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Farmer McJoy.swf

This is the info page for
Flash #23603

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


Text
octane

000

Play More Games @

Play More Games @

Lives:

Lives:

RASTLE!!

RASTLE!!

Clip:

Ammo:

0000

0000

Clip:

Ammo:

0000

0000

Life:

Life:

0000

0000

Shore is a hot 'un. Mighty fine day for
layin' back and stompin' some
varmints...

...but first, 'bout time I milked the
cows... who are alive, I reckon.

HOLY DAYTONA! All my cow's got
their heads popped off!
Those rottin' Capfields! They done kilt
my cattle fer when I gone n' choked
their chickens! I'm gon' whoop me some
Capfield behinds!

ONE FINE DAY IN THE BACKWOODS...

Click to continue...

This here wrong will be
returned unto the
Capfields until it either
adds up to a right or I
run outta scattergun
shells... or I sober up...
I swear on dear old
Bessie's head!

Click to continue...

A Game Produced and Presented By:

Click to continue

Arrow keys

Scramble

'A' Key

Rastle

'S' Key

Leap

'D' Key

Shoot

'R' Key

Reload

Spacebar

Switch Wepin's

Number keys 1-9: Wepin' select
New wepin's available every
level! Pick up fallen enemies' too!
Nine in all!

*Q key toggles game quality.

How to Rastle:

Press 'A' to grab your enemy!

Once you start fightin', watch the rastle meter!

Follow the arrow keys as they
light up. The higher the meter
goes, the faster the pattern
gets.

When the hourglass runs out, the loser is dealt damage from the match. If you
manage to fill the meter during a match, you will instantly dispatch the bad guy!

METER

There's more than one way to skin a varmint!

Burn!

Zap!

???

Certain enemies respond differently to different attacks! Some don't respond at
all to certain kinds! Use your wepin's wisely!

Bubba Ray!! I'm a-callin' you out! I'm
gonna whoop the tar outta your lanky
behind!!

Come n' get me, you shrimpy sun' gun!

Say goodnight, Bubba Ray!
This'll learn ya to kill my cows!

Cooter, you sun gun! I ain't done
in yer cows! It was them flying
saucers what was saucing around
all last nite!

Flying saucers! My cattle was
mutilated by alien varmints?!

Darn skippy, son! Now get yer
behind in shelter, they's gonna
get you too!

I ain't done yet! I'll give them
aliens what for!

Well then you better take my
taser. There's a po-lice line you
gon' have to cross. Go give
them fools hell.

You received:

TASER

Stuns all manner of
ham n' eggers.

Allright, you bug-eyed good fer
nothins! I'm a-comin' for ya,
and Hell's comin' with me!

Yep... Hell's comin' with me...
and whatever the hell this here
thing is comin' with me too.
Some kinda... stick er
something...

Click to continue...

LITE ZADER

Not to be confused with
anything that might get me
sued.

Got 'er done, I tell you what!
You goombahs best stay on yer
own dang planet from here on
in.
Now how the hell do I get out
this thing... ?

Bessie, I shore is gon' miss you.
But now you can rest in yer
pieces, knowin' I got 'er done.
Yep... I got 'er done.

THE END

Begin

Instructions

Play More Games

©2006 MoFunZone.com

How to control Cooter McJoy:

ActionScript [AS1/AS2]

