Frame 1
fscommand ("showmenu", "false");
Stage.scaleMode = "noScale";
_root.game_id = "1536";
_root.main_link = "http://www.2DPlay.com/index.php?gameid=" + _root.game_id;
_root.download_link = "http://www.2DPlay.com/downloadgame.php?gameid=" + _root.game_id;
_root.get_game_link = "http://www.2DPlay.com/freecontent.htm";
_root.scores_link = ("http://www.2Dplay.com/highscores.php?gameid=" + _root.game_id) + "&hiscore=";
_root.viewscores_link = "http://www.2dplay.com/showscores.php?gameid=" + _root.game_id;
stopAllSounds();
_root.flashPlayerVersion = "";
if ($version ne "") {
i = 1;
playerOS_str = "";
while ((substring($version, i, 1)) ne " ") {
playerOS_str = playerOS_str + (substring($version, i, 1));
i++;
}
flashPlayerVersion = "";
i++;
while ((substring($version, i, 1)) ne ",") {
flashPlayerVersion = flashPlayerVersion + Number(substring($version, i, 1));
i++;
}
if (Number(flashPlayerVersion) < 8) {
stop();
_root.upgradeFlashPlayer.gotoAndStop("upgrade");
}
} else {
stop();
_root.upgradeFlashPlayer.gotoAndStop("upgrade");
}
Frame 2
function hex_md5(s) {
return(binl2hex(core_md5(str2binl(s), s.length * chrsz)));
}
function b64_md5(s) {
return(binl2b64(core_md5(str2binl(s), s.length * chrsz)));
}
function str_md5(s) {
return(binl2str(core_md5(str2binl(s), s.length * chrsz)));
}
function hex_hmac_md5(key, data) {
return(binl2hex(core_hmac_md5(key, data)));
}
function b64_hmac_md5(key, data) {
return(binl2b64(core_hmac_md5(key, data)));
}
function str_hmac_md5(key, data) {
return(binl2str(core_hmac_md5(key, data)));
}
function md5_vm_test() {
return(hex_md5("abc") == "900150983cd24fb0d6963f7d28e17f72");
}
function core_md5(x, len) {
x[len >> 5] = x[len >> 5] | (128 << (len % 32));
x[(((len + 64) >>> 9) << 4) + 14] = len;
var _local4 = 1732584193 /* 0x67452301 */;
var _local3 = -271733879;
var _local2 = -1732584194;
var _local1 = 271733878 /* 0x10325476 */;
var _local5 = 0;
while (_local5 < x.length) {
var _local10 = _local4;
var _local9 = _local3;
var _local8 = _local2;
var _local7 = _local1;
_local4 = md5_ff(_local4, _local3, _local2, _local1, x[_local5 + 0], 7, -680876936);
_local1 = md5_ff(_local1, _local4, _local3, _local2, x[_local5 + 1], 12, -389564586);
_local2 = md5_ff(_local2, _local1, _local4, _local3, x[_local5 + 2], 17, 606105819);
_local3 = md5_ff(_local3, _local2, _local1, _local4, x[_local5 + 3], 22, -1044525330);
_local4 = md5_ff(_local4, _local3, _local2, _local1, x[_local5 + 4], 7, -176418897);
_local1 = md5_ff(_local1, _local4, _local3, _local2, x[_local5 + 5], 12, 1200080426);
_local2 = md5_ff(_local2, _local1, _local4, _local3, x[_local5 + 6], 17, -1473231341);
_local3 = md5_ff(_local3, _local2, _local1, _local4, x[_local5 + 7], 22, -45705983);
_local4 = md5_ff(_local4, _local3, _local2, _local1, x[_local5 + 8], 7, 1770035416);
_local1 = md5_ff(_local1, _local4, _local3, _local2, x[_local5 + 9], 12, -1958414417);
_local2 = md5_ff(_local2, _local1, _local4, _local3, x[_local5 + 10], 17, -42063);
_local3 = md5_ff(_local3, _local2, _local1, _local4, x[_local5 + 11], 22, -1990404162);
_local4 = md5_ff(_local4, _local3, _local2, _local1, x[_local5 + 12], 7, 1804603682);
_local1 = md5_ff(_local1, _local4, _local3, _local2, x[_local5 + 13], 12, -40341101);
_local2 = md5_ff(_local2, _local1, _local4, _local3, x[_local5 + 14], 17, -1502002290);
_local3 = md5_ff(_local3, _local2, _local1, _local4, x[_local5 + 15], 22, 1236535329);
_local4 = md5_gg(_local4, _local3, _local2, _local1, x[_local5 + 1], 5, -165796510);
_local1 = md5_gg(_local1, _local4, _local3, _local2, x[_local5 + 6], 9, -1069501632);
_local2 = md5_gg(_local2, _local1, _local4, _local3, x[_local5 + 11], 14, 643717713);
_local3 = md5_gg(_local3, _local2, _local1, _local4, x[_local5 + 0], 20, -373897302);
_local4 = md5_gg(_local4, _local3, _local2, _local1, x[_local5 + 5], 5, -701558691);
_local1 = md5_gg(_local1, _local4, _local3, _local2, x[_local5 + 10], 9, 38016083);
_local2 = md5_gg(_local2, _local1, _local4, _local3, x[_local5 + 15], 14, -660478335);
_local3 = md5_gg(_local3, _local2, _local1, _local4, x[_local5 + 4], 20, -405537848);
_local4 = md5_gg(_local4, _local3, _local2, _local1, x[_local5 + 9], 5, 568446438);
_local1 = md5_gg(_local1, _local4, _local3, _local2, x[_local5 + 14], 9, -1019803690);
_local2 = md5_gg(_local2, _local1, _local4, _local3, x[_local5 + 3], 14, -187363961);
_local3 = md5_gg(_local3, _local2, _local1, _local4, x[_local5 + 8], 20, 1163531501);
_local4 = md5_gg(_local4, _local3, _local2, _local1, x[_local5 + 13], 5, -1444681467);
_local1 = md5_gg(_local1, _local4, _local3, _local2, x[_local5 + 2], 9, -51403784);
_local2 = md5_gg(_local2, _local1, _local4, _local3, x[_local5 + 7], 14, 1735328473);
_local3 = md5_gg(_local3, _local2, _local1, _local4, x[_local5 + 12], 20, -1926607734);
_local4 = md5_hh(_local4, _local3, _local2, _local1, x[_local5 + 5], 4, -378558);
_local1 = md5_hh(_local1, _local4, _local3, _local2, x[_local5 + 8], 11, -2022574463);
_local2 = md5_hh(_local2, _local1, _local4, _local3, x[_local5 + 11], 16, 1839030562);
_local3 = md5_hh(_local3, _local2, _local1, _local4, x[_local5 + 14], 23, -35309556);
_local4 = md5_hh(_local4, _local3, _local2, _local1, x[_local5 + 1], 4, -1530992060);
_local1 = md5_hh(_local1, _local4, _local3, _local2, x[_local5 + 4], 11, 1272893353);
_local2 = md5_hh(_local2, _local1, _local4, _local3, x[_local5 + 7], 16, -155497632);
_local3 = md5_hh(_local3, _local2, _local1, _local4, x[_local5 + 10], 23, -1094730640);
_local4 = md5_hh(_local4, _local3, _local2, _local1, x[_local5 + 13], 4, 681279174);
_local1 = md5_hh(_local1, _local4, _local3, _local2, x[_local5 + 0], 11, -358537222);
_local2 = md5_hh(_local2, _local1, _local4, _local3, x[_local5 + 3], 16, -722521979);
_local3 = md5_hh(_local3, _local2, _local1, _local4, x[_local5 + 6], 23, 76029189);
_local4 = md5_hh(_local4, _local3, _local2, _local1, x[_local5 + 9], 4, -640364487);
_local1 = md5_hh(_local1, _local4, _local3, _local2, x[_local5 + 12], 11, -421815835);
_local2 = md5_hh(_local2, _local1, _local4, _local3, x[_local5 + 15], 16, 530742520);
_local3 = md5_hh(_local3, _local2, _local1, _local4, x[_local5 + 2], 23, -995338651);
_local4 = md5_ii(_local4, _local3, _local2, _local1, x[_local5 + 0], 6, -198630844);
_local1 = md5_ii(_local1, _local4, _local3, _local2, x[_local5 + 7], 10, 1126891415);
_local2 = md5_ii(_local2, _local1, _local4, _local3, x[_local5 + 14], 15, -1416354905);
_local3 = md5_ii(_local3, _local2, _local1, _local4, x[_local5 + 5], 21, -57434055);
_local4 = md5_ii(_local4, _local3, _local2, _local1, x[_local5 + 12], 6, 1700485571);
_local1 = md5_ii(_local1, _local4, _local3, _local2, x[_local5 + 3], 10, -1894986606);
_local2 = md5_ii(_local2, _local1, _local4, _local3, x[_local5 + 10], 15, -1051523);
_local3 = md5_ii(_local3, _local2, _local1, _local4, x[_local5 + 1], 21, -2054922799);
_local4 = md5_ii(_local4, _local3, _local2, _local1, x[_local5 + 8], 6, 1873313359);
_local1 = md5_ii(_local1, _local4, _local3, _local2, x[_local5 + 15], 10, -30611744);
_local2 = md5_ii(_local2, _local1, _local4, _local3, x[_local5 + 6], 15, -1560198380);
_local3 = md5_ii(_local3, _local2, _local1, _local4, x[_local5 + 13], 21, 1309151649);
_local4 = md5_ii(_local4, _local3, _local2, _local1, x[_local5 + 4], 6, -145523070);
_local1 = md5_ii(_local1, _local4, _local3, _local2, x[_local5 + 11], 10, -1120210379);
_local2 = md5_ii(_local2, _local1, _local4, _local3, x[_local5 + 2], 15, 718787259);
_local3 = md5_ii(_local3, _local2, _local1, _local4, x[_local5 + 9], 21, -343485551);
_local4 = safe_add(_local4, _local10);
_local3 = safe_add(_local3, _local9);
_local2 = safe_add(_local2, _local8);
_local1 = safe_add(_local1, _local7);
_local5 = _local5 + 16;
}
return(Array(_local4, _local3, _local2, _local1));
}
function md5_cmn(q, a, b, x, s, t) {
return(safe_add(bit_rol(safe_add(safe_add(a, q), safe_add(x, t)), s), b));
}
function md5_ff(a, b, c, d, x, s, t) {
return(md5_cmn((b & c) | ((~b) & d), a, b, x, s, t));
}
function md5_gg(a, b, c, d, x, s, t) {
return(md5_cmn((b & d) | (c & (~d)), a, b, x, s, t));
}
function md5_hh(a, b, c, d, x, s, t) {
return(md5_cmn((b ^ c) ^ d, a, b, x, s, t));
}
function md5_ii(a, b, c, d, x, s, t) {
return(md5_cmn(c ^ (b | (~d)), a, b, x, s, t));
}
function core_hmac_md5(key, data) {
var _local2 = str2binl(key);
if (_local2.length > 16) {
_local2 = core_md5(_local2, key.length * chrsz);
}
var _local3 = Array(16);
var _local4 = Array(16);
var _local1 = 0;
while (_local1 < 16) {
_local3[_local1] = _local2[_local1] ^ 909522486;
_local4[_local1] = _local2[_local1] ^ 1549556828;
_local1++;
}
var _local5 = core_md5(_local3.concat(str2binl(data)), 512 + (data.length * chrsz));
return(core_md5(_local4.concat(_local5), 640));
}
function safe_add(x, y) {
var _local1 = (x & 65535) + (y & 65535);
var _local2 = ((x >> 16) + (y >> 16)) + (_local1 >> 16);
return((_local2 << 16) | (_local1 & 65535));
}
function bit_rol(num, cnt) {
return((num << cnt) | (num >>> (32 - cnt)));
}
function str2binl(str) {
var _local3 = Array();
var _local4 = (1 << chrsz) - 1;
var _local1 = 0;
while (_local1 < (str.length * chrsz)) {
_local3[_local1 >> 5] = _local3[_local1 >> 5] | ((str.charCodeAt(_local1 / chrsz) & _local4) << (_local1 % 32));
_local1 = _local1 + chrsz;
}
return(_local3);
}
function binl2str(bin) {
var _local3 = "";
var _local4 = (1 << chrsz) - 1;
var _local1 = 0;
while (_local1 < (bin.length * 32)) {
_local3 = _local3 + String.fromCharCode((bin[_local1 >> 5] >>> (_local1 % 32)) & _local4);
_local1 = _local1 + chrsz;
}
return(_local3);
}
function binl2hex(binarray) {
var _local3 = (hexcase ? "0123456789ABCDEF" : "0123456789abcdef");
var _local4 = "";
var _local1 = 0;
while (_local1 < (binarray.length * 4)) {
_local4 = _local4 + (_local3.charAt((binarray[_local1 >> 2] >> (((_local1 % 4) * 8) + 4)) & 15) + _local3.charAt((binarray[_local1 >> 2] >> ((_local1 % 4) * 8)) & 15));
_local1++;
}
return(_local4);
}
function binl2b64(binarray) {
var _local6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
var _local4 = "";
var _local2 = 0;
while (_local2 < (binarray.length * 4)) {
var _local5 = ((((binarray[_local2 >> 2] >> (8 * (_local2 % 4))) & 255) << 16) | (((binarray[(_local2 + 1) >> 2] >> (8 * ((_local2 + 1) % 4))) & 255) << 8)) | ((binarray[(_local2 + 2) >> 2] >> (8 * ((_local2 + 2) % 4))) & 255);
var _local1 = 0;
while (_local1 < 4) {
if (((_local2 * 8) + (_local1 * 6)) > (binarray.length * 32)) {
_local4 = _local4 + b64pad;
} else {
_local4 = _local4 + _local6.charAt((_local5 >> (6 * (3 - _local1))) & 63);
}
_local1++;
}
_local2 = _local2 + 3;
}
return(_local4);
}
var hexcase = 0;
var b64pad = "";
var chrsz = 8;
stop();
Frame 3
var so = SharedObject.getLocal("level", "/");
if (so.data.level != undefined) {
_root.levelStart = so.data.level;
} else {
so.data.level = 0;
_root.levelStart = 0;
}
if (Key.isDown(8)) {
_root.weaponsAddy = true;
} else {
_root.weaponsAddy = false;
}
stop();
credits._visible = false;
Frame 4
stop();
Frame 12
_root.text = " ";
var so = SharedObject.getLocal("level", "/");
if (so.data.level != undefined) {
_root.levelStart = so.data.level;
} else {
so.data.level = 0;
_root.levelStart = 0;
}
if (_root.levelStart > 0) {
_root.lock1._visible = false;
if (_root.levelStart > 1) {
_root.lock2._visible = false;
if (_root.levelStart > 2) {
_root.lock3._visible = false;
}
}
}
Frame 14
stopAllSounds();
play();
Frame 15
function tipShow() {
game.TIP1 = "Hold down SHIFT to sprint and then jump to reach some hard to get to platforms.";
game.TIP2 = "Double tap down ('S') to jump down from a platform.";
game.TIP3 = "The C4 runs on a timer of 10 seconds but you can also shoot it for early detonation.";
game.TIP4 = "Use stealth, and your friend the knife, to dispatch soldiers quietly.You won't alert others and will survive much longer.";
game.TIP5 = "If you need to shoot, go for the head.";
game.TIP6 = "Use SPACEBAR to look around. Ammo, health and C4 are sometimes hidden way above.";
game.TIP7 = "When using the MP5, short-bursts work best for accuracy.";
game.TIP8 = "Shooting alerts guards on patrol and those within guard stations and towers.";
game.TIP9 = "When shooting go for head shots!";
var _local3 = 8;
r = random(_local3) + 1;
var _local2 = "TIP" + r;
_root.tip = game[_local2];
}
function setUpSounds() {
this.createEmptyMovieClip("music_mc", getNextHighestDepth());
music.ingame = new Sound(music_mc);
music.ingame.attachSound("ingame");
music.spotted = new Sound(this);
music.spotted.attachSound("spotted");
music.spotted.onSoundComplete = function () {
obalarmed = 0;
var _local1 = 0;
while (_local1 < game.enemies.length) {
e = game.enemies[_local1];
var _local3 = "soldier" + e;
var _local2 = game[_local3];
if (_local2.alarmed and checkScreen(_local2.clip._x)) {
obalarmed++;
}
_local1++;
}
if (obalarmed == 0) {
music.ingame.start(0, 1000);
game.alarm = false;
} else {
music.spotted.start();
game.alarm = true;
}
};
setVolumes(50, music.ingame);
music.ingame.start(0, 1000);
this.createEmptyMovieClip("sounds_mc", getNextHighestDepth());
sounds = new Sound(sounds_mc);
sounds.pistol = new Sound(this);
sounds.pistol.attachSound("pistol");
sounds.pistol2 = new Sound(this);
sounds.pistol2.attachSound("pistol2");
sounds.ak47l = new Sound(this);
sounds.ak47l.attachSound("ak47l");
sounds.ak47s = new Sound(this);
sounds.ak47s.attachSound("ak47s");
sounds.c41 = new Sound(this);
sounds.c41.attachSound("c41");
sounds.knife1 = new Sound(this);
sounds.knife1.attachSound("knife1");
sounds.knife2 = new Sound(this);
sounds.knife2.attachSound("knife2");
sounds.mp5l = new Sound(this);
sounds.mp5l.attachSound("mp5l");
sounds.mp5s = new Sound(this);
sounds.mp5s.attachSound("mp5s");
sounds.alarm1 = new Sound(this);
sounds.alarm1.attachSound("alarm1");
sounds.alarm2 = new Sound(this);
sounds.alarm2.attachSound("alarm2");
sounds.bullet_hit1 = new Sound(this);
sounds.bullet_hit1.attachSound("bullet_hit2");
sounds.dry_fire = new Sound(this);
sounds.dry_fire.attachSound("dry_fire");
sounds.explosion_large = new Sound(this);
sounds.explosion_large.attachSound("explosion_large");
sounds.jump_injured = new Sound(this);
sounds.jump_injured.attachSound("jump_injured");
sounds.jump_safe = new Sound(this);
sounds.jump_safe.attachSound("jump_safe");
sounds.pickup_ammo1 = new Sound(this);
sounds.pickup_ammo1.attachSound("pickup_ammo1");
sounds.pickup_ammo2 = new Sound(this);
sounds.pickup_ammo2.attachSound("pickup_ammo2");
sounds.pickup_gun1 = new Sound(this);
sounds.pickup_gun1.attachSound("pickup_gun1");
sounds.pickup_gun2 = new Sound(this);
sounds.pickup_gun2.attachSound("pickup_gun2");
sounds.powerup1 = new Sound(this);
sounds.powerup1.attachSound("powerup1");
sounds.stab1 = new Sound(this);
sounds.stab1.attachSound("stab1");
sounds.medi = new Sound(this);
sounds.medi.attachSound("medi");
sounds.medi.setVolume(50);
}
function setVolumes(vol, s) {
s.setVolume(vol);
}
function hudTextFadeStart() {
clearInterval(TextFadeStart);
TextFade = setInterval(this, "hudTextFade", 10);
}
function hudTextFade() {
_root.hud.box1._y++;
if (_root.hud.box1._y > (game.textY + 20)) {
clearInterval(TextFade);
}
}
function changeWeaponsWheel(delta) {
if (delta > 0) {
d = 1;
} else if (delta < 0) {
d = -1;
}
game.weapon = game.weapon + d;
if (game.pickup) {
var _local3 = 5;
} else {
var _local3 = 4;
}
if (game.weapon > _local3) {
game.weapon = 1;
}
if (game.weapon < 1) {
game.weapon = _local3;
}
if (game.weapon == 1) {
weaponkey = true;
char.weapon = 3;
_root.hud.box1.alert = "weapon change - Knife";
game.weapon = 1;
}
if (game.weapon == 2) {
weaponkey = true;
char.weapon = 0;
_root.hud.box1.alert = "weapon change - Browning 9mm";
game.weapon = 2;
}
if (game.weapon == 3) {
weaponkey = true;
char.weapon = 1;
_root.hud.box1.alert = "weapon change - MP5";
game.weapon = 3;
}
if (game.weapon == 4) {
weaponkey = true;
char.weapon = 5;
_root.hud.box1.alert = "weapon change - C4";
game.weapon = 4;
}
if ((game.weapon == 5) and game.pickup) {
weaponkey = true;
char.weapon = 6;
_root.hud.box1.alert = "weapon change - AK-47";
game.weapon = 5;
}
clearInterval(TextFadeStart);
clearInterval(TextFade);
TextFadeStart = setInterval(this, "hudTextFadeStart", 5000);
_root.hud.box1._y = game.textY;
_root.hud.bullets = game.inventory[char.weapon][0];
_root.hud.gun.gotoAndStop(char.weapon + 1);
game.clip.char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
char.pulse = game.inventory[char.weapon][2];
char.shootspeed = game.inventory[char.weapon][4];
char.weaponType = game.inventory[char.weapon][3];
}
function changeWeapons(ob) {
if (weaponkey) {
if (((((!Key.isDown(49)) and (!Key.isDown(50))) and (!Key.isDown(51))) and (!Key.isDown(52))) and (!Key.isDown(53))) {
weaponkey = false;
}
}
if (!weaponkey) {
if (Key.isDown(49)) {
weaponkey = true;
ob.weapon = 3;
_root.hud.box1.alert = "weapon change - Knife";
game.weapon = 1;
}
if (Key.isDown(50)) {
weaponkey = true;
ob.weapon = 0;
_root.hud.box1.alert = "weapon change - Browning 9mm";
game.weapon = 2;
}
if (Key.isDown(51)) {
weaponkey = true;
ob.weapon = 1;
_root.hud.box1.alert = "weapon change - MP5";
game.weapon = 3;
}
if (Key.isDown(52)) {
weaponkey = true;
ob.weapon = 5;
_root.hud.box1.alert = "weapon change - C4";
