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Damnation - Episode 1 of Doom.swf

This is the info page for
Flash #21989

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


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play

Anyway?

Damnation

The animated series of Doom

Interactive Episode 1

Loading... Please wait!

instructions

instructions

Loaded! Ready to play

damnation

INSTRUCTIONS

Most of this game consists of "Point-n-Click" gameplay, you can "interact"
and "inspect" objects in the game by clicking on them with your mouse.

This button is probably the most important one. It'll give you
the most information about the room/area you are
currently in. This is the first button you should click in a level.

Static Objects - These objects are represented with a "?"
(question mark) when you point them with the mouse.
The hero will describe and explain these object.

Dynamic Objects - These objects can be "interacted" with.
ie picked up, or other actions alike. They are represented
with a "!" (exclamation mark) when you point them with
the mouse. When you click on them, another button except
"OK" will appear that'll allow you to do the interaction

look around

look around

back

back

notes

NOTE:
Please don't underestimate this game.
It took me a long time to make and was very complicated.
Don't rush forward in the game,
try to look around and inspect different objects in the levels.
I'm sure you'll find the literature quite interesting.

Read the instructions carefully so you won't ask stupid
questions later. That's all. All other explanations are in the
game, remember: Always be alert!

Flatline
Presents:

An Eitan Blumin
Production

Music by
Marc A. Pullen
Michael Giacchino
Don Davis

Damnation

The animated series of

Interactive
Episode 1:
Welcome to Hell

What to do?

check door

check door

I don't hear anything suspicious.
I can see the outer structure
of the base, it looks intact.
I'm now near the door through
which the team entered.

CURRENT STATUS:

ok

ok

The door is unlocked, the display says
"Security Override"

The room looks like a small loading bay.
There are some corpses here. There're large windows
on the right, there's an entry to another room to
the left and a small hallway up ahead.
I think I can hear growls in the distance...

Torn up body:

Something tore or blew this body apart.
Most organs are missing.

Dead Marine:

He must've been put on guard here.
Something tore his throat open

Nuclear waste barrel:

These barrels store nuclear waste liquids.
It is highly flamable.

There's an armor vest and some
ammunition around. This must've been
a lookout post, and the shredded body
probably was the guard. Outside is a large
empty court sorrounded by a tall wall.

Standard UMC armor vest:

A standard one layer bullet-proof vest
of the Union Marine Corps.

take

take

A standard one layer bullet-proof vest
of the Union Marine Corps.
I already have such a vest.

It's a big court with a pool of nuclear waste in the middle.
There's a window in the far other end of the court but
I can't manage to see what's inside...

He was shot. There're ricochets
on the wall and on the opposite
wall. There are empty catridges
on the floor. A gunfight took place
here, but I see no weapons.

This looks like some sort of a control room,
there's a chamber in the middle with two
dead marines. One of them seems as if he was
eaten by something. There's blood on the other
one but I see no wounds from here.
The growls are louder now...

He was brutally slain, there's lots of blood
splattered around. He seems as if he was eaten...

There's a lot of blood on him, but I can't see
any wounds from this distance that can cause
a bleeding. I should come closer.

come closer

come closer

The dead marine turned out to be not-so-dead...
And not-so-nice either... I can only expect there
are more like him around here...
And hope it's not true...

Dead Zombie:

I'm still in the "control room" of this base... Though it
doesn't look like things are "under control" around here.
The growls don't seem to stop... I can still hear them...
I can now see that there's a hallway behind the chamber.

All the zombies and critters are dead...
I think I'm safe for now... The path is
sorrounded by pools of liquid nuclear waste.
It leads to a door on the other side of the room.

*security override*

1

2

3

4

5

6

7

8

9

0

open door

open door

go left

go left

go right

go right

go forward

go forward

go back

go back

CURRENT STATUS:
The "Dead" marine have just woken up!
You couldn't escape his quick grip and now he is
trying to choke you! You must struggle with him
and try to break his grip!
Instructions:
Tap your space bar key (on your keyboard) as fast
as possible to increase your resistance power
against the zombie's, if when the time is up your
strength is lower than his, you'll die and will have to
start over, so get your hands on to that space bar!

go

go

Zombie

You

Just before everything turns black, you
hear a loud snap that indicates your neck
was broken. You died instantly and became
food for zombies.
Try again?