Frame 1
function remove_from_array(obj, array) { trace(array.length); var _local2 = new Array(); for (ndx in array) { if (!(array[ndx] === obj)) { _local2.push(array[ndx]); } } trace(_local2.length); return(_local2); } function game_init() { cur_cutscene_obj = cutscene_1; next_level_obj = level_1; layer = 0; viewport_scroll_speed = 12; screen_width = 600; lives = 5; enemy_delay = 0.08; Stage.showMenu = false; _global.gs_loading = 0; _global.gs_init = 1; _global.gs_intro = 2; _global.gs_menu = 3; _global.gs_init_level = 4; _global.gs_instructions = 5; _global.gs_level_init = 6; _global.gs_level_play = 6.5; _global.gs_level_out = 6.75; _global.gs_cutscene = 7; _global.gs_game_over = 8; game_state = gs_loading; _global.gp_shoot_time = 0; _global.gp_reshoot_time = 1; _global.gp_shoot_frame = 2; _global.gp_power = 3; _global.gp_frame_num = 4; _global.gp_speed_scale = 5; _global.gp_max_ammo = 6; _global.gp_clip_size = 7; _global.gp_clip_left = 8; _global.gp_reload_time = 9; _global.gp_owned = 10; _global.gp_shot_type = 11; moonshine = new Array(16, 16, 5, 35, 3, 1, -99, -99, -99, 0, true, "moonshine_bullet"); pistol = new Array(8, 4, 6, 15, 1, 1, 50, 7, 0, 30, false, "pistol_bullet"); shotgun = new Array(22, 22, 6, 60, 2, 1, 50, 6, 6, 50, true, "capfield1_shot"); taser = new Array(4, -1, 2, 0.15, 4, 1, -99, -99, -99, 0, false, "stunBullet"); smg = new Array(8, -4, 5, 15, 5, 1, 100, 32, 0, 30, false, "pistol_bullet"); nader = new Array(15, 15, 5, 35, 6, 1, 24, 6, 0, 45, false, "nader_bullet"); zader = new Array(6, 6, 3, 45, 7, 1, -99, -99, -99, 0, false, "zader_bullet"); laser = new Array(8, 4, 6, 45, 8, 1, 100, 69, 0, 30, false, "laser_shot"); flamer = new Array(8, -7, 2, 30, 9, 1, -99, 50, 0, 0, false, "flamer_shot"); ammo_array = new Array(-99, 0, 24, -99, 0, 0, -99, 0, 0); _global.rp_grab_time = 0; _global.rp_rastle_time = 1; _global.rp_grab_frame = 2; _global.rp_power = 3; _global.rp_frame_num = 4; rastle_1 = new Array(12, 0, 6, 10, 1); _global.timer = 0; _global.max_x_ref = 560; _global.min_x_ref = 40; _global.max_x = max_x_ref; _global.min_x = min_x_ref; _global.max_y = 360; _global.min_y = 200; _global.upKey = 38; _global.downKey = 40; _global.leftKey = 37; _global.rightKey = 39; _global.shootKey = 68; _global.rastleKey = 65; _global.jumpKey = 83; _global.reloadKey = 82; _global.changeKey = 32; _global.E_AI_WAIT = 0; _global.E_AI_ATTACK = 1; _global.E_AI_DODGE = 2; _global.E_AI_TARGET = 3; _global.E_AI_OFF = 4; _global.E_IDLE = 0; _global.E_WALK = 1; _global.E_SHOOT = 2; _global.E_RASTLE_START = 3; _global.E_HIT = 4; _global.E_FIRE = 5; _global.E_DIE = 6; _global.E_BURN = 7; _global.E_STUN = 8; _global.E_GIB = 9; } function cutscene() { gotoAndStop ("level"); cur_level_obj = next_level_obj; if (!cutscene_clip) { cutscene_counter = 0; _root.attachMovie(cur_cutscene_obj.clip, "cutscene_clip", layer++); stopAllSounds(); ode.start(); } else { cutscene_counter++; } } function end_cutscene() { cutscene_counter = 0; cutscene_clip.removeMovieClip(); game_state = gs_level_init; } function next_level(run_out) { if (run_out) { game_state = gs_level_out; } else { next_scene(); } } function game_over() { for (i in viewport) { viewport[i].removeMovieClip(); } viewport.removeMovieClip(); stats.removeMovieClip(); gotoAndStop ("gameOver"); game_state = gs_game_over; } function level_out() { viewport.cooter.my_state = viewport.cooter.cs_remote_walk; viewport.cooter._x = viewport.cooter._x + viewport.cooter.speed; viewport.cooter._xscale = 100; if (viewport.cooter._x > (((-viewport._x) + screen_width) + 50)) { next_scene(); } } function next_scene() { for (i in viewport) { viewport[i].removeMovieClip(); } viewport.removeMovieClip(); stats.removeMovieClip(); game_state = gs_cutscene; } function cleanUpStage() { for (i in _root) { _root[i].removeMovieClip(); delete _root[i]; } } function spawnItem(item, obj) { viewport.attachMovie(item, "item" + viewport.layer, viewport.layer++, {_x:obj._x, _y:obj._y}); } function level_init() { gotoAndStop ("level"); enemy_array = new Array(); object_array = new Array(); friendly_array = new Array(); vehicle_array = new Array(); this.createEmptyMovieClip("viewport", layer++); viewport.layer = 0; cur_enemy_stack = 0; cur_enemy_ndx = 0; build_bg(cur_level_obj, viewport); viewport.attachMovie("cooter", "cooter", viewport.layer++, {_x:50, _y:200}); this.attachMovie("stats", "stats", layer++, {_x:0, _y:375}); rastle_meter = stats.rastle_meter; bg_fixed = false; bg_midpoint = screen_width / 2; next_stop_point = 0; num_enemies = 0; game_state = gs_level_play; cur_level_obj.init(); bg_midpoint = (-viewport._x) + (screen_width / 2); _global.max_x = (-viewport._x) + max_x_ref; _global.min_x = (-viewport._x) + min_x_ref; } function level_play() { if (!bg_fixed) { cur_level_obj.max_enemies = 3; if (viewport.cooter._x > bg_midpoint) { if ((viewport.cooter._x - bg_midpoint) > viewport_scroll_speed) { viewport._x = viewport._x - viewport_scroll_speed; } else { viewport._x = viewport._x - (viewport.cooter._x - bg_midpoint); } bg_midpoint = (-viewport._x) + (screen_width / 2); _global.max_x = (-viewport._x) + max_x_ref; _global.min_x = (-viewport._x) + min_x_ref; } if ((-viewport._x) > cur_level_obj.stop_points[next_stop_point]) { bg_fixed = true; next_stop_point++; } } else { if ((num_enemies < cur_level_obj.max_enemies) && (cur_enemy_ndx < cur_level_obj.enemy_stacks[cur_enemy_stack].length)) { if ((cur_level_obj.enemy_stacks[cur_enemy_stack] == cur_level_obj.boss_stack) && (cur_enemy_ndx == 0)) { cur_level_obj.max_enemies = 2; x_place = (-viewport._x) + cur_level_obj.boss_place_x; y_place = cur_level_obj.boss_place_y; } else { if (Math.random() > 0.5) { x_place = (-viewport._x) + screen_width; } else { x_place = -viewport._x; } y_place = (Math.random() * 160) + 200; } spawn_enemy(cur_level_obj.enemy_stacks[cur_enemy_stack][cur_enemy_ndx++], viewport, x_place, y_place); num_enemies++; } if ((num_enemies == 0) && (cur_enemy_ndx >= cur_level_obj.enemy_stacks[cur_enemy_stack].length)) { cur_enemy_stack++; cur_enemy_ndx = 0; bg_fixed = false; cleanup_arrays(); stats.go_arrow_start(); } } var _local2 = 0; for (i in object_array) { if (object_array[i]) { for (j in object_array) { if (object_array[j]) { check_depth_ext(object_array[i], object_array[j]); check_depth_ext(object_array[j], object_array[i]); } } } } } function cleanup_objects() { temp_ar = new Array(); i = 0; while (i < object_array.length) { if (object_array[i]._y != undefined) { temp_ar[temp_ar.length] = object_array[i]; } i++; } object_array = new Array(); i = 0; while (i < temp_ar.length) { object_array[i] = temp_ar[i]; i++; } } function cleanup_arrays() { temp_ar = new Array(); i = 0; while (i < object_array.length) { if (object_array[i]._y != undefined) { temp_ar[temp_ar.length] = object_array[i]; } i++; } object_array = new Array(); i = 0; while (i < temp_ar.length) { object_array[i] = temp_ar[i]; i++; } temp_ar = new Array(); i = 0; while (i < enemy_array.length) { if (enemy_array[i]._y != undefined) { temp_ar[temp_ar.length] = enemy_array[i]; } i++; } enemy_array = new Array(); i = 0; while (i < temp_ar.length) { enemy_array[i] = temp_ar[i]; i++; } temp_ar = new Array(); i = 0; while (i < friendly_array.length) { if (friendly_array[i]._y != undefined) { temp_ar[temp_ar.length] = friendly_array[i]; } i++; } friendly_array = new Array(); i = 0; while (i < temp_ar.length) { friendly_array[i] = temp_ar[i]; i++; } } function spawn_enemy(nme, vp, x, y) { viewport.attachMovie(nme, nme + vp.layer, vp.layer++, {_x:x, _y:y, item:cur_level_obj.item_funct(nme)}); } function build_bg(lev_obj, vp) { vp.createEmptyMovieClip("bg", vp.layer++); vp.bg.layer = 0; bg_pos_x = 0; bg_tile_width = 650; i = 0; while (i < lev_obj.scene_array.length) { vp.bg.attachMovie(lev_obj.scene_array[i], "scene" + i, vp.bg.layer++, {_x:bg_pos_x, _y:0}); bg_pos_x = bg_pos_x + bg_tile_width; i++; } bg_pos_x = 0; i = 0; while (i < lev_obj.detail_array.length) { vp.bg.attachMovie(lev_obj.detail_array[i], "detail" + i, vp.bg.layer++, {_x:bg_pos_x, _y:0}); bg_pos_x = bg_pos_x + bg_tile_width; i++; } i = 0; while (i < lev_obj.vehicle_array.length) { veh = lev_obj.vehicle_array[i]; vp.attachMovie(veh.vehicle, "vehic" + i, vp.layer++, {_x:veh.x, _y:veh.y}); i++; } } function game_main() { _global.timer++; quality_demon(); switch (game_state) { case gs_loading : loading(); break; case gs_intro : intro(); break; case gs_menu : menu(); break; case gs_instructions : instructions(); break; case gs_level_init : level_init(); break; case gs_level_play : level_play(); break; case gs_level_out : level_out(); break; case gs_cutscene : cutscene(); break; case gs_game_over : break; } } function quality_demon() { if (Key.isDown(81)) { if (q_key_up) { q_key_up = false; if (_root._quality == "BEST") { _root._quality = "LOW"; } else if (_root._quality == "HIGH") { _root._quality = "BEST"; } else if (_root._quality == "MEDIUM") { _root._quality = "HIGH"; } else if (_root._quality == "LOW") { _root._quality = "MEDIUM"; } } } else { q_key_up = true; } } function check_depth(obj1, obj2) { if ((obj1._y > obj2._y) && (obj1.getDepth() < obj2.getDepth())) { obj1.swapDepths(obj2); } } function check_depth_ext(obj1, obj2) { if (obj1.is_jumping()) { if ((obj1.ground < obj2._y) && (obj1.getDepth() > obj2.getDepth())) { obj1.swapDepths(obj2); } } else if ((obj1._y < obj2._y) && (obj1.getDepth() > obj2.getDepth())) { obj1.swapDepths(obj2); } } function loading() { gotoAndStop ("loading"); stopAllSounds(); bl = _root.getBytesLoaded(); bt = _root.getBytesTotal(); pl = Math.floor((bl / bt) * 100); loader_clip.p_loaded.text = pl; loader_clip.cup.gotoAndStop(pl); if ((bl >= bt) && (bt > 0)) { game_state = gs_intro; stopAllSounds(); _root.louis.start(); } } function intro() { if (!intro_played) { intro_played = true; gotoAndPlay ("intro"); } } function menu() { gotoAndStop ("menu"); } function instructions() { gotoAndStop ("instructions"); } function restart() { game_init(); game_state = gs_intro; } stop(); ccl = new Sound(); ccl2 = new Sound(); louis = new Sound(); louis2 = new Sound(); ode = new Sound(); beet = new Sound(); beet2 = new Sound(); hit1 = new Sound(); hit2 = new Sound(); hit3 = new Sound(); hit4 = new Sound(); shakeup = new Sound(); sgcock = new Sound(); ccl.setVolume(80); ccl.attachSound("ccl.mp3"); ccl2.attachSound("ccl.mp3"); louis.attachSound("louis_l.mp3"); louis2.attachSound("louis_1.mp3"); ode.attachSound("ode.mp3"); beet.attachSound("beet.mp3"); beet2.attachSound("beet.mp3"); hit1.attachSound("slap2.wav"); hit2.attachSound("Bowhit.wav"); hit3.attachSound("hit3"); hit4.attachSound("hit4"); shakeup.attachSound("shakeup.wav"); sgcock.attachSound("sg"); ode.onSoundComplete = function () { _root.ccl.start(); }; ccl.onSoundComplete = function () { _root.ccl2.start(); }; ccl2.onSoundComplete = function () { _root.ode.start(); }; louis.onSoundComplete = function () { _root.beet.start(); }; beet.onSoundComplete = function () { _root.louis.start(); }; beet2.onSoundComplete = function () { _root.beet2.start(); }; louis2.onSoundComplete = function () { _root.louis2.start(); }; completed = false; cutscene_1 = new Object(); cutscene_1.clip = "cutscene_1_clip"; cutscene_2 = new Object(); cutscene_2.clip = "cutscene_2_clip"; cutscene_3 = new Object(); cutscene_3.clip = "cutscene_3_clip"; cutscene_4 = new Object(); cutscene_4.clip = "cutscene_4_clip"; cutscene_5 = new Object(); cutscene_5.clip = "cutscene_5_clip"; game_init(); level_4.item_funct = function (nme) { switch (nme) { case "alienVarmint" : if (Math.random() > 0.8) { return("hp_up_small"); } if (Math.random() > 0.8) { return("hp_up_large"); } break; case "alien" : if (!_root.nader[gp_owned]) { return("laser_pickup"); } if (Math.random() > 0.5) { return("laser_ammo"); } if (Math.random() > 0.8) { return("hp_up_large"); } if (Math.random() > 0.8) { return("life_up"); } break; case "alienCap" : if (!_root.pistol[gp_owned]) { return("laser_pickup"); } if (Math.random() > 0.5) { return("laser_ammo"); } if (Math.random() > 0.9) { return("hp_up_small"); } break; case "alienSol" : if (!_root.flamer[gp_owned]) { return("laser_pickup"); } if (Math.random() > 0.5) { return("laser_ammo"); } if (Math.random() > 0.9) { return("hp_up_large"); } if (Math.random() <= 0.3) { break; } return("life_up"); } }; level_4 = new Object(); level_4.init = function () { zader[gp_owned] = true; next_level_obj = level_5; cur_cutscene_obj = cutscene_5; }; level_4.max_enemies = 3; level_4.scene_array = new Array("spaceship_bg", "spaceship_bg", "spaceship_bg", "spaceship_bg"); level_4.detail_array = new Array("detail_3_1", "detail_3_2", "detail_3_3", "detail_3_1"); level_4.item_funct = function (nme) { switch (nme) { case "alienVarmint" : if (Math.random() > 0.8) { return("hp_up_small"); } if (Math.random() > 0.8) { return("hp_up_large"); } break; case "alien" : if (!_root.laser[gp_owned]) { return("laser_pickup"); } if (Math.random() > 0.3) { return("laser_ammo"); } if (Math.random() > 0.8) { return("hp_up_large"); } if (Math.random() > 0.8) { return("life_up"); } break; case "alienCap" : if (!_root.laser[gp_owned]) { return("laser_pickup"); } if (Math.random() > 0.3) { return("laser_ammo"); } if (Math.random() > 0.9) { return("hp_up_small"); } break; case "alienSol" : if (!_root.flamer[gp_owned]) { return("laser_pickup"); } if (Math.random() > 0.5) { return("laser_ammo"); } if (Math.random() > 0.9) { return("hp_up_large"); } if (Math.random() <= 0.3) { break; } return("life_up"); } }; level_4.enemy_stack_1 = new Array("alien", "alienVarmint", "alien", "alienVarmint", "alien", "alienVarmint", "alien"); level_4.enemy_stack_2 = new Array("alienCap", "alien", "alienCap", "alienVarmint", "alienSol", "alienCap", "alienVarmint"); level_4.enemy_stack_3 = new Array("alien", "alienSol", "alienVarmint", "alien", "alienSol", "alienVarmint", "alien", "alienCap"); level_4.enemy_stack_4 = new Array("alienVarmint", "alienVarmint", "alien", "alienVarmint", "alienVarmint", "alienVarmint", "alienBeast"); level_4.enemy_stack_5 = new Array("boss_brain", "alienVarmint", "alienSol", "alienVarmint", "alienCap", "alienSol", "alienVarmint", "alienVarmint", "alienVarmint", "alienSol"); level_4.enemy_stacks = new Array(level_4.enemy_stack_1, level_4.enemy_stack_2, level_4.enemy_stack_3, level_4.enemy_stack_4, level_4.enemy_stack_5); level_4.boss_stack = level_4.enemy_stack_5; level_4.boss_place_x = 325; level_4.boss_place_y = 395; level_4.stop_points = new Array(400, 800, 1200, 1400, 1500); level_3 = new Object(); level_3.init = function () { taser[gp_owned] = true; next_level_obj = level_4; cur_cutscene_obj = cutscene_4; }; level_3.max_enemies = 3; level_3.scene_array = new Array("country_bg2", "country_bg2", "country_bg2", "country_bg2"); level_3.detail_array = new Array("detail_1_3", "detail_1_4", "detail_2_2", "detail_2_1"); level_3.item_funct = function (nme) { switch (nme) { case "chippy" : if (Math.random() > 0.7) { return("hp_up_small"); } if (Math.random() > 0.7) { return("shotgun_ammo"); } break; case "possy" : if (Math.random() > 0.7) { return("hp_up_small"); } if (Math.random() > 0.7) { return("shotgun_ammo"); } break; case "fed1" : if (!_root.smg[gp_owned]) { return("smg_pickup"); } if (Math.random() > 0.2) { return("smg_ammo"); } if (Math.random() > 0.8) { return("hp_up_small"); } if (Math.random() > 0.8) { return("hp_up_large"); } break; case "fed2" : if (!_root.nader[gp_owned]) { return("nader_pickup"); } if (Math.random() > 0.2) { return("nader_ammo"); } if (Math.random() > 0.8) { return("hp_up_large"); } if (Math.random() > 0.8) { return("life_up"); } break; case "police" : if (!_root.pistol[gp_owned]) { return("pistol_pickup"); } if (Math.random() > 0.2) { return("pistol_ammo"); } if (Math.random() > 0.9) { return("hp_up_small"); } break; case "soldier1" : if (!_root.flamer[gp_owned]) { return("flamer_pickup"); } if (Math.random() > 0.5) { return("flamer_ammo"); } if (Math.random() > 0.9) { return("hp_up_large"); } if (Math.random() <= 0.3) { break; } return("life_up"); } }; level_3.enemy_stack_1 = new Array("police", "possy", "police", "chippy", "fed1", "police", "fed1"); level_3.enemy_stack_2 = new Array("chippy", "possy", "fed1", "fed2", "police", "fed1", "soldier1"); level_3.enemy_stack_3 = new Array("possy", "fed2", "fed1", "soldier1", "police", "soldier1", "fed2", "chippy"); level_3.enemy_stack_4 = new Array("boss_robot", "soldier1", "chippy", "possy", "soldier1", "possy", "soldier1"); level_3.enemy_stacks = new Array(level_3.enemy_stack_1, level_3.enemy_stack_2, level_3.enemy_stack_3, level_3.enemy_stack_4); level_3.vehicle_array = new Array({vehicle:"tractor", x:1250, y:250}); level_3.boss_stack = level_3.enemy_stack_1; level_3.boss_place_x = 600; level_3.boss_place_y = 395; level_3.stop_points = new Array(600, 1200, 1800, 1900); level_2 = new Object(); level_2.init = function () { next_level_obj = level_3; cur_cutscene_obj = cutscene_3; }; level_2.max_enemies = 3; level_2.scene_array = new Array("bubba_house_bg", "bubba_house_bg"); level_2.enemy_stack_1 = new Array("bubba", "chippy", "possy", "chippy", "possy", "chippy", "possy", "chippy", "possy", "chippy", "possy"); level_2.enemy_stacks = new Array(level_2.enemy_stack_1); level_2.boss_stack = level_2.enemy_stack_1; level_2.boss_place_x = 600; level_2.boss_place_y = 300; level_2.stop_points = new Array(120, 40); level_2.item_funct = function (nme) { switch (nme) { case "chippy" : if (Math.random() > 0.7) { return("hp_up_small"); } if (Math.random() > 0.7) { return("shotgun_ammo"); } break; case "possy" : if (Math.random() > 0.7) { return("hp_up_small"); } if (Math.random() <= 0.7) { break; } return("pistol_ammo"); } }; level_1 = new Object(); level_1.init = function () { next_level_obj = level_2; cur_cutscene_obj = cutscene_2; }; level_1.max_enemies = 3; level_1.scene_array = new Array("country_bg", "country_bg", "country_bg", "country_bg"); level_1.detail_array = new Array("detail_1_1", "detail_1_2", "detail_1_3", "detail_1_4"); level_1.vehicle_array = new Array({vehicle:"tractor", x:850, y:250}); level_1.item_funct = function (nme) { switch (nme) { case "chippy" : if (Math.random() > 0.7) { return("hp_up_small"); } if (Math.random() > 0.7) { return("shotgun_ammo"); } break; case "possy" : if (Math.random() > 0.7) { return("hp_up_small"); } if (Math.random() > 0.7) { return("pistol_ammo"); } break; case "capfield1" : if (Math.random() > 0.2) { return("shotgun_ammo"); } if (Math.random() > 0.7) { return("hp_up_small"); } break; case "capfield2" : if (!_root.pistol[gp_owned]) { return("pistol_pickup"); } if (Math.random() > 0.2) { return("pistol_ammo"); } if (Math.random() <= 0.7) { break; } return("hp_up_small"); } }; level_1.enemy_stack_1 = new Array("chippy", "possy", "chippy", "chippy", "possy", "capfield1"); level_1.enemy_stack_2 = new Array("chippy", "possy", "capfield1", "chippy", "capfield1", "possy", "capfield2"); level_1.enemy_stack_3 = new Array("capfield1", "capfield2", "possy", "capfield2", "possy", "capfield1", "chippy", "capfield2"); level_1.enemy_stack_4 = new Array("boss_combine", "chippy", "chippy", "chippy", "chippy", "chippy"); level_1.enemy_stacks = new Array(level_1.enemy_stack_1, level_1.enemy_stack_2, level_1.enemy_stack_3, level_1.enemy_stack_4); level_1.boss_stack = level_1.enemy_stack_4; level_1.boss_place_x = 600; level_1.boss_place_y = 395; level_1.stop_points = new Array(600, 1200, 1800, 1900); next_level_obj = level_1; this.onEnterFrame = game_main;