game.weapon = 4;
}
if (Key.isDown(53) and game.pickup) {
weaponkey = true;
ob.weapon = 6;
_root.hud.box1.alert = "weapon change - AK-47";
game.weapon = 5;
}
clearInterval(TextFadeStart);
clearInterval(TextFade);
TextFadeStart = setInterval(this, "hudTextFadeStart", 5000);
_root.hud.box1._y = game.textY;
_root.hud.bullets = game.inventory[char.weapon][0];
_root.hud.gun.gotoAndStop(char.weapon + 1);
ob.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
char.pulse = game.inventory[char.weapon][2];
char.shootspeed = game.inventory[char.weapon][4];
char.weaponType = game.inventory[char.weapon][3];
}
}
function weaponsAdd() {
game.inventory = [[500, 0, 0, 1, 500], [1000, 5, 1, 1, 100], [0, 0, 0, 0, 0], [" ", 0, 0, 0, 250], [5, 0, 0, 3, 2000], [0, 0, 0, 2, 1000], [1000, 30, 1, 1, 150]];
}
function checkItemPickup() {
i = 0;
while (i < game.items.length) {
it = "item" + game.items[i];
a1 = game.clip[it]._x / 40;
a2 = game.clip[it]._y / 40;
var _local4 = game.clip[it]._currentframe;
if (_root.hud.energy.energy._xscale < 100) {
ff = true;
} else {
ff = false;
}
if (_local4 != 4) {
ff = true;
}
if ((_local4 == 5) and (game.inventory[5][0] >= 6)) {
ff = false;
}
if (char.crawl) {
yy = char.clip._y - 40;
} else {
yy = char.clip._y - 100;
}
if (((game.clip[it]._x > (char.clip._x - 30)) and (game.clip[it]._x < (char.clip._x + 30))) and ff) {
if ((game.clip[it]._y > yy) and (game.clip[it]._y < (char.clip._y + 20))) {
_local4 = game.clip[it]._currentframe;
if (_local4 == 1) {
_local4 = "clip for MP5 picked up";
game.inventory[1][0] = game.inventory[1][0] + 30;
_root.hud.bullets = game.inventory[char.weapon][0];
sounds.pickup_ammo1.start();
game.score = game.score + 10;
} else if (_local4 == 2) {
_local4 = "AK 47 picked up - press 5 to equip";
game.inventory[6][0] = game.inventory[6][0] + 30;
_root.hud.bullets = game.inventory[char.weapon][0];
game.pickup = true;
sounds.pickup_gun1.start();
game.score = game.score + 10;
} else if (_local4 == 3) {
_local4 = "clip for AK 47 picked up";
game.inventory[6][0] = game.inventory[6][0] + 30;
_root.hud.bullets = game.inventory[char.weapon][0];
sounds.pickup_ammo2.start();
game.score = game.score + 10;
} else if (_local4 == 4) {
_local4 = "MEDIKIT picked up - health +50";
var _local3 = _root.hud.energy.energy._xscale + 50;
if (_local3 < 1) {
_local3 = 0;
}
if (_local3 > 100) {
_local3 = 100;
}
_root.hud.energy.energy._xscale = _local3;
sounds.medi.start();
game.score = game.score + 10;
_root.hud.sprint.energy._xscale = 100;
} else if (_local4 == 5) {
_local4 = "C4 picked up - press 4 to equip";
game.inventory[5][0] = game.inventory[5][0] + 1;
_root.hud.bullets = game.inventory[char.weapon][0];
sounds.pickup_ammo2.start();
game.score = game.score + 10;
} else if (_local4 == 6) {
_local4 = "clip for Browning 9mm picked up";
game.inventory[0][0] = game.inventory[0][0] + 100;
_root.hud.bullets = game.inventory[char.weapon][0];
sounds.pickup_ammo2.start();
game.score = game.score + 10;
if (!game.weaponDrop) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "Use the numbers 1-5 to change weapons. You can also use the scroll-wheel on the mouse to do this. Use the Left Mouse button to fire.";
}
game.weaponDrop = true;
}
if (_local4 != 5) {
game.myItems[a2][a1] = 0;
}
_root.hud.score = "SCORE: " + game.score;
_root.hud.box1.alert = _local4;
clearInterval(TextFadeStart);
clearInterval(TextFade);
TextFadeStart = setInterval(this, "hudTextFadeStart", 5000);
_root.hud.box1._y = game.textY;
game.clip[it].removeMovieClip();
game.items.splice(i, 1);
break;
}
}
i++;
}
}
function checkStab(obb) {
var _local4 = 0;
while (_local4 < game.enemies.length) {
en = game.enemies[_local4];
var _local5 = "soldier" + en;
var _local2 = game[_local5];
if ((_local2.clip._y < (obb.clip._y + 10)) and (_local2.clip._y > (obb.clip._y - 60))) {
if (((_local2.clip._x < (obb.clip._x + 40)) and (_local2.clip._x > obb.clip._x)) and (dir == 1)) {
if (_local2.dir == -1) {
type = 4;
} else {
type = 5;
}
stab = true;
} else if (((_local2.clip._x > (obb.clip._x - 40)) and (_local2.clip._x < obb.clip._x)) and (dir == -1)) {
if (_local2.dir == 1) {
type = 4;
} else {
type = 5;
}
stab = true;
} else {
stab = false;
}
if (stab) {
dx = _local2.clip._x;
dy = _local2.clip._y;
dying = "dying" + game.enemies.length;
sounds.stab1.start();
soldier = (("soldier" + _local2.type) + "dying") + type;
game.clip.attachMovie(soldier, dying, 30000 + game.enemies.length, {_x:dx, _y:dy});
game.clip[dying]._xscale = _local2.clip._xscale;
clearInterval(_local2.shootTimer);
game.it++;
d = 20200 + game.it;
item = "item" + d;
r = random(100);
if ((r > 70) and game.weaponDrop) {
game.clip.attachMovie("itempickup", item, d, {_x:dx, _y:dy});
aa2 = Math.floor(dx / 40);
aa1 = Math.floor(dy / 40);
if (_local2.weapon == 0) {
game.clip[item].gotoAndStop(4);
game.items.push(d);
game.myItems[aa1][aa2] = 8;
} else if (_local2.weapon == 1) {
game.clip[item].gotoAndStop(1);
game.items.push(d);
game.myItems[aa1][aa2] = 5;
} else if (_local2.weapon == 6) {
if (r > 85) {
game.clip[item].gotoAndStop(2);
game.items.push(d);
game.myItems[aa1][aa2] = 6;
} else {
game.clip[item].gotoAndStop(3);
game.items.push(d);
game.myItems[aa1][aa2] = 7;
}
}
}
game.score = game.score + (_local2.score * 2);
_root.hud.score = "SCORE: " + game.score;
a1 = _local2.id[0];
a2 = _local2.id[1];
game.myItems[a2][a1] = 0;
game.enemies.splice(_local4, 1);
_local2.clip.removeMovieClip();
break;
}
}
_local4++;
}
stabb = false;
if (((_root.screen.scientist._y < (obb.clip._y + 10)) and (_root.screen.scientist._y > (obb.clip._y - 60))) and (_root.screen.scientist._currentframe == 1)) {
if (((_root.screen.scientist._x < (obb.clip._x + 40)) and (_root.screen.scientist._x > obb.clip._x)) and (dir == 1)) {
stab = true;
} else if (((_root.screen.scientist._x > (obb.clip._x - 40)) and (_root.screen.scientist._x < obb.clip._x)) and (dir == -1)) {
stabb = true;
} else {
stabb = false;
}
} else {
stabb = false;
}
if (stabb) {
game.scientistKilled++;
if (game.scientistKilled == 3) {
game.informantstage = 3;
}
trace(game.scientistKilled);
_root.screen.scientist.gotoAndStop(2);
a1 = _root.screen.scientist._x / 40;
a2 = _root.screen.scientist._y / 40;
game.myItems[a2][a1] = 0;
game.score = game.score + 800;
_root.hud.score = "SCORE: " + game.score;
removeBullet(hole);
if (game.scientistKilled == 1) {
_root.hud.box1.alert = ((game.scientistKilled + " scientist taken out. ") + (3 - game.scientistKilled)) + " more to go!";
} else if (game.scientistKilled == 2) {
_root.hud.box1.alert = ((game.scientistKilled + " scientists taken out. ") + (3 - game.scientistKilled)) + " more to go!";
} else if (game.scientistKilled == 3) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "All 3 scientists taken care of. Return to Informant.";
_root.hud.box1.alert = "All 3 scientists taken care of. Return to Informant.";
}
}
}
function speedTest() {
_root.hud.speed = _root.sp2;
_root.sp2 = 0;
}
function levelLoop() {
buildMap(game.myMap, game.myForeground, game.myItems, t);
t++;
}
function checkRockets() {
if (((!game.rocketsLevel) and (game.stage == 2)) and (game.myMap == myMap9)) {
if (char.clip._x >= 3940) {
char.clip._x = 3935;
char.wallhit = true;
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "DESTROY THE MISSILES TO PROCEED! If you're out of C4 check back through the levels.";
_root.hud.box1.alert = "DESTROY THE MISSILES";
}
}
if (((!game.rocketsLevel) and (game.stage == 2)) and (game.myMap == myMap9)) {
if (char.clip._x >= 3940) {
char.clip._x = 3935;
char.wallhit = true;
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "DESTROY THE MISSILES TO PROCEED! If you're out of C4 check back through the levels.";
_root.hud.box1.alert = "DESTROY THE MISSILES";
}
}
if (((game.stage == 1) and (game.myMap == myMap1_5)) and (!game.weaponDrop)) {
if (char.clip._x >= 3160) {
char.clip._x = 3155;
char.wallhit = true;
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "You need to find the ammunition that was hidden in previous levels before you proceed.";
_root.hud.box1.alert = "FIND AMMO";
}
}
if (((((game.myMap == myMap1_1) or (game.myMap == myMap1)) or (game.myMap == myMap10)) or (game.myMap == myMap2_1)) or (game.stage == 0)) {
if (char.clip._x <= 20) {
char.clip._x = 20;
char.wallhit = true;
}
}
}
function deleteStuff() {
var _local1 = 1;
while (_local1 < 35) {
var _local2 = "bullet" + _local1;
speed = game["bullet" + _local1].speed;
game[_local2].alive = false;
_local1++;
}
delete game.enemies;
}
function clearLevel() {
_root.screen.removeMovieClip();
var _local3 = 0;
while (_local3 < game.enemies.length) {
en = game.enemies[e];
var _local4 = "soldier" + en;
var _local2 = game[_local4];
clearInterval(_local2.shootTimer);
_local2.clip.removeMovieClip();
game.enemies.splice(e, 1);
_local3++;
}
}
function checkLevel() {
skip = false;
if (game.stage == 0) {
if (game.myMap == myMap_1) {
if (game.dir == 1) {
game.myMap = myMap_2;
game.myForeground = myForeground_2;
game.myItems = myItems_2;
_root.oldX = 50;
_root.oldY = 400;
} else {
skip = true;
}
} else if (game.myMap == myMap_2) {
if (game.dir == 1) {
game.myMap = myMap_3;
game.myForeground = myForeground_3;
game.myItems = myItems_3;
_root.oldX = 50;
} else {
skip = true;
}
} else if (game.myMap == myMap_3) {
if (game.dir == 1) {
clearLevel();
_root.paws = true;
_root.hud.loadscreen.gotoAndStop(3);
skip = true;
} else {
skip = true;
}
}
} else if (game.stage == 1) {
if (game.myMap == myMap1_1) {
if (game.dir == 1) {
game.myMap = myMap1_2;
game.myForeground = myForeground1_2;
game.myItems = myItems1_2;
_root.oldX = 50;
} else {
skip = true;
}
} else if (game.myMap == myMap1_2) {
if (game.dir == 1) {
game.myMap = myMap1_3;
game.myForeground = myForeground1_3;
game.myItems = myItems1_3;
_root.oldX = 50;
} else if (game.dir == -1) {
game.myMap = myMap1_1;
game.myForeground = myForeground1_1;
game.myItems = myItems1_1;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap1_3) {
if (game.dir == 1) {
game.myMap = myMap1_4;
game.myForeground = myForeground1_4;
game.myItems = myItems1_4;
_root.oldX = 50;
} else if (game.dir == -1) {
game.myMap = myMap1_2;
game.myForeground = myForeground1_2;
game.myItems = myItems1_2;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap1_4) {
if (game.dir == 1) {
game.myMap = myMap1_5;
game.myForeground = myForeground1_5;
game.myItems = myItems1_5;
_root.oldX = 50;
} else if (game.dir == -1) {
game.myMap = myMap1_3;
game.myForeground = myForeground1_3;
game.myItems = myItems1_3;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap1_5) {
if (game.dir == 1) {
clearLevel();
_root.paws = true;
_root.hud.loadscreen.gotoAndStop(4);
skip = true;
} else if (game.dir == -1) {
game.myMap = myMap1_4;
game.myForeground = myForeground1_4;
game.myItems = myItems1_4;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == "myMap1_6") {
game.myMap = myMap1;
game.myForeground = myForeground1;
game.myItems = myItems1;
game.informantstage == 1;
_root.oldX = 50;
_root.oldY = 760;
game.stage = 2;
} else if (game.myMap == "myMap1_0") {
game.myMap = myMap1_1;
game.myForeground = myForeground1_1;
game.myItems = myItems1_1;
game.informantstage == 1;
_root.oldX = 50;
_root.oldY = 760;
game.stage = 1;
} else {
skip = true;
}
} else if (game.stage == 2) {
if (game.myMap == myMap1) {
if (game.dir == 1) {
game.myMap = myMap2;
game.myForeground = myForeground2;
game.myItems = myItems2;
_root.oldX = 50;
_root.oldY = 760;
} else {
skip = true;
}
} else if (game.myMap == myMap2) {
if (game.dir == 1) {
game.myMap = myMap3;
game.myForeground = myForeground3;
game.myItems = myItems3;
_root.oldX = 50;
_root.oldY = 760;
} else if (game.dir == -1) {
game.myMap = myMap1;
game.myForeground = myForeground1;
game.myItems = myItems1;
_root.oldY = 760;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap3) {
if (game.dir == 1) {
game.myMap = myMap4;
game.myForeground = myForeground4;
game.myItems = myItems4;
_root.oldX = 50;
_root.oldY = 760;
} else if (game.dir == -1) {
game.myMap = myMap2;
game.myForeground = myForeground2;
game.myItems = myItems2;
_root.oldX = _global.mapWidthActual - 50;
_root.oldY = 760;
} else {
skip = true;
}
} else if (game.myMap == myMap4) {
if (game.dir == 1) {
game.myMap = myMap5;
game.myForeground = myForeground5;
game.myItems = myItems5;
_root.oldX = 50;
_root.oldY = 760;
} else if (game.dir == -1) {
game.myMap = myMap3;
game.myForeground = myForeground3;
game.myItems = myItems3;
_root.oldY = 760;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap5) {
if (game.dir == 1) {
game.myMap = myMap6;
game.myForeground = myForeground6;
game.myItems = myItems6;
_root.oldX = 50;
_root.oldY = 760;
} else if (game.dir == -1) {
game.myMap = myMap4;
game.myForeground = myForeground4;
game.myItems = myItems4;
_root.oldY = 760;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap6) {
if (game.dir == 1) {
game.myMap = myMap7;
game.myForeground = myForeground7;
game.myItems = myItems7;
_root.oldX = 50;
_root.oldY = 760;
} else if (game.dir == -1) {
game.myMap = myMap5;
game.myForeground = myForeground5;
game.myItems = myItems5;
_root.oldY = 760;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap7) {
if (game.dir == 1) {
game.myMap = myMap8;
game.myForeground = myForeground8;
game.myItems = myItems8;
_root.oldX = 50;
_root.oldY = 760;
} else if (game.dir == -1) {
game.myMap = myMap6;
game.myForeground = myForeground6;
game.myItems = myItems6;
_root.oldY = 760;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap8) {
if (game.dir == 1) {
game.myMap = myMap9;
game.myForeground = myForeground9;
game.myItems = myItems9;
_root.oldX = 50;
_root.oldY = 760;
} else if (game.dir == -1) {
game.myMap = myMap7;
game.myForeground = myForeground7;
game.myItems = myItems7;
_root.oldY = 760;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap9) {
if (game.dir == 1) {
game.myMap = myMap10;
game.myForeground = myForeground10;
game.myItems = myItems10;
_root.oldX = 50;
_root.oldY = 760;
} else if (game.dir == -1) {
game.myMap = myMap8;
game.myForeground = myForeground8;
game.myItems = myItems8;
_root.oldY = 760;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap10) {
if (game.dir == 1) {
game.myMap = myMap11;
game.myForeground = myForeground11;
game.myItems = myItems11;
_root.oldX = 50;
_root.oldY = 760;
} else if (game.dir == -1) {
game.myMap = myMap9;
game.myForeground = myForeground9;
game.myItems = myItems9;
_root.oldY = 760;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap11) {
if (game.dir == 1) {
game.myMap = myMap12;
game.myForeground = myForeground12;
game.myItems = myItems12;
_root.oldX = 50;
_root.oldY = 720;
} else if (game.dir == -1) {
game.myMap = myMap10;
game.myForeground = myForeground10;
game.myItems = myItems10;
_root.oldY = 760;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == myMap12) {
if (game.dir == 1) {
clearLevel();
_root.paws = true;
_root.hud.loadscreen.gotoAndStop(5);
skip = true;
} else if (game.dir == -1) {
game.myMap = myMap11;
game.myForeground = myForeground11;
game.myItems = myItems11;
_root.oldY = 760;
_root.oldX = _global.mapWidthActual - 50;
} else {
skip = true;
}
} else if (game.myMap == "myMap13") {
if (game.dir == 1) {
game.myMap = myMap2_1;
game.myForeground = myForeground2_1;
game.myItems = myItems2_1;
_root.oldX = 50;
_root.oldY = 1460;
game.informantstage = 1;
game.stage = 3;
}
} else {
skip = true;
}
} else if (game.stage == 3) {
if (game.myMap == myMap2_1) {
if (game.dir == 1) {
game.myMap = myMap2_2;
game.myForeground = myForeground2_2;
game.myItems = myItems2_2;
_root.oldX = 50;
} else if (game.dir == 2) {
game.myMap = myMap2_4;
game.myForeground = myForeground2_4;
game.myItems = myItems2_4;
_root.oldY = 100;
} else {
skip = true;
}
} else if (game.myMap == myMap2_2) {
if (game.dir == 1) {
game.myMap = myMap2_3;
game.myForeground = myForeground2_3;
game.myItems = myItems2_3;
_root.oldX = 50;
} else if (game.dir == -1) {
game.myMap = myMap2_1;
game.myForeground = myForeground2_1;
game.myItems = myItems2_1;
_root.oldX = _global.mapWidthActual - 50;
} else if (game.dir == 2) {
game.myMap = myMap2_5;
game.myForeground = myForeground2_5;
game.myItems = myItems2_5;
_root.oldY = 100;
} else {
skip = true;
}
} else if (game.myMap == myMap2_3) {
if (game.dir == 1) {
_root.end = "win";
_root.paws = true;
_root.screen.removeMovieClip();
_root.tiledbackground.removeMovieClip();
delete mouseDownListener;
clearInterval(speedy);
delete speedy;
stopAllSounds();
_root.play();
} else if (game.dir == -1) {
game.myMap = myMap2_2;
game.myForeground = myForeground2_2;
game.myItems = myItems2_2;
_root.oldX = _global.mapWidthActual - 50;
} else if (game.dir == 2) {
game.myMap = myMap2_6;
game.myForeground = myForeground2_6;
game.myItems = myItems2_6;
_root.oldY = 100;
} else {
skip = true;
}
} else if (game.myMap == myMap2_4) {
if (game.dir == 1) {
game.myMap = myMap2_5;
game.myForeground = myForeground2_5;
game.myItems = myItems2_5;
_root.oldX = 50;
} else if (game.dir == -2) {
game.myMap = myMap2_1;
game.myForeground = myForeground2_1;
game.myItems = myItems2_1;
_root.oldY = 1480;
} else {
skip = true;
}
} else if (game.myMap == myMap2_5) {
if (game.dir == 1) {
game.myMap = myMap2_6;
game.myForeground = myForeground2_6;