YOU ARE DEAD

Kill all the enemies on the scene.
Controls:
Aim: Mouse
Shoot: Mouse Button 1
Reload: R
Hide: SPACEBAR
Notes:
You cannot be hit while hiding but you also
can't shoot. You have 15 bullets in a clip.
Reload your clip when you run out of bullets.
Hit SPACE now to unhide.

Health

Armor

Clip

100

0

15

enemies:

0

Health

Armor

Clip

You are dead

You were killed in action.
The aliens managed to get to earth and
destroy all mankind with ease.
Humanity is Doomed.
Try again?

Enemies left:

EXIT

Hit SPACEBAR!!!

You are Dead

The creature has hit you too hard and knocked you
off your feet. Before you could realize what's
going on, he was already ripping your body limb by limb.
Alas, you have failed.
The aliens easily invaded Earth and destroyed it.
HUMANITY IS DOOMED

Try again             or            Play from begining

THE END
to be continued
Ideas
Eitan Blumin
Art
Eitan Blumin
Programming
Eitan Blumin
Sound Effects
Doom original sfx
Half-Life
Counter-Strike
Max Payne
Music
Marc A. Pullen
Michael Giacchino - Medal of Honor
Don Davis - The Matrix soundtrack
Weird Al - Trigger Happy song
This game was created with
Flash 5 (overall)
WaveFlow (sound editing)
Wintex (for extracting Doom sfx and sprites)
PakExplorer (for extracting Half-Life sfx)
Photoshop (graphics optimization)
My pencil (sketches)
Special Thanks to
Ben Spurgin for inspiring me, all this wouldn't be
possible without you!
Kirupa.com community for helping in the programming
Macromedia for a great program!
Newgrounds for a great site!
ID Software for the greatest game!
And to you the viewers!!!
Doom was created by ID Software, this is fan work.

replay

replay

e-mail

e-mail

Damnation is copyright (C) Eitan Blumin "FlatlinE"

Jump to the
Zombie scene

Jump to the
Shootout scene

DOOM is copyright (C) ID software

ActionScript [AS1/AS2]