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Instance of Symbol 1729 MovieClip in Frame 27
on (release) { _root.game_init(); game_state = gs_intro; }
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stop(); intro_played = false; game_state = gs_menu;
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gotoAndPlay ("loop");
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gotoAndPlay (5);
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this._rotation = Math.random() * 360;
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Symbol 600 MovieClip [cooter] Frame 1
function reset_counters() { jump_counter = 0; idle_counter = 0; shoot_counter = 0; rastle_counter = 0; } function change_gun(newGun) { if (newGun == -1) { gun_ndx++; if (gun_ndx >= my_guns.length) { gun_ndx = 0; } if (my_guns[gun_ndx][gp_owned] && ((my_guns[gun_ndx][gp_clip_left] + ammo_array[gun_ndx]) != 0)) { gun = my_guns[gun_ndx]; } else { change_gun(-1); } } else if (newGun != 0) { tempGun = newGun - 1; if (my_guns[tempGun][gp_owned]) { gun_ndx = tempGun; gun = my_guns[gun_ndx]; } } cur_gun_clip.gotoAndStop("gun_" + gun_ndx); } function is_jumping() { return(my_state == cs_jump_middle_1); } function disable_keys() { tempUp = _global.upKey; tempDown = _global.downKey; tempLeft = _global.leftKey; tempRight = _global.rightKey; tempShoot = _global.shootKey; tempRastle = _global.rastleKey; tempJump = _global.jumpKey; tempChange = _global.changeKey; tempReload = _global.reloadKey; _global.upKey = null; _global.downKey = null; _global.leftKey = null; _global.rightKey = null; _global.shootKey = null; _global.rastleKey = null; _global.jumpKey = null; _global.changeKey = null; _global.reloadKey = null; } function enable_keys() { _global.upKey = tempUp; _global.downKey = tempDown; _global.leftKey = tempLeft; _global.rightKey = tempRight; _global.shootKey = tempShoot; _global.rastleKey = tempRastle; _global.jumpKey = tempJump; _global.changeKey = tempChange; _global.reloadKey = tempReload; } function idle_1() { gotoAndStop("idle_" + gun[gp_frame_num]); if (((Key.isDown(upKey) || (Key.isDown(downKey))) || (Key.isDown(leftKey))) || (Key.isDown(rightKey))) { my_state = cs_run_1; } if (check_shoot_key()) { my_state = cs_shoot_1; } else if (check_jump_key()) { my_state = cs_jump_start_1; } else if (check_rastle_key()) { my_state = cs_rastle_start_1; } else if ((newGun = check_change_key())) { change_gun(newGun); } else if (check_reload_key()) { reload_start(); } } function rastle_win_1() { state_counter++; if (state_counter > 6) { state_counter = 0; my_state = cs_idle_1; } gotoAndStop ("rastle_win_1"); } function add_ammo(gun, amt) { if (my_guns[gun][gp_max_ammo] < 0) { my_guns[gun][gp_clip_left] = my_guns[gun][gp_clip_left] + amt; if (my_guns[gun][gp_clip_left] > my_guns[gun][gp_clip_size]) { my_guns[gun][gp_clip_left] = my_guns[gun][gp_clip_size]; } } else { ammo_array[gun] = ammo_array[gun] + amt; if (ammo_array[gun] > my_guns[gun][gp_max_ammo]) { ammo_array[gun] = my_guns[gun][gp_max_ammo]; } } } function check_rastle_key() { if (Key.isDown(rastleKey)) { if (rastle_key_up) { rastle_key_up = false; return(true); } return(false); } rastle_key_up = true; return(false); } function check_change_key() { if (Key.isDown(changeKey)) { if (change_key_up) { change_key_up = false; return(-1); } return(false); } i = 1; while (i <= 9) { if (Key.isDown(48 + i)) { return(i); } i++; } change_key_up = true; return(0); } function check_jump_key() { if (Key.isDown(jumpKey)) { if (jump_key_up) { jump_key_up = false; return(true); } return(false); } jump_key_up = true; return(false); } function check_reload_key() { if (Key.isDown(reloadKey)) { if (reload_key_up) { reload_key_up = false; return(true); } return(false); } reload_key_up = true; return(false); } function check_shoot_key() { if (Key.isDown(shootKey)) { if (shoot_key_up) { shoot_key_up = false; return(true); } return(false); } shoot_key_up = true; return(false); } function run_1() { ground = _y; gotoAndStop("run_" + gun[gp_frame_num]); if (check_shoot_key()) { my_state = cs_shoot_1; } else if (check_jump_key()) { my_state = cs_jump_start_1; } else if (check_rastle_key()) { my_state = cs_rastle_start_1; } else if ((newGun = check_change_key())) { change_gun(newGun); } else if (check_reload_key()) { reload_start(); } else { if (!move_char_arrow_keys()) { my_state = cs_idle_1; } face_char_left_right(); } check_bounds_walking(); } function check_vehicles() { for (v in _root.vehicle_array) { if (((_root.vehicle_array[v]._alpha == 100) && (Math.abs(_y - _root.vehicle_array[v]._y) < 20)) && (Math.abs(_x - _root.vehicle_array[v]._x) < 40)) { vehicle = _root.vehicle_array[v]; my_state = cs_mount_vehicle; return(true); } } return(false); } function jump_start_1() { if (check_vehicles()) { } else { gotoAndStop("jump_start_" + gun[gp_frame_num]); ground = _y; jump_counter = 0; lift = jump_height; jump_counter++; my_state = cs_jump_middle_1; } } function jump_middle_1() { last_y = _y; jump_counter++; if (jump_counter > 3) { check_bounds_jumping(); if (move_char_arrow_keys()) { ground = ground + (_y - last_y); } face_char_left_right(); _y = (_y - lift); lift = lift - gravity; if (check_shoot_key() || (check_rastle_key())) { gotoAndStop("jump_shoot_" + gun[gp_frame_num]); kicking = true; if (lift > 0) { lift = 0; } } if (kicking) { i = 0; while (i < _root.enemy_array.length) { if (this.hitArea.hitTest(_root.enemy_array[i].tgtArea) && (Math.abs(_root.enemy_array[i]._y - ground) < 15)) { _root.enemy_array[i].doHit(4, 17, 1); } i++; } } if ((lift < 0) && (!kicking)) { gotoAndStop("jump_mid_" + gun[gp_frame_num]); } if (_y > ground) { kicking = false; jump_counter = 0; _y = ground; my_state = cs_jump_end_1; } } } function jump_end_1() { jump_counter++; gotoAndStop("jump_end_" + gun[gp_frame_num]); if (jump_counter > 3) { jump_counter = 0; my_state = cs_idle_1; } } function shoot_1() { if ((gun[gp_clip_left] == 0) && (shoot_counter <= gun[gp_shoot_frame])) { reload_counter = 80; my_state = cs_idle_1; return(undefined); } if (shoot_counter == gun[gp_shoot_frame]) { spawnShot(gun); } if (re_shooting) { gotoAndStop("re_shoot_" + gun[gp_frame_num]); } else { gotoAndStop("shoot_" + gun[gp_frame_num]); } if (!Key.isDown(shootKey)) { shoot_key_up = true; } else if (shoot_key_up && (shoot_counter > ((2 * gun[gp_shoot_time]) / 3))) { shoot_again = true; } if ((Key.isDown(shootKey) && (gun[gp_reshoot_time] < 0)) && (shoot_counter >= gun[gp_shoot_time])) { shoot_counter = shoot_counter + gun[gp_reshoot_time]; } shoot_counter++; if (shoot_counter > gun[gp_shoot_time]) { if (shoot_again && (gun[gp_clip_left] != 0)) { shoot_again = false; re_shooting = true; shoot_key_up = false; gotoAndStop("re_shoot_" + gun[gp_frame_num]); shoot_counter = gun[gp_shoot_time] - gun[gp_reshoot_time]; } else { re_shooting = false; shoot_again = false; my_state = cs_idle_1; shoot_counter = 0; } } } function spawnShot(gunType) { if (gunType[gp_clip_left] > 0) { gunType[gp_clip_left] = gunType[gp_clip_left] - 1; } if (gunType[gp_clip_left] == 0) { reload_counter = 80; } shotType = gunType[gp_shot_type]; shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.targetArray = _root.enemy_array; shotPlace.power = gun[gp_power]; _parent.attachMovie(shotType, "shot" + _parent.layer, _parent.layer++, shotPlace); } function face_char_left_right() { if (Key.isDown(leftKey)) { dir = -1; } else if (Key.isDown(rightKey)) { dir = 1; } _xscale = (100 * dir); } function move_char_arrow_keys() { if (Key.isDown(upKey)) { if (Key.isDown(leftKey)) { _x = (_x - ((speed * gun[gp_speed_scale]) * diagonal)); _y = (_y - ((speed * gun[gp_speed_scale]) * diagonal)); } else if (Key.isDown(rightKey)) { _x = (_x + ((speed * gun[gp_speed_scale]) * diagonal)); _y = (_y - ((speed * gun[gp_speed_scale]) * diagonal)); } else { _y = (_y - (speed * gun[gp_speed_scale])); } } else if (Key.isDown(downKey)) { if (Key.isDown(leftKey)) { _x = (_x - ((speed * gun[gp_speed_scale]) * diagonal)); _y = (_y + ((speed * gun[gp_speed_scale]) * diagonal)); } else if (Key.isDown(rightKey)) { _x = (_x + ((speed * gun[gp_speed_scale]) * diagonal)); _y = (_y + ((speed * gun[gp_speed_scale]) * diagonal)); } else { _y = (_y + (speed * gun[gp_speed_scale])); } } else if (Key.isDown(rightKey)) { _x = (_x + (speed * gun[gp_speed_scale])); } else if (Key.isDown(leftKey)) { _x = (_x - (speed * gun[gp_speed_scale])); } else { return(false); } return(true); } function rastle_start_1() { rastle_counter++; gotoAndStop ("rastle_start_1"); if (rastle_counter > rastle[rp_grab_time]) { rastle_counter = 0; my_state = check_grab(); } } function check_grab() { i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].rastler != 0) && (hitArea.hitTest(_root.enemy_array[i].tgtArea))) { _root.enemy_array[i].doRastle(); rastle_partner = _root.enemy_array[i]; rastle_meter.startRastle(this, rastle_partner); return(cs_rastle_mid_1); } i++; } return(cs_idle_1); } function stopRastle(score) { rastlin = false; if (score > 85) { my_state = cs_rastle_win_1; rastle_partner.doGib(); } else if (score > 50) { my_state = cs_rastle_win_1; rastle_partner.doHit(score - 10, 20, 1.5); } else { doHit(50 - score, 20, 1.5); rastle_partner.my_ai_state = E_AI_WAIT; } } function rastle_mid_1() { if (Math.random() < 0.07) { spawnGib(); } _x = (_x + ((Math.random() * 4) - 2)); _y = (_y + ((Math.random() * 4) - 2)); check_bounds_walking(); rastle_partner._x = _x; rastle_partner._y = _y; gotoAndStop ("rastle_mid_1"); } function spawnGib() { gibNum = Math.floor(Math.random() * 8); gibPlace = new Object(); gibPlace._x = _x; gibPlace._y = _y - 50; gibPlace.firstY = _y; gibPlace.xSpeed = (Math.random() * 30) - 15; gibPlace.ySpeed = Math.random() * 15; gibPlace._xscale = (gibPlace._yscale = 35); gibPlace.counter = 0; gibName = "gib" + _parent.layer; _parent.attachMovie("gib" + gibNum, gibName, _parent.layer++, gibPlace); _parent[gibName].onEnterFrame = function () { this.counter++; this._x = this._x + this.xSpeed; this._y = this._y - this.ySpeed; this.ySpeed = this.ySpeed - 1; this.xSpeed = this.xSpeed * 0.95; this._rotation = this._rotation + this.xSpeed; if (this._y > this.firstY) { this.ySpeed = this.ySpeed * -0.5; this._y = this.firstY; } if (this.counter > 60) { this.removeMovieClip(); } }; } function rastle_draw_1() { } function rastle_lose_1() { } function reload_start() { if (ammo_array[gun_ndx] > 0) { state_counter = 0; my_state = cs_reload_1; } } function reload_1() { gotoAndStop("reload_" + gun[gp_frame_num]); state_counter++; if (state_counter > gun[gp_reload_time]) { my_state = cs_idle_1; state_counter = 0; ammo_temp = gun[gp_clip_size] - gun[gp_clip_left]; gun[gp_clip_left] = gun[gp_clip_size]; ammo_array[gun_ndx] = ammo_array[gun_ndx] - ammo_temp; if (ammo_array[gun_ndx] < 0) { gun[gp_clip_left] = gun[gp_clip_left] + ammo_array[gun_ndx]; ammo_array[gun_ndx] = 0; } } } function mount_vehicle() { gotoAndStop("jump_mid_" + gun[gp_fram_num]); _x = vehicle._x; _y = vehicle._y; my_state = cs_driving_1; vehicle.gotoAndStop("mounting"); vehicle_counter = 0; } function driving_1() { vehicle_counter++; gotoAndStop ("driving_1"); if (!vehicle) { my_state = cs_dismount_vehicle; } if (vehicle_counter > vehicle.mount_time) { vehicle.get_input(); _x = vehicle._x; _y = (vehicle._y + 20); } if ((vehicle.life_span != -1) && (vehicle_counter > vehicle.life_span)) { vehicle.expire(); my_state = cs_dismount_vehicle; } } function dismount_vehicle() { gotoAndStop("jump_mid_" + gun[gp_frame_num]); if (vehicle.life_span != -1) { vehicle.life_span = vehicle.life_span - vehicle_counter; } vehicle_counter = 0; vehicle = null; my_state = cs_idle_1; } function check_bounds_walking() { if (_x > max_x) { _x = max_x; } if (_x < min_x) { _x = min_x; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function check_bounds_jumping() { if (_x > max_x) { _x = max_x; } if (_x < min_x) { _x = min_x; } if (ground > max_y) { _y = (_y - (ground - max_y)); } if (ground < min_y) { _y = (_y + (min_y - ground)); } } function z_sort() { for (enemy in _root.enemy_array) { check_depth(_root.enemy_array[enemy]); } for (friendly in _root.friendly_array) { check_depth(_root.friendly_array[friendly]); } for (vehicle in _root.vehicle_array) { check_depth(_root.vehicle_array[vehicle]); } for (object in _root.object_array) { check_depth(_root.object_array[object]); } } function check_depth(obj) { if ((this._y > obj._y) && (this.getDepth() < obj.getDepth())) { this.swapDepths(obj); } } function check_depth_ext(obj) { if (my_state == cs_jump_middle_1) { if ((this.ground < obj._y) && (this.getDepth() > obj.getDepth())) { this.swapDepths(obj); } } else if ((this._y < obj._y) && (this.getDepth() > obj.getDepth())) { this.swapDepths(obj); } } function doHitFire(hitP, hitD) { doHit(hitP, 15, 1); } function doStun(hitP, hitD) { doHit(hitP, 15, 1); } function doHit(hitP, hitD, hitS) { if (!spawning) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; reset_counters(); face_char_left_right(); my_state = cs_hit; hp = hp - hitP; updateHP(); if (hp <= 0) { doDie(); } } } function updateHP() { hpBar.hpMask._xscale = (hp / maxHp) * 100; } function doDie() { my_state = cs_die; } function die() { state_counter++; if (state_counter > die_duration) { state_counter = 0; if (_root.lives > 0) { respawn(); } else { _root.game_over(); } } gotoAndStop ("die"); } function respawn() { if (_root.lives > 0) { hp = maxHp; updateHP(); _root.lives = _root.lives - 1; _x = (min_x + 50); _y = (min_y + 50); spawning = true; my_state = cs_idle_1; } else { _root.gameOver(); } } function hit() { state_counter++; if (state_counter > hit_duration) { state_counter = 0; my_state = cs_idle_1; } gotoAndStop ("hit"); _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); } function main() { if (spawning) { spawn_counter++; if ((Math.floor(spawn_counter / 8) % 2) == 0) { _alpha = 50; } else { _alpha = 100; } if (spawn_counter > spawnTime) { spawn_counter = 0; spawning = false; _alpha = 100; } } switch (my_state) { case cs_hit : hit(); break; case cs_idle_1 : idle_1(); break; case cs_run_1 : run_1(); break; case cs_jump_start_1 : jump_start_1(); break; case cs_jump_middle_1 : jump_middle_1(); break; case cs_jump_end_1 : jump_end_1(); break; case cs_shoot_1 : shoot_1(); break; case cs_rastle_start_1 : rastle_start_1(); break; case cs_rastle_mid_1 : rastle_mid_1(); break; case cs_rastle_win_1 : rastle_win_1(); break; case cs_rastle_lose_1 : rastle_lose_1(); break; case cs_rastle_draw_1 : rastle_draw_1(); break; case cs_reload_1 : reload_1(); break; case cs_mount_vehicle : mount_vehicle(); break; case cs_dismount_vehicle : dismount_vehicle(); break; case cs_driving_1 : driving_1(); break; case cs_die : die(); break; case cs_off : break; case cs_remote_walk : gotoAndStop("run_" + gun[gp_frame_num]); break; case cs_remote_idle : gotoAndStop("idle_" + gun[gp_frame_num]); break; } if (ammo_array[gun_ndx] < 0) { _root.curAmmo = "INF"; } else { _root.curAmmo = ammo_array[gun_ndx]; } if (gun[gp_clip_left] < 0) { _root.curClip = "INF"; } else { _root.curClip = gun[gp_clip_left]; } reload_demon(); } function reload_demon() { if (reload_counter <= 0) { reload_counter = 0; reload_clip._alpha = 0; reload_clip._xscale = _xscale; } else { reload_counter--; reload_clip._xscale = _xscale; if ((reload_counter % 20) > 10) { reload_clip._alpha = 100; } else { reload_clip._alpha = 0; } } } stop(); reload_counter = 0; farl = _root.friendly_array.length; oarl = _root.object_array.length; i = 0; while (i <= farl) { if (!_root.friendly_array[i]) { _root.friendly_array[i] = this; } i++; } i = 0; while (i <= oarl) { if (!_root.object_array[i]) { _root.object_array[i] = this; } i++; } rastlin = false; viewport = _parent; stats = _root.stats; rastle_meter = stats.rastle_meter; hpBar = stats.hpBar; cur_gun_clip = stats.cur_gun_clip; spawning = true; spawnTime = 75; spawn_counter = 0; cs_idle_1 = 0; cs_run_1 = 1; cs_jump_start_1 = 2; cs_jump_middle_1 = 3; cs_jump_end_1 = 4; cs_shoot_1 = 5; cs_rastle_start_1 = 6; cs_rastle_mid_1 = 7; cs_rastle_win_1 = 8; cs_rastle_lose_1 = 9; cs_rastle_draw_1 = 10; cs_mount_vehicle = 11; cs_dismount_vehicle = 12; cs_driving_1 = 13; cs_reload_1 = 14; cs_die = 15; cs_hit = 16; cs_off = 17; cs_remote_walk = 18; cs_remote_idle = 19; my_state = cs_idle_1; shoot_key_up = false; jump_key_up = false; rastle_key_up = false; base_speed = 10; speed = base_speed; diagonal = Math.SQRT1_2; dir = 1; lift = 0; gravity = 3; jump_height = 25; jump_counter = 0; idle_counter = 0; shoot_counter = 0; rastle_counter = 0; shoot_again = false; re_shooting = false; ground = _y; rastle = _root.rastle_1; maxHp = 750; hp = maxHp; die_duration = 75; my_guns = new Array(); my_guns[0] = _root.moonshine; my_guns[1] = _root.pistol; my_guns[2] = _root.shotgun; my_guns[3] = _root.taser; my_guns[4] = _root.smg; my_guns[5] = _root.nader; my_guns[6] = _root.zader; my_guns[7] = _root.laser; my_guns[8] = _root.flamer; ammo_array = _root.ammo_array; gun_ndx = 0; gun = my_guns[gun_ndx]; vehicle = null; vehicle_counter = 0; state_counter = 0; hit_duration = 10; hit_slider = 1; this.onEnterFrame = main;
Symbol 606 MovieClip [capfield1_shot] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } if (!power) { power = 4; } this.onEnterFrame = function () { _x = (_x + (20 * dir)); i = 0; while (i < targetArray.length) { if (this.hitArea.hitTest(targetArray[i].tgtArea)) { targetArray[i].dir = -dir; targetArray[i].doHit(power, 18, 1); cleanUp(); break; } i++; } }; ndx = _root.object_array.push(this) - 1;
