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Black Ops Korean Conflict.swf

This is the info page for
Flash #13577

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


Text
<p align="left"><font face="Verdana" size="12" color="#000000" letterSpacing="0.000000" kerning="1">Sorry, you will need the Flash Player version 8 to play this game.</font></p>

<p align="left"><font face="Verdana" size="12" color="#000000" letterSpacing="0.000000" kerning="1">Alternatively you can download the game for free from 2DPlay.com and play it from your desktop by clicking on the link below.</font></p>

<p align="center"><font face="Verdana" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">DOWNLOAD GAME</font></p>

© 2DPlay.com

mc_export

<p align="center"><font face="Arial" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>C4 </b></font></p><p align="center"><font face="Arial" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>drop point</b></font></p>

<p align="center"><font face="Arial" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>C4 </b></font></p><p align="center"><font face="Arial" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>drop point</b></font></p>

C4
drop point

Music/Sound by ThumpMonks    Build 1.0

sfx_export

PLAY

HIGH SCORES

HIGH SCORES

HIGH SCORES

DOWNLOAD

PLAY MORE GAMES

PLAY MORE GAMES

PLAY MORE GAMES

GET GAME FOR YOUR SITE

GET GAME FOR YOUR SITE

GET GAME FOR YOUR SITE

SKIP

START

KEYS

Weapon Change

Fire

1

2

3

4

5

W

E

A

S

D

Shift

Sprint

Open Door

Move
Left

Jump

Duck

Move
Right

Spacebar

Look

Double-Tap 'S' to
jump down from
platforms

P

Pause /
Current
Objective

LEVEL SELECT

<p align="center"></p>

LEVEL 2

LEVEL 3

TRAINING

LEVEL 1

LOCKED

2

3

1

4

5

LIFE

GRIP

SCORE: 0

SPRINT

MENU / PAUSE

MENU / PAUSE

LOADING

TRAINING
COMPLETE

<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>

CONTINUE TO LEVEL 1

LEVEL
COMPLETE

<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>

CONTINUE TO LEVEL 2

<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>

CONTINUE TO LEVEL 3

<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>

CONTINUE TO LEVEL 1

<p align="left"></p>

CHECK KEYS

CURRENT OBJECTIVE:

RESUME

SCORE:

QUIT

<p align="center"></p>

MISSION FAILED

<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>

MAIN MENU

SUMBIT SCORE

PLAY AGAIN

TIP:

CONGRATULATIONS

<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>

You've completed your mission!

ActionScript [AS1/AS2]

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(); myMap_1 = [[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, 6, 0, 6, 0, 6, 0, 6, 0, 6, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 38, 38, 0, 0, 0, 38, 38, 0, 0, 0, 0, 38, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 45, 0, 0, 0, 0, 0, 0, 0, 45, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [11, 0, 0, 0, 38, 38, 11, 0, 0, 38, 38, 0, 11, 0, 0, 38, 38, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]; myForeground_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, 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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, 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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, 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, 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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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 2, 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, 2, 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, 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, 0, 0, 0, 0, 0, 0, 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, 8, 0, 0, 0, 0, 0, 0, 0, 6, 0, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]; 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], 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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, 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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, 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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, 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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, 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, 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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, 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"); }

