frame 54
stop();
Symbol 645 MovieClip Frame 54
stop();
Symbol 651 MovieClip Frame 54
stop();
Symbol 657 MovieClip Frame 54
stop();
Symbol 658 MovieClip Frame 1
stop();
Symbol 659 Button
on (press) {
cg = _root.bg.player.cannons[0].currentGun;
if (_root.bg.player.cannons[0].changeGun(1)) {
_root.lbar.weaponSelector.gotoAndStop(2);
if (_root.bg.player.cannons[0].currentGun != cg) {
_global.sound.play("changeWeapon", _root.bg.player.x, true);
}
}
}
Symbol 665 MovieClip Frame 54
stop();
Symbol 671 MovieClip Frame 54
stop();
Symbol 672 MovieClip Frame 1
stop();
Symbol 675 MovieClip Frame 5
stop();
Symbol 676 MovieClip Frame 1
stop();
Symbol 676 MovieClip Frame 2
stop();
Symbol 676 MovieClip Frame 3
stop();
Symbol 690 Button
on (release) {
if (mode == 1) {
this.f = makeBreef;
this.f(true);
delete this.f;
} else if (mode == 2) {
_global.sound.play("menu");
_root.gotoAndStop("level");
}
}
Symbol 695 MovieClip Frame 1
_x = 295;
_y = 200;
Symbol 922 MovieClip [#BGfull] Frame 1
#initclip 58
Object.registerClass("#BGfull", bgClass);
#endinitclip
Symbol 928 Button
on (release) {
_global.sound.play("menu");
if (_global.levels["level_" + (levelNum + 1)] != undefined) {
_root.gotoAndStop("game");
} else if (!flag) {
_root.endGameOutput();
} else {
openSite();
_root.gotoAndStop("menu");
}
}
Symbol 945 MovieClip Frame 1
stop();
Symbol 946 MovieClip Frame 1
_x = 295;
_y = 200;
Symbol 957 Button
on (release) {
_global.sound.play("menu");
keyGetter.onKeyDown(true);
}
Symbol 962 Button
on (release) {
stopAllEngines();
_root.gotoAndStop("menu");
_global.sound.play("menu");
}
Symbol 963 MovieClip Frame 1
_x = 295;
_y = 200;
ttz = _global.envS["textZ_" + language_pre];
title.text = ttz.gamePausedTitle;
tf.htmlText = ttz.gamePausedString;