Symbol 606 MovieClip [capfield1_shot] Frame 8
this.onEnterFrame = null; cleanUp();
Symbol 607 MovieClip [flamer_shot] Frame 1
function is_jumping() { return(true); } function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } if (!power) { power = 2; } ground = _y; _x = (_x + (45 * dir)); _y = (_y - 43); this.onEnterFrame = function () { i = 0; while (i < targetArray.length) { if ((targetArray[i].any_y || (Math.abs(ground - targetArray[i]._y) < 16)) && (this.hitArea.hitTest(targetArray[i].tgtArea))) { targetArray[i].doHitFire(power, 50); cleanUp(); } i++; } }; ndx = _root.object_array.push(this) - 1;
Symbol 607 MovieClip [flamer_shot] Frame 17
cleanUp();
Symbol 614 MovieClip [laser_shot] Frame 1
function is_jumping() { return(true); } function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } ground = _y; _y = (_y - 45); _x = (_x + (55 * dir)); if (!power) { power = 3; } object_ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (_currentframe > 4) { _x = (_x + (40 * dir)); } i = 0; while (i < targetArray.length) { if ((targetArray[i].any_y || (Math.abs(targetArray[i]._y - ground) < 16)) && (this.hitArea.hitTest(targetArray[i].tgtArea))) { targetArray[i].dir = -dir; targetArray[i].doStun(power, 25); cleanUp(); break; } i++; } if ((_x > max_x) || (_x < min_x)) { cleanUp(); } };
Symbol 614 MovieClip [laser_shot] Frame 5
stop();
Symbol 625 MovieClip [moonshine_bullet] Frame 1
function is_jumping() { return(true); } function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } stop(); _x = (_x + (40 * dir)); ground = _y; _y = (_y - 25); rot = 35; lift = 12; grav = 1.6; speed = 8; if (!power) { power = 2; } fire_prob = 0.15; ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { clip._rotation = clip._rotation + rot; _y = (_y - lift); _x = (_x + (speed * dir)); lift = lift - grav; if (_y > ground) { _y = ground; gotoAndPlay ("break_fire"); this.onEnterFrame = null; } i = 0; while (i < _root.enemy_array.length) { if ((enemy_array[i].any_y || (this.hitArea.hitTest(_root.enemy_array[i].tgtArea))) && (Math.abs(ground - _root.enemy_array[i]._y) < 17)) { this.onEnterFrame = null; _root.enemy_array[i].doHitFire(power, 60); gotoAndPlay ("break_fire"); return(undefined); } i++; } };
Symbol 625 MovieClip [moonshine_bullet] Frame 10
cleanUp();
Symbol 625 MovieClip [moonshine_bullet] Frame 19
cleanUp();
Symbol 633 MovieClip [nader_bullet] Frame 1
function is_jumping() { return(true); } function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } stop(); _x = (_x + (65 * dir)); ground = _y; _y = (_y - 40); lift = 5; grav = 1; rot = Math.random() * 15; speed = 12; blowTimer = 0; blowTime = 30; if (!power) { power = 2; } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { clip._rotation = clip._rotation + rot; blowTimer++; if (blowTimer > blowTime) { gotoAndPlay ("blow"); } _x = (_x + (speed * dir)); speed = speed * 0.9; lift = lift - grav; _y = (_y - lift); if (_y > ground) { rot = Math.random() * 15; lift = lift * -0.5; _y = ground; } };
Symbol 633 MovieClip [nader_bullet] Frame 2
this.onEnterFrame = null; i = 0; while (i < targetArray.length) { if (this.hitArea.hitTest(targetArray[i].tgtArea)) { targetArray[i].doHitFire(power, 60); } i++; }
Symbol 633 MovieClip [nader_bullet] Frame 7
cleanUp(); _root.object_array[ndx] = null;
Symbol 635 MovieClip [pistol_bullet] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } stop(); if (!power) { power = 1; } object_ndx = _root.push_to_array(this, object_array); oarl = _root.object_array.length; i = 0; while (i <= oarl) { if (!_root.object_array[i]) { _root.object_array[i] = this; object_ndx = i; break; } i++; } this.onEnterFrame = function () { _x = (_x + (25 * dir)); i = 0; while (i < targetArray.length) { if (this.hitArea.hitTest(targetArray[i].tgtArea)) { targetArray[i].dir = -dir; targetArray[i].doHit(power, 12, 1); cleanUp(); break; } i++; } if ((_x > max_x) || (_x < min_x)) { cleanUp(); } };
Symbol 640 MovieClip [stunBullet] Frame 1
function is_jumping() { return(true); } function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } _x = (_x + (50 * dir)); ground = _y; _y = (_y - 35); if (!power) { power = 0.01; } oarl = _root.object_array.length; ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { i = 0; while (i < targetArray.length) { if (this.hitArea.hitTest(targetArray[i].tgtArea)) { targetArray[i].doStun(power, 100); break; } i++; } if (!Key.isDown(shootKey)) { cleanUp(); } };
Symbol 650 MovieClip [trash1] Frame 1
function is_jumping() { return(true); } function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } stop(); _x = (_x + (40 * dir)); ground = _y; _y = (_y - 45); rot = 35; lift = 12; grav = 1.6; speed = 16; if (!power) { power = 3; } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { clip._rotation = clip._rotation + rot; _y = (_y - lift); _x = (_x + (speed * dir)); lift = lift - grav; if (_y > ground) { _y = ground; gotoAndPlay ("break"); this.onEnterFrame = null; } i = 0; while (i < targetArray.length) { if (this.hitArea.hitTest(targetArray[i].tgtArea) && (Math.abs(ground - targetArray[i]._y) < 15)) { this.onEnterFrame = null; targetArray[i].doHit(power, 15, 1); gotoAndPlay ("break"); return(undefined); } i++; } };
Symbol 650 MovieClip [trash1] Frame 10
cleanUp();
Symbol 650 MovieClip [trash1] Frame 19
cleanUp();
Symbol 652 MovieClip [zader_bullet] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } if (!power) { power = 3; } i = 0; while (i < targetArray.length) { if ((targetArray[i].any_y || (Math.abs(_y - targetArray[i]._y) < 16)) && (this.hitTest(targetArray[i].tgtArea))) { targetArray[i].doHit(power, 15, 0.5); } i++; } ndx = _root.object_array.push(this) - 1;
Symbol 652 MovieClip [zader_bullet] Frame 3
cleanUp();
Symbol 704 MovieClip [tractor] Frame 1
function expire() { gotoAndPlay ("expire"); } function face_dir() { if (Key.isDown(rightKey)) { dir = 1; } if (Key.isDown(leftKey)) { dir = -1; } _xscale = (100 * dir); } function get_input() { if (Key.isDown(upKey)) { gotoAndStop ("moving"); if (Key.isDown(rightKey)) { _x = (_x + (speed * diagonal)); _y = (_y - (speed * diagonal)); } else if (Key.isDown(leftKey)) { _x = (_x - (speed * diagonal)); _y = (_y - (speed * diagonal)); } else { _y = (_y - speed); } } else if (Key.isDown(downKey)) { gotoAndStop ("moving"); if (Key.isDown(rightKey)) { _x = (_x + (speed * diagonal)); _y = (_y + (speed * diagonal)); } else if (Key.isDown(leftKey)) { _x = (_x - (speed * diagonal)); _y = (_y + (speed * diagonal)); } else { _y = (_y + speed); } } else if (Key.isDown(rightKey)) { gotoAndStop ("moving"); _x = (_x + speed); } else if (Key.isDown(leftKey)) { _x = (_x - speed); gotoAndStop ("moving"); } else { gotoAndStop ("driving"); } check_bounds(); if (Key.isDown(jumpKey)) { if (jump_key_up) { _parent.cooter.my_state = _parent.cooter.cs_dismount_vehicle; gotoAndStop ("idle"); } jump_key_up = false; } else { jump_key_up = true; } face_dir(); } function check_bounds() { if (_x > max_x) { _x = max_x; } if (_x < min_x) { _x = min_x; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function vehicleDemon() { demonCounter++; if (hit) { vehicleColor.setTransform(hitColor); if (demonCounter > (hitStart + hitDuration)) { vehicleColor.setTransform(normalColor); hit = false; } } } function doHit() { if (!hit) { life_span = life_span - 200; hitStart = demonCounter; hit = true; } if (life_span < 0) { gotoAndStop ("expire"); } } mount_time = 7; life_span = 1500; speed = 3; jump_key_up = false; diagonal = Math.SQRT1_2; dir = 1; demonCounter = 0; hitDuration = 3; vehicleColor = new Color(this); hitColor = {ga:0, ba:0}; normalColor = {ra:100, ga:100, ba:100, rb:0, gb:0, bb:0}; farl = _root.friendly_array.length; oarl = _root.object_array.length; varl = _root.vehicle_array.length; i = 0; while (i <= farl) { if (!_root.friendly_array[i]) { _root.friendly_array[i] = this; } i++; } i = 0; while (i <= oarl) { if (!_root.object_array[i]) { _root.object_array[i] = this; } i++; } i = 0; while (i <= varl) { if (!_root.vehicle_array[i]) { _root.vehicle_array[i] = this; } i++; } i = 0; while (i <= _root.vehicle_array.length) { if (!_root.vehicle_array[i].alive) { _root.vehicle_array[i] = this; break; } i++; } this.onEnterFrame = vehicleDemon; alive = true; gotoAndStop ("idle");
Instance of Symbol 41 MovieClip "hitArea" in Symbol 704 MovieClip [tractor] Frame 26
onClipEvent (enterFrame) { i = 0; while (i < _root.enemy_array.length) { if (this.hitTest(_root.enemy_array[i].tgtArea)) { _root.enemy_array[i].doGib(); } i++; } }
Symbol 704 MovieClip [tractor] Frame 33
stop(); this.onEnterFrame = function () { alive = false; _alpha = (_alpha - 2); if (_alpha < 0) { this.removeMovieClip(); } };
Symbol 710 MovieClip Frame 1
this._visible = false; stop(); this.onEnterFrame = function () { if (showTime > 0) { this._visible = true; showTime--; } else { _visible = false; } };
Symbol 744 MovieClip Frame 19
stop();
Symbol 754 MovieClip Frame 4
stop();
Symbol 775 MovieClip Frame 7
stop();
Symbol 790 MovieClip Frame 30
stop();
Symbol 821 MovieClip Frame 1
grav = 0.5; air = 0.95; dirAr = new Array(); rotAr = new Array(); i = 0; while (i <= 8) { dirAr[i] = (Math.random() * 2) * Math.PI; rotAr[i] = (Math.random() * 20) + 5; gibSpeed = (Math.random() * 20) - 10; this["gib" + i].xSpeed = Math.cos(dirAr[i]) * gibSpeed; this["gib" + i].ySpeed = Math.sin(dirAr[i]) * gibSpeed; i++; } this.onEnterFrame = function () { i = 0; while (i <= 8) { this["gib" + i].ySpeed = this["gib" + i].ySpeed - grav; this["gib" + i].ySpeed = this["gib" + i].ySpeed * air; this["gib" + i].xSpeed = this["gib" + i].xSpeed * air; this["gib" + i]._rotation = this["gib" + i]._rotation + rotAr[i]; this["gib" + i]._x = this["gib" + i]._x + this["gib" + i].xSpeed; this["gib" + i]._y = this["gib" + i]._y - this["gib" + i].ySpeed; if (this["gib" + i]._y > 0) { this["gib" + i].ySpeed = this["gib" + i].ySpeed * -1; this["gib" + i]._y = 0; rotAr[i] = rotAr[i] * 0.5; } i++; } };
Symbol 821 MovieClip Frame 15
stop();
Symbol 822 MovieClip [capfield1] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { stun_power = stunP; stun_duration = stunD; c_hp = c_hp - stun_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_state = E_STUN; my_ai_state = E_AI_OFF; if (c_hp < 0) { doDie(); } } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_delay) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.power = c_pow; shotPlace.targetArray = _root.friendly_array; _parent.attachMovie("capfield1_shot", "shot" + _parent.layer, _parent.layer++, shotPlace); } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if (state_counter == spawnShotTime) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 1; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 150; c_hp = c_maxHp; c_pow = 45; c_speed = 4; c_longRange = 200; c_shortRange = 40; c_yRange = 16; gun_reload = 35; fire_hit_duration = 0; rastler = 3; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 19; spawnShotTime = 8; reloadTime = 30; reload = -reloadTime; this.onEnterFrame = main;
Symbol 853 MovieClip Frame 12
stop();
Symbol 861 MovieClip Frame 4
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Symbol 875 MovieClip Frame 7
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Symbol 887 MovieClip Frame 30
stop();
Symbol 893 MovieClip [capfield2] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { stun_power = stunP; stun_duration = stunD; c_hp = c_hp - stun_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_state = E_STUN; my_ai_state = E_AI_OFF; if (c_hp < 0) { doDie(); } } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_delay) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.power = c_pow; shotPlace.targetArray = _root.friendly_array; _parent.attachMovie("pistol_bullet", "shot" + _parent.layer, _parent.layer++, shotPlace); } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if (state_counter == spawnShotTime) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 1; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 150; c_hp = c_maxHp; c_pow = 30; c_speed = 5; c_longRange = 400; c_shortRange = 40; c_yRange = 16; gun_reload = 25; fire_hit_duration = 0; rastler = 3; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 12; spawnShotTime = 6; reloadTime = 15; reload = -reloadTime; this.onEnterFrame = main;
Symbol 923 MovieClip Frame 4
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Symbol 945 MovieClip Frame 12
stop();
Symbol 951 MovieClip [possy] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { stun_power = stunP; stun_duration = stunD; c_hp = c_hp - stun_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_state = E_STUN; my_ai_state = E_AI_OFF; if (c_hp < 0) { doDie(); } } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); if (c_hp < 0) { my_ai_state = E_AI_OFF; my_state = E_BURN; } } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if (((timer >= reload) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); if (Math.abs(_y - target._y) < (c_yRange * 3)) { if (((_y > target._y) && (_y < (max_y - c_yRange))) || (_y < (min_y + c_yRange))) { _y = (_y + c_speed); } else { _y = (_y - c_speed); } } } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { targetArray = _root.friendly_array; i = 0; while (i < targetArray.length) { if (this.hitArea.hitTest(targetArray[i].tgtArea) && (Math.abs(_y - targetArray[i]._y) < 16)) { targetArray[i].doHit(c_pow, 15, 1); return(true); } i++; } } function shoot() { my_ai_state = E_AI_OFF; state_counter++; _x = (_x + (11 * dir)); if (state_counter == spawnShotTime) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 1.2; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 85; c_hp = c_maxHp; c_pow = 30; c_speed = 5; c_longRange = 100; c_shortRange = 40; c_yRange = 16; gun_reload = 12; fire_hit_duration = 0; rastler = 3; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 6; spawnShotTime = 3; reloadTime = 15; reload = -reloadTime; this.onEnterFrame = main;
Symbol 982 MovieClip Frame 4
gotoAndPlay (1);
Symbol 1003 MovieClip Frame 7
stop();
Symbol 1014 MovieClip Frame 12
stop();
Symbol 1020 MovieClip [chippy] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { stun_power = stunP; stun_duration = stunD; c_hp = c_hp - stun_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_state = E_STUN; my_ai_state = E_AI_OFF; if (c_hp < 0) { doDie(); } } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); if (c_hp < 0) { my_ai_state = E_AI_OFF; my_state = E_BURN; } } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if (((timer >= reload) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); if (Math.abs(_y - target._y) < (c_yRange * 3)) { if (((_y > target._y) && (_y < (max_y - c_yRange))) || (_y < (min_y + c_yRange))) { _y = (_y + c_speed); } else { _y = (_y - c_speed); } } } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { targetArray = _root.friendly_array; i = 0; while (i < targetArray.length) { if (this.hitArea.hitTest(targetArray[i].tgtArea) && (Math.abs(_y - targetArray[i]._y) < 16)) { targetArray[i].doHit(c_pow, 15, 1); return(true); } i++; } } function shoot() { my_ai_state = E_AI_OFF; state_counter++; _x = (_x + (11 * dir)); if (state_counter == spawnShotTime) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; rastlerScale = 0.8; c_maxHp = 75; c_hp = c_maxHp; c_pow = 15; c_speed = 6; c_longRange = 100; c_shortRange = 40; c_yRange = 16; gun_reload = 12; fire_hit_duration = 0; rastler = 3; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 6; spawnShotTime = 3; reloadTime = 15; reload = -reloadTime; this.onEnterFrame = main;
Symbol 1054 MovieClip Frame 10
stop();
Symbol 1059 MovieClip Frame 4
stop();
Symbol 1071 MovieClip [bubba] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { stun_power = stunP; stun_duration = stunD; c_hp = c_hp - stun_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_state = E_STUN; my_ai_state = E_AI_OFF; if (c_hp < 0) { doDie(); } } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { doDie(); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_delay) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.power = c_pow; shotPlace.targetArray = _root.friendly_array; _parent.attachMovie("trash1", "shot" + _parent.layer, _parent.layer++, shotPlace); } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if (state_counter == spawnShotTime) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; _root.next_level(false); } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 2; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 500; c_hp = c_maxHp; c_pow = 75; c_speed = 5; c_longRange = 350; c_shortRange = 40; c_yRange = 16; gun_reload = 12; fire_hit_duration = 0; rastler = 5; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = true; burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 12; spawnShotTime = 6; reloadTime = 15; reload = -reloadTime; this.onEnterFrame = main;
Symbol 1099 MovieClip Frame 24
stop();
Symbol 1109 MovieClip Frame 4
stop();
Symbol 1124 MovieClip Frame 6
stop();
Symbol 1138 MovieClip Frame 30
stop();
Symbol 1144 MovieClip [fed1] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { stun_power = stunP; stun_duration = stunD; c_hp = c_hp - stun_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_state = E_STUN; my_ai_state = E_AI_OFF; if (c_hp < 0) { doDie(); } } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_delay) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.power = c_pow; shotPlace.targetArray = _root.friendly_array; _parent.attachMovie("pistol_bullet", "shot" + _parent.layer, _parent.layer++, shotPlace); } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if (((state_counter == spawnShotTime1) || (state_counter == spawnShotTime2)) || (state_counter == spawnShotTime3)) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 1; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 250; c_hp = c_maxHp; c_pow = 20; c_speed = 5; c_longRange = 400; c_shortRange = 40; c_yRange = 16; gun_reload = 45; fire_hit_duration = 0; rastler = 4; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 25; spawnShotTime1 = 7; spawnShotTime2 = 13; spawnShotTime3 = 19; reloadTime = 30; reload = -reloadTime; this.onEnterFrame = main;
Symbol 1172 MovieClip Frame 13
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stop();