Library Items

Symbol 1 GraphicUsed by:Timeline
Symbol 2 GraphicUsed by:9
Symbol 3 GraphicUsed by:4
Symbol 4 ButtonUses:3Used by:9
Symbol 5 FontUsed by:6 7 8
Symbol 6 EditableTextUses:5Used by:9
Symbol 7 EditableTextUses:5Used by:9
Symbol 8 EditableTextUses:5Used by:9
Symbol 9 MovieClipUses:2 4 6 7 8Used by:Timeline
Symbol 10 GraphicUsed by:Timeline
Symbol 11 GraphicUsed by:12
Symbol 12 MovieClipUses:11Used by:15
Symbol 13 GraphicUsed by:14 315 1152
Symbol 14 MovieClipUses:13Used by:15
Symbol 15 MovieClipUses:12 14Used by:16
Symbol 16 MovieClipUses:15Used by:Timeline
Symbol 17 ShapeTweeningUsed by:90 95
Symbol 18 GraphicUsed by:90 95
Symbol 19 GraphicUsed by:20 274 1161 1165 1169 1172 1194
Symbol 20 ButtonUses:19Used by:90
Symbol 21 GraphicUsed by:90
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Symbol 1138 GraphicUsed by:1142 1145 1149
Symbol 1139 MovieClipUses:296Used by:1142 1145 1149
Symbol 1140 GraphicUsed by:1142
Symbol 1141 TextUses:98Used by:1142
Symbol 1142 MovieClipUses:1138 1139 1140 1141Used by:1193
Symbol 1143 GraphicUsed by:1145
Symbol 1144 TextUses:98Used by:1145
Symbol 1145 MovieClipUses:1138 1139 1143 1144Used by:1193
Symbol 1146 EditableTextUses:98Used by:1193
Symbol 1147 GraphicUsed by:1149
Symbol 1148 TextUses:98Used by:1149
Symbol 1149 MovieClipUses:1138 1139 1147 1148Used by:1193
Symbol 1150 TextUses:201Used by:1152
Symbol 1151 TextUses:201Used by:1152
Symbol 1152 ButtonUses:1150 1151 13Used by:1193
Symbol 1153 MovieClipUses:296Used by:1193
Symbol 1154 GraphicUsed by:1155
Symbol 1155 MovieClipUses:1154Used by:1188
Symbol 1156 EditableTextUses:201Used by:1188
Symbol 1157 GraphicUsed by:1158
Symbol 1158 MovieClipUses:1157Used by:1188
Symbol 1159 GraphicUsed by:1160
Symbol 1160 MovieClipUses:1159Used by:1188
Symbol 1161 ButtonUses:19Used by:1188
Symbol 1162 TextUses:1007Used by:1188
Symbol 1163 EditableTextUses:1007Used by:1188
Symbol 1164 TextUses:1007Used by:1188
Symbol 1165 ButtonUses:19Used by:1188
Symbol 1166 TextUses:1007Used by:1188
Symbol 1167 EditableTextUses:1007Used by:1188
Symbol 1168 TextUses:1007Used by:1188
Symbol 1169 ButtonUses:19Used by:1188
Symbol 1170 EditableTextUses:1007Used by:1188
Symbol 1171 TextUses:1007Used by:1188
Symbol 1172 ButtonUses:19Used by:1188
Symbol 1173 EditableTextUses:1007Used by:1188
Symbol 1174 TextUses:1007Used by:1188
Symbol 1175 EditableTextUses:1007Used by:1188
Symbol 1176 TextUses:1007Used by:1177
Symbol 1177 ButtonUses:1176 296Used by:1188
Symbol 1178 TextUses:1007Used by:1188
Symbol 1179 TextUses:1007Used by:1180 1186
Symbol 1180 ButtonUses:1179 296Used by:1188
Symbol 1181 TextUses:1007Used by:1188
Symbol 1182 TextUses:1007Used by:1183
Symbol 1183 ButtonUses:1182 296Used by:1188
Symbol 1184 EditableTextUses:1007Used by:1188
Symbol 1185 GraphicUsed by:1188
Symbol 1186 ButtonUses:1179 296Used by:1188
Symbol 1187 GraphicUsed by:1188
Symbol 1188 MovieClipUses:1058 1155 200 1156 1025 101 1158 1160 1161 1162 1163 1164 97 979 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1013 1015 1019 1177 1178 1180 1181 1183 1184 1185 1062 1065 1067 1028 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1186 1090 1187 1091 1092Used by:1193
Symbol 1189 GraphicUsed by:1190
Symbol 1190 MovieClipUses:1189Used by:1193
Symbol 1191 EditableTextUses:98Used by:1193
Symbol 1192 ButtonUses:1028 1032 1031 1033 1027 1034Used by:1193
Symbol 1193 MovieClipUses:1124 1136 1137 104 1142 1145 1146 1149 1152 1153 1188 1190 1191 1192Used by:Timeline
Symbol 1194 MovieClipUses:19Used by:Timeline
Symbol 1195 ButtonUses:1016 1017 1018 296Used by:Timeline
Symbol 1196 BitmapUsed by:1197
Symbol 1197 GraphicUses:1196Used by:1198
Symbol 1198 MovieClipUses:1197Used by:Timeline
Symbol 1199 GraphicUsed by:1200
Symbol 1200 MovieClipUses:1199Used by:Timeline
Symbol 1201 TextUses:1007Used by:Timeline
Symbol 1202 EditableTextUses:1007Used by:Timeline
Symbol 1203 TextUses:1007Used by:1204 1217
Symbol 1204 ButtonUses:1203 296Used by:Timeline
Symbol 1205 TextUses:1007Used by:1207
Symbol 1206 GraphicUsed by:1207
Symbol 1207 ButtonUses:1205 1206Used by:Timeline
Symbol 1208 TextUses:1007Used by:1209
Symbol 1209 ButtonUses:1208 296Used by:Timeline
Symbol 1210 EditableTextUses:98Used by:Timeline
Symbol 1211 TextUses:201Used by:Timeline
Symbol 1212 SoundUsed by:Timeline
Symbol 1213 GraphicUsed by:1214
Symbol 1214 MovieClipUses:1213Used by:Timeline
Symbol 1215 TextUses:1007Used by:Timeline
Symbol 1216 EditableTextUses:1007Used by:Timeline
Symbol 1217 ButtonUses:1203 296Used by:Timeline
Symbol 1218 TextUses:1007Used by:Timeline
Symbol 1219 ButtonUses:99 100Used by:Timeline
Streaming Sound 1Used by:Symbol 90 MovieClip