game.myItems = myItems2_6;
_root.oldX = 50;
} else if (game.dir == -1) {
game.myMap = myMap2_4;
game.myForeground = myForeground2_4;
game.myItems = myItems2_4;
_root.oldX = _global.mapWidthActual - 50;
} else if (game.dir == -2) {
game.myMap = myMap2_2;
game.myForeground = myForeground2_2;
game.myItems = myItems2_2;
_root.oldY = 1480;
} else {
skip = true;
}
} else if (game.myMap == myMap2_6) {
if (game.dir == -1) {
game.myMap = myMap2_5;
game.myForeground = myForeground2_5;
game.myItems = myItems2_5;
_root.oldX = _global.mapWidthActual - 50;
}
} else {
skip = true;
}
}
if (!skip) {
_root.paws = true;
char.hang = false;
game.charBuild = false;
clearLevel();
deleteStuff();
_root.t = 0;
tileLoop = setInterval(this, "levelLoop", 1);
_root.levelSetUp = false;
char.jumpdis = 0;
}
}
function buildMap(map, map2, itemz, t) {
_root.hud.swapDepths(100);
_root.hud.loadscreen.gotoAndStop(1);
_root.hud.loadscreen.loadscreentext = "loading";
_root.sp2++;
var _local18 = map[0].length;
var _local21 = map.length;
_global.map = map;
_global.itemz = itemz;
_global.mapHeight = _local21;
_global.mapWidth = _local18;
_global.mapHeightActual = _local21 * 40;
_global.mapWidthActual = _local18 * 40;
if (t == 0) {
game.tut = 0;
game.scientist = false;
_root.door = 0;
trace("LENGTH " + game.doors.length);
game.it = 1;
delete game.enemies;
game.enemies = new Array();
_root.gaurds = 0;
snapshot.dispose;
_root.hud.loadscreen.loadscreentext = "loading tiles";
_root.attachMovie("empty", "screen", 99);
_root.topMask.swapDepths = 101;
_root.screen.setMask(_root.topMask);
game.clip = _root.screen;
_root.screen.attachMovie("empty2", "tileset1", 9);
_root.screen.attachMovie("empty2", "tileset2", 900000);
_root.screen.attachMovie("empty", "maskset", 4);
_root.screen.maskset.attachMovie("empty", "maskset", 100000);
_root.screen.maskset.maskset.attachMovie("empty", "maskset", 100000);
_root.attachMovie("empty", "masktemp", 2);
_root.screen.attachMovie("empty", "tiletemp", 3);
_root.screen.attachMovie("empty", "tiletemp2", 900001);
_root.attachMovie("tiledbackground", "tiledbackground", 1);
_root.tiledbackground._width = 600;
_root.tiledbackground._height = 400;
s = 0;
var _local19 = 0;
var _local25 = 1;
delete game.gaurdHouses;
game.gaurdHouses = new Array();
delete game.villagers;
game.villagers = new Array();
game.informant = false;
if ((!game.firstRun) and (!game.charBuild)) {
game.charBuild = true;
_root.screen.attachMovie("char", "char", 10000);
_root.screen.char._x = _root.oldX;
_root.screen.char._y = _root.oldY;
char.clip = game.clip.char;
char.jump = true;
}
}
if (t == 1) {
_root.hud.loadscreen.loadscreentext = "loading tiles 20%";
m1 = 0;
m2 = _local18 / 5;
}
if (t == 2) {
_root.hud.loadscreen.loadscreentext = "loading tiles 40%";
m1 = _local18 / 5;
m2 = (_local18 / 5) * 2;
}
if (t == 3) {
_root.hud.loadscreen.loadscreentext = "loading tiles 60%";
m1 = (_local18 / 5) * 2;
m2 = (_local18 / 5) * 3;
}
if (t == 4) {
_root.hud.loadscreen.loadscreentext = "loading tiles 80%";
m1 = (_local18 / 5) * 3;
m2 = (_local18 / 5) * 4;
}
if (t == 5) {
_root.hud.loadscreen.loadscreentext = "loading tiles 100%";
m1 = (_local18 / 5) * 4;
m2 = _local18;
}
if ((t > 0) and (t < 6)) {
var _local13 = 0;
while (_local13 < _local21) {
var _local4 = m1;
while (_local4 < m2) {
_local19++;
d++;
var _local17 = (("t_" + _local13) + "_") + _local4;
var _local10 = (("t_" + _local13) + "__") + _local4;
var _local9 = (("t _" + _local13) + "__") + _local4;
var _local7 = map[_local13][_local4];
var _local8 = map2[_local13][_local4];
var _local6 = itemz[_local13][_local4];
if (_local7 == 40) {
game.rocketsLevel = false;
r++;
rname = "rocket" + r;
_root.screen.attachMovie("rocket_mc", rname, r);
_root.screen[rname]._x = _local4 * game.tileW;
_root.screen[rname]._y = _local13 * game.tileH;
game.rockets.push(rname);
}
if (_local7 == 8) {
_root.screen.attachMovie("tiles", _local9, d);
_root.screen[_local9]._x = (_local4 * game.tileW) + 40;
_root.screen[_local9]._y = (_local13 * game.tileH) + 200;
_root.screen[_local9].gotoAndStop(59);
d++;
game.gaurdHouses.push(_local9);
trace(game.gaurdHouses);
}
if (_local7 == 70) {
_root.door++;
var _local5 = "door" + _root.door;
if (game[_local5].dir != 0) {
_root.screen.attachMovie("door", _local5, 500 + _root.door);
_root.screen[_local5]._x = _local4 * game.tileW;
_root.screen[_local5]._y = _local13 * game.tileH;
if ((!game[_local5].locked) and (game[_local5].dir != 3)) {
_root.screen[_local5].gotoAndStop(2);
} else {
_root.screen[_local5].gotoAndStop(1);
}
} else {
_root.screen.tileset1.empty.attachMovie("tiles", _local17, d);
_root.screen.tileset1.empty[_local17]._x = _local4 * game.tileW;
_root.screen.tileset1.empty[_local17]._y = _local13 * game.tileH;
_root.screen.tileset1.empty[_local17].gotoAndStop(_local7);
}
_root.screen.tileset1.empty.attachMovie("doorsymbol", _local5, d + 1000000);
_root.screen.tileset1.empty[_local5]._x = _local4 * game.tileW;
_root.screen.tileset1.empty[_local5]._y = _local13 * game.tileH;
if (game[_local5].dir == -2) {
_root.screen.tileset1.empty[_local5].gotoAndStop(2);
} else if (game[_local5].dir == 2) {
_root.screen.tileset1.empty[_local5].gotoAndStop(3);
} else if (game[_local5].dir == -1) {
_root.screen.tileset1.empty[_local5].gotoAndStop(4);
} else if (game[_local5].dir == 1) {
_root.screen.tileset1.empty[_local5].gotoAndStop(5);
}
}
if ((((_local7 != 1) and (_local7 != 0)) and (_local7 != 40)) and (_local7 != 70)) {
_root.screen.tileset1.empty.attachMovie("tiles", _local17, d);
_root.screen.tileset1.empty[_local17]._x = _local4 * game.tileW;
_root.screen.tileset1.empty[_local17]._y = _local13 * game.tileH;
_root.screen.maskset.maskset.attachMovie("masks", _local17, d);
_root.screen.maskset.maskset[_local17]._x = _local4 * game.tileW;
_root.screen.maskset.maskset[_local17]._y = _local13 * game.tileH;
_root.screen.tileset1.empty[_local17].gotoAndStop(_local7);
if ((_local7 > 4) and (_local7 < 8)) {
_root.screen.tileset1.empty[_local17].cacheAsBitmap;
}
_root.screen.maskset.maskset[_local17].gotoAndStop(_local7);
}
if (((_local8 != 1) and (_local8 != 0)) and (_local8 != 78)) {
_root.screen.tileset2.empty.attachMovie("tiles", _local17, d);
_root.screen.tileset2.empty[_local17]._x = _local4 * game.tileW;
_root.screen.tileset2.empty[_local17]._y = _local13 * game.tileH;
_root.screen.maskset.maskset.maskset.attachMovie("masks", _local10, d);
_root.screen.maskset.maskset.maskset[_local10]._x = _local4 * game.tileW;
_root.screen.maskset.maskset.maskset[_local10]._y = _local13 * game.tileH;
_root.screen.tileset2.empty[_local17].gotoAndStop(_local8);
_root.screen.maskset.maskset.maskset[_local10].gotoAndStop(_local8);
}
if ((_local8 == 78) and game.centrifuge) {
_root.screen.attachMovie("centrifuge", "centrifuge", 499);
_root.screen.centrifuge._x = _local4 * game.tileW;
_root.screen.centrifuge._y = _local13 * game.tileH;
if (game.informantstage == 4) {
_root.screen.centrifuge.gotoAndStop(2);
}
}
if (_local6 != 0) {
if ((_local6 == 1) and game.firstRun) {
game.firstRun = false;
game.charBuild = true;
_root.screen.attachMovie("char", "char", 10000);
_root.screen.char._x = _local4 * game.tileW;
_root.screen.char._y = (_local13 * game.tileH) - 40;
char.clip = game.clip.char;
}
if ((_local6 > 1) and (_local6 < 5)) {
sol = _local6 - 1;
s++;
_root.gaurds++;
delete game[_local17];
_local17 = "soldier" + s;
if (sol == 1) {
game[_local17] = new game.Enemy1();
game[_local17].speed = 2.5;
} else if (sol == 2) {
game[_local17] = new game.Enemy2();
game[_local17].speed = 2;
} else if (sol == 3) {
game[_local17] = new game.Enemy3();
game[_local17].speed = 4;
}
game[_local17].id = [_local4, _local13];
trace(game[_local17].id);
_root.screen.attachMovie("soldier" + sol, _local17, 10501 + s);
game[_local17].clip = game.clip[_local17];
game[_local17].clip._x = _local4 * game.tileW;
game[_local17].clip._y = _local13 * game.tileH;
game[_local17].clip.gotoAndStop(2);
game[_local17].width = game[_local17].clip._width / 2;
game[_local17].armLength = char.clip.char.arm1._width;
game.enemies.push(s);
game[_local17].dir = 1;
game[_local17].clip._xscale = 100 * dir;
game[_local17].clip.energy._visible = false;
game[_local17].clip.obnum = s;
}
if (_local6 == 19) {
_root.screen.attachMovie("scientist", "scientist", 10499);
_root.screen.scientist._x = _local4 * game.tileW;
_root.screen.scientist._y = _local13 * game.tileH;
}
if (_local6 == 20) {
vname = ("villager" + game.villagers.length) + 1;
game[vname] = new game.Extra();
_root.screen.attachMovie("villager", vname, (10489 + game.villagers.length) + 1);
game[vname].clip = game.clip[vname];
_root.screen[vname]._x = _local4 * game.tileW;
_root.screen[vname]._y = _local13 * game.tileH;
game[vname].width = 10;
game.villagers.push(vname);
}
if (_local6 == 18) {
game.informant = true;
game.informant = new game.Extra();
_root.screen.attachMovie("informant", "informant", 10500);
_root.screen.informant._x = _local4 * game.tileW;
_root.screen.informant._y = _local13 * game.tileH;
}
if ((_local6 > 4) and (_local6 < 11)) {
skip = false;
if (_local6 == 9) {
if (game.inventory[5][0] < 6) {
skip = true;
} else {
skip = false;
}
} else if ((_local6 == 10) or (_local6 == 8)) {
skip = true;
}
if (game.weaponDrop) {
skip = true;
}
if (skip) {
game.it++;
e = 20200 + game.it;
item = "item" + e;
_root.screen.attachMovie("itempickup", item, e, {_x:_local4 * game.tileW, _y:_local13 * game.tileH});
n = _local6 - 4;
_root.screen[item].gotoAndStop(n);
game.items.push(e);
}
}
}
_local4++;
}
_local13++;
}
}
if (t == 6) {
_root.hud.loadscreen.loadscreentext = "finalising";
_root.screen.tileset2._visible = false;
_root.screen.tileset1._visible = false;
_root.screen.maskset.maskset._xscale = 33.3333333333333;
_root.screen.maskset.maskset._yscale = 33.3333333333333;
var snapshot = (new flash.display.BitmapData((game.tileW * _local18) / 3, (game.tileH * _local21) / 3, true, eval("NULL")));
snapshot.draw(_root.screen.maskset);
_global.snapshot = snapshot;
_root.masktemp.attachBitmap(snapshot, 1);
_root.screen.maskset.removeMovieClip();
_root.screen.tileset1._visible = true;
_root.screen.tileset1.empty._xscale = 50;
_root.screen.tileset1.empty._yscale = 50;
var snapshot = (new flash.display.BitmapData((game.tileW * _local18) / 2, (game.tileH * _local21) / 2, true, eval("NULL")));
snapshot.draw(_root.screen.tileset1);
_root.screen.tiletemp.attachBitmap(snapshot, 1);
game.snapshot = snapshot;
_root.screen.tiletemp._xscale = 200;
_root.screen.tiletemp._yscale = 200;
_root.screen.tileset1.removeMovieClip();
_root.screen.tileset2._visible = true;
_root.screen.tileset2._visible = true;
_root.screen.tileset2.empty._xscale = 50;
_root.screen.tileset2.empty._yscale = 50;
var _local24 = new flash.display.BitmapData((game.tileW * _local18) / 2, (game.tileH * _local21) / 2, true, eval("NULL"));
_local24.draw(_root.screen.tileset2);
_root.screen.tiletemp2.attachBitmap(_local24, 1);
game.snapshot2 = _local24;
_root.screen.tiletemp2._xscale = 200;
_root.screen.tiletemp2._yscale = 200;
_root.screen.tileset2.removeMovieClip();
_root.masktemp._width = 1;
_root.masktemp._height = 1;
clearInterval(tileLoop);
_root.levelSetUp = true;
_root.paws = false;
setups();
var _local12 = 0;
while (_local12 < 20) {
if (checkColour("ff0000", _root.screen.char._x, _root.screen.char._y, true)) {
_root.screen.char._y = _root.screen.char._y - 2;
trace("GO+" + _local12);
}
_local12++;
}
var _local13 = 0;
while (_local13 < game.enemies.length) {
e = game.enemies[_local13];
var _local17 = "soldier" + e;
var _local11 = game[_local17];
if (checkColour("ffff00", _local11.clip._x, _local11.clip._y, true)) {
_local11.plat = 2;
_local11.clip._y = _local11.clip._y - 1;
break;
}
if (checkColour("ff0000", _local11.clip._x, _local11.clip._y, true)) {
_local11.plat = 1;
_local11.clip._y = _local11.clip._y - 1;
break;
}
_local13++;
}
_root.hud.loadscreen.loadscreentext = "";
_root.hud.loadscreen.gotoAndStop(2);
game.paws = false;
game.level = game.level + 0.5;
clearInterval(c4Timer);
c4Timer = setInterval(this, "c4Time", 1000);
focus(char.clip._x, char.clip._y);
if (game.tut == 0) {
_root.screen.attachMovie("qmark", "qmark", 9000);
if (map == myMap_1) {
_root.screen.qmark._x = 395;
_root.screen.qmark._y = 398;
} else if (map == myMap_2) {
_root.screen.qmark._x = 99;
_root.screen.qmark._y = 593;
} else if (map == myMap_3) {
_root.screen.qmark._x = 126;
_root.screen.qmark._y = 758;
}
}
}
}
function setups() {
_root.sp = 0;
_root.sp2 = 0;
_root.attachMovie("crosshairs", "crosshairs", 200);
_root.crosshairs.cacheAsBitmap;
crosshairs.startDrag("true");
Mouse.hide();
char.armLength = char.clip.char.arm1._width;
_root.hud.grip._visible = false;
_root.hud.sprint._visible = false;
_root.hud.map._visible = false;
_root.hud.box1.alert = " ";
}
function checkInformant() {
if (char.clip._x < _root.screen.informant._x) {
_root.screen.informant._xscale = -100;
} else {
_root.screen.informant._xscale = 100;
}
if (game.stage == 1) {
if (game.informantstage == 1) {
if (((char.clip._x < (_root.screen.informant._x + 50)) and (char.clip._x > (_root.screen.informant._x - 50))) and (char.clip._y < (_root.screen.informant._y + 40))) {
_root.paws = true;
_root.hud.box1.alert = "informant found";
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "I'm your informant, Chin Lee. I'll be telling you things you need to know. I'll be hiding in out of way places, so keep an eye out using 'SPACEBAR'. You're going to need some weapons. Look around in high places, you're sure to find some guns and health. Once your health is 100% you can't pickup any more. You can also go backwards through screens to get health you left behind. Good luck!";
game.informantstage = 2;
game.objective = "FIND WEAPONS AND HEALTH";
} else {
_root.screen.informant._xscale = 100;
}
} else if (game.informantstage == 3) {
if ((((char.clip._x > (_root.screen.informant._x - 50)) and (char.clip._x < (_root.screen.informant._x + 50))) and (char.clip._y < (_root.screen.informant._y + 40))) and (char.clip._y > (_root.screen.informant._y - 40))) {
_root.paws = true;
game.door29.locked = false;
game.door8.locked = false;
_root.hud.box1.alert = "informant found";
_root.hud.gotoAndStop(2);
_root.hud.info = "I've unlocked the doors doors in the office block. Go inside and find the C4 I've hidden for you. You need to blow up the centrifuge, it's a set of large cylinders in the underground. Good luck!";
game.informantstage = 4;
game.objective = "FIND THE C4 THEN BLOW UP THE CENTRIFUGE";
}
} else if (game.informantstage == 5) {
}
}
if (game.stage == 2) {
if (game.informantstage == 1) {
if ((((char.clip._x < (_root.screen.informant._x + 50)) and (char.clip._x > (_root.screen.informant._x - 50))) and (char.clip._y < (_root.screen.informant._y + 40))) and (char.clip._y > (_root.screen.informant._y - 40))) {
_root.paws = true;
_root.hud.box1.alert = "informant found";
_root.hud.gotoAndStop(2);
_root.hud.info = "You're going to need some C4 so you can blow up the missiles. There are only 6 C4 explosives and 6 missiles to destroy, don't waste them! You need to select the C4 using the mouse-wheel or by pressing the '4' Key. Stand on the drop-point and press the left mouse button to place C4. Don't stand too close, you don't want to be next to it when the 10 second timer goes off. Good Luck.";
game.informantstage = 2;
game.objective = "FIND C4 AND DESTROY MISSILES";
} else {
_root.screen.informant._xscale = 100;
}
} else if (game.informantstage == 3) {
if (((char.clip._x > (_root.screen.informant._x - 50)) and (char.clip._x < (_root.screen.informant._x + 50))) and (char.clip._y < (_root.screen.informant._y + 40))) {
_root.paws = true;
game.door29.locked = false;
game.door8.locked = false;
_root.hud.box1.alert = "informant found";
_root.hud.gotoAndStop(2);
_root.hud.box1.alert = "You used up all the C4??? I've ordered some more to be dropped, you'll have to gather it up again, but this time don't waste it! If you screw up this time you'll fail the mission! Get outta here!";
game.informantstage = 4;
}
} else if (game.informantstage == 5) {
}
}
if (game.stage == 3) {
if (game.informantstage == 1) {
if ((((char.clip._x < (_root.screen.informant._x + 50)) and (char.clip._x > (_root.screen.informant._x - 50))) and (char.clip._y < (_root.screen.informant._y + 40))) and (char.clip._y > (_root.screen.informant._y - 40))) {
_root.paws = true;
_root.hud.box1.alert = "informant found";
_root.hud.gotoAndStop(2);
_root.hud.info = "You have to assassinate 3 Nuclear Scientists. They are wearing white lab-coats and are spread out around the facility. I think I saw one of them go underground just before you arrived. When you've assassinated all 3 come back to me and I'll give you your next set of instructions";
game.informantstage = 2;
game.objective = "ASSASSINATE 3 NUCLEAR SCIENTISTS";
} else {
_root.screen.informant._xscale = 100;
}
} else if (game.informantstage == 3) {
if ((((char.clip._x > (_root.screen.informant._x - 50)) and (char.clip._x < (_root.screen.informant._x + 50))) and (char.clip._y < (_root.screen.informant._y + 40))) and (char.clip._y > (_root.screen.informant._y - 40))) {
_root.paws = true;
game.door29.locked = false;
game.door8.locked = false;