Symbol 1211 MovieClip [fed2] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { stun_power = stunP * 100; stun_duration = stunD; c_hp = c_hp - stun_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_state = E_STUN; my_ai_state = E_AI_OFF; if (c_hp < 0) { doDie(); } } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP * 2; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_delay) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); if (Math.abs(_y - target._y) < (c_yRange * 3)) { if (((_y > target._y) && (_y < (max_y - c_yRange))) || (_y < (min_y + c_yRange))) { _y = (_y + c_speed); } else { _y = (_y - c_speed); } } } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.power = c_pow; shotPlace.targetArray = _root.friendly_array; _parent.attachMovie("nader_bullet", "shot" + _parent.layer, _parent.layer++, shotPlace); } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if (state_counter == spawnShotTime) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 0.5; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 500; c_hp = c_maxHp; c_pow = 100; c_speed = 5; c_longRange = 520; c_shortRange = 40; c_yRange = 20; gun_reload = 45; fire_hit_duration = 0; rastler = 4; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 25; spawnShotTime = 8; reloadTime = 30; reload = -reloadTime; this.onEnterFrame = main;
Symbol 1234 MovieClip Frame 16
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Symbol 1276 MovieClip [police] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { stun_power = stunP; stun_duration = stunD; c_hp = c_hp - stun_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_state = E_STUN; my_ai_state = E_AI_OFF; if (c_hp < 0) { doDie(); } } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_delay) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.power = c_pow; shotPlace.targetArray = _root.friendly_array; _parent.attachMovie("pistol_bullet", "shot" + _parent.layer, _parent.layer++, shotPlace); } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if (state_counter == spawnShotTime) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 0.5; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 250; c_hp = c_maxHp; c_pow = 30; c_speed = 5; c_longRange = 520; c_shortRange = 40; c_yRange = 20; gun_reload = 45; fire_hit_duration = 0; rastler = 4; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 25; spawnShotTime = 5; reloadTime = 30; reload = -reloadTime; this.onEnterFrame = main;
Symbol 1295 MovieClip Frame 9
stop();
Symbol 1303 MovieClip Frame 4
stop();
Symbol 1313 MovieClip Frame 7
stop();
Symbol 1322 MovieClip Frame 1
grav = 0.5; air = 0.95; dirAr = new Array(); rotAr = new Array(); i = 0; while (i <= 8) { dirAr[i] = (Math.random() * 2) * Math.PI; rotAr[i] = (Math.random() * 20) + 5; gibSpeed = (Math.random() * 20) - 10; this["gib" + i].xSpeed = Math.cos(dirAr[i]) * gibSpeed; this["gib" + i].ySpeed = Math.sin(dirAr[i]) * gibSpeed; i++; } this.onEnterFrame = function () { i = 0; while (i <= 8) { this["gib" + i].ySpeed = this["gib" + i].ySpeed - grav; this["gib" + i].ySpeed = this["gib" + i].ySpeed * air; this["gib" + i].xSpeed = this["gib" + i].xSpeed * air; this["gib" + i]._rotation = this["gib" + i]._rotation + rotAr[i]; this["gib" + i]._x = this["gib" + i]._x + this["gib" + i].xSpeed; this["gib" + i]._y = this["gib" + i]._y - this["gib" + i].ySpeed; if (this["gib" + i]._y > 0) { this["gib" + i].ySpeed = this["gib" + i].ySpeed * -1; this["gib" + i]._y = 0; rotAr[i] = rotAr[i] * 0.5; } i++; } };
Symbol 1322 MovieClip Frame 15
stop();
Symbol 1328 MovieClip [soldier1] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { stun_power = stunP; stun_duration = stunD; c_hp = c_hp - stun_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_state = E_STUN; my_ai_state = E_AI_OFF; if (c_hp < 0) { doDie(); } } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_delay) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); if (Math.abs(_y - target._y) < (c_yRange * 3)) { if (((_y > target._y) && (_y < (max_y - c_yRange))) || (_y < (min_y + c_yRange))) { _y = (_y + c_speed); } else { _y = (_y - c_speed); } } } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.power = c_pow; shotPlace.targetArray = _root.friendly_array; _parent.attachMovie("flamer_shot", "shot" + _parent.layer, _parent.layer++, shotPlace); } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if ((state_counter > spawnShotTime) && ((state_counter % respawnShotTime) == 0)) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 0.5; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 550; c_hp = c_maxHp; c_pow = 50; c_speed = 3; c_longRange = 200; c_shortRange = 40; c_yRange = 20; gun_reload = 45; fire_hit_duration = 0; rastler = 4; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 70; spawnShotTime = 10; respawnShotTime = 20; reloadTime = 30; reload = -reloadTime; this.onEnterFrame = main;
Symbol 1330 MovieClip [flamer_ammo] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.flamer[gp_clip_left] = _root.flamer[gp_clip_size]; cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1332 MovieClip [flamer_pickup] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.flamer[gp_clip_left] = _root.flamer[gp_clip_size]; _root.flamer[gp_owned] = true; cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1334 MovieClip [hp_up_large] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _parent.cooter.hp = _parent.cooter.maxHp; _parent.cooter.updateHP(); cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1336 MovieClip [hp_up_small] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _parent.cooter.hp = _parent.cooter.hp + (_parent.cooter.maxHp / 4); if (_parent.cooter.hp > _parent.cooter.maxHp) { _parent.cooter.hp = _parent.cooter.maxHp; } _parent.cooter.updateHP(); cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1338 MovieClip [laser_ammo] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.ammo_array[7] = _root.ammo_array[7] + 15; if (_root.ammo_array[7] > _root.laser[gp_max_ammo]) { _root.ammo_array[7] = _root.laser[gp_max_ammo]; } cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1339 MovieClip [laser_pickup] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.ammo_array[7] = _root.ammo_array[7] + 15; if (_root.ammo_array[7] > _root.laser[gp_max_ammo]) { _root.ammo_array[7] = _root.laser[gp_max_ammo]; } _root.laser[gp_clip_left] = _root.laser[gp_clip_size]; _root.laser[gp_owned] = true; cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1341 MovieClip [life_up] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.lives++; _parent.cooter.hp = _parent.cooter.maxHp; _parent.cooter.updateHP(); cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1343 MovieClip [nade_ammo] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.ammo_array[5] = _root.ammo_array[5] + 6; if (_root.ammo_array[5] > _root.nader[gp_max_ammo]) { _root.ammo_array[5] = _root.nader[gp_max_ammo]; } cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1344 MovieClip [nader_pickup] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.ammo_array[5] = _root.ammo_array[5] + 6; if (_root.ammo_array[5] > _root.nader[gp_max_ammo]) { _root.ammo_array[5] = _root.nader[gp_max_ammo]; } _root.nader[gp_clip_left] = _root.nader[gp_clip_size]; _root.nader[gp_owned] = true; cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1346 MovieClip [pistol_ammo] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.ammo_array[1] = _root.ammo_array[1] + 14; if (_root.ammo_array[1] > _root.pistol[gp_max_ammo]) { _root.ammo_array[2] = _root.pistol[gp_max_ammo]; } cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1348 MovieClip [pistol_pickup] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.ammo_array[1] = _root.ammo_array[1] + 12; if (_root.ammo_array[1] > _root.pistol[gp_max_ammo]) { _root.ammo_array[1] = _root.pistol[gp_max_ammo]; } _root.pistol[gp_clip_left] = _root.pistol[gp_clip_size]; _root.pistol[gp_owned] = true; cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1350 MovieClip [shotgun_ammo] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.ammo_array[2] = _root.ammo_array[2] + 6; if (_root.ammo_array[2] > _root.shotgun[gp_max_ammo]) { _root.ammo_array[2] = _root.shotgun[gp_max_ammo]; } cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1352 MovieClip [smg_ammo] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.ammo_array[4] = _root.ammo_array[4] + 32; if (_root.ammo_array[4] > _root.smg[gp_max_ammo]) { _root.ammo_array[4] = _root.smg[gp_max_ammo]; } cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1353 MovieClip [smg_pickup] Frame 1
function cleanUp() { _root.object_array = _root.remove_from_array(this, _root.object_array); this.removeMovieClip(); } function pickup() { _root.sgcock.start(); _root.ammo_array[4] = _root.ammo_array[4] + 32; if (_root.ammo_array[4] > _root.smg[gp_max_ammo]) { _root.ammo_array[4] = _root.smg[gp_max_ammo]; } _root.smg[gp_clip_left] = _root.smg[gp_clip_size]; _root.smg[gp_owned] = true; cleanUp(); } ndx = _root.object_array.push(this) - 1; this.onEnterFrame = function () { if (this.hitTest(_parent.cooter.tgtArea)) { pickup(); } };
Symbol 1407 Button
on (release) { getURL ("http://www.mofunzone.com/", "_blank"); }
Symbol 1423 MovieClip Frame 1
stop();
Symbol 1428 MovieClip Frame 1
stop();
Symbol 1433 MovieClip Frame 1
stop();
Symbol 1438 MovieClip Frame 1
stop();
Symbol 1455 MovieClip Frame 1
function timer(timeLeft) { gotoAndStop(10 - timeLeft); } stop();
Symbol 1460 MovieClip Frame 1
function startRastle(r1, r2) { if (!rastler1.rastlin) { rastler1.rastlin = true; rastler1 = r1; rastler2 = r2; patArray = makePattern(rastler2.rastler); scoreScale = rastler2.rastlerScale; gotoAndStop ("start"); score = 50; this.onEnterFrame = meterMain; } } function stopRastle() { reInit(); rastler1.stopRastle(score); rastler2.stopRastle(score); timer.gotoAndStop(1); } function reInit() { gotoAndStop ("stop"); this.onEnterFrame = null; sound_interval = 0; sound_counter = 0; OFF = 1; ON = 2; ON_TEST = 3; ON_START = 4; scoreScale = 1; btnArray = new Array(upBtn, downBtn, leftBtn, rightBtn); keyArray = new Array(upKey, downKey, leftKey, rightKey); patLength = Math.floor((Math.random() * 3) + 3); patArray = makePattern(patLength); i = 0; while (i < btnArray.length) { btnArray[i].gotoAndStop(OFF); i++; } nextSwap = (Math.random() * 10) + 5; counter = 0; time_counter = 0; ndx = -1; switches = 0; r_time = 150; } function makePattern(len) { retAr = new Array(); i = 0; while (i < len) { retAr[i] = Math.floor(Math.random() * 4); while (retAr[i] == retAr[i - 1]) { retAr[i] = Math.floor(Math.random() * 4); } i++; } return(retAr); } function meterMain() { counter++; sound_counter++; if (sound_counter > sound_interval) { sound_counter = 0; hit_num = Math.floor(Math.random() * sound_array.length); sound_array[hit_num].start(); sound_interval = Math.floor(Math.random() * max_sound_interval); } if (switches > patArray.length) { time_counter++; timeLeft = Math.floor((9 * (r_time - time_counter)) / r_time); timer.timer(timeLeft); if (timeLeft <= 0) { stopRastle(); } } if (((counter > (20 - (score / 6))) && (counter > 3)) || (counter > 15)) { switches++; counter = 0; i = 0; while (i < btnArray.length) { btnArray[i].gotoAndStop(OFF); i++; } if ((++ndx) >= patArray.length) { ndx = 0; } onButton = patArray[ndx]; if (switches < patArray.length) { btnArray[onButton].gotoAndStop(ON_TEST); } else if (switches == patArray.length) { btnArray[onButton].gotoAndStop(ON_START); } else { btnArray[onButton].gotoAndStop(ON); } } if (switches > patArray.length) { addScore(onButton); } } function addScore(btn) { scoreKey = keyArray[btn]; keysPressed = ((Key.isDown(keyArray[0]) + Key.isDown(keyArray[1])) + Key.isDown(keyArray[2])) + Key.isDown(keyArray[3]); if (Key.isDown(scoreKey) && (keysPressed == 1)) { score = score + 1; } else if (score > 40) { score = score - (3 * scoreScale); } else if (score > 20) { score = score - (1.5 * scoreScale); } else { score = score - (1 * scoreScale); } scoreBar._yscale = score; if ((score >= 90) || (score < 0)) { stopRastle(); } } reInit(); max_sound_interval = 12; sound_interval = 0; sound_array = new Array(_root.hit1, _root.hit2, _root.hit3, _root.hit4); sound_counter = 0;
Symbol 1482 MovieClip Frame 1
stop();
Symbol 1484 MovieClip Frame 1
function go() { go_count = 100; this.onEnterFrame = function () { go_count--; if ((Math.floor(go_count / 20) % 2) == 1) { _visible = false; } else { _visible = true; } if (go_count < 0) { this.onEnterFrame = null; _visible = false; } }; }
Symbol 1485 MovieClip [stats] Frame 1
function go_arrow_start() { go_arrow.go(); } go_arrow._visible = false;
Symbol 1516 MovieClip Frame 12
stop();
Symbol 1524 MovieClip Frame 4
stop();
Symbol 1544 MovieClip Frame 25
stop();
Symbol 1558 MovieClip Frame 12
stop();
Symbol 1584 MovieClip Frame 1
grav = 0.5; air = 0.95; dirAr = new Array(); rotAr = new Array(); i = 0; while (i <= 8) { dirAr[i] = (Math.random() * 2) * Math.PI; rotAr[i] = (Math.random() * 20) + 5; gibSpeed = (Math.random() * 20) - 10; this["gib" + i].xSpeed = Math.cos(dirAr[i]) * gibSpeed; this["gib" + i].ySpeed = Math.sin(dirAr[i]) * gibSpeed; i++; } this.onEnterFrame = function () { i = 0; while (i <= 8) { this["gib" + i].ySpeed = this["gib" + i].ySpeed - grav; this["gib" + i].ySpeed = this["gib" + i].ySpeed * air; this["gib" + i].xSpeed = this["gib" + i].xSpeed * air; this["gib" + i]._rotation = this["gib" + i]._rotation + rotAr[i]; this["gib" + i]._x = this["gib" + i]._x + this["gib" + i].xSpeed; this["gib" + i]._y = this["gib" + i]._y - this["gib" + i].ySpeed; if (this["gib" + i]._y > 0) { this["gib" + i].ySpeed = this["gib" + i].ySpeed * -1; this["gib" + i]._y = 0; rotAr[i] = rotAr[i] * 0.5; } i++; } };
Symbol 1584 MovieClip Frame 15
stop();
Symbol 1585 MovieClip [alien] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { stun_power = stunP / 3; stun_duration = stunD; c_hp = c_hp - stun_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_state = E_STUN; my_ai_state = E_AI_OFF; if (c_hp < 0) { doDie(); } } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_delay) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.power = c_pow; shotPlace.targetArray = _root.friendly_array; _parent.attachMovie("laser_shot", "shot" + _parent.layer, _parent.layer++, shotPlace); } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if (state_counter == spawnShotTime) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 1.5; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 350; c_hp = c_maxHp; c_pow = 60; c_speed = 6; c_longRange = 500; c_shortRange = 40; c_yRange = 16; gun_reload = 15; fire_hit_duration = 0; rastler = 5; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 12; spawnShotTime = 6; reloadTime = 15; reload = -reloadTime; this.onEnterFrame = main;
Symbol 1604 MovieClip Frame 9
stop();
Symbol 1609 MovieClip Frame 4
stop();
Symbol 1619 MovieClip Frame 7
stop();
Symbol 1620 MovieClip [alienSol] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { doHit(stunP / 3, 15, 1); } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_delay) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); if (Math.abs(_y - target._y) < (c_yRange * 3)) { if (((_y > target._y) && (_y < (max_y - c_yRange))) || (_y < (min_y + c_yRange))) { _y = (_y + c_speed); } else { _y = (_y - c_speed); } } } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.power = c_pow; shotPlace.targetArray = _root.friendly_array; _parent.attachMovie("flamer_shot", "shot" + _parent.layer, _parent.layer++, shotPlace); } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if ((state_counter > spawnShotTime) && ((state_counter % respawnShotTime) == 0)) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 0.5; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 550; c_hp = c_maxHp; c_pow = 50; c_speed = 3; c_longRange = 200; c_shortRange = 40; c_yRange = 20; gun_reload = 45; fire_hit_duration = 0; rastler = 4; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 70; spawnShotTime = 10; respawnShotTime = 20; reloadTime = 30; reload = -reloadTime; this.onEnterFrame = main;
Symbol 1645 MovieClip Frame 9
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Symbol 1653 MovieClip Frame 4
stop();
Symbol 1667 MovieClip Frame 7
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Symbol 1679 MovieClip Frame 30
stop();
Symbol 1680 MovieClip [alienCap] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { doHit(stunP / 3, 15, 1); } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { fire_hit_power = hitP; fire_hit_duration = fire_hit_duration + hitD; hpBar._visible = true; hpBar.showTime = fire_hit_duration + 30; my_ai_state = E_AI_OFF; my_state = E_FIRE; } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); if (target.rastle_partner != this) { my_ai_state = E_AI_ATTACK; } } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_delay) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { shotPlace = new Object(); shotPlace._y = _y; shotPlace._x = _x; shotPlace._xscale = _xscale; shotPlace.dir = dir; shotPlace.power = c_pow; shotPlace.targetArray = _root.friendly_array; _parent.attachMovie("laser_shot", "shot" + _parent.layer, _parent.layer++, shotPlace); } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if (state_counter == spawnShotTime) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 1; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 300; c_hp = c_maxHp; c_pow = 60; c_speed = 4; c_longRange = 400; c_shortRange = 40; c_yRange = 16; gun_reload = 35; fire_hit_duration = 0; rastler = 3; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { wannaRastle = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 19; spawnShotTime = 8; reloadTime = 30; reload = -reloadTime; this.onEnterFrame = main;
Symbol 1707 MovieClip Frame 5
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stop();
Symbol 1718 MovieClip [alienVarmint] Frame 1