Frame 1
stopAllSounds(); play(); if (_framesloaded >= _totalframes) { gotoAndPlay (3); }
Frame 2
gotoAndPlay (1); play();
Frame 3
stop(); Mouse.show();
Frame 8
stop();
Frame 861
play();
Frame 882
gotoAndPlay (866);
Frame 886
play();
Frame 892
gotoAndPlay (887);
Frame 967
_root.armor = 0;
Frame 1012
play();
Frame 1013
prevFrame();
Frame 1014
if (_root.armor >= 100) { gotoAndPlay (1018); } else { play(); }
Frame 1016
gotoAndPlay (1014);
Frame 1018
play();
Frame 1021
gotoAndPlay (1018);
Frame 1049
gotoAndPlay (1022);
Frame 1052
play();
Frame 1055
gotoAndPlay (1053);
Frame 1056
play();
Frame 1080
play();
Frame 1081
play();
Frame 1084
gotoAndPlay (1081);
Frame 1086
_root._quality = "MEDIUM";
Frame 1200
_root._quality = "LOW";
Frame 1283
tellTarget ("head/head") { gotoAndStop ("angry"); };
Frame 1305
_root._quality = "HIGH";
Frame 1323
play();
Frame 1324
play();
Frame 1325
prevFrame();
Instance of Symbol 270 MovieClip "bar_player" in Frame 1326
/* no clip actions */
Instance of Symbol 273 MovieClip in Frame 1326
onClipEvent (load) { _root.bar_zombie._yscale = 0; _root.bar_player._yscale = 0; } onClipEvent (enterFrame) { if (_root.bar_zombie._yscale >= 100) { _root.gotoAndPlay("zdeath"); } else if (_root.bar_player._yscale >= 100) { _root.gotoAndPlay("zwin"); } }
Frame 1342
gotoAndPlay (1327);
Frame 1343
gotoAndPlay (1352);
Frame 1348
gotoAndPlay (1356);
Frame 1352
play();
Frame 1353
play();
Frame 1354
prevFrame();
Frame 1356
play();
Frame 1623
play();
Frame 1625
gotoAndPlay (1623);
Frame 1630
_root._quality = "MEDIUM";
Frame 1766
_root._quality = "MEDIUM"; stop(); _root.spacebar = "";
Instance of Symbol 339 MovieClip "target" in Frame 1766
onClipEvent (enterFrame) { startDrag ("", true); Mouse.hide(); }
Frame 1767
emptypistol = new Sound(this); emptypistol.attachSound("dryfire"); _root.clip = 15; _root.hide = true; _root.health = 100; if (_root.armor != 100) { _root.armor = 0; } removeMovieClip(_root.fireball); play(); _root.enemies = 5; _root.impfired = false;
Instance of Symbol 423 MovieClip "gun" in Frame 1767
onClipEvent (load) { berreta = new Sound(this); berreta.attachSound("berreta"); } onClipEvent (enterFrame) { this._x = _root.target._x; }
Instance of Symbol 424 MovieClip "hitMC" in Frame 1767
onClipEvent (load) { plapain = new Sound(this); plapain.attachSound("playerpain"); }
Frame 1768
play();
Frame 1769
prevFrame();
Frame 1773
nextFrame();
Frame 1774
Mouse.show(); play();
Frame 1775
play();
Frame 1776
prevFrame();
Frame 1777
prevFrame();
Frame 1780
nextFrame();
Instance of Symbol 339 MovieClip "target" in Frame 1780
onClipEvent (enterFrame) { startDrag ("", true); Mouse.hide(); }
Frame 1781
play();
Frame 1782
prevFrame();
Frame 1783
prevFrame();
Frame 1808
if (_root.spacebar != "yes") { if (_root.armor < 60) { gotoAndPlay (1958); } }
Frame 1957
gotoAndPlay (2034);
Frame 2030
nextFrame();
Frame 2031
play();
Frame 2032
prevFrame();
Frame 2033
prevFrame();
Frame 2269
nextFrame();
Frame 2270
play(); _root.credits._y = _root.credits._y - 2; _root.height = _root.credits._y;
Frame 2271
if (_root.height < -600) { gotoAndPlay (2274); } else { prevFrame(); }
Frame 2272
prevFrame();
Frame 2274
nextFrame();
Frame 2275
play();
Frame 2276
prevFrame();
Frame 2277
prevFrame();
Symbol 17 MovieClip [MCfireball] Frame 1
_x = _root.MCimp._x; _y = (_root.MCimp._y - 12); _root.impfired = true;
Symbol 17 MovieClip [MCfireball] Frame 46
_root.hitMC.gotoAndPlay("hitImp"); _root.impfired = false;
Symbol 17 MovieClip [MCfireball] Frame 53