_root.hud.box1.alert = "informant found";
_root.hud.gotoAndStop(2);
_root.hud.info = "I've unlocked the doors doors in the office block. Go inside and find the C4 I've hidden for you. You need to blow up the centrifuge, it's a set of large cylinders in the underground, you can't miss it. Good luck!";
game.informantstage = 4;
game.objective = "FIND THE C4 THEN BLOW UP THE CENTRIFUGE";
}
} else if (game.informantstage == 5) {
if ((((char.clip._x > (_root.screen.informant._x - 50)) and (char.clip._x < (_root.screen.informant._x + 50))) and (char.clip._y < (_root.screen.informant._y + 40))) and (char.clip._y > (_root.screen.informant._y - 40))) {
_root.paws = true;
game.door29.locked = false;
game.door8.locked = false;
_root.hud.box1.alert = "informant found";
_root.hud.gotoAndStop(2);
_root.hud.info = "You can only get out of here via the roof. I've moved some bricks that were in your way, climb to the top of this building and jump off the edge to the right. Make sure you stay close to the wall so you don't hit the ground too hard!";
game.informantstage = 6;
game.objective = "ESCAPE VIA THE ROOF";
}
}
}
}
function dead() {
_root.paws = true;
_root.screen.removeMovieClip();
_root.tiledbackground.removeMovieClip();
delete mouseDownListener;
clearInterval(speedy);
delete speedy;
stopAllSounds();
clearInterval(death);
_root.play();
}
function checkTut(map) {
_root.paws = true;
_root.hud.gotoAndStop(2);
if (map == myMap_1) {
_root.hud.info = "Use 'W' to jump. You can jump into trees and hang from certain branches. This will help you gain height. You can also hang from certain structures and then jump again to reach a platform. As you hang your grip strength will decrease. If your grip strength reaches zero you'll lose your grip and fall. When you're not hanging your grip strength will be regained. If you want to jump down from the hanging position press 'S'.";
} else if (map == myMap_2) {
_root.hud.info = "jump down n shooot";
} else if (map == myMap_3) {
_root.hud.info = "look u p n sprint";
}
}
function checkTuts() {
game.objective = "PRACTICE YOUR MOVES";
if (game.myMap == myMap_1) {
if (game.tut == 1) {
_root.screen.qmark._x = 395;
_root.screen.qmark._y = 398;
} else if (game.tut == 2) {
_root.screen.qmark._x = 649;
_root.screen.qmark._y = 398;
} else if (game.tut == 3) {
_root.screen.qmark._x = 1250;
_root.screen.qmark._y = 440;
} else if (game.tut == 4) {
_root.screen.qmark._x = 1866;
_root.screen.qmark._y = 758;
} else if (game.tut == 5) {
_root.screen.qmark._x = 0;
_root.screen.qmark._y = 0;
}
x = char.clip._x;
y = char.clip._y;
if (game.tut == 0) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "Use 'W' to jump. You can jump into trees and hang from certain branches. This will help you gain height. If you want to jump down from the hanging position press 'S'.";
game.tut = game.tut + 0.5;
} else if (((((game.tut == 1) and (x > 385)) and (x < 405)) and (y < 408)) and (y > 388)) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "To crawl through tight spaces, press 'S' to duck, then either 'A' or 'D' to crawl left or right.";
game.tut = game.tut + 0.5;
} else if (((((game.tut == 2) and (x > 639)) and (x < 659)) and (y < 408)) and (y > 388)) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "Jump down and hang from the bar below. You can press 'A' or 'S' to move left and right while hanging.";
game.tut = game.tut + 0.5;
} else if (((((game.tut == 3) and (x > 1240)) and (x < 1260)) and (y < 450)) and (y > 430)) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "You can double-tap 'S' to jump down from certain ledges. You can hold down 'SPACEBAR' to look a greater distance.";
game.tut = game.tut + 0.5;
} else if (((((game.tut == 4) and (x > 1856)) and (x < 1876)) and (y < 768)) and (y > 748)) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "Continue to the end of the screen for weapons training. Practice jumping up towers, ledges and up trees using branches.";
game.tut = game.tut + 0.5;
}
}
if (game.myMap == myMap_2) {
if (game.tut == 1) {
_root.screen.qmark._x = 1004;
_root.screen.qmark._y = 758;
} else if (game.tut == 2) {
_root.screen.qmark._x = 1578;
_root.screen.qmark._y = 758;
}
x = char.clip._x;
y = char.clip._y;
if (((((game.tut == 0) and (x > 89)) and (x < 109)) and (y < 603)) and (y > 583)) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "You don't have any ammo yet so jump down from the platform, by double-tapping 'S', when the gaurd below is walking away from you. Sneak up behind him and stab him with your knife by pressing the Left Mouse button. You can change weapons using the number keys or the scroll wheel on the mouse.";
game.tut = game.tut + 0.5;
} else if (((((game.tut == 1) and (x > 994)) and (x < 1014)) and (y < 768)) and (y > 748)) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "Jump up and hang from platform that the soldier is walking on above. If you time it right, you should be able to jump again while hanging to land on the platform and then use your knife to dispatch him.";
game.tut = game.tut + 0.5;
} else if (((((game.tut == 2) and (x > 1568)) and (x < 1588)) and (y < 768)) and (y > 748)) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "Wait for the gaurd to walk up to the crates and away again. He can't see you while you're hiding behind the crates. After he leaves, jump over and use your knife to take care of him.";
game.tut = game.tut + 0.5;
}
}
if (game.myMap == myMap_3) {
if (game.tut == 1) {
_root.screen.qmark._x = 3042;
_root.screen.qmark._y = 758;
} else if (game.tut == 2) {
_root.screen.qmark._x = 0;
_root.screen.qmark._y = 0;
}
x = char.clip._x;
y = char.clip._y;
if (((((game.tut == 0) and (x > 116)) and (x < 136)) and (y < 768)) and (y > 748)) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "Look around using the 'SPACEBAR' to find any ammo/health lying around or to spot guards. Use 'SHIFT' to sprint away while holding either 'A' or 'D' if you get in trouble. This sprint energy will run out quickly, but refills itself.";
game.tut = game.tut + 0.5;
} else if (((((game.tut == 1) and (x > 3032)) and (x < 3052)) and (y < 768)) and (y > 748)) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "End of training. As you progress you'll get more tips. Good Luck!";
game.tut = game.tut + 0.5;
}
}
}
function dyingfall() {
char.clip._y = char.clip._y + 4;
if (checkColour("ff0000", char.clip._x, char.clip._y, true)) {
clearInterval(death);
death = setInterval(this, "dead", 3000);
game.alive = false;
char.clip.char.play();
}
screenPos(char.clip._x, char.clip._y);
}
function checkKeys() {
if (!Key.isDown(80)) {
_root.pausePress = false;
}
if (Key.isDown(46)) {
trace("x - " + char.clip._x);
trace("y - " + char.clip._y);
}
if (game.informant and (!char.jump)) {
checkInformant();
}
if (game.myMap == myMap2_1) {
checkDoors();
}
checkRockets();
if (game.stage == 0) {
checkTuts();
}
if (_root.weaponsAddy) {
_root.hud.energy.energy._xscale = 100;
_root.hud.grip.energy._xscale = 100;
_root.hud.sprint.energy._xscale = 100;
}
if (_root.hud.energy.energy._xscale < 0) {
_root.end = "dead";
if ((!char.jump) and (!char.hang)) {
death = setInterval(this, "dead", 3000);
game.alive = false;
char.clip.gotoAndStop(12);
} else {
death = setInterval(this, "dyingfall", 12);
game.alive = false;
char.clip.gotoAndStop(13);
}
_root.hud.energy.energy._xscale = 0;
}
_root.sp2++;
var _local4 = char;
if (game.useDoor) {
useDoor();
}
if (game.alive and (!game.useDoor)) {
if (_root.hud.sprint.energy._xscale < 100) {
_root.hud.sprint.energy._xscale = _root.hud.sprint.energy._xscale + 0.1;
}
if (Key.isDown(80) and (!_root.pausePress)) {
if (!_root.paws) {
_root.paws = true;
_root.screen._alpha = 0;
_root.hud.loadscreen.gotoAndStop(7);
_root.hud.loadscreen.objective = game.objective;
trace(game.objective);
} else if (_root.paws) {
_root.paws = false;
_root.screen._alpha = 100;
_root.char.shooting = true;
clearInterval(shootTimer);
shootTimer = setInterval(_root, "shootTime", 500);
_root.hud.loadscreen.gotoAndStop(2);
}
}
if (char.clip._x >= _global.mapWidthActual) {
_root.oldY = _root.screen.char._y;
game.dir = 1;
checkLevel();
} else if (char.clip._x <= 0) {
_root.oldY = _root.screen.char._y;
game.dir = -1;
checkLevel();
} else if (char.clip._y > _global.mapHeightActual) {
_root.oldX = _root.screen.char._x;
game.dir = 2;
checkLevel();
} else if (char.clip._y < 0) {
_root.oldX = _root.screen.char._x;
game.dir = -2;
checkLevel();
}
if (_local4.hang) {
_root.hud.sprint._visible = false;
_root.hud.grip._visible = true;
_root.hud.grip.energy._xscale = _root.hud.grip.energy._xscale - 0.2;
if (_root.hud.grip.energy._xscale < 0) {
char.clip._y = char.clip._y + 10;
_local4.clip.gotoAndStop(4);
_local4.hang = false;
_local4.jumpspeed = 0;
_local4.jump = true;
_local4.falling = true;
_local4.jumpRelease = false;
}
} else if (_root.hud.grip.energy._xscale < 100) {
_root.hud.grip.energy._xscale = _root.hud.grip.energy._xscale + 0.1;
if (!_local4.jump) {
_root.hud.grip._visible = false;
}
}
if (_local4.land) {
if (_local4.clip.char._currentframe == 8) {
_local4.land = false;
}
}
if ((!_local4.shootRelease) and (!game.mouseDown)) {
_local4.shootRelease = true;
_local4.shoot = true;
}
if ((game.mouseDown and (!_local4.shooting)) and (_local4.shootRelease or _local4.pulse)) {
if (char.weaponType == 1) {
if (game.inventory[char.weapon][0] < 1) {
sounds.dry_fire.start();
_local4.shootRelease = false;
_local4.shooting = true;
shootTimer = setInterval(this, "shootTime", _local4.shootspeed);
}
if (game.inventory[char.weapon][0] > 0) {
weapontemp = game.inventory[char.weapon][0];
weapontemp = weapontemp - 1;
game.inventory[char.weapon][0] = weapontemp;
_root.hud.bullets = game.inventory[char.weapon][0];
char.clip.char.arm1.gun.flame.gotoAndPlay(2);
shoot(char, dir, true);
if (!_local4.pulse) {
_local4.res = 15;
} else {
_local4.res = random(8);
}
_local4.shootRelease = false;
_local4.shooting = true;
shootTimer = setInterval(this, "shootTime", _local4.shootspeed);
}
} else if (((((char.weaponType == 0) and (!_local4.jump)) and (!_local4.land)) and (!_local4.hang)) and (!_local4.crawl)) {
sounds.knife1.start();
char.clip.gotoAndStop(11);
_local4.shootRelease = false;
_local4.shooting = true;
_local4.stab = true;
_local4.duck = false;
checkStab(char);
shootTimer = setInterval(this, "shootTime", _local4.shootspeed);
} else if (((((char.weaponType == 2) and (game.inventory[char.weapon][0] > 0)) and (!_local4.jump)) and (!_local4.hang)) and (!_local4.land)) {
weapontemp = game.inventory[char.weapon][0];
weapontemp = weapontemp - 1;
game.inventory[char.weapon][0] = weapontemp;
_root.hud.bullets = game.inventory[char.weapon][0];
_local4.shootRelease = false;
_local4.shooting = true;
shootTimer = setInterval(this, "shootTime", _local4.shootspeed);
c = game.c4.length;
game.clip.attachMovie("itempickup", "c4" + c, 20300 + c, {_x:char.clip._x + (20 * dir), _y:char.clip._y});
game.clip["c4" + c].gotoAndStop(5);
game.clip["c4" + c].timer = 10;
game.c4.push(c);
if (_root.hud.bullets == 0) {
game.clip.char.clip.char.arm1.gun.gotoAndStop(3);
}
}
}
changeWeapons(_local4);
var _local6 = Key.isDown(68);
var _local7 = Key.isDown(65);
var _local8 = Key.isDown(87);
var _local5 = Key.isDown(83);
var _local11 = Key.isDown(74);
var _local9 = Key.isDown(75);
var _local12 = Key.isDown(76);
armAngle();
if ((((((((!_local5) and (!_local6)) and (!_local7)) and (!_local4.jump)) and (!_local4.duck)) and (!_local4.hang)) and (!_local4.land)) and (!_local4.stab)) {
_local4.clip.gotoAndStop(1);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
armAngle();
char.jumpdis = 0;
_root.hud.grip._visible = false;
}
if ((((((_local5 and (!_local6)) and (!_local7)) and (!_local4.jump)) and (!_local4.duck)) and (!_local4.land)) and (!_local4.stab)) {
if (_local4.hang) {
_local4.clip.gotoAndStop(4);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
_local4.hang = false;
_local4.jumpspeed = 0;
_local4.jump = true;
_local4.falling = true;
_local4.jumpRelease = false;
} else {
_local4.clip.gotoAndStop(5);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
_local4.duck = true;
}
armAngle();
}
if ((((_local7 and (!_local4.hang)) and (!_local4.duck)) and (!_local4.land)) and (!_local4.stab)) {
moveChar(char, -1, 0, 0);
if (!_local4.jump) {
if (game.clip._xmouse < _local4.clip._x) {
char.clip.gotoAndStop(2);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
} else {
char.clip.gotoAndStop(7);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
}
}
}
if ((((_local6 and (!_local4.hang)) and (!_local4.duck)) and (!_local4.land)) and (!_local4.stab)) {
moveChar(char, 1, 0, 0);
if (!_local4.jump) {
if (game.clip._xmouse > _local4.clip._x) {
char.clip.gotoAndStop(2);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
} else {
char.clip.gotoAndStop(7);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
}
}
}
if ((_local7 and _local4.hang) and (!game.mouseDown)) {
moveChar(char, -1, 0, 0);
}
if ((_local6 and _local4.hang) and (!game.mouseDown)) {
moveChar(char, 1, 0, 0);
}
if (((_local4.hang and (!_local7)) and (!_local6)) or (game.mouseDown and _local4.hang)) {
char.clip.gotoAndStop(6);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
}
if ((_local7 and _local4.duck) and (!_local4.hang)) {
_local4.crawl = true;
char.clip.gotoAndStop(9);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
char.clip.char.play();
moveChar(char, -1, 0, 0);
screenPos(char.clip._x, char.clip._y);
_local4.jumpRelease = false;
}
if ((_local6 and _local4.duck) and (!_local4.hang)) {
_local4.crawl = true;
char.clip.gotoAndStop(9);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
char.clip.char.play();
moveChar(char, 1, 0, 0);
screenPos(char.clip._x, char.clip._y);
_local4.jumpRelease = false;
}
if (((((_local4.duck and (!_local7)) and (!_local6)) and _local5) and (!_local4.hang)) and _local4.crawl) {
checkWallHit(_local4, _local4.clip._x, _local4.clip._y - 20, _local4.plat);
checkWallHit(_local4, _local4.clip._x, _local4.clip._y - 20, _local4.plat);
if (!_local4.wallhit) {
_local4.crawl = false;
char.clip.gotoAndStop(5);
char.clip.char.gotoAndStop(8);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
} else {
char.clip.char.stop();
}
}
if (_local4.duck and (!_local5)) {
checkWallHit(_local4, _local4.clip._x, _local4.clip._y - 20, _local4.plat);
if (!_local4.wallhit) {
_local4.duck = false;
_local4.crawl = false;
} else if (!_local4.crawl) {
char.clip.gotoAndStop(9);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
}
if ((!_local6) and (!_local7)) {
char.clip.char.stop();
}
}
if (((((!_local4.jumpRelease) and (!_local8)) and (!_local4.jump)) and (!_local4.duck)) and (!_local4.stab)) {
_local4.jumpRelease = true;
}
if ((_local4.doubleTap == 0) and _local5) {
_local4.doubleTap = 1;
clearInterval(doubleTapInt);
doubleTapInt = setInterval(this, "doubleTap2", 200);
}
if ((!_local5) and (char.doubleTap == 1)) {
char.doubleTap = 1.5;
clearInterval(doubleTapInt);
doubleTapInt = setInterval(this, "doubleTap2", 200);
}
if (_local5 and (char.doubleTap == 1.5)) {
char.doubleTap = 2;
clearInterval(doubleTapInt);
}
if ((_local5 and (char.doubleTap == 2)) and (!_local4.jump)) {
char.doubleTap = 3;
clearInterval(doubleTapInt);
}
if (((_local5 and (_local4.doubleTap == 3)) and (!_local4.jump)) and _local4.jumpRelease) {
char.doubleTap = 0;
clearInterval(doubleTapInt);
if ((!checkColour("ffff00", char.clip._x, char.clip._y + 35, true)) and (!checkColour("ff0000", char.clip._x, char.clip._y + 35, true))) {
if (_local4.hang) {
char.clip._y = _local4.hangdif;
} else {
char.clip._y = char.clip._y + 35;
}
_local4.clip.gotoAndStop(4);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
_local4.hang = false;
_local4.jumpspeed = 16;
_local4.jump = true;
_local4.falling = true;
_local4.jumpRelease = false;
}
if (_local4.jump) {
}
}
if ((((_local8 and (!_local4.jump)) and _local4.jumpRelease) and (!_local4.land)) and (!_local4.stab)) {
if (_local4.hang) {
char.clip._y = char.clip._y - 20;
}
_local4.jumpdis = 0;
_local4.hang = false;
_local4.jump = true;
_local4.jumpRelease = false;
_local4.jumpspeed = _local4.jumpstart;
_local4.plat = 0;
_local4.wallhit = false;
_local4.falling = false;
char.clip.gotoAndStop(3);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
}
if (_local4.jump) {
if (_local9) {
var _local10 = _local4.gravity;
} else {
var _local10 = _local4.gravity + 1;
}
jump(_local4, _local4.jumpspeed, _local10);
}
moveBullets();
enemyBrain();
screenPos(char.clip._x, char.clip._y);
}
}
function setUpDoors() {
game.door1 = {dir:0, locked:true};
game.door2 = {dir:2, locked:false};
game.door3 = {dir:2, locked:false};
game.door4 = {dir:3, locked:false};
game.door5 = {dir:0, locked:true};
game.door6 = {dir:0, locked:true};
game.door7 = {dir:1, locked:false};
game.door8 = {dir:2, locked:true};
game.door9 = {dir:-2, locked:false};
game.door10 = {dir:0, locked:true};
game.door11 = {dir:3, locked:false};
game.door12 = {dir:-2, locked:false};
game.door13 = {dir:3, locked:false};
game.door14 = {dir:0, locked:true};
game.door15 = {dir:0, locked:true};
game.door16 = {dir:0, locked:true};
game.door17 = {dir:0, locked:true};
game.door18 = {dir:0, locked:true};
game.door19 = {dir:2, locked:false};