function cleanUp() { _root.enemy_array = _root.remove_from_array(this, _root.enemy_array); _root.object_array = _root.remove_from_array(this, _root.object_array); if (item) { _root.spawnItem(item, {_x:_x, _y:_y}); } } function main() { traceOut = (("reload: " + reload) + "\ntimer: ") + timer; switch (my_ai_state) { case E_AI_WAIT : eaiWait(); break; case E_AI_ATTACK : eaiAttack(); break; case E_AI_TARGET : eaiTarget(); break; case E_AI_DODGE : eaiDodge(); break; case E_AI_WANDER : eaiWander(); break; case E_AI_OFF : break; default : eaiWait(); } switch (my_state) { case E_IDLE : idle(); return; case E_WALK : walk(); return; case E_SHOOT : shoot(); return; case E_RASTLE_START : rastleStart(); return; case E_RASTLE : rastle(); return; case E_HIT : hit(); return; case E_FIRE : hitFire(); return; case E_DIE : die(); return; case E_BURN : dieFire(); return; case E_STUN : stun(); return; case E_GIB : gib(); return; default : idle(); } } function stopRastle(score) { if (score < 50) { reload = timer + (reloadTime * 3); } } function doStun(stunP, stunD) { doHit(stunP, 15, 1); } function stun() { state_counter++; if (state_counter >= stun_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_WALK; } _x = (_x - (2 * dir)); check_bounds_walking(); gotoAndStop ("stun"); } function dieFire() { state_counter++; if (state_counter >= burn_time) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } gotoAndStop ("die_fire"); } function hitFire() { gotoAndStop ("hit_fire"); i = 0; while (i < _root.friendly_array.length) { if (this.hitArea.hitTest(_root.friendly_array[i].tgtArea)) { _root.friendly_array[i].doHit(10, 15, 1); } i++; } if (((state_counter++) % 20) == 0) { c_hp = c_hp - fire_hit_power; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; if (c_hp <= 0) { state_counter = 0; my_state = E_BURN; } newDir = (Math.random() * 2) * Math.PI; dirX = Math.abs(Math.cos(newDir)); dirY = Math.sin(newDir); dir = dir * -1; } faceDir(); check_bounds_walking(); _x = (_x + (((c_speed * dirX) * 2) * dir)); _y = (_y + ((c_speed * dirY) * 2)); if (state_counter >= fire_hit_duration) { fire_hit_duration = 0; state_counter = 0; doHit(0, 5, 5); } } function doHitFire(hitP, hitD) { doHit(hitP / 2, 15, 1); } function hit() { state_counter++; _x = (_x - (((hit_duration - state_counter) * hit_slider) * dir)); check_bounds_walking(); if (state_counter > hit_duration) { state_counter = 0; my_ai_state = E_AI_ATTACK; my_state = E_IDLE; } gotoAndStop ("hit"); } function doRastle() { my_ai_state = E_AI_OFF; my_state = E_RASTLE; } function targetFacesMe(tgt) { if ((_x > tgt._x) && (tgt._xscale > 0)) { return(true); } if ((_x < tgt._x) && (tgt._xscale < 0)) { return(true); } return(false); } function idle() { gotoAndStop ("idle"); } function rastle() { gotoAndStop ("rastle_mid"); } function walk() { gotoAndStop(walkFrm); walkFrm = "walk"; if (my_ai_state == E_AI_ATTACK) { faceTarget(target); if (Math.abs(_x - target._x) > c_longRange) { _x = (_x + (c_speed * dir)); } else { if (timer < reload) { if (Math.random() > 0.5) { my_ai_state = E_AI_DODGE; } else { my_ai_state = E_AI_WAIT; } } else if ((((Math.random() < _root.enemy_wait) && (timer >= reload)) && (Math.abs(target._y - _y) < c_yRange)) && (!((wannaRastle && (Math.abs(_x - target._x) < c_shortRange)) && (target.my_state != target.cs_rastle_mid_1)))) { my_ai_state = E_AI_OFF; my_state = E_SHOOT; } else if (((((Math.abs(_x - target._x) <= c_shortRange) && (Math.abs(_y - target._y) < c_yRange)) && (wannaRastle)) && (!target.is_jumping())) && (target.tgtArea)) { my_state = E_RASTLE; my_ai_state = E_AI_OFF; target.my_state = target.cs_rastle_mid_1; doRastle(); target.rastle_partner = this; _root.rastle_meter.startRastle(target, this); } else { walkFrm = "idle"; } if ((Math.abs(_y - target._y) > c_yRange) && (Math.abs(_x - target._x) < c_longRange)) { walkFrm = "walk"; if (_y > target._y) { _y = (_y - c_speed); } else { _y = (_y + c_speed); } } } if (((!targetFacesMe(target)) || ((Math.abs(_x - target._x) < c_longRange) && (!wannaRastle))) || (Math.abs(_x - target._x) < c_shortRange)) { if ((_y - target._y) > c_yRange) { walkFrm = "walk"; _y = (_y - c_speed); } else if ((_y - target._y) < (-c_yRange)) { walkFrm = "walk"; _y = (_y + c_speed); } } else if ((Math.abs(_y - target._y) < c_yRange) && (caution || (wannaRastle))) { walkFrm = "walk"; if (_y > target._y) { _y = (_y + c_speed); } if (_y < target._y) { _y = (_y - c_speed); } } } else if (my_ai_state == E_AI_DODGE) { if ((Math.random() < 0.02) && (timer > reload)) { my_ai_state = E_AI_WAIT; } fleeTarget(target); _x = (_x + (c_speed * dir)); if (Math.abs(_y - target._y) < (c_yRange * 3)) { if (((_y > target._y) && (_y < (max_y - c_yRange))) || (_y < (min_y + c_yRange))) { _y = (_y + c_speed); } else { _y = (_y - c_speed); } } } else if (my_ai_state == E_AI_WANDER) { if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } if (targetInRange({_x:wander_x, _y:this._y}, c_shortRange, c_yRange)) { my_ai_state = E_AI_ATTACK; } if (_x < wander_x) { dir = 1; } else { dir = -1; } faceDir(); _x = (_x + (c_speed * dir)); } check_bounds_walking(); } function eaiWander() { } function check_bounds_walking() { if (_x > max_x) { _x = max_x; my_ai_state = E_AI_WANDER; wander_x = min_x + 200; } if (_x < min_x) { _x = min_x; my_ai_state = E_AI_WANDER; wander_x = max_x - 200; } if (_y > max_y) { _y = max_y; } if (_y < min_y) { _y = min_y; } } function spawnShot() { targetArray = _root.friendly_array; i = 0; while (i < targetArray.length) { if (this.hitArea.hitTest(targetArray[i].tgtArea) && (Math.abs(_y - targetArray[i]._y) < 16)) { targetArray[i].doHit(c_pow, 15, 1); return(true); } i++; } } function shoot() { my_ai_state = E_AI_OFF; state_counter++; if (state_counter == spawnShotTime) { spawnShot(); } reload = timer + reloadTime; gotoAndStop ("shoot"); if (state_counter > shootDur) { state_counter = 0; my_state = E_IDLE; my_ai_state = E_AI_DODGE; } } function planAttack() { if (Math.random() > 0.5) { planXDist = c_longRange; } else { planXDist = c_shortRange; } } function faceTarget(target) { if (target._x < _x) { dir = -1; } else { dir = 1; } faceDir(); } function fleeTarget(target) { if (target._x > _x) { dir = -1; } else { dir = 1; } faceDir(); } function faceDir() { _xscale = (100 * dir); } function eaiTarget() { target = _parent.cooter; my_ai_state = E_AI_WAIT; planAttack(target); } function eaiWait() { faceTarget(target); i = 0; while (i < _root.enemy_array.length) { if ((_root.enemy_array[i].my_ai_state == E_AI_ATTACK) && (_root.enemy_array[i].target == target)) { attackers++; } i++; } if (((attackers < 3) && (timer > reload)) || (Math.random() < 0.02)) { my_ai_state = E_AI_ATTACK; } else { my_state = E_IDLE; } if (targetInRange(target, c_longRange, c_yRange) && (timer > reload)) { my_ai_state = E_AI_ATTACK; } } function eaiAttack() { my_state = E_WALK; } function eaiDodge() { my_state = E_WALK; } function targetInRange(tgt, xD, yD) { if ((Math.abs(tgt._x - _x) < xD) && (Math.abs(tgt._y - _y) < yD)) { return(true); } return(false); } function doDie() { my_ai_state = E_AI_OFF; my_state = E_DIE; } function die() { gotoAndStop ("die"); state_counter++; if (state_counter > die_dur) { _alpha = (_alpha - 2); if (_alpha < 0) { _root.num_enemies--; cleanUp(); this.removeMovieClip(); } } } function doHit(hitP, hitD, hitS) { hit_power = hitP; hit_duration = hitD; hit_slider = hitS; c_hp = c_hp - hit_power; hpBar._visible = true; hpBar.hpMask._yscale = (c_hp / c_maxHp) * 100; hpBar.showTime = 50; my_ai_state = E_AI_OFF; my_state = E_HIT; state_counter = 0; clip.gotoAndPlay(1); if (c_hp < 0) { doDie(); } } function doGib() { my_ai_state = E_AI_OFF; my_state = E_GIB; } function gib() { state_counter++; gotoAndStop ("gib"); if (state_counter > 100) { _alpha = (_alpha - 2); } if (_alpha < 0) { _root.num_enemies--; this.onEnterFrame = null; cleanUp(); this.removeMovieClip(); } } stop(); enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; rastlerScale = 1.8; my_ai_state = E_AI_TARGET; walkFrm = "walk"; dir = 1; die_dur = 50; c_maxHp = 250; c_hp = c_maxHp; c_pow = 80; c_speed = 5; c_longRange = 100; c_shortRange = 100; c_yRange = 16; gun_reload = 15; fire_hit_duration = 0; rastler = false; attackers = 0; loaded = true; target = null; state_counter = 0; caution = false; wannaRastle = false; if (Math.random() < 0.2) { caution = true; } burn_time = 60; hit_duration = 10; hit_slider = 2; shootDur = 11; spawnShotTime = 8; reloadTime = 25; reload = -reloadTime; this.onEnterFrame = main;
Symbol 1738 Button
on (release) { getURL ("http://www.mofunzone.com/", "_blank"); }
Symbol 1799 MovieClip Frame 17
gotoAndPlay ("loop");
Symbol 1863 MovieClip [cutscene_1_clip] Frame 1
stop();
Instance of Symbol 1729 MovieClip in Symbol 1863 MovieClip [cutscene_1_clip] Frame 1
on (release) { _parent.nextFrame(); }
Symbol 1863 MovieClip [cutscene_1_clip] Frame 6
_root.end_cutscene();
Symbol 1869 MovieClip [cutscene_2_clip] Frame 1
stop();
Instance of Symbol 1729 MovieClip in Symbol 1869 MovieClip [cutscene_2_clip] Frame 1
on (release) { _parent.nextFrame(); }
Symbol 1869 MovieClip [cutscene_2_clip] Frame 2
_root.end_cutscene();
Symbol 1886 MovieClip [cutscene_3_clip] Frame 1
stop();
Instance of Symbol 1729 MovieClip in Symbol 1886 MovieClip [cutscene_3_clip] Frame 1
on (release) { _parent.nextFrame(); }
Symbol 1886 MovieClip [cutscene_3_clip] Frame 3
_root.end_cutscene();
Symbol 1896 MovieClip [cutscene_4_clip] Frame 1
stop();
Instance of Symbol 1729 MovieClip in Symbol 1896 MovieClip [cutscene_4_clip] Frame 1
on (release) { _parent.nextFrame(); }
Symbol 1896 MovieClip [cutscene_4_clip] Frame 3
_root.end_cutscene();
Symbol 1903 Button
on (release) { getURL ("http://www.mofunzone.com/", "_blank"); }
Symbol 1904 MovieClip [cutscene_5_clip] Frame 1
stop();
Instance of Symbol 1729 MovieClip in Symbol 1904 MovieClip [cutscene_5_clip] Frame 1
on (release) { _parent.nextFrame(); }
Symbol 1904 MovieClip [cutscene_5_clip] Frame 3
_root.completed = true; _root.restart(); this.removeMovieClip();
Symbol 1920 MovieClip Frame 2
stop();
Symbol 1933 MovieClip [alienBeast] Frame 1
function pick_x() { pos_x = (Math.random() * (max_x - min_x)) + min_x; } function pick_y() { pos_y = (Math.random() * (max_y - min_y)) + min_y; } function flash() { hitStart = demonCounter; hit = true; } function vehicleDemon() { counter++; demonCounter++; if (hit) { vehicleColor.setTransform(hitColor); if (demonCounter > (hitStart + hitDuration)) { vehicleColor.setTransform(normalColor); hit = false; } } } function die() { this.onEnterFrame = null; vehicleColor.setTransform(normalColor); hit = false; counter = 0; gotoAndPlay ("die"); } function doHit(pow, dur, s) { hp = hp - pow; if (hp < 0) { die(); } flash(); } function doHitFire(pow, dur) { hp = hp - pow; if (hp < 0) { die(); } flash(); } function doStun(pow, stun) { hp = hp - pow; if (hp < 0) { die(); } flash(); } enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; attack_freq = 80; counter = 0; speed = 4; hitColor = {ga:0, ba:0}; normalColor = {ra:100, ga:100, ba:100, rb:0, gb:0, bb:0}; demonCounter = 0; hitDuration = 3; hp = 700; target = _root.viewport.cooter; power = 120; hit = false; vehicleColor = new Color(this); dir = 1; this.onEnterFrame = function () { _xscale = (100 * dir); if (counter > attack_freq) { if (target._x < _x) { dir = -1; } else { dir = 1; } counter = 0; if (hp > 0) { gotoAndPlay ("attack_1"); } } if (Math.abs(pos_x - _x) <= speed) { pick_x(); } if (Math.abs(pos_y - _y) <= speed) { pick_y(); } if (counter > 27) { if (_x < pos_x) { dir = 1; } if (_y < pos_y) { _y = (_y + speed); } if (_x > pos_x) { dir = -1; } if (_y > pos_y) { _y = (_y - speed); } _x = (_x + (speed * dir)); } vehicleDemon(); if ((!target.is_jumping()) && (hitArea.hitTest(target.tgtArea) && (Math.abs(_y - target._y) < 20))) { target.doHit(power, 15, 1); } };
Symbol 1933 MovieClip [alienBeast] Frame 6
stop();
Symbol 1933 MovieClip [alienBeast] Frame 29
gotoAndStop ("move");
Symbol 1933 MovieClip [alienBeast] Frame 51
gotoAndStop ("move");
Symbol 1933 MovieClip [alienBeast] Frame 77
stop(); _root.num_enemies--;
Symbol 1945 MovieClip Frame 10
stop();
Symbol 1946 MovieClip [boss_brain] Frame 1
function pick_y() { pos_y = (Math.random() * (max_y - min_y)) + min_y; } function flash() { hitStart = demonCounter; hit = true; } function vehicleDemon() { counter++; demonCounter++; if (hit) { vehicleColor.setTransform(hitColor); if (demonCounter > (hitStart + hitDuration)) { vehicleColor.setTransform(normalColor); hit = false; } } } function die() { vehicleColor.setTransform(normalColor); hit = false; counter = 0; _root.next_level(false); } function doHit(pow, dur, ss) { hp = hp - pow; if (hp < 0) { die(); } flash(); } function doStun(pow, dur) { doHit(pow, dur, null); } function doHitFire(pow, dur) { doHit(pow, dur, null); } enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; attack_freq = 65; counter = 0; speed = 2.5; hitColor = {ga:0, ba:0}; normalColor = {ra:100, ga:100, ba:100, rb:0, gb:0, bb:0}; demonCounter = 0; hitDuration = 3; hp = 700; target = _root.viewport.cooter; power = 125; hit = false; vehicleColor = new Color(this); this.onEnterFrame = function () { if (target._x > _x) { target._x = _x; } if (counter > attack_freq) { counter = 0; if (Math.random() > 0.5) { gotoAndPlay ("attack_1"); } else { gotoAndPlay ("attack_2"); } } if (Math.abs(pos_y - _y) <= speed) { pick_y(); } if (_y < pos_y) { _y = (_y + speed); } if (_y > pos_y) { _y = (_y - speed); } vehicleDemon(); if ((!target.is_jumping()) && (hitArea.hitTest(target.tgtArea) && (Math.abs(_y - target._y) < 20))) { target.doHit(power, 15, 1); } };
Symbol 1946 MovieClip [boss_brain] Frame 69
stop();
Symbol 1946 MovieClip [boss_brain] Frame 80
gotoAndStop ("move");
Symbol 1965 MovieClip Frame 1
function doHit(pow, dur, scale) { if (hp > 0) { hp = hp - pow; if (hp < 0) { hp = 0; } _parent.flash(); updateHP(); } } function doHitFire(pow, dur) { doHit(pow); } function doStun(pow, dur) { doHit(pow); } function updateHP() { _parent.updateHP(); } hp = 200; pow = 65; any_y = true; target = _root.viewport.cooter; earl = _root.enemy_array.length; _root.enemy_array[earl] = this; enemy_array_ndx = earl; this.onEnterFrame = function () { if (hp > 0) { gotoAndStop ("on"); if (this.hitArea.hitTest(target.tgtArea)) { target.dir = 1; target._x = target._x - 30; target.doHit(pow, 15, 1.5); } } else { gotoAndStop ("off"); } };
Symbol 1966 MovieClip Frame 1
function flash() { hitStart = demonCounter; hit = true; } function vehicleDemon() { demonCounter++; if (hit) { vehicleColor.setTransform(hitColor); if (demonCounter > (hitStart + hitDuration)) { vehicleColor.setTransform(normalColor); hit = false; } } if (hp <= 0) { hit = false; vehicleColor.setTransform(normalColor); _parent.die(); } } function updateHP() { hp = 0; i = 0; while (i < blade_array.length) { hp = hp + blade_array[i].hp; i++; } } hitColor = {ga:0, ba:0, rb:100}; normalColor = {ra:100, ga:100, ba:100, rb:0, gb:0, bb:0}; demonCounter = 0; hitDuration = 2; blade_array = new Array(blade_0, blade_1, blade_2, blade_3); hp = 1000; vehicleColor = new Color(_parent); this.onEnterFrame = vehicleDemon;
Symbol 1971 MovieClip [boss_combine] Frame 1
function flash() { hitStart = demonCounter; hit = true; } function vehicleDemon() { i = 0; while (i < _root.enemy_array.length) { if (_root.enemy_array[i].rastler && (_root.enemy_array[i]._x > (_x + 70))) { _root.enemy_array[i]._x = _x + 70; } i++; } if (target._x > (_x + 70)) { target._x = _x + 70; } counter++; demonCounter++; if (hit) { vehicleColor.setTransform(hitColor); if (demonCounter > (hitStart + hitDuration)) { vehicleColor.setTransform(normalColor); hit = false; } } if (counter > attack_freq) { gotoAndPlay ("attack"); counter = 0; } _x = (_x + (speed * dir)); if ((dir == -1) && (_x < pos_2)) { dir = 1; } if ((dir == 1) && (_x > pos_1)) { dir = -1; } } function die() { hit = false; counter = 0; vehicleColor.setTransform(normalColor); hit = false; this.onEnterFrame = function () { gotoAndStop ("die"); _x = (_x + 5); if (_x > off_screen) { _root.next_level(true); this.onEnterFrame = null; this.removeMovieClip(); } }; } target = _root.viewport.cooter; hitColor = {ga:0, ba:0}; normalColor = {ra:100, ga:100, ba:100, rb:0, gb:0, bb:0}; demonCounter = 0; hitDuration = 10; start_x = _x; off_screen = start_x; pos_1 = start_x - 300; pos_2 = pos_1 - 250; attack_freq = 95; counter = 0; dir = -1; speed = 3; this.onEnterFrame = vehicleDemon;
Symbol 1971 MovieClip [boss_combine] Frame 29
stop();
Symbol 1990 MovieClip [boss_robot] Frame 1
function pick_x() { pos_x = (Math.random() * (max_x - min_x)) + min_x; } function pick_y() { pos_y = (Math.random() * (max_y - min_y)) + min_y; } function flash() { hitStart = demonCounter; hit = true; } function vehicleDemon() { counter++; demonCounter++; if (hit) { vehicleColor.setTransform(hitColor); if (demonCounter > (hitStart + hitDuration)) { vehicleColor.setTransform(normalColor); hit = false; } } } function die() { vehicleColor.setTransform(normalColor); hit = false; counter = 0; _root.next_level(false); } function doHit() { } function doStun(pow, dur) { hp = hp - (pow * 25); if (hp < 0) { die(); } flash(); } enemy_array_ndx = _root.enemy_array.push(this) - 1; object_array_ndx = _root.object_array.push(this) - 1; attack_freq = 75; counter = 0; speed = 4; hitColor = {ga:0, ba:0}; normalColor = {ra:100, ga:100, ba:100, rb:0, gb:0, bb:0}; demonCounter = 0; hitDuration = 10; hp = 700; target = _root.viewport.cooter; power = 100; hit = false; vehicleColor = new Color(this); this.onEnterFrame = function () { if (counter > attack_freq) { counter = 0; if (Math.random() > 0.5) { gotoAndPlay ("attack_1"); } else { gotoAndPlay ("attack_2"); } } if (Math.abs(pos_x - _x) <= speed) { pick_x(); } if (Math.abs(pos_y - _y) <= speed) { pick_y(); } if (_x < pos_x) { _x = (_x + speed); } if (_y < pos_y) { _y = (_y + speed); } if (_x > pos_x) { _x = (_x - speed); } if (_y > pos_y) { _y = (_y - speed); } vehicleDemon(); if ((!target.is_jumping()) && (hitArea.hitTest(target.tgtArea) && (Math.abs(_y - target._y) < 20))) { if (target._x > _x) { target._x = _x + 100; } else { target._x = _x - 100; } target.doHit(power, 15, 1); } };
Symbol 1990 MovieClip [boss_robot] Frame 6
stop();
Symbol 1990 MovieClip [boss_robot] Frame 18
gotoAndStop ("move");
Symbol 1990 MovieClip [boss_robot] Frame 40
gotoAndStop ("move");
Symbol 1991 MovieClip Frame 1
stop();
Symbol 1996 MovieClip Frame 6
stop();
Symbol 2002 Button
on (release) { _root.game_state = gs_cutscene; }
Symbol 2008 Button
on (release) { _root.game_state = gs_instructions; }
Symbol 2013 Button
on (release) { getURL ("http://www.mofunzone.com", "_blank"); }
Symbol 2018 Button
on (release) { getURL ("http://www.mofunzone.com/", "_blank"); }
Symbol 2019 Button
on (release) { getURL ("http://www.mofunzone.com", "_blank"); }
Symbol 2029 Button
on (release) { getURL ("http://www.mofunzone.com", "_blank"); }
Symbol 2035 MovieClip Frame 1
stop();
Instance of Symbol 1729 MovieClip in Symbol 2035 MovieClip Frame 1
on (release) { _parent.nextFrame(); }
Symbol 2035 MovieClip Frame 4
_root.game_state = gs_menu;