_root.fireMC.gotoAndPlay("fireball"); _root.removeMovieClip(this);
Symbol 17 MovieClip [MCfireball] Frame 54
stop();
Symbol 29 MovieClip Frame 1
time1 = int(getTimer() / 1000);
Symbol 29 MovieClip Frame 2
percentType = 0; b_loaded = _root.getBytesLoaded(); b_total = _root.getBytesTotal(); time = (getTimer() / 1000) - time1; bps = b_loaded / time; b_left = b_total - b_loaded; s_left = Math.ceil(b_left / bps); min = Math.floor(s_left / 60); min = Math.round(min); if (min >= 1) { s_left = s_left - Math.floor(min * 60); s_left = Math.round(s_left); if (s_left < 10) { s_left = "0" add s_left; } } else { min = "0"; if (s_left < 10) { s_left = "0" add s_left; } } timeleft = (min add ":") add s_left; bit_rate = int(bps) add "bps"; percent = (b_loaded / b_total) * 100; _root.bar._xscale = percent; if (percentType == 0) { percentVal = Math.round(percent) + "%"; } else { percentVal = percent + "%"; }
Symbol 29 MovieClip Frame 3
gotoAndPlay (2);
Symbol 36 Button
on (release) { gotoAndPlay (9); }
Symbol 49 Button
on (release) { gotoAndStop (8); }
Symbol 77 Button
on (release) { gotoAndPlay (1); }
Symbol 101 MovieClip Frame 67
gotoAndPlay (1);
Symbol 104 MovieClip Frame 13
stop();
Symbol 106 Button
on (release) { tellTarget ("/status") { gotoAndStop ("outer_door"); }; }
Symbol 109 Button
on (release) { gotoAndPlay (883); }
Symbol 117 Button
on (release) { gotoAndStop (1); }
Symbol 135 Button
on (release) { _root.armor = 100; }
Symbol 145 Button
on (release) { _root.gotoAndPlay("gonext"); }
Symbol 150 MovieClip Frame 4
stop();
Symbol 150 MovieClip Frame 10
stop();
Symbol 150 MovieClip Frame 15
stop();
Symbol 150 MovieClip Frame 21
stop();
Symbol 150 MovieClip Frame 26
stop();
Symbol 150 MovieClip Frame 31
stop();
Symbol 150 MovieClip Frame 37
stop();
Symbol 150 MovieClip Frame 43
stop();
Symbol 150 MovieClip Frame 44
if (_root.armor >= 100) { gotoAndStop (46); } else { play(); }
Symbol 150 MovieClip Frame 45
prevFrame();
Symbol 150 MovieClip Frame 50
stop();
Symbol 150 MovieClip Frame 56
stop();
Symbol 150 MovieClip Frame 61
stop();
Symbol 150 MovieClip Frame 66
stop();
Symbol 150 MovieClip Frame 71
stop();
Symbol 150 MovieClip Frame 76
stop();
Symbol 150 MovieClip Frame 82
stop();
Symbol 150 MovieClip Frame 88
stop();
Symbol 150 MovieClip Frame 93
stop();
Symbol 163 Button
on (release) { tellTarget ("/status") { gotoAndStop ("unlock"); }; }
Symbol 166 Button
on (release) { gotoAndPlay (893); }
Symbol 172 Button
on (release) { tellTarget ("/status") { gotoAndStop ("barrel"); }; }
Symbol 178 Button
on (release) { tellTarget ("/status") { gotoAndStop ("tornup"); }; }
Symbol 182 Button
on (release) { tellTarget ("/status") { gotoAndStop ("dead_throat"); }; }
Symbol 184 Button
on (release) { tellTarget ("/status") { gotoAndStop ("room_1"); }; }
Symbol 191 Button
on (release) { gotoAndPlay (1014); }
Symbol 192 Button
on (release) { gotoAndPlay (1022); }
Symbol 195 Button
on (release) { gotoAndPlay (1050); }
Symbol 199 Button
on (release) { gotoAndPlay (1014); }
Symbol 200 Button
on (release) { gotoAndPlay (1022); }
Symbol 201 Button
on (release) { gotoAndPlay (1050); }
Symbol 204 Button
on (release) { tellTarget ("/status") { gotoAndStop ("armor"); }; }
Symbol 206 Button
on (release) { tellTarget ("/status") { gotoAndStop ("tornup"); }; }
Symbol 210 Button
on (release) { tellTarget ("/status") { gotoAndStop ("lookout"); }; }
Symbol 213 Button
on (release) { gotoAndPlay (1012); }
Symbol 214 Button
on (release) { gotoAndPlay (1012); }
Symbol 217 Button