game.door20 = {dir:0, locked:true};
game.door21 = {dir:3, locked:false};
game.door22 = {dir:0, locked:true};
game.door23 = {dir:-2, locked:false};
game.door24 = {dir:1, locked:false};
game.door25 = {dir:2, locked:false};
game.door26 = {dir:3, locked:false};
game.door27 = {dir:-2, locked:false};
game.door28 = {dir:3, locked:true};
game.door29 = {dir:-2, locked:true};
game.door30 = {dir:3, locked:false};
game.door31 = {dir:0, locked:true};
game.door32 = {dir:0, locked:true};
game.door33 = {dir:3, locked:false};
game.door34 = {dir:-2, locked:false};
game.door35 = {dir:2, locked:false};
game.door36 = {dir:-2, locked:false};
game.doorInUse = false;
}
function useDoor(dx, dy) {
game.useDoor = true;
if (game.d == 1) {
char.clip.gotoAndStop(2);
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
char.clip._y = char.clip._y - 2;
game.y++;
if (game.y == 20) {
game.d = 2;
}
} else if (game.d == 2) {
char.clip._x = char.dx;
char.clip._y = char.dy - 40;
game.d = 3;
game.y = 0;
var _local2 = 1;
while (_local2 < 37) {
dname = "door" + _local2;
if ((char.clip._x > game.clip[dname]._x) and (char.clip._x < (game.clip[dname]._x + game.clip[dname]._width))) {
if ((char.clip._y > game.clip[dname]._y) and (char.clip._y < (game.clip[dname]._y + 200))) {
game.clip[dname].gotoAndStop(2);
}
}
_local2++;
}
} else if (game.d == 3) {
game.y++;
char.clip._y = char.clip._y + 2;
screenPos(char.dx, char.dy);
if (game.y == 20) {
game.d = 4;
game.useDoor = false;
trace("YAAGH");
var _local2 = 1;
while (_local2 < 37) {
dname = "door" + _local2;
trace(dname);
if ((char.clip._x > game.clip[dname]._x) and (char.clip._x < (game.clip[dname]._x + game.clip[dname]._width))) {
if ((char.clip._y > game.clip[dname]._y) and (char.clip._y < (game.clip[dname]._y + 300))) {
if ((!game[dname].locked) and (game[dname].dir == 3)) {
game.clip[dname].gotoAndStop(1);
trace("LOOOCKED");
break;
}
}
}
_local2++;
}
}
}
}
function checkDoors() {
var _local2 = 1;
while (_local2 < 37) {
dname = "door" + _local2;
if ((char.clip._x > (game.clip[dname]._x + 5)) and (char.clip._x < ((game.clip[dname]._x + game.clip[dname]._width) - 5))) {
if ((char.clip._y > game.clip[dname]._y) and (char.clip._y < (game.clip[dname]._y + 200))) {
if ((!Key.isDown(69)) and (game.d == 4)) {
game.doorInUse = false;
}
if ((dname == "door12") and (!game.doorActivate)) {
game.doorActivate = true;
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "Press 'E' to enter a door. If the door is closed it is locked. Some doors can be unlocked by finishing tasks assigned by the informant.";
}
if ((((!game[dname].locked) and Key.isDown(69)) and (!game.doorInUse)) and (game[dname].dir != 3)) {
game.doorInUse = true;
if (game[dname].dir == 1) {
char.dx = char.clip._x + 240;
char.dy = char.clip._y;
} else if (game[dname].dir == -1) {
char.dx = char.clip._x - 240;
char.dy = char.clip._y;
} else if (game[dname].dir == 2) {
char.dy = char.clip._y + 240;
char.dx = char.clip._x;
} else if (game[dname].dir == -2) {
char.dy = char.clip._y - 240;
char.dx = char.clip._x;
}
game.d = 1;
game.y = 0;
game.doorOut = dname;
useDoor(char.dx, char.dy);
}
break;
}
}
_local2++;
}
}
function checkDoorsOld() {
var _local1 = 1;
while (_local1 < 37) {
dname = "door" + _local1;
if ((char.clip._x > game.clip[dname]._x) and (char.clip._x < (game.clip[dname]._x + game.clip[dname]._width))) {
if ((char.clip._y > game.clip[dname]._y) and (char.clip._y < (game.clip[dname]._y + 200))) {
if (!Key.isDown(69)) {
game.doorInUse = false;
}
if (((!game[dname].locked) and Key.isDown(69)) and (!game.doorInUse)) {
game.doorInUse = true;
if (game[dname].dir == 1) {
char.clip._x = char.clip._x + 240;
} else if (game[dname].dir == -1) {
char.clip._x = char.clip._x - 240;
} else if (game[dname].dir == 2) {
char.clip._y = char.clip._y + 240;
} else if (game[dname].dir == -2) {
char.clip._y = char.clip._y - 240;
}
}
}
}
_local1++;
}
}
function armAngle() {
cy = char.clip._y;
if (dir == 1) {
adjside = game.clip._xmouse - (char.clip._x - Math.abs(char.clip.char.arm1._x));
oppside = -1 * (game.clip._ymouse - (cy - Math.abs(char.clip.char.arm1._y)));
}
if (dir == -1) {
adjside = (char.clip._x + Math.abs(char.clip.char.arm1._x)) - game.clip._xmouse;
oppside = -1 * (game.clip._ymouse - (cy - Math.abs(char.clip.char.arm1._y)));
}
angle = Math.atan2(oppside, adjside);
angle = Math.round((angle / Math.PI) * 180);
if (dir == 1) {
adjside = game.clip._xmouse - char.clip._xMath.abs(char.clip.char.arm2._x);
oppside = -1 * (game.clip._ymouse - (char.clip._y - Math.abs(char.clip.char.arm2._y)));
}
if (dir == -1) {
adjside = (char.clip._x + Math.abs(char.clip.char.arm2._x)) - game.clip._xmouse;
oppside = -1 * (game.clip._ymouse - (char.clip._y - Math.abs(char.clip.char.arm2._y)));
}
angle2 = Math.atan2(oppside, adjside);
angle2 = Math.round((angle / Math.PI) * 180);
if ((angle > -45) or char.hang) {
armangle = angle;
armangle2 = angle2;
} else {
armangle = -45;
armangle2 = -45;
}
armangle = armangle + char.res;
armangle2 = armangle2 + char.res;
if (char.res > 0) {
char.res--;
}
char.clip.char.arm1._rotation = -1 * armangle;
char.clip.char.arm2._rotation = -1 * armangle;
if ((angle > -45) or char.hang) {
headangle = angle;
} else {
headangle = -45;
}
char.clip.char.head._rotation = -1 * headangle;
char.clip.char.head._x = char.clip.char.m._x;
char.clip.char.head._y = char.clip.char.m._y;
char.clip.char.arm2._x = char.clip.char.m2._x;
char.clip.char.arm2._y = char.clip.char.m2._y;
char.clip.char.arm1._x = char.clip.char.m1._x;
char.clip.char.arm1._y = char.clip.char.m1._y;
if ((char.weaponType == 2) and (_root.hud.bullets == 0)) {
char.clip.char.arm1.gun.gotoAndStop(3);
} else {
char.clip.char.arm1.gun.gotoAndStop(char.weapon + 1);
}
if (game.clip._xmouse > char.clip._x) {
char.clip._xscale = 100;
dir = 1;
} else if (game.clip._xmouse < char.clip._x) {
char.clip._xscale = -100;
dir = -1;
}
if (game.clip._ymouse > char.clip.arm1._y) {
ydir = 1;
} else if (game.clip._ymouse < char.clip.arm1._y) {
ydir = -1;
}
}
function doubleTap() {
var _local1 = Key.isDown(83);
if ((!_local1) and (char.doubleTap == 1)) {
char.doubleTap = 1.5;
} else if (_local1 and (char.doubleTap == 1.5)) {
char.doubleTap = 2;
clearInterval(doubleTapInt);
} else if ((!_local1) and (char.doubleTap == 1.5)) {
char.doubleTap = 0;
clearInterval(doubleTapInt);
}
}
function doubleTap2() {
char.doubleTap = 0;
clearInterval(doubleTapInt);
}
function shootTime() {
_root.char.shoot = true;
_root.char.shooting = false;
_root.char.stab = false;
clearInterval(shootTimer);
}
function c4Time() {
var _local2 = 0;
while (_local2 < game.c4.length) {
var _local1 = game.clip["c4" + _local2];
_local1.timer = _local1.timer - 1;
if (_local1.timer < 0) {
sounds.explosion_large.start();
game.clip.attachMovie("c4_explosion", "explosion" + _local2, 50000 + _local2, {_x:_local1._x, _y:_local1._y});
checkC4Range(_local1._x, _local1._y);
_local1.removeMovieClip();
}
_local2++;
}
}
function checkC4Range(x, y) {
var _local3 = 0;
while (_local3 < game.enemies.length) {
en = game.enemies[_local3];
var _local7 = "soldier" + en;
var _local2 = game[_local7];
if (_local2.active) {
bx = x;
by = y;
if ((bx > (_local2.clip._x - 2000)) and (bx < (_local2.clip._x + 2000))) {
if ((by > (_local2.clip._y - 500)) and (by < (_local2.clip._y + 350))) {
_local2.pursue = true;
if (!_local2.alarmed) {
if (_local2.clip._x < bx) {
_local2.clip._xscale = 100;
_local2.dir = 1;
} else if (_local2.clip._x > bx) {
_local2.clip._xscale = -100;
_local2.dir = -1;
}
_local2.alarmed = true;
_local2.stage = 2;
}
}
}
if ((((_local2.clip._x < (x + 100)) and (_local2.clip._x > (x - 100))) and (_local2.clip._y > (y - 100))) and (_local2.clip._y < (y + 100))) {
sounds.bullet_hit1.start();
_local2.clip.energy._xscale = 0;
type = 4;
dx = _local2.clip._x;
dy = _local2.clip._y;
dying = "dying" + game.enemies.length;
_root.hud.red.play();
soldier = (("soldier" + _local2.type) + "dying") + type;
game.clip.attachMovie(soldier, dying, 30000 + game.enemies.length, {_x:dx, _y:dy});
game.clip[dying]._xscale = _local2.clip._xscale;
clearInterval(_local2.shootTimer);
a1 = _local2.id[0];
a2 = _local2.id[1];
game.myItems[a2][a1] = 0;
game.enemies.splice(_local3, 1);
_local2.clip.removeMovieClip();
game.score = game.score + 100;
_root.hud.score = "SCORE: " + game.score;
}
}
_local3++;
}
if ((((_root.screen.scientist._x < (x + 100)) and (_root.screen.scientist._x > (x - 100))) and (_root.screen.scientist._y > (y - 100))) and (_root.screen.scientist._y < (y + 100))) {
game.scientistKilled++;
if (game.scientistKilled == 3) {
game.informantstage = 3;
}
trace(game.scientistKilled);
_root.screen.scientist.gotoAndStop(2);
a1 = _root.screen.scientist._x / 40;
a2 = _root.screen.scientist._y / 40;
game.myItems[a2][a1] = 0;
game.score = game.score + 500;
_root.hud.score = "SCORE: " + game.score;
removeBullet(hole);
if (game.scientistKilled == 1) {
_root.hud.box1.alert = ((game.scientistKilled + " scientist taken out. ") + (3 - game.scientistKilled)) + " more to go!";
} else if (game.scientistKilled == 2) {
_root.hud.box1.alert = ((game.scientistKilled + " scientists taken out. ") + (3 - game.scientistKilled)) + " more to go!";
} else if (game.scientistKilled == 3) {
_root.hud.box1.alert = "All 3 scientists taken care of. Return to Informant.";
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "All 3 scientists taken care of. Return to Informant.";
}
}
if (_root.screen.centrifuge._currentframe == 2) {
rx1 = _root.screen.centrifuge._x;
rx2 = rx1 + 200;
ry1 = _root.screen.centrifuge._y + 360;
ry2 = ry1 + 200;
if ((((x < rx2) and (x > rx1)) and (y > ry1)) and (y < ry2)) {
sounds.explosion_large.start();
shakeScreen(-10, 20);
_root.screen.centrifuge.play();
game.score = game.score + 1000;
_root.hud.score = "SCORE: " + game.score;
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "Well done! Now find the informant for further instructions.";
_root.hud.box1.alert = "Centrifuge destroyed!";
game.centrifuge = false;
game.informantstage = 5;
a1 = game.clip.centrifuge._x / 40;
a2 = game.clip.centrifuge._y / 40;
game.myForeground2_5[a2][a1] = 0;
myForeground2_2[0][32] = 0;
myForeground2_2[1][32] = 0;
myMap2_2[0][32] = 0;
myMap2_2[1][32] = 0;
}
}
if ((game.stage == 2) and (game.myMap == myMap9)) {
var _local6 = 0;
while (_local6 < game.rockets.length) {
rname = game.rockets[_local6];
rx1 = game.clip[rname]._x;
rx2 = rx1 + 240;
ry1 = game.clip[rname]._y + 480;
ry2 = ry1 + 200;
rf = game.clip[rname]._currentframe;
if (((((x < rx2) and (x > rx1)) and (y > ry1)) and (y < ry2)) and (rf == 1)) {
a1 = game.clip[rname]._x / 40;
a2 = game.clip[rname]._y / 40;
game.myMap[a2][a1] = 0;
sounds.explosion_large.start();
shakeScreen(-10, 20);
game.clip[rname].play();
game.score = game.score + 350;
_root.hud.score = "SCORE: " + game.score;
break;
}
_local6++;
}
rg = 0;
_local6 = 0;
while (_local6 < game.rockets.length) {
rname = game.rockets[_local6];
if (game.clip[rname]._currentframe == 1) {
rg++;
}
_local6++;
}
c4left = game.inventory[5][0] + game.c4.length;
if ((c4left < rg) and (game.informantstage == 2)) {
_root.hud.box1.alert = "FIND THE INFORMANT!";
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "YOU WASTED THE C4!!! Go back to the informant for details!";
game.informantstage = 3;
}
if (((c4left < rg) and (game.level == 9)) and (game.informantstage == 4)) {
_root.hud.box1.alert = "MISSION FAILED!";
}
if (((c4left < 6) and (game.level < 9)) and (game.informantstage == 4)) {
_root.hud.box1.alert = "MISSION FAILED!";
}
if ((rg == 1) and (game.myMap == myMap9)) {
game.rocketsLevel = true;
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "WELL DONE! You can now continue with your missions.";
_root.hud.box1.alert = "MISSION COMPLETE.";
}
if ((((char.clip._x < (x + 50)) and (char.clip._x > (x - 50))) and (char.clip._y > (y - 50))) and (char.clip._y < (y + 50))) {
sounds.bullet_hit1.start();
_root.hud.energy.energy._xscale = _root.hud.energy.energy._xscale - 50;
_root.hud.red.play();
shakeScreen(10, 10);
if (char.hang) {
char.clip._y = char.clip._y + 15;
char.clip.gotoAndStop(4);
char.hang = false;
char.jumpspeed = 10;
char.jump = true;
char.falling = true;
char.jumpRelease = false;
}
}
}
if ((((c4left < 6) and (game.informantstage == 2)) and (game.stage == 2)) and (game.myMap != myMap9)) {
_root.hud.box1.alert = "YOU WASTED THE C4!!! Go back to the informant for details!";
game.informantstage = 3;
}
}
function shakeScreen(x, y) {
_root.screen._x = _root.screen._x + x;
_root.screen._y = _root.screen._y + y;
}
function moveChar(ob, dirx, diry, jump) {
speed = ob.speed;
if (ob == char) {
checkItemPickup();
if (((Key.isDown(16) and (_root.hud.sprint.energy._xscale > 0)) and (!ob.hang)) and (!ob.duck)) {
speed = ob.speed * 1.5;
_root.hud.sprint._visible = true;
_root.hud.grip._visible = false;
_root.hud.sprint.energy._xscale = _root.hud.sprint.energy._xscale - 0.5;
} else if (_root.hud.sprint.energy._xscale > 5) {
_root.hud.sprint._visible = false;
}
}
checkWallHit(ob, ob.clip._x + ((ob.width + speed) * dirx), ob.clip._y, ob.plat);
if (ob.hang) {
s = Math.floor(ob.speed / 2);
if (!checkColour("ff", ob.clip._x + (20 * dirx), ob.clip._y - 80, true)) {
ob.wallhit = true;
char.clip.gotoAndStop(6);
} else {
ob.wallhit = false;
char.clip.gotoAndStop(8);
char.clip.char.play();
}
} else if (ob.crawl) {
s = Math.floor(ob.speed / 2);
} else {
s = speed;
}
if (!ob.wallhit) {
checkPlatforms(ob, ob.clip._x + (s * dirx), ob.clip._y, ob.plat);
ob.clip._x = ob.clip._x + (s * dirx);
}
}
function screenPos(x, y) {
sp = 5;
mX = game.clip._xmouse;
mY = game.clip._ymouse;
if (Key.isDown(32)) {
if ((mX < (x + 200)) and (mX > (x - 200))) {
x = mX;
} else if (mX > (x + 200)) {
x = x + 205;
} else if (mX < (x - 200)) {
x = x - 205;
}
if ((mY < (y + 200)) and (mY > (y - 200))) {
y = mY;
} else if (mY > (y + 200)) {
y = y + 205;
} else if (mY < (y - 200)) {
y = y - 205;
}
}
startX = Math.floor(game.clip._x);
startY = Math.floor(game.clip._y);
if (dir == 1) {
d = 250;
} else {
d = 350;
}
endX = Math.floor(x - d) * -1;
endY = Math.floor(y - 280) * -1;
if (endX >= 0) {
endX = 0;
}
if (endY >= 0) {
endY = 0;
}
game.endX = endX * -1;
if (startX != endX) {
if (endX <= ((_global.mapWidthActual - 600) * -1)) {
endX = (_global.mapWidthActual - 600) * -1;
}
game.clip._x = game.clip._x + Math.floor((endX - startX) / sp);
}
if (startY != endY) {
if (endY <= ((_global.mapHeightActual - 400) * -1)) {
endY = (_global.mapHeightActual - 400) * -1;
}
game.clip._y = game.clip._y + Math.floor((endY - startY) / sp);
}
}
function focus(x, y) {
sp = 15;
mX = game.clip._xmouse;
mY = game.clip._ymouse;
startX = Math.floor(game.clip._x);
startY = Math.floor(game.clip._y);
if (dir == 1) {
d = 100;
} else {
d = 500;
}
endX = Math.floor(x - d) * -1;
endY = Math.floor(y - 200) * -1;
if (endX >= 0) {
endX = 0;
}
if (endY >= 0) {
endY = 0;
}
if (endX <= ((_global.mapWidthActual - 600) * -1)) {
endX = (_global.mapWidthActual - 600) * -1;
}
game.clip._x = game.clip._x + (endX - startX);
if (endY <= ((_global.mapHeightActual - 400) * -1)) {
endY = (_global.mapHeightActual - 400) * -1;
}
game.clip._y = game.clip._y + (endY - startY);
}
function checkScreen(obx) {
if ((obx > (game.endX - 10)) and (obx < (game.endX + 610))) {
return(true);
}
return(false);
}
function screenPosNew(x, y) {
speed = 10;
mX = game.clip._xmouse;
mY = game.clip._ymouse;
if (Key.isDown(32)) {
if ((mX < (x + 200)) and (mX > (x - 200))) {
x = mX;
} else if (mX > (x + 200)) {
x = x + 205;
} else if (mX < (x - 200)) {
x = x - 205;
}
if ((mY < (y + 200)) and (mY > (y - 200))) {
y = mY;
} else if (mY > (y + 200)) {
y = y + 205;
} else if (mY < (y - 200)) {
y = y - 205;
}
}
startX = Math.floor(game.clip._x);
startY = Math.floor(game.clip._y);
if (dir == 1) {
d = 200;
} else {
d = 400;
}
endX = Math.floor(x - d) * -1;
endY = Math.floor(y - 320) * -1;
if (startX != endX) {
game.clip._x = game.clip._x + Math.floor((endX - startX) / speed);
}
if (startY != endY) {
game.clip._y = game.clip._y + Math.floor((endY - startY) / speed);
}
}
function jump(ob, speed, gravity) {
if (ob.jumpspeed < 16) {
ob.jumpspeed = ob.jumpspeed + gravity;
} else {
ob.jumpspeed = 16;
}
ob.clip._y = ob.clip._y + ob.jumpspeed;
screenPos(char.clip._x, char.clip._y);
checkPlatforms(ob, ob.clip._x, ob.clip._y, ob.plat);
if ((((((checkColour("ff0000", ob.clip._x + ob.width, ob.clip._y - 75, true) or checkColour("ff0000", ob.clip._x - ob.width, ob.clip._y - 75, true)) and (ob.jumpspeed < 0)) and (!ob.falling)) and (!ob.death)) and (!ob.hang)) and (!ob.land)) {
ob.clip.gotoAndStop(4);
ob.clip.char.arm1.gun.gotoAndStop(ob.weapon + 1);
armAngle();
ob.falling = true;
ob.jumpspeed = 0;
}
if (((((ob.jumpspeed >= 0) and (!ob.falling)) and (!ob.death)) and (!ob.hang)) and (!ob.land)) {
ob.clip.gotoAndStop(4);
ob.clip.char.arm1.gun.gotoAndStop(ob.weapon + 1);
armAngle();
ob.falling = true;
}
if (ob.falling) {
ob.jumpdis = ob.jumpdis + ob.jumpspeed;
}
}
function checkColour(c, x, y) {
x = Math.floor(x / 3);
y = Math.floor(y / 3);
colour = snapshot.getPixel(x, y).toString(16);
if (char.falling) {
}
if (colour == c) {
return(true);
}
return(false);
}
function checkPlatforms2(ob, obx, oby, plat) {
if ((!checkColour("ff0000", obx, oby + 1, true)) and (!checkColour("ffff00", obx, oby + 1, true))) {