Library Items

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Symbol 4 GraphicUsed by:10
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Symbol 13 GraphicUsed by:16
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Symbol 24 Sound [ccl.mp3]Used by:32  Timeline
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Symbol 26 Sound [hit4]Used by:32 585 599 754 775 861 875 1003 1109 1124 1256 1313 1619 1667 1717  Timeline
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Symbol 28 Sound [ode.mp3]Used by:32  Timeline
Symbol 29 Sound [sg]Used by:32 471 483 508 529  Timeline
Symbol 30 Sound [shakeup.wav]Used by:32  Timeline
Symbol 31 Sound [slap2.wav]Used by:32  Timeline
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Symbol 33 GraphicUsed by:1991
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Symbol 1933 MovieClip [alienBeast]Uses:1905 41 1911 1912 1913 1914 1915 1916 1920 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932Used by:1991
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Symbol 1947 GraphicUsed by:1958
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Symbol 1971 MovieClip [boss_combine]Uses:1958 706 1966 1967 1970Used by:1991
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Symbol 1988 MovieClipUses:1987Used by:1990
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Symbol 1990 MovieClip [boss_robot]Uses:1972 41 1976 706 1982 1983 1984 68 1985 71 72 73 1986 1786 439 1988 1989Used by:1991
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Symbol 2044 SoundUsed by:Timeline
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Symbol 2046 BitmapUsed by:2047
Symbol 2047 GraphicUses:2046Used by:Timeline
Streaming Sound 1Used by:Symbol 417 MovieClip

Instance Names

"loader_clip"Frame 1Symbol 20 MovieClip
"cup"Symbol 20 MovieClip Frame 1Symbol 16 MovieClip
"p_loaded"Symbol 20 MovieClip Frame 1Symbol 19 EditableText
"tgtArea"Symbol 600 MovieClip [cooter] Frame 1Symbol 41 MovieClip
"reload_clip"Symbol 600 MovieClip [cooter] Frame 1Symbol 43 MovieClip
"tgtArea"Symbol 600 MovieClip [cooter] Frame 62Symbol 41 MovieClip
"hitArea"Symbol 600 MovieClip [cooter] Frame 80Symbol 41 MovieClip
"tgtArea"Symbol 600 MovieClip [cooter] Frame 98Symbol 41 MovieClip
"hitArea"Symbol 600 MovieClip [cooter] Frame 203Symbol 41 MovieClip
"tgtArea"Symbol 600 MovieClip [cooter] Frame 240Symbol 41 MovieClip
"hitArea"Symbol 606 MovieClip [capfield1_shot] Frame 1Symbol 41 MovieClip
"hitArea"Symbol 607 MovieClip [flamer_shot] Frame 1Symbol 41 MovieClip
"hitArea"Symbol 614 MovieClip [laser_shot] Frame 1Symbol 41 MovieClip
"clip"Symbol 625 MovieClip [moonshine_bullet] Frame 1Symbol 615 MovieClip
"hitArea"Symbol 625 MovieClip [moonshine_bullet] Frame 1Symbol 41 MovieClip
"clip"Symbol 633 MovieClip [nader_bullet] Frame 1Symbol 627 MovieClip
"hitArea"Symbol 633 MovieClip [nader_bullet] Frame 1Symbol 41 MovieClip
"hitArea"Symbol 635 MovieClip [pistol_bullet] Frame 1Symbol 41 MovieClip
"hitArea"Symbol 640 MovieClip [stunBullet] Frame 1Symbol 41 MovieClip
"clip"Symbol 650 MovieClip [trash1] Frame 1Symbol 642 MovieClip
"hitArea"Symbol 650 MovieClip [trash1] Frame 1Symbol 41 MovieClip
"tgtArea"Symbol 704 MovieClip [tractor] Frame 1Symbol 41 MovieClip
"hitArea"Symbol 704 MovieClip [tractor] Frame 26Symbol 41 MovieClip
"hpMask"Symbol 710 MovieClip Frame 1Symbol 708 MovieClip
"gib1"Symbol 821 MovieClip Frame 1Symbol 797 MovieClip [gib1]
"gib2"Symbol 821 MovieClip Frame 1Symbol 799 MovieClip [gib2]
"gib4"Symbol 821 MovieClip Frame 1Symbol 801 MovieClip [gib3]
"gib7"Symbol 821 MovieClip Frame 1Symbol 803 MovieClip [gib4]
"gib6"Symbol 821 MovieClip Frame 1Symbol 805 MovieClip [gib5]
"gib8"Symbol 821 MovieClip Frame 1Symbol 807 MovieClip [gib6]
"gib5"Symbol 821 MovieClip Frame 1Symbol 809 MovieClip [gib7]
"gib3"Symbol 821 MovieClip Frame 1Symbol 811 MovieClip [gib0]
"tgtArea"Symbol 822 MovieClip [capfield1] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 822 MovieClip [capfield1] Frame 1Symbol 710 MovieClip
"clip"Symbol 822 MovieClip [capfield1] Frame 32Symbol 754 MovieClip
"tgtArea"Symbol 822 MovieClip [capfield1] Frame 32Symbol 41 MovieClip
"hitArea"Symbol 822 MovieClip [capfield1] Frame 36Symbol 41 MovieClip
"clip"Symbol 822 MovieClip [capfield1] Frame 41Symbol 775 MovieClip
"tgtArea"Symbol 822 MovieClip [capfield1] Frame 50Symbol 41 MovieClip
"tgtArea"Symbol 893 MovieClip [capfield2] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 893 MovieClip [capfield2] Frame 1Symbol 710 MovieClip
"clip"Symbol 893 MovieClip [capfield2] Frame 33Symbol 861 MovieClip
"tgtArea"Symbol 893 MovieClip [capfield2] Frame 33Symbol 41 MovieClip
"hitArea"Symbol 893 MovieClip [capfield2] Frame 37Symbol 41 MovieClip
"clip"Symbol 893 MovieClip [capfield2] Frame 42Symbol 875 MovieClip
"tgtArea"Symbol 893 MovieClip [capfield2] Frame 51Symbol 41 MovieClip
"tgtArea"Symbol 951 MovieClip [possy] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 951 MovieClip [possy] Frame 1Symbol 710 MovieClip
"hitArea"Symbol 951 MovieClip [possy] Frame 12Symbol 41 MovieClip
"tgtArea"Symbol 951 MovieClip [possy] Frame 33Symbol 41 MovieClip
"tgtArea"Symbol 951 MovieClip [possy] Frame 51Symbol 41 MovieClip
"tgtArea"Symbol 1020 MovieClip [chippy] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 1020 MovieClip [chippy] Frame 1Symbol 710 MovieClip
"hitArea"Symbol 1020 MovieClip [chippy] Frame 12Symbol 41 MovieClip
"tgtArea"Symbol 1020 MovieClip [chippy] Frame 33Symbol 41 MovieClip
"tgtArea"Symbol 1020 MovieClip [chippy] Frame 51Symbol 41 MovieClip
"tgtArea"Symbol 1071 MovieClip [bubba] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 1071 MovieClip [bubba] Frame 1Symbol 710 MovieClip
"tgtArea"Symbol 1071 MovieClip [bubba] Frame 33Symbol 41 MovieClip
"hitArea"Symbol 1071 MovieClip [bubba] Frame 37Symbol 41 MovieClip
"tgtArea"Symbol 1071 MovieClip [bubba] Frame 51Symbol 41 MovieClip
"tgtArea"Symbol 1144 MovieClip [fed1] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 1144 MovieClip [fed1] Frame 1Symbol 710 MovieClip
"tgtArea"Symbol 1144 MovieClip [fed1] Frame 33Symbol 41 MovieClip
"hitArea"Symbol 1144 MovieClip [fed1] Frame 37Symbol 41 MovieClip
"tgtArea"Symbol 1144 MovieClip [fed1] Frame 51Symbol 41 MovieClip
"tgtArea"Symbol 1211 MovieClip [fed2] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 1211 MovieClip [fed2] Frame 1Symbol 710 MovieClip
"tgtArea"Symbol 1211 MovieClip [fed2] Frame 33Symbol 41 MovieClip
"hitArea"Symbol 1211 MovieClip [fed2] Frame 37Symbol 41 MovieClip
"tgtArea"Symbol 1211 MovieClip [fed2] Frame 51Symbol 41 MovieClip
"tgtArea"Symbol 1276 MovieClip [police] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 1276 MovieClip [police] Frame 1Symbol 710 MovieClip
"tgtArea"Symbol 1276 MovieClip [police] Frame 33Symbol 41 MovieClip
"hitArea"Symbol 1276 MovieClip [police] Frame 37Symbol 41 MovieClip
"tgtArea"Symbol 1276 MovieClip [police] Frame 51Symbol 41 MovieClip
"gib1"Symbol 1322 MovieClip Frame 1Symbol 797 MovieClip [gib1]
"gib2"Symbol 1322 MovieClip Frame 1Symbol 799 MovieClip [gib2]
"gib4"Symbol 1322 MovieClip Frame 1Symbol 801 MovieClip [gib3]
"gib7"Symbol 1322 MovieClip Frame 1Symbol 803 MovieClip [gib4]
"gib6"Symbol 1322 MovieClip Frame 1Symbol 805 MovieClip [gib5]
"gib8"Symbol 1322 MovieClip Frame 1Symbol 807 MovieClip [gib6]
"gib5"Symbol 1322 MovieClip Frame 1Symbol 809 MovieClip [gib7]
"gib3"Symbol 1322 MovieClip Frame 1Symbol 811 MovieClip [gib0]
"tgtArea"Symbol 1328 MovieClip [soldier1] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 1328 MovieClip [soldier1] Frame 1Symbol 710 MovieClip
"tgtArea"Symbol 1328 MovieClip [soldier1] Frame 33Symbol 41 MovieClip
"hitArea"Symbol 1328 MovieClip [soldier1] Frame 37Symbol 41 MovieClip
"tgtArea"Symbol 1328 MovieClip [soldier1] Frame 51Symbol 41 MovieClip
"hpMask"Symbol 1412 MovieClip Frame 1Symbol 1410 MovieClip
"scoreBar"Symbol 1460 MovieClip Frame 1Symbol 1417 MovieClip
"upBtn"Symbol 1460 MovieClip Frame 1Symbol 1423 MovieClip
"leftBtn"Symbol 1460 MovieClip Frame 1Symbol 1428 MovieClip
"downBtn"Symbol 1460 MovieClip Frame 1Symbol 1433 MovieClip
"rightBtn"Symbol 1460 MovieClip Frame 1Symbol 1438 MovieClip
"timer"Symbol 1460 MovieClip Frame 1Symbol 1455 MovieClip
"hpBar"Symbol 1485 MovieClip [stats] Frame 1Symbol 1412 MovieClip
"rastle_meter"Symbol 1485 MovieClip [stats] Frame 1Symbol 1460 MovieClip
"cur_gun_clip"Symbol 1485 MovieClip [stats] Frame 1Symbol 1482 MovieClip
"go_arrow"Symbol 1485 MovieClip [stats] Frame 1Symbol 1484 MovieClip
"gib1"Symbol 1584 MovieClip Frame 1Symbol 1565 MovieClip
"gib2"Symbol 1584 MovieClip Frame 1Symbol 799 MovieClip [gib2]
"gib4"Symbol 1584 MovieClip Frame 1Symbol 1567 MovieClip
"gib7"Symbol 1584 MovieClip Frame 1Symbol 1569 MovieClip
"gib6"Symbol 1584 MovieClip Frame 1Symbol 1571 MovieClip
"gib8"Symbol 1584 MovieClip Frame 1Symbol 1572 MovieClip
"gib5"Symbol 1584 MovieClip Frame 1Symbol 1574 MovieClip
"gib3"Symbol 1584 MovieClip Frame 1Symbol 1575 MovieClip
"tgtArea"Symbol 1585 MovieClip [alien] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 1585 MovieClip [alien] Frame 1Symbol 710 MovieClip
"tgtArea"Symbol 1585 MovieClip [alien] Frame 33Symbol 41 MovieClip
"hitArea"Symbol 1585 MovieClip [alien] Frame 37Symbol 41 MovieClip
"tgtArea"Symbol 1585 MovieClip [alien] Frame 51Symbol 41 MovieClip
"tgtArea"Symbol 1620 MovieClip [alienSol] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 1620 MovieClip [alienSol] Frame 1Symbol 710 MovieClip
"tgtArea"Symbol 1620 MovieClip [alienSol] Frame 33Symbol 41 MovieClip
"hitArea"Symbol 1620 MovieClip [alienSol] Frame 37Symbol 41 MovieClip
"tgtArea"Symbol 1620 MovieClip [alienSol] Frame 51Symbol 41 MovieClip
"tgtArea"Symbol 1680 MovieClip [alienCap] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 1680 MovieClip [alienCap] Frame 1Symbol 710 MovieClip
"clip"Symbol 1680 MovieClip [alienCap] Frame 32Symbol 1653 MovieClip
"tgtArea"Symbol 1680 MovieClip [alienCap] Frame 32Symbol 41 MovieClip
"hitArea"Symbol 1680 MovieClip [alienCap] Frame 36Symbol 41 MovieClip
"clip"Symbol 1680 MovieClip [alienCap] Frame 41Symbol 1667 MovieClip
"tgtArea"Symbol 1680 MovieClip [alienCap] Frame 50Symbol 41 MovieClip
"tgtArea"Symbol 1718 MovieClip [alienVarmint] Frame 1Symbol 41 MovieClip
"hpBar"Symbol 1718 MovieClip [alienVarmint] Frame 1Symbol 710 MovieClip
"hitArea"Symbol 1718 MovieClip [alienVarmint] Frame 12Symbol 41 MovieClip
"tgtArea"Symbol 1718 MovieClip [alienVarmint] Frame 33Symbol 41 MovieClip
"hitArea"Symbol 1718 MovieClip [alienVarmint] Frame 37Symbol 41 MovieClip
"tgtArea"Symbol 1718 MovieClip [alienVarmint] Frame 51Symbol 41 MovieClip
"tgtArea"Symbol 1933 MovieClip [alienBeast] Frame 1Symbol 41 MovieClip
"hitArea"Symbol 1933 MovieClip [alienBeast] Frame 17Symbol 1922 MovieClip
"tgtArea"Symbol 1946 MovieClip [boss_brain] Frame 1Symbol 41 MovieClip
"hitArea"Symbol 1946 MovieClip [boss_brain] Frame 74Symbol 1945 MovieClip
"hitArea"Symbol 1946 MovieClip [boss_brain] Frame 76Symbol 1945 MovieClip
"hitArea"Symbol 1946 MovieClip [boss_brain] Frame 78Symbol 1945 MovieClip
"hitArea"Symbol 1965 MovieClip Frame 1Symbol 41 MovieClip
"tgtArea"Symbol 1965 MovieClip Frame 1Symbol 41 MovieClip
"blade_0"Symbol 1966 MovieClip Frame 1Symbol 1965 MovieClip
"blade_1"Symbol 1966 MovieClip Frame 1Symbol 1965 MovieClip
"blade_2"Symbol 1966 MovieClip Frame 1Symbol 1965 MovieClip
"blade_3"Symbol 1966 MovieClip Frame 1Symbol 1965 MovieClip
"tgtArea"Symbol 1990 MovieClip [boss_robot] Frame 1Symbol 41 MovieClip
"arm2"Symbol 1990 MovieClip [boss_robot] Frame 7Symbol 1982 MovieClip
"arm1"Symbol 1990 MovieClip [boss_robot] Frame 7Symbol 1982 MovieClip
"hitArea"Symbol 1990 MovieClip [boss_robot] Frame 27Symbol 1786 MovieClip
"hitArea"Symbol 1990 MovieClip [boss_robot] Frame 35Symbol 1988 MovieClip