on (release) { tellTarget ("/status") { gotoAndStop ("window"); }; }
Symbol 226 Button
on (release) { tellTarget ("/status") { gotoAndStop ("hall"); }; }
Symbol 227 Button
on (release) { tellTarget ("/status") { gotoAndStop ("hall"); }; }
Symbol 228 Button
on (release) { tellTarget ("/status") { gotoAndStop ("unlock"); }; }
Symbol 229 Button
on (release) { gotoAndPlay (1056); }
Symbol 234 Button
on (release) { tellTarget ("/status") { gotoAndStop ("eaten"); }; }
Symbol 239 Button
on (release) { tellTarget ("/status") { gotoAndStop ("zombie_btn"); }; }
Symbol 246 Button
on (release) { tellTarget ("/status") { gotoAndStop ("zombie_room"); }; }
Symbol 256 MovieClip Frame 1
stop();
Symbol 256 MovieClip Frame 7
stop();
Symbol 256 MovieClip Frame 13
stop();
Symbol 264 Button
on (release) { gotoAndPlay (1326); }
Symbol 266 Button
on (keyPress "<Space>") { _root.bar_player._yscale = _root.bar_player._yscale + 1; }
Symbol 273 MovieClip Frame 2
_root.zombie = zombie++; _root.bar_zombie._yscale = zombie;
Symbol 277 Button
on (release) { gotoAndPlay (1280); }
Symbol 303 Button
on (release) { tellTarget ("/status") { gotoAndStop ("eaten"); }; }
Symbol 307 Button
on (release) { tellTarget ("/status") { gotoAndStop ("deadzombie"); }; }
Symbol 309 Button
on (release) { tellTarget ("/status") { gotoAndStop ("zombie_room"); }; }
Symbol 310 Button
on (release) { gotoAndPlay (1630); }
Symbol 311 Button
on (release) { tellTarget ("/status") { gotoAndStop ("deadzombie_room"); }; }
Symbol 324 MovieClip Frame 10
stop();
Symbol 335 MovieClip Frame 1
stop();
Symbol 335 MovieClip Frame 5
stop();
Instance of Symbol 334 MovieClip in Symbol 335 MovieClip Frame 5
onClipEvent (load) { attachMovie("MCfireball", "MCfireball" + (nCount++), nCount); }
Symbol 337 Button
on (keyPress "<Space>") { play(); }
Symbol 352 Button
on (press) { if (_root.hide) { if (0 >= _root.clip) { emptypistol.start(0, 1); } else { _root.gun.gotoAndPlay("shoot"); } } } on (keyPress "r") { _root.gun.gotoAndPlay("reload"); }
Symbol 353 Button
on (press) { if (_root.hide) { if (0 >= _root.clip) { _root.emptypistol.start(0, 1); } else { _root.gun.gotoAndPlay("shoot"); this.gotoAndPlay("hit"); } } }
Symbol 367 MovieClip Frame 20
gotoAndPlay (1);
Symbol 382 MovieClip Frame 1
impain = new Sound(this); impain.attachSound("impouch");
Symbol 382 MovieClip Frame 2
fchn = random(2);
Symbol 382 MovieClip Frame 21
if (fchn < 2) { if (_root.impfired != true) { gotoAndPlay (26); } }
Symbol 382 MovieClip Frame 22
gotoAndPlay (2);
Symbol 382 MovieClip Frame 28
_parent.stop();
Symbol 382 MovieClip Frame 38
_root.firemc.gotoAndPlay("fireball");
Symbol 382 MovieClip Frame 45
oldchn = fchn; gotoAndPlay (2); _parent.play();
Symbol 382 MovieClip Frame 49
_parent.stop(); imphealth = imphealth - 16; if (-100 >= imphealth) { impain.stop(); gotoAndPlay (54); } else { impain.stop(); impain.start(0, 1); }
Symbol 382 MovieClip Frame 51
gotoAndPlay (2); _parent.play();
Symbol 382 MovieClip Frame 54
_parent.stop();
Symbol 382 MovieClip Frame 66
_root.enemies = _root.enemies - 1; if (0 >= _root.enemies) { _root.gotoAndPlay("win"); _root._quality = "HIGH"; } else if (_parent._name == "impMC") { _root.MCimp.gotoAndStop("dup"); } stop();
Symbol 383 MovieClip Frame 40
gotoAndPlay (1);
Symbol 384 MovieClip Frame 1
stop();
Symbol 384 MovieClip Frame 5
duplicateMovieClip ("impMC", "impMC2", 0); stop();
Symbol 408 MovieClip Frame 1
zompain = new Sound(this); zompain.attachSound("impouch"); berreta = new Sound(this); berreta.attachSound("berreta");