ob.wallhit = true;
ob.dir = ob.dir * -1;
ob.clip._xscale = ob.clip._xscale * -1;
}
}
function checkPlatforms(ob, obx, oby, plat) {
if (ob.plat == 2) {
if ((ob == char) and checkColour("ffff00", ob.clip._x, ob.clip._y, true)) {
var _local4 = 0;
while (_local4 < 20) {
if (!checkColour("ffff00", ob.clip._x, ob.clip._y - _local4, false)) {
break;
}
_local4++;
}
ob.jump = false;
ob.falling = false;
ob.land = false;
ob.plat = 2;
ob.clip._y = ob.clip._y - _local4;
}
if (!checkColour("ffff00", ob.clip._x, ob.clip._y + 2, true)) {
if (!checkColour("ffff00", ob.clip._x, ob.clip._y + 12, true)) {
if (((!ob.wallhit) and (ob != char)) and (ob.plat != 0)) {
ob.dir = ob.dir * -1;
ob.clip._xscale = ob.clip._xscale * -1;
} else {
ob.hang = false;
ob.jumpspeed = 6;
ob.jump = true;
ob.falling = true;
ob.duck = false;
ob.crawl = false;
ob.plat = 0;
ob.clip.gotoAndStop(4);
}
}
}
}
if (ob.plat == 1) {
if ((ob == char) and checkColour("ff0000", ob.clip._x, ob.clip._y, true)) {
var _local4 = 0;
while (_local4 < 30) {
if (!checkColour("ff0000", obx, ob.clip._y - _local4, false)) {
break;
}
_local4++;
}
ob.walkfall = false;
ob.jump = false;
ob.land = false;
ob.plat = 1;
ob.clip._y = ob.clip._y - _local4;
}
if (!checkColour("ff0000", ob.clip._x, ob.clip._y + 2, true)) {
if (!checkColour("ff0000", ob.clip._x, ob.clip._y + 12, true)) {
var _local6 = random(100);
if (((!ob.wallhit) and (ob != char)) and (ob.plat != 0)) {
ob.dir = ob.dir * -1;
ob.clip._xscale = ob.clip._xscale * -1;
} else {
ob.hang = false;
ob.jumpspeed = 6;
ob.jump = true;
ob.falling = true;
ob.duck = false;
ob.crawl = false;
ob.plat = 0;
ob.clip.gotoAndStop(4);
}
}
}
}
if (((((ob == char) and ob.falling) and (!ob.hang)) and ob.jump) and (!Key.isDown(83))) {
var _local4 = 0;
while (_local4 < ob.jumpspeed) {
if (checkColour("ff", ob.clip._x, (ob.clip._y - 82) + _local4, true)) {
if (!ob.death) {
ob.clip._y = ob.clip._y + _local4;
var _local3 = 0;
while (_local3 < 10) {
if (!checkColour("ff", ob.clip._x, (ob.clip._y - 82) - _local3, true)) {
break;
}
_local3++;
}
ob.clip._y = ob.clip._y - _local3;
ob.falling = false;
ob.jump = false;
ob.hang = true;
ob.jumpdis = 0;
ob.clip.gotoAndStop(6);
armAngle();
}
break;
}
_local4++;
}
}
if (((ob == char) and ob.falling) and (!ob.hang)) {
var _local4 = 0;
while (_local4 < ob.jumpspeed) {
if (checkColour("ffff00", ob.clip._x, ob.clip._y + _local4, true)) {
ob.clip._y = ob.clip._y + _local4;
ob.falling = false;
ob.jump = false;
ob.plat = 2;
ob.jumpspeed = 0;
if (!ob.death) {
if (ob.jumpdis > 130) {
ob.clip.gotoAndStop(10);
ob.land = true;
} else {
ob.clip.gotoAndStop(1);
}
if (ob.jumpdis > 220) {
_root.hud.red.play();
shakeScreen(15, 50);
dd = Math.abs(ob.jumpdis / 10);
_root.hud.energy.energy._xscale = _root.hud.energy.energy._xscale - dd;
sounds.jump_injured.start();
} else {
sounds.jump_safe.start();
}
}
ob.jumpdis = 0;
break;
}
_local4++;
}
}
if (((ob == char) and ob.falling) and (!ob.hang)) {
var _local4 = 0;
while (_local4 < ob.jumpspeed) {
if (checkColour("ff0000", ob.clip._x + ob.width, ob.clip._y + _local4, true) or checkColour("ff0000", ob.clip._x - ob.width, ob.clip._y + _local4, true)) {
ob.clip._y = ob.clip._y + _local4;
ob.falling = false;
ob.jump = false;
ob.plat = 1;
ob.jumpspeed = 0;
if (!ob.death) {
if (ob.jumpdis > 130) {
ob.clip.gotoAndStop(10);
ob.land = true;
} else {
ob.clip.gotoAndStop(1);
}
if (ob.jumpdis > 220) {
_root.hud.red.play();
shakeScreen(15, 50);
dd = Math.abs(ob.jumpdis / 10);
_root.hud.energy.energy._xscale = _root.hud.energy.energy._xscale - dd;
sounds.jump_injured.start();
} else {
sounds.jump_safe.start();
}
}
ob.jumpdis = 0;
break;
}
_local4++;
}
}
}
function checkWallHit(ob, obx, oby, plat) {
if (ob == char) {
if (!ob.duck) {
if (checkColour("ff0000", obx, oby - 50, true)) {
ob.wallhit = true;
} else if (checkColour("ff0000", obx, oby - 30, true)) {
ob.wallhit = true;
} else {
ob.wallhit = false;
}
} else if (checkColour("ff0000", obx - 15, oby - 25, true)) {
ob.wallhit = true;
} else if (checkColour("ff0000", obx + 15, oby - 25, true)) {
ob.wallhit = true;
} else {
ob.wallhit = false;
}
if (ob.jump) {
if (checkColour("ff0000", obx, oby - 5, true)) {
ob.wallhit = true;
}
}
}
if (ob != char) {
if (checkColour("ff0000", obx, oby - 50, true)) {
ob.wallhit = true;
ob.dir = ob.dir * -1;
ob.clip._xscale = ob.clip._xscale * -1;
} else if (checkColour("ff0000", obx, oby - 20, true)) {
ob.wallhit = true;
ob.dir = ob.dir * -1;
ob.clip._xscale = ob.clip._xscale * -1;
} else {
ob.wallhit = false;
}
}
}
function checkBalloonHit(ob, bob, true) {
if ((ob._x > (bob.clip._x - (bob.clip._width / 2))) and (ob._x < (bob.clip._x + (bob.clip._width / 2)))) {
if ((ob._y > (bob.clip._y - bob.height)) and (ob._y < bob.clip._y)) {
return(true);
}
return(false);
}
}
function xyCheck(x, y, ob, true) {
if ((x > (ob._x - (ob._width / 2))) and (x < (ob._x + (ob._width / 2)))) {
if ((y > (ob._y - ob._height)) and (y < (ob._y + 40))) {
return(true);
}
return(false);
}
}
function shoot(ob, dirx, origin) {
if (ob.weapon == 0) {
r = random(100);
if (r > 50) {
sounds.pistol.start();
} else {
sounds.pistol2.start();
}
}
if (ob.weapon == 1) {
sounds.mp5s.start();
}
if (ob.weapon == 6) {
sounds.ak47s.start();
}
game.bulletcounter++;
j = 0;
while (j < 34) {
if (game.bulletcounter > 34) {
game.bulletcounter = 1;
}
if (game["bullet" + game.bulletcounter].alive) {
game.bulletcounter++;
} else if (!game["bullet" + game.bulletcounter].alive) {
break;
}
j++;
}
var _local1 = "bullet" + game.bulletcounter;
game[_local1] = new game.Bullet();
game[_local1].alive = true;
if (origin) {
game[_local1].origin = true;
} else {
game[_local1].origin = false;
}
x = ob.clip._x + (ob.clip.char.arm1._x * dirx);
y = ob.clip._y - Math.abs(ob.clip.char.arm1._y);
speedx = 1 * Math.cos((ob.clip.char.arm1._rotation * Math.PI) / 180);
speedy = 1 * Math.sin((ob.clip.char.arm1._rotation * Math.PI) / 180);
game.clip.attachMovie("ball", _local1, 10100 + game.bulletcounter, {_x:x, _y:y});
game.clip[_local1]._x = game.clip[_local1]._x + ((20 * speedx) * dirx);
game.clip[_local1]._y = game.clip[_local1]._y + (20 * speedy);
game.clip[_local1].Bulldir = dirx;
game.clip[_local1]._xscale = game.clip[_local1]._xscale * dirx;
game.clip[_local1]._rotation = ob.clip.char.arm1._rotation * dirx;
game.clip[_local1].speedx = speedx * dirx;
game.clip[_local1].speedy = speedy;
game.clip[_local1].cacheAsBitmap;
}
function removeBullet(id) {
game[id].alive = false;
game.clip[id].removeMovieClip();
}
function moveBullets() {
var _local2 = 1;
while (_local2 < 35) {
var _local4 = "bullet" + _local2;
speed = game["bullet" + _local2].speed;
if (game[_local4].alive) {
game.clip["bullet" + _local2]._x = game.clip["bullet" + _local2]._x + (speed * game.clip["bullet" + _local2].speedx);
game.clip["bullet" + _local2]._y = game.clip["bullet" + _local2]._y + (speed * game.clip["bullet" + _local2].speedy);
x = _root.screen["bullet" + _local2]._x;
y = _root.screen["bullet" + _local2]._y;
if (checkColour("ff0000", x, y, true)) {
game.snapshot.setPixel(x / 2, y / 2, 0);
game.snapshot2.setPixel(x / 2, y / 2, 0);
removeBullet(_local4);
break;
}
if (((y < -35) or (x < (char.clip._x - 600))) or ((x > (char.clip._x + 600)) and game["bullet" + _local2].alive)) {
removeBullet(_local4);
break;
}
if (game[_local4].origin and game["bullet" + _local2].alive) {
var _local5 = 0;
while (_local5 < game.enemies.length) {
en = game.enemies[_local5];
var _local8 = "soldier" + en;
var _local3 = game[_local8];
if (checkBalloonHit(game.clip["bullet" + _local2], _local3, true) and _local3.active) {
sounds.bullet_hit1.start();
if (game.clip["bullet" + _local2]._y < (_local3.clip._y - 55)) {
_local3.clip.energy._visible = true;
_local3.clip.energy._xscale = _local3.clip.energy._xscale - (_local3.strength * 2);
_local3.pursue = true;
_local3.alarmed = true;
type = 1;
} else {
_local3.clip.energy._visible = true;
_local3.clip.energy._xscale = _local3.clip.energy._xscale - _local3.strength;
_local3.pursue = true;
_local3.alarmed = true;
if (!game.alarm) {
music.ingame.stop();
music.spotted.start();
game.alarm = true;
}
}
if (_local3.clip.energy._xscale <= 0) {
_local3.stage = 0;
if ((game.clip["bullet" + _local2]._y > (_local3.clip._y - 55)) and (game.clip["bullet" + _local2]._y < (_local3.clip._y - 15))) {
_local3.clip.energy._xscale = 0;
r = random(100);
if (r > 80) {
type = 4;
} else {
type = 2;
}
} else if (game.clip["bullet" + _local2]._y > (_local3.clip._y - 15)) {
type = 3;
}
dx = _local3.clip._x;
dy = _local3.clip._y;
dying = "dying" + game.enemies.length;
game.it++;
d = 20200 + game.it;
item = "item" + d;
r = random(100);
if ((r > 80) and game.weaponDrop) {
game.clip.attachMovie("itempickup", item, d, {_x:dx, _y:dy});
aa2 = Math.floor(dx / 40);
aa1 = Math.floor(dy / 40);
if (_local3.weapon == 0) {
game.clip[item].gotoAndStop(4);
game.items.push(d);
game.myItems[aa1][aa2] = 8;
} else if (_local3.weapon == 1) {
game.clip[item].gotoAndStop(1);
game.items.push(d);
game.myItems[aa1][aa2] = 5;
} else if (_local3.weapon == 6) {
if (r > 85) {
game.clip[item].gotoAndStop(2);
game.items.push(d);
game.myItems[aa1][aa2] = 6;
} else {
game.clip[item].gotoAndStop(3);
game.items.push(d);
game.myItems[aa1][aa2] = 7;
}
}
}
soldier = (("soldier" + _local3.type) + "dying") + type;
game.clip.attachMovie(soldier, dying, 30000 + game.enemies.length, {_x:dx, _y:dy});
game.clip[dying]._xscale = _local3.clip._xscale;
clearInterval(_local3.shootTimer);
_local3.clip.removeMovieClip();
a1 = _local3.id[0];
a2 = _local3.id[1];
game.myItems[a2][a1] = 0;
game.enemies.splice(_local5, 1);
game.score = game.score + _local3.score;
_root.hud.score = "SCORE: " + game.score;
} else if (char.clip._x < _local3.clip._x) {
_local3.clip._xscale = -100;
_local3.dir = -1;
} else {
_local3.clip._xscale = 100;
_local3.dir = 1;
}
removeBullet(_local4);
break;
}
_local5++;
}
}
var _local6 = 0;
while (_local6 < game.villagers.length) {
var _local8 = game.villagers[_local6];
var _local3 = game[_local8];
if ((_local3.active and (!_local3.alarmed)) and game["bullet" + _local2].alive) {
bx = game.clip["bullet" + _local2]._x;
by = game.clip["bullet" + _local2]._y;
if ((bx > (_local3.clip._x - 2000)) and (bx < (_local3.clip._x + 2000))) {
if ((by > (_local3.clip._y - 500)) and (by < (_local3.clip._y + 350))) {
_local3.alarmed = true;
}
}
}
_local6++;
}
var _local5 = 0;
while (_local5 < game.enemies.length) {
en = game.enemies[_local5];
var _local8 = "soldier" + en;
var _local3 = game[_local8];
if ((_local3.active and (!_local3.pursue)) and game["bullet" + _local2].alive) {
bx = game.clip["bullet" + _local2]._x;
by = game.clip["bullet" + _local2]._y;
if ((bx > (_local3.clip._x - 2000)) and (bx < (_local3.clip._x + 2000))) {
if ((by > (_local3.clip._y - 500)) and (by < (_local3.clip._y + 350))) {
_local3.pursue = true;
if (!_local3.alarmed) {
if (_local3.clip._x < char.clip._x) {
_local3.clip._xscale = 100;
_local3.dir = 1;
} else if (_local3.clip._x > char.clip._x) {
_local3.clip._xscale = -100;
_local3.dir = -1;
}
_local3.alarmed = true;
_local3.stage = 2;
if (!game.alarm) {
music.ingame.stop();
music.spotted.start();
game.alarm = true;
}
}
}
}
}
_local5++;
}
if (game["bullet" + _local2].alive) {
var _local7 = 0;
while (_local7 < game.c4.length) {
t = game.clip["c4" + _local7];
bi = game.clip["bullet" + _local2];
bx = bi._x;
by = bi._y;
rx1 = t._x - 15;
rx2 = rx1 + 30;
ry1 = t._y - 15;
ry2 = ry1 + 30;
if ((((bx < rx2) and (bx > rx1)) and (by > ry1)) and (by < ry2)) {
sounds.explosion_large.start();
game.clip.attachMovie("c4_explosion", "explosion" + _local2, 50000 + _local2, {_x:t._x, _y:t._y});
checkC4Range(t._x, t._y);
t.removeMovieClip();
removeBullet(_local4);
break;
}
_local7++;
}
if (_root.screen.scientist._currentframe == 1) {
sw = _root.screen.scientist._width / 2;
sy = _root.screen.scientist._height;
x = _root.screen["bullet" + _local2]._x;
y = _root.screen["bullet" + _local2]._y;
if ((x < (_root.screen.scientist._x + sw)) and (x > (_root.screen.scientist._x - sw))) {
if ((y < _root.screen.scientist._y) and (y > (_root.screen.scientist._y - sy))) {
game.scientistKilled++;
if (game.scientistKilled == 3) {
game.informantstage = 3;
}
trace(game.scientistKilled);
_root.screen.scientist.gotoAndStop(2);
a1 = _root.screen.scientist._x / 40;
a2 = _root.screen.scientist._y / 40;
game.myItems[a2][a1] = 0;
game.score = game.score + 500;
_root.hud.score = "SCORE: " + game.score;
removeBullet(_local4);
if (game.scientistKilled == 1) {
_root.hud.box1.alert = ((game.scientistKilled + " scientist taken out. ") + (3 - game.scientistKilled)) + " more to go!";
} else if (game.scientistKilled == 2) {
_root.hud.box1.alert = ((game.scientistKilled + " scientists taken out. ") + (3 - game.scientistKilled)) + " more to go!";
} else if (game.scientistKilled == 3) {
_root.paws = true;
_root.hud.gotoAndStop(2);
_root.hud.info = "All 3 scientists taken care of. Return to Informant.";
_root.hud.box1.alert = "All 3 scientists taken care of. Return to Informant.";
}
break;
}
}
}
}
if ((!game["bullet" + _local2].origin) and game["bullet" + _local2].alive) {
if (checkBalloonHit(game.clip["bullet" + _local2], char, true)) {
sounds.bullet_hit1.start();
_root.hud.energy.energy._xscale = _root.hud.energy.energy._xscale - 5;
removeBullet(_local4);
_root.hud.red.play();
shakeScreen(0, 5);
if (char.hang) {
char.clip._y = char.clip._y + 15;
char.clip.gotoAndStop(4);
char.hang = false;
char.jumpspeed = 10;
char.jump = true;
char.falling = true;
char.jumpRelease = false;
}
break;
}
}
}
_local2++;
}
}
function enemyBrain() {
_root.hud.soldiers = "enemies =" + game.enemies.length;
var _local7 = 0;
var _local5 = 0;
while (_local5 < game.enemies.length) {
e = game.enemies[_local5];
var _local4 = "soldier" + e;
var _local3 = game[_local4];
if (_local3.spawning) {
_local3.clip._y = _local3.clip._y + 2;
if (checkColour("ff0000", _local3.clip._x, _local3.clip._y)) {
_local3.spawning = false;
}
}
if (!_local3.spawning) {
if ((_local3.clip._x > (char.clip._x - 700)) and (_local3.clip._x < (char.clip._x + 700))) {
_local3.active = true;
} else {
_local3.active = false;
_local3.clip.gotoAndStop("park");
}
if (!_local3.alarmed) {
s = _local3.speed;
range = _local3.range;
rangey = range / 3;
} else {
_local7++;
s = _local3.speed * 1.5;
range = _local3.range * 2;
rangey = range / 3;
}
if (_local3.clip.char.arm1._rotation < 0) {
_local3.clip.char.arm1._rotation = _local3.clip.char.arm1._rotation + 1;
}
if (_local3.stage == 1) {
checkPlatforms2(_local3, _local3.clip._x + (s * _local3.dir), _local3.clip._y, _local3.plat);
checkWallHit(_local3, _local3.clip._x + ((_local3.width + s) * _local3.dir), _local3.clip._y, _local3.plat);
if (((!_local3.wallhit) and (!_local3.attack)) and (!_local3.alarmed)) {
if (_local3.dir == 1) {
_local3.clip._xscale = 100;
} else if (_local3.dir == -1) {
_local3.clip._xscale = -100;
}
_local3.clip.energy._visible = false;
_local3.clip._x = _local3.clip._x + (s * _local3.dir);
if (_local3.active) {
_local3.clip.gotoAndStop(2);
} else {
_local3.clip.gotoAndStop("park");
}
} else {
_local3.clip._x = _local3.clip._x + (s * _local3.dir);
if (_local3.active) {
_local3.clip.gotoAndStop(3);
} else {
_local3.clip.gotoAndStop("park");
}
}
if ((soldierLook(_local3, range, (range / 3) * 2, true) and (char.clip._y > (_local3.clip._y - rangey))) and (char.clip._y < (_local3.clip._y + rangey))) {
_local3.stage = 2;
}
}
if (_local3.stage == 2) {
x = Math.floor(char.clip._x - _local3.clip._x);
x = Math.abs(x);
y = (char.clip._y - 60) - (_local3.clip._y - 60);
y = Math.abs(y);
if (char.clip._y < _local3.clip._y) {
y = y * -1;
}
rangle = Math.round(Math.atan(y / x) / (Math.PI/180));
if (soldierLook3(_local3, rangle, range, true)) {
_local3.stage = 3;
_local3.alarmed = true;
if (!game.alarm) {
music.ingame.stop();
music.spotted.start();
game.alarm = true;
}
_local3.shoot = false;
clearInterval(_local3.shootTimer);
_local3.shootTimer = setInterval(this, "enemyShoot", 100, _local3);
_local3.clip.gotoAndStop(1);
} else {
_local3.stage = 1;
}
}
if ((_local3.stage == 3) and checkScreen(_local3.clip._x, true)) {
if ((!_local3.attack) and _local3.shoot) {
if (_local3.active) {
_local3.clip.gotoAndStop(4);
} else {
_local3.clip.gotoAndStop("park");
}
_local3.attack = true;
_local3.shoot = false;
_local3.clip.char.arm1.flame.play();
enemyHeadAngle(_local3, 1, ra);
shoot(_local3, _local3.dir, false);
_local3.clip.char.arm1._rotation = _local3.clip.char.arm1._rotation - 5;
clearInterval(_local3.shootTimer);
_local3.shootTimer = setInterval(this, "enemyShoot", _local3.shootspeed, _local3);
_local3.stage = 4;
}
} else if (_local3.stage == 3) {
_local3.stage = 2;
}
if (_local3.stage == 5) {
if (soldierLook(_local3, range, (range / 3) * 2, true)) {
_local3.stage = 3;
} else {
_local3.stage = 1;
if (char.clip._x < _local3.clip._x) {
_local3.dir = -1;
_local3.clip._xscale = -100;
} else {
_local3.dir = 1;
_local3.clip._xscale = 100;
}
}
}
}
if (((_local7 > 2) and (game.gaurdHouses.length > 0)) and (game.enemies.length < 8)) {
_local5 = 0;
while (_local5 < game.gaurdHouses.length) {
_root.gaurds++;
s = _root.gaurds;
trace("s=_" + s);
_root.s++;
_local4 = "soldier" + s;