Instance Names

"upgradeFlashPlayer"Frame 1Symbol 9 MovieClip
"loading"Frame 2Symbol 16 MovieClip
"logo"Frame 2Symbol 90 MovieClip
"start_btn"Frame 3Symbol 1009 Button
"start_btn"Frame 4Symbol 1038 Button
"start_btn"Frame 11Symbol 1064 Button
"bigPic"Frame 12Symbol 1102 MovieClip
"start_btn"Frame 12Symbol 1114 Button
"start_btn"Frame 12Symbol 1116 Button
"start_btn"Frame 12Symbol 1118 Button
"start_btn"Frame 12Symbol 1120 Button
"lock1"Frame 12Symbol 1123 MovieClip
"lock2"Frame 12Symbol 1123 MovieClip
"lock3"Frame 12Symbol 1123 MovieClip
"hud"Frame 15Symbol 1193 MovieClip
"topMask"Frame 15Symbol 1194 MovieClip
"loadbar"Symbol 15 MovieClip Frame 1Symbol 14 MovieClip
"bar"Symbol 16 MovieClip Frame 2Symbol 15 MovieClip
"flame"Symbol 231 MovieClip Frame 1Symbol 225 MovieClip
"flame"Symbol 231 MovieClip Frame 7Symbol 225 MovieClip
"gun"Symbol 234 MovieClip Frame 1Symbol 231 MovieClip
"arm2"Symbol 237 MovieClip Frame 1Symbol 211 MovieClip
"head"Symbol 237 MovieClip Frame 1Symbol 221 MovieClip
"arm1"Symbol 237 MovieClip Frame 1Symbol 234 MovieClip
"m"Symbol 237 MovieClip Frame 1Symbol 236 MovieClip
"m1"Symbol 237 MovieClip Frame 1Symbol 236 MovieClip
"m2"Symbol 237 MovieClip Frame 1Symbol 236 MovieClip
"arm2"Symbol 238 MovieClip Frame 1Symbol 211 MovieClip
"head"Symbol 238 MovieClip Frame 1Symbol 221 MovieClip
"arm1"Symbol 238 MovieClip Frame 1Symbol 234 MovieClip
"m"Symbol 238 MovieClip Frame 1Symbol 236 MovieClip
"m1"Symbol 238 MovieClip Frame 1Symbol 236 MovieClip
"m2"Symbol 238 MovieClip Frame 1Symbol 236 MovieClip
"arm2"Symbol 239 MovieClip Frame 1Symbol 211 MovieClip
"head"Symbol 239 MovieClip Frame 1Symbol 221 MovieClip
"arm1"Symbol 239 MovieClip Frame 1Symbol 234 MovieClip
"m"Symbol 239 MovieClip Frame 1Symbol 236 MovieClip
"m1"Symbol 239 MovieClip Frame 1Symbol 236 MovieClip
"m2"Symbol 239 MovieClip Frame 1Symbol 236 MovieClip
"arm2"Symbol 240 MovieClip Frame 1Symbol 211 MovieClip
"head"Symbol 240 MovieClip Frame 1Symbol 221 MovieClip
"arm1"Symbol 240 MovieClip Frame 1Symbol 234 MovieClip
"m"Symbol 240 MovieClip Frame 1Symbol 236 MovieClip
"m1"Symbol 240 MovieClip Frame 1Symbol 236 MovieClip
"m2"Symbol 240 MovieClip Frame 1Symbol 236 MovieClip
"arm2"Symbol 241 MovieClip Frame 1Symbol 211 MovieClip
"head"Symbol 241 MovieClip Frame 1Symbol 221 MovieClip
"arm1"Symbol 241 MovieClip Frame 1Symbol 234 MovieClip
"m"Symbol 241 MovieClip Frame 1Symbol 236 MovieClip
"m1"Symbol 241 MovieClip Frame 1Symbol 236 MovieClip
"m2"Symbol 241 MovieClip Frame 1Symbol 236 MovieClip
"head"Symbol 243 MovieClip Frame 1Symbol 221 MovieClip
"arm1"Symbol 243 MovieClip Frame 1Symbol 234 MovieClip
"m1"Symbol 243 MovieClip Frame 1Symbol 236 MovieClip
"m"Symbol 243 MovieClip Frame 1Symbol 236 MovieClip
"arm2"Symbol 244 MovieClip Frame 1Symbol 211 MovieClip
"head"Symbol 244 MovieClip Frame 1Symbol 221 MovieClip
"arm1"Symbol 244 MovieClip Frame 1Symbol 234 MovieClip
"m"Symbol 244 MovieClip Frame 1Symbol 236 MovieClip
"m1"Symbol 244 MovieClip Frame 1Symbol 236 MovieClip
"m2"Symbol 244 MovieClip Frame 1Symbol 236 MovieClip
"head"Symbol 245 MovieClip Frame 1Symbol 221 MovieClip