Symbol 408 MovieClip Frame 2
fchn = random(3);
Symbol 408 MovieClip Frame 14
if (fchn < 2) { gotoAndPlay (20); } else { gotoAndPlay (2); }
Symbol 408 MovieClip Frame 20
hitchn = random(2);
Symbol 408 MovieClip Frame 23
_parent.stop();
Symbol 408 MovieClip Frame 29
berreta.start(0.00011, 1); if (hitchn < 2) { _root.hitMC.gotoAndPlay("hitz"); }
Symbol 408 MovieClip Frame 37
gotoAndPlay (2); _parent.play();
Symbol 408 MovieClip Frame 40
_parent.stop(); zomhealth = zomhealth - 25; if (-100 >= zomhealth) { zompain.stop(); gotoAndPlay (45); } else { zompain.stop(); zompain.start(0, 1); }
Symbol 408 MovieClip Frame 43
gotoAndPlay (2); _parent.play();
Symbol 408 MovieClip Frame 45
_parent.stop();
Symbol 408 MovieClip Frame 57
_root.enemies = _root.enemies - 1; if (0 >= _root.enemies) { _root.gotoAndPlay("win"); _root._quality = "HIGH"; } else if (_parent._name == "zom") { _root.MCzom.gotoAndStop("dup"); } stop();
Symbol 409 MovieClip Frame 157
gotoAndPlay (115);
Symbol 410 MovieClip Frame 1
stop();
Symbol 410 MovieClip Frame 5
duplicateMovieClip ("zom", "newzom", 1); stop();
Symbol 411 MovieClip Frame 80
gotoAndPlay (30);
Symbol 412 Button
on (keyPress "<Space>") { gotoAndPlay (10); _root.hide = false; }
Symbol 414 Button
on (keyPress "<Space>") { gotoAndPlay (15); _root.hide = true; }
Symbol 415 MovieClip Frame 1
stop();
Symbol 415 MovieClip Frame 13
stop();
Symbol 415 MovieClip Frame 18
gotoAndStop (1);
Symbol 423 MovieClip Frame 1
stop();
Symbol 423 MovieClip Frame 3
berreta.stop(); berreta.start(0.00011, 1);
Symbol 423 MovieClip Frame 4
_root.clip--;
Symbol 423 MovieClip Frame 11
gotoAndStop (1);
Symbol 423 MovieClip Frame 19
_root.clip = 0;
Symbol 423 MovieClip Frame 35
_root.clip = 15; gotoAndStop (1);
Symbol 424 MovieClip Frame 1
function armorz() { if (0 < _root.armor) { _root.armor = _root.armor - 22; if (_root.armor < 0) { _root.armor = 0; } } else { _root.health = _root.health - 14; if (0 >= _root.health) { _root.gotoAndPlay("dead"); _root._quality = "HIGH"; } else { plapain.stop(); plapain.start(0.00011, 1); } } } function armorimp() { if (0 < _root.armor) { _root.armor = _root.armor - 37; if (_root.armor < 0) { _root.armor = 0; } } else { _root.health = _root.health - 26; if (0 >= _root.health) { _root.gotoAndPlay("dead"); _root._quality = "HIGH"; } else { plapain.stop(); plapain.start(0.00011, 1); } } } stop();
Symbol 424 MovieClip Frame 2
if (_root.hide) { armorimp(); } else { gotoAndStop (1); }
Symbol 424 MovieClip Frame 4
gotoAndStop (1);
Symbol 424 MovieClip Frame 9
if (_root.hide) { armorz(); } else { gotoAndStop (1); }
Symbol 424 MovieClip Frame 11
gotoAndStop (1);
Symbol 425 Button
on (release) { tellTarget ("/status") { gotoAndStop ("shootout"); }; }
Symbol 426 Button
on (release) { tellTarget ("/status") { gotoAndStop ("unlock"); }; }
Symbol 427 Button
on (release) { gotoAndPlay (1784); }
Symbol 433 Button
on (release) { gotoAndPlay (1766); }
Symbol 442 Button
on (keyPress "<Space>") { _root.spacebar = "yes"; }
Symbol 451 MovieClip Frame 27
stop();
Symbol 470 Button
on (release) { gotoAndPlay (1766); }
Symbol 471 Button
on (release) { gotoAndPlay (1); }
Symbol 493 Button
on (release) { getURL ("http://www.uachq.cjb.net", "_blank"); }
Symbol 498 Button
on (release) { gotoAndPlay (1); }
Symbol 501 Button
on (release) { getURL ("mailto:flatline972@hotmail.com"); }
Symbol 503 Button
on (release) { stopAllSounds(); gotoAndPlay (1056); }
Symbol 505 Button
on (release) { stopAllSounds(); gotoAndPlay (1630); }