var _local6 = game.gaurdHouses[_local5];
game[_local4] = new game.Enemy1();
game[_local4].speed = 2.5;
_root.screen.attachMovie("soldier1", _local4, _root.screen.getNextHighestDepth());
game[_local4].clip = game.clip[_local4];
game[_local4].clip._x = game.clip[_local6]._x;
game[_local4].clip._y = game.clip[_local6]._y;
game[_local4].clip.gotoAndStop(2);
game[_local4].width = game[_local4].clip._width / 2;
game[_local4].armLength = char.clip.char.arm1._width;
game[_local4].spawning = true;
game.enemies.push(s);
a2 = Math.floor(game[_local4].clip._x / 40);
a1 = Math.floor(game[_local4].clip._y / 40);
game.myItems[a1][a2] = 2;
game[_local4].clip._y = game[_local4].clip._y - 40;
if (char.clip._x < game.clip[_local6]._x) {
game[_local4].dir = -1;
game[_local4].clip._xscale = -100;
} else {
game[_local4].dir = 1;
game[_local4].clip._xscale = 100;
}
game[_local4].clip.energy._visible = false;
game[_local4].clip.obnum = s;
game.gaurdHouses.splice(_local5, 1);
removeMovieClip(_root.screen[_local6]);
game[_local4].shoot = false;
clearInterval(game[_local4].shootTimer);
game[_local4].shootTimer = setInterval(this, "enemyShoot", 10000, _local3);
_local3.clip.gotoAndStop(2);
_local5++;
}
}
_local5++;
}
if (game.stage == 1) {
extraBrain();
}
}
function extraBrain() {
var _local2 = 0;
while (_local2 < game.villagers.length) {
var _local3 = game.villagers[_local2];
var _local1 = game[_local3];
if ((_local1.clip._x > (char.clip._x - 700)) and (_local1.clip._x < (char.clip._x + 700))) {
_local1.active = true;
} else {
_local1.active = false;
_local1.alarmed = false;
_local1.clip.gotoAndStop("park");
}
if (!_local1.alarmed) {
s = _local1.speed;
} else {
s = _local1.speed * 2;
}
checkPlatforms2(_local1, _local1.clip._x + (s * _local1.dir), _local1.clip._y, _local1.plat);
checkWallHit(_local1, _local1.clip._x + ((_local1.width + s) * _local1.dir), _local1.clip._y, _local1.plat);
r = random(100);
if (r > 80) {
if ((((((!_local1.wallhit) and (_local1.clip._x < (char.clip._x + 100))) and (_local1.clip._x > char.clip._x)) and (_local1.clip._y < (char.clip._y + 20))) and (_local1.clip._y > (char.clip._y - 100))) and (_local1.dir == -1)) {
_local1.dir = 1;
_local1.clip._xscale = 100;
_local1.alarmed = true;
}
if ((((((!_local1.wallhit) and (_local1.clip._x > (char.clip._x - 100))) and (_local1.clip._x < char.clip._x)) and (_local1.clip._y < (char.clip._y + 20))) and (_local1.clip._y > (char.clip._y - 100))) and (_local1.dir == 1)) {
_local1.dir = -1;
_local1.clip._xscale = -100;
_local1.alarmed = true;
}
}
if ((!_local1.wallhit) and (!_local1.alarmed)) {
if (_local1.dir == 1) {
_local1.clip._xscale = 100;
} else if (_local1.dir == -1) {
_local1.clip._xscale = -100;
}
_local1.clip._x = _local1.clip._x + (s * _local1.dir);
if (_local1.active) {
_local1.clip.gotoAndStop(2);
} else {
_local1.clip.gotoAndStop("park");
}
} else {
_local1.clip._x = _local1.clip._x + (s * _local1.dir);
if (_local1.active) {
_local1.clip.gotoAndStop(3);
} else {
_local1.clip.gotoAndStop("park");
}
}
_local2++;
}
}
function enemyBrainold() {
var _local4 = 0;
while (_local4 < game.enemies.length) {
e = game.enemies[_local4];
var _local5 = "soldier" + e;
var _local3 = game[_local5];
if ((_local3.clip._x > (char.clip._x - 700)) and (_local3.clip._x < (char.clip._x + 700))) {
_local3.active = true;
} else {
_local3.active = false;
_local3.clip.gotoAndStop("park");
}
s = _local3.speed;
if (!_local3.alarmed) {
range = _local3.range;
rangey = range / 3;
} else {
range = _local3.range * 2;
rangey = range / 3;
}
if (_local3.clip.char.arm1._rotation < 0) {
_local3.clip.char.arm1._rotation = _local3.clip.char.arm1._rotation + 1;
}
if (_local3.stage == 1) {
checkPlatforms(_local3, _local3.clip._x + (s * _local3.dir), _local3.clip._y, _local3.plat);
checkWallHit(_local3, _local3.clip._x + ((_local3.width + s) * _local3.dir), _local3.clip._y, _local3.plat);
if ((!_local3.wallhit) and (!_local3.attack)) {
if (_local3.dir == 1) {
_local3.clip._xscale = 100;
} else if (_local3.dir == -1) {
_local3.clip._xscale = -100;
}
_local3.clip.energy._visible = false;
_local3.clip._x = _local3.clip._x + (s * _local3.dir);
if (_local3.active) {
_local3.clip.gotoAndStop(2);
} else {
_local3.clip.gotoAndStop("park");
}
} else if (!_local3.wallhit) {
if (_local3.active) {
_local3.clip.gotoAndStop(3);
} else {
_local3.clip.gotoAndStop("park");
}
}
if ((soldierLook(_local3, range, (range / 3) * 2, true) and (char.clip._y > (_local3.clip._y - rangey))) and (char.clip._y < (_local3.clip._y + rangey))) {
_local3.stage = 2;
}
}
if (_local3.stage == 2) {
x = Math.floor(char.clip._x - _local3.clip._x);
x = Math.abs(x);
y = (char.clip._y - 60) - (_local3.clip._y - 60);
y = Math.abs(y);
if (char.clip._y < _local3.clip._y) {
y = y * -1;
}
rangle = Math.round(Math.atan(y / x) / (Math.PI/180));
if (soldierLook3(_local3, rangle, range, true)) {
_local3.stage = 3;
_local3.alarmed = true;
if (!game.alarm) {
music.ingame.stop();
music.spotted.start();
game.alarm = true;
}
_local3.shootTimer = setInterval(this, "enemyShoot", 1000, _local3);
} else {
_local3.stage = 1;
}
}
if (_local3.stage == 3) {
if ((!_local3.attack) and _local3.shoot) {
if (_local3.active) {
_local3.clip.gotoAndStop(4);
} else {
_local3.clip.gotoAndStop("park");
}
_local3.attack = true;
_local3.shoot = false;
_local3.clip.char.arm1.flame.play();
enemyHeadAngle(_local3, 1, ra);
shoot(_local3, _local3.dir, false);
_local3.clip.char.arm1._rotation = _local3.clip.char.arm1._rotation - 5;
_root.hud.map.dots["dot" + e].dot._rotation = _local3.clip.char.head._rotation;
_local3.shootTimer = setInterval(this, "enemyShoot", _local3.shootspeed, _local3);
_local3.stage = 4;
}
}
if (_local3.stage == 5) {
if (soldierLook(_local3, range, (range / 3) * 2, true)) {
_local3.stage = 3;
} else {
_local3.stage = 1;
if (char.clip._x < _local3.clip._x) {
_local3.dir = -1;
_local3.clip._xscale = -100;
} else {
_local3.dir = 1;
_local3.clip._xscale = 100;
}
}
}
_local4++;
}
}
function enemyHeadAngle(ob, f, r) {
if (f == 2) {
if (soldierLook(ob, 250, 250, true)) {
return(true);
}
return(false);
}
if (f == 1) {
cy = ob.clip._y;
if (char.duck) {
obd = 20;
} else {
obd = 50;
}
if (ob.dir == 1) {
adjside = char.clip._x - (ob.clip._x - Math.abs(ob.clip.char.arm1._x));
oppside = -1 * ((char.clip._y - obd) - (cy - Math.abs(ob.clip.char.arm1._y)));
}
if (ob.dir == -1) {
adjside = (ob.clip._x + Math.abs(ob.clip.char.arm1._x)) - char.clip._x;
oppside = -1 * ((char.clip._y - obd) - (cy - Math.abs(ob.clip.char.arm1._y)));
}
angle = Math.atan2(oppside, adjside);
angle = Math.round((angle / Math.PI) * 180);
armangle = angle;
armangle2 = angle;
armangle = armangle + char.res;
armangle2 = armangle2 + char.res;
ob.clip.char.arm1._rotation = -1 * armangle;
ob.clip.char.arm2._rotation = -1 * armangle;
if (angle > -45) {
headangle = angle;
} else {
headangle = -45;
}
ob.clip.char.head._rotation = -1 * headangle;
ob.clip.char.head._x = ob.clip.char.m._x;
ob.clip.char.head._y = ob.clip.char.m._y;
ob.clip.char.arm2._x = ob.clip.char.m2._x;
ob.clip.char.arm2._y = ob.clip.char.m2._y;
ob.clip.char.arm1._x = ob.clip.char.m1._x;
ob.clip.char.arm1._y = ob.clip.char.m1._y;
if (char.clip._x > ob.clip._x) {
ob.clip._xscale = 100;
ob.dir = 1;
} else if (char.clip._x < ob.clip._x) {
ob.clip._xscale = -100;
ob.dir = -1;
}
}
}
function enemyShoot(ob) {
ob.shoot = true;
ob.attack = false;
ob.stage = 5;
clearInterval(ob.shootTimer);
}
function soldierLook(ob, range, ydis, true) {
var _local2 = char.clip._x;
var _local4 = char.clip._y - 40;
var _local1 = ob.clip._x;
var _local3 = ob.clip._y - 60;
if ((_local2 < _local1) and (ob.dir == -1)) {
xx = _local1 - _local2;
look = true;
} else if ((_local2 > _local1) and (ob.dir == 1)) {
xx = _local2 - _local1;
look = true;
} else {
look = false;
}
if (_local4 < _local3) {
yy = _local3 - _local4;
} else {
yy = _local4 - _local3;
}
if (look) {
var look = Math.sqrt((xx * xx) + (yy * yy));
if (look < range) {
return(true);
}
return(false);
}
}
function soldierLook3(ob, r, dis, true) {
lookx = 1 * Math.cos((r * Math.PI) / 180);
looky = 1 * Math.sin((r * Math.PI) / 180);
ex = ob.clip._x;
ey = ob.clip._y - 60;
r = random(100);
if (r > 90) {
var _local1 = 0;
while (_local1 < dis) {
ex = ex + ((15 * lookx) * ob.dir);
ey = ey + (15 * looky);
if (checkColour("ff0000", ex, ey, true)) {
return(false);
}
if (xyCheck(ex, ey, char.clip, true)) {
return(true);
}
_local1 = _local1 + 10;
}
} else {
return(false);
}
}
function radar() {
x1 = char.clip._x - 1000;
x2 = char.clip._x + 1000;
y1 = char.clip._y - 500;
y2 = char.clip._y + 500;
var _local4 = 0;
while (_local4 < game.enemies.length) {
e = game.enemies[_local4];
var _local5 = "soldier" + e;
var _local3 = game[_local5];
var _local2 = "dot" + e;
if ((((_local3.clip._x < x2) and (_local3.clip._x > x1)) and (_local3.clip._y < y2)) and (_local3.clip._y > y1)) {
_root.hud.map.dots[_local2]._x = ((_local3.clip._x - char.clip._x) / 8) + 125;
_root.hud.map.dots[_local2]._y = ((_local3.clip._y - char.clip._y) / 8) + 75;
_root.hud.map.dots[_local2]._xscale = _local3.clip._xscale;
_root.hud.map.dots[_local2]._visible = true;
if (_local3.alarmed) {
_root.hud.map.dots[_local2].dot.ex._visible = true;
_root.hud.map.dots[_local2].dot.gotoAndStop(2);
} else {
_root.hud.map.dots[_local2].dot.ex._visible = false;
_root.hud.map.dots[_local2].dot.gotoAndStop(1);
}
} else {
_root.hud.map.dots[_local2]._visible = false;
}
_local4++;
}
}
_quality = "MEDIUM";
spotted = 0;
char = {speed:4.5, s:0, jumpstart:-18, gravity:0.8, jump:true, plat:0, falling:true, duck:false, hang:false};
char.wallhit = false;
char.width = 10;
char.shooting = false;
char.shootRelease = true;
char.pulse = false;
char.shootspeed = 500;
char.energy = 100;
char.res = 0;
char.height = 65;
char.jumpdis = 0;
char.weapon = 3;
char.doubleTap = 0;
game = {tileW:40, tileH:40, bulletcounter:0};
music = {};
sounds = {};
game.level = 0.5;
game.items = new Array();
game.c4 = new Array();
game.centrifuge = true;
game.rockets = new Array();
game.doorActivate = false;
game.inventory = new Array();
game.inventory = [[0, 0, 0, 1, 500], [0, 5, 1, 1, 100], [0, 0, 0, 0, 0], [" ", 0, 0, 0, 250], [5, 0, 0, 3, 2000], [0, 0, 0, 2, 1000], [0, 30, 1, 1, 150]];
game.stage = 1;
game.score = 0;
setUpDoors();
_root.hud.bullets = game.inventory[char.weapon][0];
game.Bullet = function () {
};
game.Bullet.prototype.speed = 30;
game.Bullet.prototype.origin = true;
game.pickup = false;
game.screenX = 0;
game.screenY = 0;
game.Enemy1 = function () {
};
game.Enemy1.prototype.type = 1;
game.Enemy1.prototype.speed = 2.5;
game.Enemy1.prototype.bulletType = 1;
game.Enemy1.prototype.pulse = true;
game.Enemy1.prototype.jump = false;
game.Enemy1.prototype.jumpspeed = 5;
game.Enemy1.prototype.falling = false;
game.Enemy1.prototype.gravity = 1.5;
game.Enemy1.prototype.patrol = true;
game.Enemy1.prototype.dir = 1;
game.Enemy1.prototype.plat = 0;
game.Enemy1.prototype.alarmed = false;
game.Enemy1.prototype.attack = false;
game.Enemy1.prototype.pursue = false;
game.Enemy1.prototype.charPos = 0;
game.Enemy1.prototype.smarts = 60;
game.Enemy1.prototype.shootspeed = 400;
game.Enemy1.prototype.energy = 100;
game.Enemy1.prototype.strength = 40;
game.Enemy1.prototype.shoot = true;
game.Enemy1.prototype.height = 70;
game.Enemy1.prototype.weapon = 6;
game.Enemy1.prototype.stage = 1;
game.Enemy1.prototype.range = 250;
game.Enemy1.prototype.score = 50;
game.Enemy1.prototype.spawning = false;
game.Enemy2 = function () {
};
game.Enemy2.prototype.type = 2;
game.Enemy2.prototype.speed = 2;
game.Enemy2.prototype.bulletType = 1;
game.Enemy2.prototype.pulse = false;
game.Enemy2.prototype.jump = false;
game.Enemy2.prototype.jumpspeed = 5;
game.Enemy2.prototype.falling = false;
game.Enemy2.prototype.gravity = 1.5;
game.Enemy2.prototype.patrol = true;
game.Enemy2.prototype.dir = 1;
game.Enemy2.prototype.plat = 0;
game.Enemy2.prototype.alarmed = false;
game.Enemy2.prototype.attack = false;
game.Enemy2.prototype.pursue = false;
game.Enemy2.prototype.charPos = 0;
game.Enemy2.prototype.smarts = 50;
game.Enemy2.prototype.shootspeed = 1000;
game.Enemy2.prototype.energy = 100;
game.Enemy2.prototype.strength = 25;
game.Enemy2.prototype.shoot = true;
game.Enemy2.prototype.height = 70;
game.Enemy2.prototype.weapon = 0;
game.Enemy2.prototype.stage = 1;
game.Enemy2.prototype.range = 250;
game.Enemy2.prototype.score = 100;
game.Enemy2.prototype.spawning = false;
game.Enemy3 = function () {
};
game.Enemy3.prototype.type = 3;
game.Enemy3.prototype.speed = 4;
game.Enemy3.prototype.bulletType = 1;
game.Enemy3.prototype.pulse = true;
game.Enemy3.prototype.jump = false;
game.Enemy3.prototype.jumpspeed = 5;
game.Enemy3.prototype.falling = false;
game.Enemy3.prototype.gravity = 1.5;
game.Enemy3.prototype.patrol = true;
game.Enemy3.prototype.dir = 1;
game.Enemy3.prototype.plat = 0;
game.Enemy3.prototype.alarmed = false;
game.Enemy3.prototype.attack = false;
game.Enemy3.prototype.pursue = false;
game.Enemy3.prototype.charPos = 0;
game.Enemy3.prototype.smarts = 40;
game.Enemy3.prototype.shootspeed = 300;
game.Enemy3.prototype.energy = 100;
game.Enemy3.prototype.strength = 20;
game.Enemy3.prototype.shoot = true;
game.Enemy3.prototype.height = 70;
game.Enemy3.prototype.weapon = 1;
game.Enemy3.prototype.stage = 1;
game.Enemy3.prototype.range = 300;
game.Enemy3.prototype.score = 150;
game.Enemy3.prototype.spawning = false;
game.Extra = function () {
};
game.Extra.prototype.speed = 2;
game.Extra.prototype.dir = -1;
game.Extra.prototype.plat = 1;
game.Extra.prototype.alarmed = false;
game.Extra.prototype.flee = true;
game.weaponDrop = false;
game.objective = "FIND INFORMANT";
game.informantstage = 1;
game.scientistKilled = 0;
setUpSounds();
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gamedoors = [[0, 1], [1, 1], [2, 1], [0, 1], [1, 1], [0, 1], [1, 1], [0, 1], [0, 1], [0, 1], [2, 1], [0, 1], [1, 1], [1, 1], [0, 1], [0, 1], [1, 1], [2, 1], [2, 1], [0, 1], [1, 1], [0, 1], [2, 1], [1, 1], [0, 1], [2, 1], [2, 1], [0, 1], [1, 1], [1, 1], [0, 1], [1, 1], [1, 1], [1, 1], [2, 1], [1, 1]];
myMap2_1 = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 5, 5, 5, 5, 61, 61, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 87, 87, 87], [0, 0, 0, 0, 5, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 86, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 86, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 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87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 5, 0, 0, 0], [0, 0, 0, 0, 5, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 86, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 86, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 5, 0, 0, 0], [0, 0, 0, 0, 5, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 5, 0, 0, 0], [0, 0, 0, 9, 5, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 86, 67, 0, 0, 0, 0, 86, 67, 0, 0, 0, 86, 0, 67, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 5, 0, 0, 0], [0, 0, 0, 0, 5, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 86, 0, 70, 0, 0, 0, 86, 0, 70, 0, 0, 86, 0, 0, 70, 0, 0, 0, 0, 0, 70, 0, 0, 0, 0, 5, 0, 0, 0], [26, 26, 26, 26, 93, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 93, 26, 26, 26], [11, 0, 0, 0, 93, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 61, 61, 0, 86, 0, 0, 61, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 93, 11, 0, 0], [0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 61, 61, 0, 86, 0, 0, 61, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0]];
myForeground2_1 = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 2, 2, 2, 2, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0], [0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0], [0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0], [0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0], [0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0], [0, 0, 0, 0, 2, 0, 0, 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myMap2_4 = [[88, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 61, 61, 87, 87, 87, 87, 61, 61, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87], [86, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 86, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0], [86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 81, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 64, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 91, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87], [86, 61, 86, 64, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 86, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 86, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0], [86, 61, 86, 61, 61, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 61, 61, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87], [86, 61, 86, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 64, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 64, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 86, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0], [86, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 61, 61, 0, 0, 0, 0, 0, 0, 0, 0], [86, 61, 91, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 61, 61, 87, 87, 87, 87, 87, 87, 87, 87], [86, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0], [86, 0, 0, 0, 72, 76, 76, 76, 76, 76, 76, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 72, 76, 76, 73, 0, 0, 0], [86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