"m"Symbol 245 MovieClip Frame 1Symbol 236 MovieClip
"head"Symbol 249 MovieClip Frame 1Symbol 221 MovieClip
"arm1"Symbol 249 MovieClip Frame 1Symbol 234 MovieClip
"m"Symbol 249 MovieClip Frame 1Symbol 236 MovieClip
"m1"Symbol 249 MovieClip Frame 1Symbol 236 MovieClip
"arm2"Symbol 250 MovieClip Frame 1Symbol 211 MovieClip
"head"Symbol 250 MovieClip Frame 1Symbol 221 MovieClip
"arm1"Symbol 250 MovieClip Frame 1Symbol 234 MovieClip
"m"Symbol 250 MovieClip Frame 1Symbol 236 MovieClip
"m1"Symbol 250 MovieClip Frame 1Symbol 236 MovieClip
"m2"Symbol 250 MovieClip Frame 1Symbol 236 MovieClip
"arm2"Symbol 253 MovieClip Frame 1Symbol 211 MovieClip
"head"Symbol 253 MovieClip Frame 1Symbol 221 MovieClip
"head"Symbol 264 MovieClip Frame 1Symbol 221 MovieClip
"head"Symbol 265 MovieClip Frame 1Symbol 221 MovieClip
"char"Symbol 266 MovieClip [char] Frame 1Symbol 237 MovieClip
"char"Symbol 266 MovieClip [char] Frame 2Symbol 238 MovieClip
"char"Symbol 266 MovieClip [char] Frame 3Symbol 239 MovieClip
"char"Symbol 266 MovieClip [char] Frame 4Symbol 240 MovieClip
"char"Symbol 266 MovieClip [char] Frame 5Symbol 241 MovieClip
"char"Symbol 266 MovieClip [char] Frame 6Symbol 243 MovieClip
"char"Symbol 266 MovieClip [char] Frame 7Symbol 244 MovieClip
"char"Symbol 266 MovieClip [char] Frame 8Symbol 245 MovieClip
"char"Symbol 266 MovieClip [char] Frame 9Symbol 249 MovieClip
"char"Symbol 266 MovieClip [char] Frame 10Symbol 250 MovieClip
"char"Symbol 266 MovieClip [char] Frame 11Symbol 253 MovieClip
"char"Symbol 266 MovieClip [char] Frame 13Symbol 265 MovieClip
"ex"Symbol 286 MovieClip Frame 1Symbol 281 MovieClip
"dot"Symbol 287 MovieClip [dot] Frame 2Symbol 286 MovieClip
"empty"Symbol 289 MovieClip [empty2] Frame 1Symbol 288 MovieClip [empty]
"head"Symbol 525 MovieClip Frame 1Symbol 524 MovieClip
"head"Symbol 527 MovieClip Frame 1Symbol 524 MovieClip
"head"Symbol 528 MovieClip Frame 1Symbol 524 MovieClip
"flame"Symbol 532 MovieClip Frame 1Symbol 225 MovieClip
"flame"Symbol 532 MovieClip Frame 1Symbol 295 MovieClip [flame]
"head"Symbol 533 MovieClip Frame 1Symbol 524 MovieClip
"arm1"Symbol 533 MovieClip Frame 1Symbol 532 MovieClip
"char"Symbol 534 MovieClip [soldier2] Frame 1Symbol 525 MovieClip
"energy"Symbol 534 MovieClip [soldier2] Frame 1Symbol 526 MovieClip
"char"Symbol 534 MovieClip [soldier2] Frame 2Symbol 527 MovieClip
"char"Symbol 534 MovieClip [soldier2] Frame 3Symbol 528 MovieClip
"char"Symbol 534 MovieClip [soldier2] Frame 4Symbol 533 MovieClip
"char"Symbol 534 MovieClip [soldier2] Frame 5Symbol 525 MovieClip
"head"Symbol 549 MovieClip Frame 1Symbol 548 MovieClip
"head"Symbol 550 MovieClip Frame 1Symbol 548 MovieClip
"head"Symbol 551 MovieClip Frame 1Symbol 548 MovieClip
"char"Symbol 552 MovieClip [villager] Frame 1Symbol 549 MovieClip
"char"Symbol 552 MovieClip [villager] Frame 2Symbol 550 MovieClip
"char"Symbol 552 MovieClip [villager] Frame 3Symbol 551 MovieClip
"head"Symbol 565 MovieClip Frame 1Symbol 564 MovieClip
"head"Symbol 566 MovieClip Frame 1Symbol 564 MovieClip
"head"Symbol 566 MovieClip Frame 70Symbol 564 MovieClip
"char"Symbol 567 MovieClip [scientist] Frame 1Symbol 565 MovieClip