Library Items

Symbol 1 Sound [playerpain]
Symbol 2 Sound [impouch]
Symbol 3 Sound [dryfire]
Symbol 4 Sound [berreta]Used by:Timeline
Symbol 5 BitmapUsed by:6
Symbol 6 GraphicUses:5Used by:17
Symbol 7 SoundUsed by:17
Symbol 8 GraphicUsed by:17
Symbol 9 SoundUsed by:17
Symbol 10 GraphicUsed by:17
Symbol 11 GraphicUsed by:17
Symbol 12 GraphicUsed by:17
Symbol 13 GraphicUsed by:17
Symbol 14 GraphicUsed by:17
Symbol 15 GraphicUsed by:17
Symbol 16 GraphicUsed by:17
Symbol 17 MovieClip [MCfireball]Uses:6 7 8 9 10 11 12 13 14 15 16
Symbol 18 GraphicUsed by:19
Symbol 19 MovieClipUses:18Used by:Timeline
Symbol 20 FontUsed by:21 28 52 507
Symbol 21 EditableTextUses:20Used by:29
Symbol 22 FontUsed by:23 32 34 37 40 43 45 47 50 60 61 73 75 78 83 84 85 103 107 108 110 111 113 115 118 119 120 121 122 123 124 125 126 127 128 130 132 136 138 139 140 141 142 143 144 146 147 148 149 152 153 154 155 156 157 158 159 160 161 162 164 165 185 186 188 189 193 194 211 212 261 262 263 267 268 276 278 343 344 345 346 347 348 349 350 428 429 430 431 432 434 435 452 467 468 469 487 495 496 499 500 502 504 506
Symbol 23 TextUses:22Used by:29
Symbol 24 FontUsed by:25
Symbol 25 EditableTextUses:24Used by:29
Symbol 26 FontUsed by:27 87
Symbol 27 TextUses:26Used by:29
Symbol 28 EditableTextUses:20Used by:29
Symbol 29 MovieClipUses:21 23 25 27 28Used by:Timeline
Symbol 30 GraphicUsed by:Timeline
Symbol 31 GraphicUsed by:36
Symbol 32 TextUses:22Used by:36
Symbol 33 GraphicUsed by:36
Symbol 34 TextUses:22Used by:36
Symbol 35 GraphicUsed by:36
Symbol 36 ButtonUses:31 32 33 34 35Used by:Timeline
Symbol 37 TextUses:22Used by:Timeline
Symbol 38 FontUsed by:39 51 86
Symbol 39 TextUses:38Used by:Timeline
Symbol 40 TextUses:22Used by:Timeline
Symbol 41 FontUsed by:42 91 487
Symbol 42 TextUses:41Used by:Timeline
Symbol 43 TextUses:22Used by:Timeline
Symbol 44 GraphicUsed by:49
Symbol 45 TextUses:22Used by:49
Symbol 46 GraphicUsed by:49 62 105 106 109 145 163 166 184 187 190 191 192 195 210 213 217 227 228 229 246 309 310 311 425 426 427
Symbol 47 TextUses:22Used by:49
Symbol 48 GraphicUsed by:49 62 105 106 109 145 163 166 184 187 190 191 192 195 210 213 217 227 228 229 246 309 310 311 425 426 427
Symbol 49 ButtonUses:44 45 46 47 48Used by:Timeline
Symbol 50 TextUses:22Used by:Timeline
Symbol 51 TextUses:38Used by:Timeline
Symbol 52 TextUses:20Used by:Timeline
Symbol 53 FontUsed by:54 55 57 58 80
Symbol 54 EditableTextUses:53Used by:Timeline
Symbol 55 EditableTextUses:53Used by:Timeline
Symbol 56 FontUsed by:57 58
Symbol 57 TextUses:56 53Used by:Timeline
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Symbol 505 ButtonUses:112 262 114 263 116Used by:Timeline
Symbol 506 TextUses:22Used by:Timeline
Symbol 507 TextUses:20Used by:Timeline
Streaming Sound 1Used by:Timeline

Instance Names

"bar"Frame 1Symbol 19 MovieClip
"status"Frame 861Symbol 150 MovieClip
"status"Frame 883Symbol 150 MovieClip
"status"Frame 1011Symbol 150 MovieClip
"status"Frame 1014Symbol 150 MovieClip
"status"Frame 1022Symbol 150 MovieClip
"status"Frame 1050Symbol 150 MovieClip
"status"Frame 1080Symbol 150 MovieClip
"head"Frame 1283Symbol 259 MovieClip
"bar_zombie"Frame 1326Symbol 270 MovieClip
"bar_player"Frame 1326Symbol 270 MovieClip
"status"Frame 1622Symbol 150 MovieClip
"firemc"Frame 1766Symbol 335 MovieClip
"target"Frame 1766Symbol 339 MovieClip
"MCimp"Frame 1767Symbol 384 MovieClip
"MCzom"Frame 1767Symbol 410 MovieClip
"gun"Frame 1767Symbol 423 MovieClip
"hitMC"Frame 1767Symbol 424 MovieClip
"status"Frame 1774Symbol 150 MovieClip
"target"Frame 1780Symbol 339 MovieClip
"credits"Frame 2260Symbol 488 MovieClip
"head"Symbol 259 MovieClip Frame 1Symbol 256 MovieClip
"imp"Symbol 383 MovieClip Frame 1Symbol 382 MovieClip
"impMC"Symbol 384 MovieClip Frame 1Symbol 383 MovieClip
"zom"Symbol 410 MovieClip Frame 1Symbol 409 MovieClip