myForeground2_4 = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 0, 0, 0, 0, 0, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 0, 0, 38, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 0, 0, 38, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 0, 0, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 0, 0, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0], [0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 77, 0, 0, 0, 0, 0, 0, 77, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 77, 0, 0, 77, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
myItems2_4 = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
myMap2_5 = [[87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 61, 61, 87, 87, 87, 89], [63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 86], [64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 61, 61, 0, 0, 86], [87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 61, 61, 87, 87, 86], [63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 69, 0, 0, 69, 0, 0, 69, 0, 0, 69, 0, 0, 69, 0, 86], [64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 65, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 68, 0, 0, 0, 0, 68, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 90], [66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 72, 76, 76, 76, 76, 76, 73, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
myForeground2_5 = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 86, 38, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 86, 38, 0, 0, 79, 79, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0], [81, 0, 81, 0, 81, 0, 81, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 78, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 81, 0, 81, 0, 81, 0, 81, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 77, 0, 0, 0, 0, 0, 77, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
myItems2_5 = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
myMap2_6 = [[88, 87, 87, 61, 61, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 89], [86, 63, 0, 63, 0, 63, 86, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 64, 0, 0, 64, 0, 86, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 64, 0, 0, 64, 0, 86, 64, 0, 87, 64, 87, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 86], [86, 0, 0, 0, 0, 0, 86, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 38, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 63, 0, 63, 0, 63, 86, 11, 38, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 86, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 86], [86, 0, 0, 0, 0, 0, 86, 38, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 61, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 61, 61, 86, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 86], [86, 63, 0, 63, 0, 63, 86, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 0, 63, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 64, 0, 0, 64, 0, 86, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 64, 0, 0, 64, 0, 86, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 86, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 0, 0, 64, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [86, 63, 0, 63, 0, 63, 86, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 86, 0, 0, 86, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 0, 0, 0, 0, 0, 11, 86], [86, 0, 0, 0, 0, 0, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 86, 61, 61, 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [90, 0, 0, 0, 0, 0, 91, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 61, 61, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 86], [66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 0, 0, 0, 0, 66, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 72, 76, 76, 76, 76, 76, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 86]];
myForeground2_6 = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 87, 87, 87, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 87, 87, 87, 0, 0, 0, 0, 0, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 0, 0, 87, 87, 87, 87, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 87, 79, 79, 87, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 87, 87, 87, 87, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 0, 0, 0, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 81, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0], [0, 87, 87, 0, 0, 0, 0, 81, 0, 81, 0, 81, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0], [0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0], [0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0], [0, 87, 87, 87, 0, 0, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 0, 0, 79, 0, 0, 0, 88, 87, 87, 87, 87, 87, 87, 87, 87, 89, 0, 0, 0, 0, 0, 79, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 91, 87, 87, 87, 87, 87, 87, 87, 87, 90, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 0, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 79, 79, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 92, 77, 0, 0, 0, 0, 0, 77, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
myItems2_6 = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 5, 5, 5, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 8, 0, 0]];
myMap1 = [[2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
_root.levelSetUp = false;
game.weapon = 1;
game.rocketsLevel = true;
game.alarm = false;
game.score = 0;
if (_root.levelSelect == 0) {
game.myMap = myMap_1;
game.myForeground = myForeground_1;
game.myItems = myItems_1;
game.firstRun = true;
game.charBuild = false;
_root.oldX = 80;
game.oldX = 80;
game.oldY = 0;
d = 2;
_root.t = 0;
_root.game.stage = 0;
} else if (_root.levelSelect == 1) {
game.myMap = myMap1_1;
game.myForeground = myForeground1_1;
game.myItems = myItems1_1;
game.firstRun = true;
game.charBuild = true;
game.oldX = 0;
game.oldY = 0;
d = 2;
_root.t = 0;
} else if (_root.levelSelect == 2) {
game.myMap = myMap1;
game.myForeground = myForeground1;
game.myItems = myItems1;
_root.oldX = 50;
_root.game.dir = 1;
_root.game.stage = 2;
_root.game.weaponDrop = true;
d = 2;
_root.t = 0;
_root.oldY = 760;
} else if (_root.levelSelect == 3) {
game.myMap = myMap2_1;
game.myForeground = myForeground2_1;
game.myItems = myItems2_1;
_root.oldX = 50;
_root.game.dir = 1;
_root.game.stage = 3;
_root.game.weaponDrop = true;
d = 2;
_root.t = 0;
_root.oldY = 1460;
}
tileLoop = setInterval(this, "levelLoop", 1);
game.d = 0;
game.y = 0;
game.textY = _root.hud.box1._y;
if (_root.weaponsAddy) {
weaponsAdd();
}
Mouse.removeListener(_root.mouseListener);
delete _root.mouseListener;
var mouseListener = new Object();
mouseListener.onMouseWheel = function (delta) {
changeWeaponsWheel(delta);
};
Mouse.addListener(mouseListener);
game.alive = true;
stop();
Instance of Symbol 288 MovieClip [empty] in Frame 15
onClipEvent (enterFrame) {
if (((_root.levelSetUp and (!_root.paws)) and _root.game.alive) and _root.game.charBuild) {
_root.checkKeys();
} else {
_root.moveBullets();
}
}
onClipEvent (mouseDown) {
_root.game.mouseDown = true;
}
onClipEvent (mouseUp) {
_root.game.mouseDown = false;
}
Frame 17
if (_root.end == "win") {
gotoAndPlay (19);
} else {
gotoAndPlay (18);
}
Frame 18
_root.screen.removeMovieClip();
_root.tiledbackground.removeMovieClip();
_root.hud.removeMovieClip();
score = "SCORE: " + _root.game.score;
tipShow();
stop();
Frame 19
_root.screen.removeMovieClip();
_root.tiledbackground.removeMovieClip();
_root.hud.removeMovieClip();
score = "SCORE: " + _root.game.score;
stop();
Frame 20
delete _root.game;
Symbol 4 Button
on (release) {
getURL (_root.download_link, "_blank");
}
Symbol 9 MovieClip Frame 1
stop();
Symbol 16 MovieClip Frame 1
var gameBytesTotal = 0;
var gameBytesLoaded = 0;
var percent = 0;
Symbol 16 MovieClip Frame 3
gameBytesTotal = _root.getBytesTotal();
gameBytesLoaded = _root.getBytesLoaded();
percent = Math.round((gameBytesLoaded / gameBytesTotal) * 100);
bar.loadbar._xscale = percent;
if (((gameBytesLoaded >= gameBytesTotal) && (gameBytesTotal > 0)) && (_root.logo._currentframe >= _root.logo._totalframes)) {
_root.gotoAndPlay("startgame");
stop();
} else {
gotoAndPlay ("preload");
}
Symbol 20 Button
on (release) {
getURL (_root.main_link, "_blank");
}
Symbol 90 MovieClip Frame 1
_root.loading._visible = false;
Symbol 90 MovieClip Frame 207
_root.loading._visible = true;
stop();
Symbol 97 Button
on (release) {
getURL (_root.main_link, "_blank");
}
Symbol 101 Button
on (release) {
getURL (_root.main_link, "_blank");
}
Symbol 123 MovieClip [balloon] Frame 1
stop();
Symbol 158 MovieClip Frame 18
stop();
Symbol 204 MovieClip [centrifuge] Frame 1
stop();
Symbol 204 MovieClip [centrifuge] Frame 13
stop();
Symbol 225 MovieClip Frame 1
stop();
Symbol 231 MovieClip Frame 1
stop();
Symbol 231 MovieClip Frame 7
stop();
Symbol 239 MovieClip Frame 9
stop();
Symbol 240 MovieClip Frame 9
stop();
Symbol 241 MovieClip Frame 8
stop();
Symbol 250 MovieClip Frame 8
stop();
Symbol 253 MovieClip Frame 5
stop();
Symbol 264 MovieClip Frame 29
stop();
Symbol 265 MovieClip Frame 10
stop();
Symbol 265 MovieClip Frame 29
stop();
Symbol 266 MovieClip [char] Frame 1
stop();
Symbol 273 MovieClip [door] Frame 1
stop();
Symbol 277 MovieClip [doorsymbol] Frame 1
stop();
Symbol 286 MovieClip Frame 1
stop();
Symbol 286 MovieClip Frame 17
stop();
Symbol 287 MovieClip [dot] Frame 1
stop();
Symbol 289 MovieClip [empty2] Frame 1
stop();
Symbol 290 MovieClip [explodemc] Frame 23
stop();
Symbol 295 MovieClip [flame] Frame 3
stop();
Symbol 317 MovieClip [maskss] Frame 1
stop();
Symbol 325 MovieClip [rocket_mc] Frame 1
stop();
Symbol 325 MovieClip [rocket_mc] Frame 18
stop();
Symbol 326 MovieClip [c4_explosion] Frame 18
stop();
Symbol 349 MovieClip [itempickup] Frame 1
stop();
Symbol 509 MovieClip [tiles] Frame 1
stop();
Symbol 512 MovieClip [soldier_stats] Frame 1
stop();
Symbol 534 MovieClip [soldier2] Frame 1
stop();
Symbol 552 MovieClip [villager] Frame 1
stop();
Symbol 566 MovieClip Frame 78
stop();
Symbol 567 MovieClip [scientist] Frame 1
stop();
Symbol 582 MovieClip [informant] Frame 1
stop();
Symbol 644 MovieClip [soldier3] Frame 1
stop();
Symbol 690 MovieClip [soldier1dying1] Frame 74
stop();
Symbol 729 MovieClip [soldier1dying2] Frame 77
stop();
Symbol 770 MovieClip [soldier1dying5] Frame 79
stop();
Symbol 771 MovieClip [soldier2dying5] Frame 81
stop();
Symbol 772 MovieClip [soldier3dying5] Frame 81
stop();
Symbol 773 MovieClip [soldier3dying2] Frame 85
stop();
Symbol 774 MovieClip [soldier2dying2] Frame 77
stop();
Symbol 835 MovieClip [soldier1dying3] Frame 97
stop();
Symbol 836 MovieClip [soldier2dying3] Frame 88
stop();
Symbol 837 MovieClip [soldier3dying3] Frame 96
stop();
Symbol 878 MovieClip [soldier1dying4] Frame 86
stop();
Symbol 879 MovieClip [soldier3dying4] Frame 88
stop();
Symbol 880 MovieClip [soldier2dying4] Frame 80
stop();
Symbol 881 MovieClip [soldier2dying1] Frame 73
stop();
Symbol 882 MovieClip [soldier3dying1] Frame 80
stop();
Symbol 977 MovieClip [soldier1] Frame 2
stop();
Symbol 978 MovieClip Frame 1
stop();
Symbol 1006 MovieClip Frame 1
stop();
Symbol 1009 Button
on (press) {
gotoAndStop (11);
}
Symbol 1013 Button
on (release) {
getURL (_root.viewscores_link, "_blank");
}
Symbol 1015 Button
on (release) {
getURL (_root.download_link, "_blank");
}
Symbol 1019 Button
on (release) {
getURL (_root.main_link, "_blank");
}
Symbol 1023 Button
on (release) {
getURL (_root.get_game_link, "_blank");
}
Symbol 1035 Button
on (release) {
nextFrame();
}
Symbol 1038 Button
on (release) {
gotoAndPlay (14);
}
Symbol 1051 Button
on (release) {
gotoAndPlay (14);
}
Symbol 1064 Button
on (release) {
Mouse.removeListener(_root.mouseListener);
delete _root.mouseListener;
nextFrame();
}
Symbol 1102 MovieClip Frame 1
stop();
Symbol 1102 MovieClip Frame 2
stop();
Symbol 1114 Button
on (press) {
_root.game.objective = "FIND INFORMANT";
if ((_root.levelStart >= 2) and (_root.levelStart != undefined)) {
_root.levelSelect = 2;
_root.game.informantstage = 1;
_root.play();
_root.game.stage = 2;
} else {
_root.text2 = "LEVEL LOCKED! COMPLETE PREVIOUS LEVELS.";
}
}
on (rollOver) {
bigPic.gotoAndStop(4);
}
on (rollOut) {
_root.text2 = " ";
bigPic.gotoAndStop(1);
}
Symbol 1116 Button
on (press) {
_root.game.objective = "FIND INFORMANT";
if ((_root.levelStart >= 3) and (_root.levelStart != undefined)) {
_root.levelSelect = 3;
_root.game.informantstage = 1;
_root.game.stage = 3;
_root.play();
} else {
_root.text2 = "LEVEL LOCKED! COMPLETE PREVIOUS LEVELS.";
}
}
on (rollOver) {
bigPic.gotoAndStop(5);
}
on (rollOut) {
_root.text2 = " ";
bigPic.gotoAndStop(1);
}
Symbol 1118 Button
on (press) {
if (_root.so.data.level < 1) {
_root.so.data.level = 1;
_root.so.flush();
}
_root.levelSelect = 0;
_root.gotoAndStop(4);
}
on (rollOver) {
bigPic.gotoAndStop(2);
}
on (rollOut) {
_root.text2 = " ";
bigPic.gotoAndStop(1);
}
Symbol 1120 Button
on (press) {
_root.game.objective = "FIND INFORMANT";
if ((_root.levelStart >= 1) and (_root.levelStart != undefined)) {
_root.levelSelect = 1;
_root.game.informantstage = 1;
_root.game.stage = 1;
_root.play();
} else {
_root.text2 = "LEVEL LOCKED! COMPLETE PREVIOUS LEVELS.";
}
}
on (rollOver) {
bigPic.gotoAndStop(3);
}
on (rollOut) {
_root.text2 = " ";
bigPic.gotoAndStop(1);
}
Symbol 1136 MovieClip Frame 1
stop();
Symbol 1136 MovieClip Frame 7
stop();
Symbol 1152 Button
on (press) {
if (!_root.paws) {
_root.paws = true;
_root.screen._alpha = 0;
_root.hud.loadscreen.gotoAndStop(7);
_root.hud.loadscreen.objective = _root.game.objective;
} else if (_root.paws) {
_root.paws = false;
_root.screen._alpha = 100;
_root.char.shooting = true;
clearInterval(shootTimer);
shootTimer = setInterval(_root, "shootTime", 500);
_root.hud.loadscreen.gotoAndStop(2);
}
}
on (rollOver) {
_root.char.shooting = true;
clearInterval(shootTimer);
shootTimer = setInterval(_root, "shootTime", 500);
}
Symbol 1153 MovieClip Frame 1
stop();
Symbol 1161 Button
on (press) {
if (_root.so.data.level < 1) {
_root.so.data.level = 1;
_root.so.flush();
}
_root.game.objective = "FIND INFORMANT";
_root.game.myMap = "myMap1_0";
_root.oldX = 50;
_root.oldY = 780;
_root.game.dir = 1;
_root.game.stage = 1;
_root.game.informantstage = 1;
_root.checkLevel();
}
Symbol 1165 Button
on (press) {
if (_root.so.data.level < 2) {
_root.so.data.level = 2;
_root.so.flush();
trace(_root.so.data.level);
}
_root.game.objective = "FIND INFORMANT";
_root.game.myMap = "myMap1_6";
_root.oldX = 50;
_root.game.dir = 1;
_root.game.stage = 1;
_root.game.informantstage = 1;
_root.game.weaponDrop = true;
_root.checkLevel();
}
Symbol 1169 Button
on (press) {
if (_root.so.data.level < 3) {
_root.so.data.level = 3;
_root.so.flush();
trace(_root.so.data.level);
}
_root.game.objective = "FIND INFORMANT";
_root.game.myMap = "myMap13";
_root.oldX = 50;
_root.game.dir = 1;
_root.game.stage = 2;
_root.game.weaponDrop = true;
_root.checkLevel();
}
Symbol 1172 Button
on (press) {
_root.game.myMap = "myMap1_6";
_root.oldX = 50;
_root.game.dir = 1;
_root.game.stage = 1;
_root.game.weaponDrop = true;
_root.checkLevel();
}
Symbol 1177 Button
on (press) {
gotoAndStop (8);
}
Symbol 1180 Button
on (release, keyPress "p") {
_root.pausePress = true;
_root.paws = false;
_root.screen._alpha = 100;
_root.char.shooting = true;
clearInterval(shootTimer);
shootTimer = setInterval(_root, "shootTime", 500);
_root.hud.loadscreen.gotoAndStop(2);
}
Symbol 1183 Button
on (press) {
_root.paws = true;
_root.screen.removeMovieClip();
_root.tiledbackground.removeMovieClip();
delete mouseDownListener;
stopAllSounds();
clearInterval(death);
_root.play();
}
Symbol 1186 Button
on (release, keyPress "p") {
_root.pausePress = true;
_root.paws = false;
_root.screen._alpha = 100;
_root.char.shooting = true;
clearInterval(shootTimer);
shootTimer = setInterval(_root, "shootTime", 500);
_root.hud.loadscreen.gotoAndStop(2);
}
Symbol 1188 MovieClip Frame 1
stop();
Symbol 1188 MovieClip Frame 7
score = "SCORE:" + _root.game.score;
Symbol 1192 Button
on (press) {
if (_root.game.stage == 0) {
_root.game.tut = _root.game.tut + 0.5;
}
gotoAndStop (1);
_root.paws = false;
_root.char.shooting = true;
clearInterval(shootTimer);
shootTimer = setInterval(_root, "shootTime", 500);
}
Symbol 1193 MovieClip Frame 1
stop();
Symbol 1195 Button
on (press) {
play();
}
Symbol 1204 Button
on (press) {
stopAllSounds();
_root.gotoAndStop("startgame");
}
Symbol 1207 Button
on (release) {
_root.final_score = _root.game.score;
var hashkey = _root.hex_md5(((("gameid=" + _root.game_id) + "&hiscore=") + _root.final_score) + "2DPlay.com/");
getURL (String(((_root.scores_link + _root.final_score) + "&hash=") + hashkey), "_blank");
}
Symbol 1209 Button
on (press) {
stopAllSounds();
_root.gotoAndStop("levelSelect");
}
Symbol 1217 Button
on (press) {
stopAllSounds();
_root.gotoAndStop("startgame");
}
Symbol 1219 Button
on (press) {
getURL (_root.main_link, "_blank");
}