"char"Symbol 567 MovieClip [scientist] Frame 2Symbol 566 MovieClip
"head"Symbol 580 MovieClip Frame 1Symbol 579 MovieClip
"head"Symbol 581 MovieClip Frame 1Symbol 524 MovieClip
"arm1"Symbol 581 MovieClip Frame 1Symbol 532 MovieClip
"char"Symbol 582 MovieClip [informant] Frame 1Symbol 580 MovieClip
"char"Symbol 582 MovieClip [informant] Frame 2Symbol 550 MovieClip
"char"Symbol 582 MovieClip [informant] Frame 3Symbol 551 MovieClip
"char"Symbol 582 MovieClip [informant] Frame 4Symbol 581 MovieClip
"head"Symbol 599 MovieClip Frame 1Symbol 598 MovieClip
"head"Symbol 620 MovieClip Frame 1Symbol 598 MovieClip
"head"Symbol 641 MovieClip Frame 1Symbol 598 MovieClip
"flame"Symbol 642 MovieClip Frame 1Symbol 225 MovieClip
"flame"Symbol 642 MovieClip Frame 1Symbol 295 MovieClip [flame]
"head"Symbol 643 MovieClip Frame 1Symbol 598 MovieClip
"arm1"Symbol 643 MovieClip Frame 1Symbol 642 MovieClip
"char"Symbol 644 MovieClip [soldier3] Frame 1Symbol 599 MovieClip
"energy"Symbol 644 MovieClip [soldier3] Frame 1Symbol 526 MovieClip
"char"Symbol 644 MovieClip [soldier3] Frame 2Symbol 620 MovieClip
"char"Symbol 644 MovieClip [soldier3] Frame 3Symbol 641 MovieClip
"char"Symbol 644 MovieClip [soldier3] Frame 4Symbol 643 MovieClip
"char"Symbol 644 MovieClip [soldier3] Frame 5Symbol 599 MovieClip
"head"Symbol 690 MovieClip [soldier1dying1] Frame 1Symbol 649 MovieClip
"head"Symbol 690 MovieClip [soldier1dying1] Frame 69Symbol 649 MovieClip
"head"Symbol 729 MovieClip [soldier1dying2] Frame 1Symbol 649 MovieClip
"head"Symbol 729 MovieClip [soldier1dying2] Frame 71Symbol 649 MovieClip
"head"Symbol 770 MovieClip [soldier1dying5] Frame 1Symbol 649 MovieClip
"head"Symbol 770 MovieClip [soldier1dying5] Frame 73Symbol 649 MovieClip
"head"Symbol 771 MovieClip [soldier2dying5] Frame 1Symbol 524 MovieClip
"head"Symbol 771 MovieClip [soldier2dying5] Frame 75Symbol 524 MovieClip
"head"Symbol 772 MovieClip [soldier3dying5] Frame 1Symbol 598 MovieClip
"head"Symbol 772 MovieClip [soldier3dying5] Frame 75Symbol 598 MovieClip
"head"Symbol 773 MovieClip [soldier3dying2] Frame 1Symbol 598 MovieClip
"head"Symbol 773 MovieClip [soldier3dying2] Frame 79Symbol 598 MovieClip
"head"Symbol 774 MovieClip [soldier2dying2] Frame 1Symbol 524 MovieClip
"head"Symbol 774 MovieClip [soldier2dying2] Frame 71Symbol 524 MovieClip
"head"Symbol 835 MovieClip [soldier1dying3] Frame 1Symbol 649 MovieClip
"head"Symbol 835 MovieClip [soldier1dying3] Frame 91Symbol 649 MovieClip
"head"Symbol 836 MovieClip [soldier2dying3] Frame 1Symbol 524 MovieClip
"head"Symbol 836 MovieClip [soldier2dying3] Frame 82Symbol 524 MovieClip
"head"Symbol 836 MovieClip [soldier2dying3] Frame 87Symbol 649 MovieClip
"head"Symbol 837 MovieClip [soldier3dying3] Frame 1Symbol 598 MovieClip
"head"Symbol 837 MovieClip [soldier3dying3] Frame 90Symbol 598 MovieClip
"head"Symbol 837 MovieClip [soldier3dying3] Frame 95Symbol 649 MovieClip
"head"Symbol 878 MovieClip [soldier1dying4] Frame 1Symbol 649 MovieClip
"head"Symbol 878 MovieClip [soldier1dying4] Frame 80Symbol 649 MovieClip
"head"Symbol 879 MovieClip [soldier3dying4] Frame 1Symbol 598 MovieClip