Special Tags

ExportAssets (56)Timeline Frame 1Symbol 1 as "playerpain"
ExportAssets (56)Timeline Frame 1Symbol 2 as "impouch"
ExportAssets (56)Timeline Frame 1Symbol 3 as "dryfire"
ExportAssets (56)Timeline Frame 1Symbol 4 as "berreta"
ExportAssets (56)Timeline Frame 1Symbol 17 as "MCfireball"
ExportAssets (56)Timeline Frame 1498Symbol 4 as "berreta"
ExportAssets (56)Timeline Frame 1677Symbol 4 as "berreta"
ExportAssets (56)Timeline Frame 1691Symbol 4 as "berreta"
ExportAssets (56)Timeline Frame 1695Symbol 4 as "berreta"
ExportAssets (56)Timeline Frame 1698Symbol 4 as "berreta"
ExportAssets (56)Timeline Frame 1708Symbol 4 as "berreta"
ExportAssets (56)Timeline Frame 1738Symbol 4 as "berreta"
ExportAssets (56)Timeline Frame 2091Symbol 4 as "berreta"

Labels

"loading"Frame 1
"loaded"Frame 3
"noarmor"Frame 1018
"2"Frame 1081
"gonext"Frame 1085
"arg"Frame 1280
"going"Frame 1323
"start"Frame 1326
"loop"Frame 1327
"zdeath"Frame 1343
"zwin"Frame 1348
"death"Frame 1352
"zombiewin"Frame 1356
"loopthis"Frame 1623
"win"Frame 1774
"dead"Frame 1780
"aftercredits"Frame 2274
"null"Symbol 150 MovieClip Frame 1
"outer_door"Symbol 150 MovieClip Frame 5
"unlock"Symbol 150 MovieClip Frame 11
"room_1"Symbol 150 MovieClip Frame 16
"tornup"Symbol 150 MovieClip Frame 22
"dead_throat"Symbol 150 MovieClip Frame 27
"barrel"Symbol 150 MovieClip Frame 32
"lookout"Symbol 150 MovieClip Frame 38
"armor"Symbol 150 MovieClip Frame 44
"armor_has"Symbol 150 MovieClip Frame 46
"window"Symbol 150 MovieClip Frame 51
"hall"Symbol 150 MovieClip Frame 57
"zombie_room"Symbol 150 MovieClip Frame 62
"eaten"Symbol 150 MovieClip Frame 67
"zombie_btn"Symbol 150 MovieClip Frame 72
"deadzombie"Symbol 150 MovieClip Frame 77
"deadzombie_room"Symbol 150 MovieClip Frame 83
"shootout"Symbol 150 MovieClip Frame 89
"normal"Symbol 256 MovieClip Frame 1
"angry"Symbol 256 MovieClip Frame 8
"fireball"Symbol 335 MovieClip Frame 5
"fire"Symbol 367 MovieClip Frame 26
"normal"Symbol 382 MovieClip Frame 2
"shoot"Symbol 382 MovieClip Frame 26
"hit"Symbol 382 MovieClip Frame 49
"die"Symbol 382 MovieClip Frame 54
"dup"Symbol 384 MovieClip Frame 5
"normal"Symbol 408 MovieClip Frame 2
"shoot"Symbol 408 MovieClip Frame 20
"hit"Symbol 408 MovieClip Frame 40
"die"Symbol 408 MovieClip Frame 45
"loop"Symbol 409 MovieClip Frame 115
"dup"Symbol 410 MovieClip Frame 5
"loop"Symbol 411 MovieClip Frame 30
"normal"Symbol 415 MovieClip Frame 1
"hide"Symbol 415 MovieClip Frame 10
"unhide"Symbol 415 MovieClip Frame 15
"normal"Symbol 423 MovieClip Frame 1
"shoot"Symbol 423 MovieClip Frame 3
"fire"Symbol 423 MovieClip Frame 4
"reload"Symbol 423 MovieClip Frame 16
"hitImp"Symbol 424 MovieClip Frame 2
"hitz"Symbol 424 MovieClip Frame 9

Dynamic Text Variables

bit_rateSymbol 21 EditableText""
timeleftSymbol 25 EditableText""
percentValSymbol 28 EditableText"100%"
_root.healthSymbol 346 EditableText"100"
_root.armorSymbol 347 EditableText"0"
_root.clipSymbol 348 EditableText"15"
_root.enemiesSymbol 350 EditableText"0"
enemiesSymbol 435 EditableText""




http://swfchan.com/5/21989/info.shtml
Created: 27/5 -2019 08:21:36 Last modified: 27/5 -2019 08:21:36 Server time: 15/05 -2024 01:12:12