"head"Symbol 879 MovieClip [soldier3dying4] Frame 82Symbol 598 MovieClip
"head"Symbol 880 MovieClip [soldier2dying4] Frame 1Symbol 524 MovieClip
"head"Symbol 880 MovieClip [soldier2dying4] Frame 74Symbol 524 MovieClip
"head"Symbol 881 MovieClip [soldier2dying1] Frame 1Symbol 524 MovieClip
"head"Symbol 881 MovieClip [soldier2dying1] Frame 68Symbol 524 MovieClip
"head"Symbol 882 MovieClip [soldier3dying1] Frame 1Symbol 598 MovieClip
"head"Symbol 882 MovieClip [soldier3dying1] Frame 75Symbol 598 MovieClip
"head"Symbol 885 MovieClip Frame 1Symbol 649 MovieClip
"m"Symbol 926 MovieClip Frame 1Symbol 236 MovieClip
"head"Symbol 926 MovieClip Frame 1Symbol 649 MovieClip
"m"Symbol 967 MovieClip Frame 1Symbol 236 MovieClip
"head"Symbol 967 MovieClip Frame 1Symbol 649 MovieClip
"flame"Symbol 975 MovieClip Frame 1Symbol 295 MovieClip [flame]
"arm2"Symbol 976 MovieClip Frame 1Symbol 970 MovieClip
"head"Symbol 976 MovieClip Frame 1Symbol 649 MovieClip
"arm1"Symbol 976 MovieClip Frame 1Symbol 975 MovieClip
"char"Symbol 977 MovieClip [soldier1] Frame 1Symbol 885 MovieClip
"energy"Symbol 977 MovieClip [soldier1] Frame 1Symbol 526 MovieClip
"char"Symbol 977 MovieClip [soldier1] Frame 2Symbol 926 MovieClip
"char"Symbol 977 MovieClip [soldier1] Frame 3Symbol 967 MovieClip
"char"Symbol 977 MovieClip [soldier1] Frame 4Symbol 976 MovieClip
"energy"Symbol 1142 MovieClip Frame 1Symbol 1139 MovieClip
"energy"Symbol 1145 MovieClip Frame 1Symbol 1139 MovieClip
"energy"Symbol 1149 MovieClip Frame 1Symbol 1139 MovieClip
"button2"Symbol 1188 MovieClip Frame 4Symbol 1165 Button
"button2"Symbol 1188 MovieClip Frame 6Symbol 1172 Button
"gun"Symbol 1193 MovieClip Frame 1Symbol 1136 MovieClip
"box1"Symbol 1193 MovieClip Frame 1Symbol 104 MovieClip [alertbox]
"energy"Symbol 1193 MovieClip Frame 1Symbol 1142 MovieClip
"grip"Symbol 1193 MovieClip Frame 1Symbol 1145 MovieClip
"sprint"Symbol 1193 MovieClip Frame 1Symbol 1149 MovieClip
"red"Symbol 1193 MovieClip Frame 1Symbol 1153 MovieClip
"loadscreen"Symbol 1193 MovieClip Frame 1Symbol 1188 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
ExportAssets (56)Timeline Frame 3Symbol 104 as "alertbox"
ExportAssets (56)Timeline Frame 3Symbol 106 as "ball"
ExportAssets (56)Timeline Frame 3Symbol 123 as "balloon"
ExportAssets (56)Timeline Frame 3Symbol 204 as "centrifuge"
ExportAssets (56)Timeline Frame 3Symbol 266 as "char"
ExportAssets (56)Timeline Frame 3Symbol 268 as "crosshairs"
ExportAssets (56)Timeline Frame 3Symbol 273 as "door"
ExportAssets (56)Timeline Frame 3Symbol 277 as "doorsymbol"
ExportAssets (56)Timeline Frame 3Symbol 287 as "dot"
ExportAssets (56)Timeline Frame 3Symbol 288 as "empty"
ExportAssets (56)Timeline Frame 3Symbol 289 as "empty2"
ExportAssets (56)Timeline Frame 3Symbol 290 as "explodemc"
ExportAssets (56)Timeline Frame 3Symbol 292 as "eye"
ExportAssets (56)Timeline Frame 3Symbol 295 as "flame"
ExportAssets (56)Timeline Frame 3Symbol 315 as "masks"
ExportAssets (56)Timeline Frame 3Symbol 317 as "maskss"
ExportAssets (56)Timeline Frame 3Symbol 319 as "qmark"
ExportAssets (56)Timeline Frame 3Symbol 325 as "rocket_mc"
ExportAssets (56)Timeline Frame 3Symbol 326 as "c4_explosion"
ExportAssets (56)Timeline Frame 3Symbol 328 as "scans"
ExportAssets (56)Timeline Frame 3Symbol 330 as "textbox"
ExportAssets (56)Timeline Frame 3Symbol 349 as "itempickup"
ExportAssets (56)Timeline Frame 3Symbol 353 as "tiledbackground"
ExportAssets (56)Timeline Frame 3Symbol 509 as "tiles"
ExportAssets (56)Timeline Frame 3Symbol 512 as "soldier_stats"
ExportAssets (56)Timeline Frame 3Symbol 534 as "soldier2"
ExportAssets (56)Timeline Frame 3Symbol 552 as "villager"
ExportAssets (56)Timeline Frame 3Symbol 567 as "scientist"
ExportAssets (56)Timeline Frame 3Symbol 582 as "informant"
ExportAssets (56)Timeline Frame 3Symbol 644 as "soldier3"
ExportAssets (56)Timeline Frame 3Symbol 690 as "soldier1dying1"
ExportAssets (56)Timeline Frame 3Symbol 729 as "soldier1dying2"
ExportAssets (56)Timeline Frame 3Symbol 770 as "soldier1dying5"
ExportAssets (56)Timeline Frame 3Symbol 771 as "soldier2dying5"
ExportAssets (56)Timeline Frame 3Symbol 772 as "soldier3dying5"
ExportAssets (56)Timeline Frame 3Symbol 773 as "soldier3dying2"
ExportAssets (56)Timeline Frame 3Symbol 774 as "soldier2dying2"
ExportAssets (56)Timeline Frame 3Symbol 835 as "soldier1dying3"
ExportAssets (56)Timeline Frame 3Symbol 836 as "soldier2dying3"
ExportAssets (56)Timeline Frame 3Symbol 837 as "soldier3dying3"
ExportAssets (56)Timeline Frame 3Symbol 878 as "soldier1dying4"
ExportAssets (56)Timeline Frame 3Symbol 879 as "soldier3dying4"
ExportAssets (56)Timeline Frame 3Symbol 880 as "soldier2dying4"
ExportAssets (56)Timeline Frame 3Symbol 881 as "soldier2dying1"
ExportAssets (56)Timeline Frame 3Symbol 882 as "soldier3dying1"
ExportAssets (56)Timeline Frame 3Symbol 977 as "soldier1"
ExportAssets (56)Timeline Frame 3Symbol 981 as "stab1"
ExportAssets (56)Timeline Frame 3Symbol 982 as "spotted"
ExportAssets (56)Timeline Frame 3Symbol 983 as "medi"
ExportAssets (56)Timeline Frame 3Symbol 984 as "powerup1"
ExportAssets (56)Timeline Frame 3Symbol 985 as "pickup_gun2"
ExportAssets (56)Timeline Frame 3Symbol 986 as "pickup_gun1"
ExportAssets (56)Timeline Frame 3Symbol 987 as "pickup_ammo2"
ExportAssets (56)Timeline Frame 3Symbol 988 as "pickup_ammo1"
ExportAssets (56)Timeline Frame 3Symbol 989 as "mp5s"
ExportAssets (56)Timeline Frame 3Symbol 990 as "mp5l"
ExportAssets (56)Timeline Frame 3Symbol 991 as "knife2"
ExportAssets (56)Timeline Frame 3Symbol 992 as "knife1"
ExportAssets (56)Timeline Frame 3Symbol 993 as "jump_safe"
ExportAssets (56)Timeline Frame 3Symbol 994 as "jump_injured"
ExportAssets (56)Timeline Frame 3Symbol 995 as "explosion_large"
ExportAssets (56)Timeline Frame 3Symbol 996 as "dry_fire"
ExportAssets (56)Timeline Frame 3Symbol 997 as "c41"
ExportAssets (56)Timeline Frame 3Symbol 998 as "bullet_hit1"
ExportAssets (56)Timeline Frame 3Symbol 999 as "ingame"
ExportAssets (56)Timeline Frame 3Symbol 1000 as "alarm2"
ExportAssets (56)Timeline Frame 3Symbol 1001 as "alarm1"
ExportAssets (56)Timeline Frame 3Symbol 1002 as "ak47s"
ExportAssets (56)Timeline Frame 3Symbol 1003 as "ak47l"
ExportAssets (56)Timeline Frame 3Symbol 1004 as "pistol2"
ExportAssets (56)Timeline Frame 3Symbol 1005 as "pistol"

Labels

"vstart"Frame 1
"startgame"Frame 3
"levelSelect"Frame 12
"upgrade"Symbol 9 MovieClip Frame 2
"preload"Symbol 16 MovieClip Frame 2
"park"Symbol 534 MovieClip [soldier2] Frame 10
"park"Symbol 552 MovieClip [villager] Frame 10
"park"Symbol 582 MovieClip [informant] Frame 10
"park"Symbol 644 MovieClip [soldier3] Frame 10
"park"Symbol 977 MovieClip [soldier1] Frame 10

Dynamic Text Variables

alertSymbol 103 EditableText""
textSymbol 329 EditableText""
statsSymbol 511 EditableText""
text2Symbol 1111 EditableText"<p align="center"></p>"
bulletsSymbol 1137 EditableText""
scoreSymbol 1146 EditableText"SCORE: 0"
loadscreentextSymbol 1156 EditableText"LOADING"
_root.hud.scoreSymbol 1163 EditableText"<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>"
_root.hud.scoreSymbol 1167 EditableText"<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>"
_root.hud.scoreSymbol 1170 EditableText"<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>"
_root.hud.scoreSymbol 1173 EditableText"<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>"
_root.game.scoreSymbol 1175 EditableText"<p align="left"></p>"
objectiveSymbol 1184 EditableText"<p align="center"></p>"
infoSymbol 1191 EditableText""
scoreSymbol 1202 EditableText"<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>"
tipSymbol 1210 EditableText""
scoreSymbol 1216 EditableText"<p align="center"><font face="Army" size="42" color="#cccccc" letterSpacing="0.000000" kerning="1">SCORE: 0</font></p>"




http://swfchan.com/3/13577/info.shtml
Created: 4/6 -2019 15:13:24 Last modified: 4/6 -2019 15:13:24 Server time: 22/12 -2024 10:29:26