Special Tags

ExportAssets (56)Timeline Frame 1Symbol 22 as "beet.mp3"
ExportAssets (56)Timeline Frame 1Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 1Symbol 24 as "ccl.mp3"
ExportAssets (56)Timeline Frame 1Symbol 25 as "hit3"
ExportAssets (56)Timeline Frame 1Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 1Symbol 27 as "louis_l.mp3"
ExportAssets (56)Timeline Frame 1Symbol 28 as "ode.mp3"
ExportAssets (56)Timeline Frame 1Symbol 29 as "sg"
ExportAssets (56)Timeline Frame 1Symbol 30 as "shakeup.wav"
ExportAssets (56)Timeline Frame 1Symbol 31 as "slap2.wav"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 29 as "sg"
ExportAssets (56)Timeline Frame 2Symbol 29 as "sg"
ExportAssets (56)Timeline Frame 2Symbol 29 as "sg"
ExportAssets (56)Timeline Frame 2Symbol 29 as "sg"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 600 as "cooter"
ExportAssets (56)Timeline Frame 2Symbol 606 as "capfield1_shot"
ExportAssets (56)Timeline Frame 2Symbol 607 as "flamer_shot"
ExportAssets (56)Timeline Frame 2Symbol 614 as "laser_shot"
ExportAssets (56)Timeline Frame 2Symbol 625 as "moonshine_bullet"
ExportAssets (56)Timeline Frame 2Symbol 633 as "nader_bullet"
ExportAssets (56)Timeline Frame 2Symbol 635 as "pistol_bullet"
ExportAssets (56)Timeline Frame 2Symbol 640 as "stunBullet"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 650 as "trash1"
ExportAssets (56)Timeline Frame 2Symbol 652 as "zader_bullet"
ExportAssets (56)Timeline Frame 2Symbol 704 as "tractor"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
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ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
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ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
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ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 822 as "capfield1"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 893 as "capfield2"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 951 as "possy"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 1020 as "chippy"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 1071 as "bubba"
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ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
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ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
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ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
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ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
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ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
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ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
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ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
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ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
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ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
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ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
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ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
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ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
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ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
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ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 797 as "gib1"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 801 as "gib3"
ExportAssets (56)Timeline Frame 2Symbol 803 as "gib4"
ExportAssets (56)Timeline Frame 2Symbol 805 as "gib5"
ExportAssets (56)Timeline Frame 2Symbol 807 as "gib6"
ExportAssets (56)Timeline Frame 2Symbol 809 as "gib7"
ExportAssets (56)Timeline Frame 2Symbol 811 as "gib0"
ExportAssets (56)Timeline Frame 2Symbol 1328 as "soldier1"
ExportAssets (56)Timeline Frame 2Symbol 1330 as "flamer_ammo"
ExportAssets (56)Timeline Frame 2Symbol 1332 as "flamer_pickup"
ExportAssets (56)Timeline Frame 2Symbol 1334 as "hp_up_large"
ExportAssets (56)Timeline Frame 2Symbol 1336 as "hp_up_small"
ExportAssets (56)Timeline Frame 2Symbol 1338 as "laser_ammo"
ExportAssets (56)Timeline Frame 2Symbol 1339 as "laser_pickup"
ExportAssets (56)Timeline Frame 2Symbol 1341 as "life_up"
ExportAssets (56)Timeline Frame 2Symbol 1343 as "nade_ammo"
ExportAssets (56)Timeline Frame 2Symbol 1344 as "nader_pickup"
ExportAssets (56)Timeline Frame 2Symbol 1346 as "pistol_ammo"
ExportAssets (56)Timeline Frame 2Symbol 1348 as "pistol_pickup"
ExportAssets (56)Timeline Frame 2Symbol 1350 as "shotgun_ammo"
ExportAssets (56)Timeline Frame 2Symbol 1352 as "smg_ammo"
ExportAssets (56)Timeline Frame 2Symbol 1353 as "smg_pickup"
ExportAssets (56)Timeline Frame 2Symbol 1356 as "detail_1_1"
ExportAssets (56)Timeline Frame 2Symbol 1362 as "detail_1_2"
ExportAssets (56)Timeline Frame 2Symbol 1365 as "detail_1_3"
ExportAssets (56)Timeline Frame 2Symbol 1368 as "detail_1_4"
ExportAssets (56)Timeline Frame 2Symbol 1371 as "detail_2_1"
ExportAssets (56)Timeline Frame 2Symbol 1374 as "detail_2_2"
ExportAssets (56)Timeline Frame 2Symbol 1388 as "detail_3_1"
ExportAssets (56)Timeline Frame 2Symbol 1390 as "detail_3_2"
ExportAssets (56)Timeline Frame 2Symbol 1392 as "detail_3_3"
ExportAssets (56)Timeline Frame 2Symbol 1394 as "bubba_house_bg"
ExportAssets (56)Timeline Frame 2Symbol 1396 as "country_bg"
ExportAssets (56)Timeline Frame 2Symbol 1398 as "country_bg2"
ExportAssets (56)Timeline Frame 2Symbol 1400 as "spaceship_bg"
ExportAssets (56)Timeline Frame 2Symbol 1485 as "stats"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 799 as "gib2"
ExportAssets (56)Timeline Frame 2Symbol 1585 as "alien"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 1620 as "alienSol"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 1680 as "alienCap"
ExportAssets (56)Timeline Frame 2Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 2Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 2Symbol 1718 as "alienVarmint"
ExportAssets (56)Timeline Frame 2Symbol 1863 as "cutscene_1_clip"
ExportAssets (56)Timeline Frame 2Symbol 1869 as "cutscene_2_clip"
ExportAssets (56)Timeline Frame 2Symbol 1886 as "cutscene_3_clip"
ExportAssets (56)Timeline Frame 2Symbol 1896 as "cutscene_4_clip"
ExportAssets (56)Timeline Frame 2Symbol 1904 as "cutscene_5_clip"
ExportAssets (56)Timeline Frame 2Symbol 1933 as "alienBeast"
ExportAssets (56)Timeline Frame 2Symbol 1946 as "boss_brain"
ExportAssets (56)Timeline Frame 2Symbol 1971 as "boss_combine"
ExportAssets (56)Timeline Frame 2Symbol 1990 as "boss_robot"
ExportAssets (56)Timeline Frame 3Symbol 22 as "beet.mp3"
ExportAssets (56)Timeline Frame 4Symbol 23 as "Bowhit.wav"
ExportAssets (56)Timeline Frame 5Symbol 24 as "ccl.mp3"
ExportAssets (56)Timeline Frame 6Symbol 25 as "hit3"
ExportAssets (56)Timeline Frame 7Symbol 26 as "hit4"
ExportAssets (56)Timeline Frame 8Symbol 27 as "louis_l.mp3"
ExportAssets (56)Timeline Frame 9Symbol 28 as "ode.mp3"
ExportAssets (56)Timeline Frame 10Symbol 29 as "sg"
ExportAssets (56)Timeline Frame 11Symbol 30 as "shakeup.wav"
ExportAssets (56)Timeline Frame 12Symbol 31 as "slap2.wav"

Labels

"loading"Frame 14
"menu"Frame 21
"gameOver"Frame 27
"instructions"Frame 38
"level"Frame 48
"audio_loading_clip"Frame 53
"intro"Frame 65
"25"Symbol 16 MovieClip Frame 25
"50"Symbol 16 MovieClip Frame 50
"75"Symbol 16 MovieClip Frame 75
"100"Symbol 16 MovieClip Frame 100
"loop"Symbol 405 MovieClip Frame 9
"idle_1"Symbol 600 MovieClip [cooter] Frame 3
"idle_9"Symbol 600 MovieClip [cooter] Frame 8
"idle_8"Symbol 600 MovieClip [cooter] Frame 9
"idle_7"Symbol 600 MovieClip [cooter] Frame 10
"idle_6"Symbol 600 MovieClip [cooter] Frame 11
"idle_5"Symbol 600 MovieClip [cooter] Frame 12
"idle_4"Symbol 600 MovieClip [cooter] Frame 13
"idle_3"Symbol 600 MovieClip [cooter] Frame 14
"idle_2"Symbol 600 MovieClip [cooter] Frame 15
"run_1"Symbol 600 MovieClip [cooter] Frame 16
"run_9"Symbol 600 MovieClip [cooter] Frame 21
"run_8"Symbol 600 MovieClip [cooter] Frame 22
"run_7"Symbol 600 MovieClip [cooter] Frame 23
"run_6"Symbol 600 MovieClip [cooter] Frame 24
"run_5"Symbol 600 MovieClip [cooter] Frame 25
"run_4"Symbol 600 MovieClip [cooter] Frame 26
"run_3"Symbol 600 MovieClip [cooter] Frame 27
"run_2"Symbol 600 MovieClip [cooter] Frame 28
"jump_start_1"Symbol 600 MovieClip [cooter] Frame 29
"jump_start_9"Symbol 600 MovieClip [cooter] Frame 38
"jump_start_8"Symbol 600 MovieClip [cooter] Frame 39
"jump_start_7"Symbol 600 MovieClip [cooter] Frame 40
"jump_start_6"Symbol 600 MovieClip [cooter] Frame 41
"jump_start_5"Symbol 600 MovieClip [cooter] Frame 42
"jump_start_4"Symbol 600 MovieClip [cooter] Frame 43
"jump_start_3"Symbol 600 MovieClip [cooter] Frame 44
"jump_start_2"Symbol 600 MovieClip [cooter] Frame 45
"jump_mid_1"Symbol 600 MovieClip [cooter] Frame 46
"jump_mid_9"Symbol 600 MovieClip [cooter] Frame 54
"jump_mid_8"Symbol 600 MovieClip [cooter] Frame 55
"jump_mid_7"Symbol 600 MovieClip [cooter] Frame 56
"jump_mid_6"Symbol 600 MovieClip [cooter] Frame 57
"jump_mid_5"Symbol 600 MovieClip [cooter] Frame 58
"jump_mid_4"Symbol 600 MovieClip [cooter] Frame 59
"jump_mid_3"Symbol 600 MovieClip [cooter] Frame 60
"jump_mid_2"Symbol 600 MovieClip [cooter] Frame 61
"jump_end_1"Symbol 600 MovieClip [cooter] Frame 62
"jump_end_9"Symbol 600 MovieClip [cooter] Frame 71
"jump_end_8"Symbol 600 MovieClip [cooter] Frame 73
"jump_end_7"Symbol 600 MovieClip [cooter] Frame 74
"jump_end_6"Symbol 600 MovieClip [cooter] Frame 75
"jump_end_5"Symbol 600 MovieClip [cooter] Frame 76
"jump_end_4"Symbol 600 MovieClip [cooter] Frame 77
"jump_end_3"Symbol 600 MovieClip [cooter] Frame 78
"jump_end_2"Symbol 600 MovieClip [cooter] Frame 79
"jump_shoot_1"Symbol 600 MovieClip [cooter] Frame 80
"jump_shoot_9"Symbol 600 MovieClip [cooter] Frame 90
"jump_shoot_8"Symbol 600 MovieClip [cooter] Frame 91
"jump_shoot_7"Symbol 600 MovieClip [cooter] Frame 92
"jump_shoot_6"Symbol 600 MovieClip [cooter] Frame 93
"jump_shoot_5"Symbol 600 MovieClip [cooter] Frame 94
"jump_shoot_4"Symbol 600 MovieClip [cooter] Frame 95
"jump_shoot_3"Symbol 600 MovieClip [cooter] Frame 96
"jump_shoot_2"Symbol 600 MovieClip [cooter] Frame 97
"shoot_1"Symbol 600 MovieClip [cooter] Frame 98
"shoot_9"Symbol 600 MovieClip [cooter] Frame 104
"shoot_8"Symbol 600 MovieClip [cooter] Frame 110
"shoot_7"Symbol 600 MovieClip [cooter] Frame 116
"shoot_6"Symbol 600 MovieClip [cooter] Frame 123
"shoot_5"Symbol 600 MovieClip [cooter] Frame 130
"shoot_4"Symbol 600 MovieClip [cooter] Frame 136
"shoot_3"Symbol 600 MovieClip [cooter] Frame 142
"reload_1"Symbol 600 MovieClip [cooter] Frame 148
"reload_2"Symbol 600 MovieClip [cooter] Frame 155
"reload_5"Symbol 600 MovieClip [cooter] Frame 162
"reload_6"Symbol 600 MovieClip [cooter] Frame 169
"reload_8"Symbol 600 MovieClip [cooter] Frame 176
"shoot_2"Symbol 600 MovieClip [cooter] Frame 183
"re_shoot_1"Symbol 600 MovieClip [cooter] Frame 190
"re_shoot_9"Symbol 600 MovieClip [cooter] Frame 197
"re_shoot_8"Symbol 600 MovieClip [cooter] Frame 198
"re_shoot_6"Symbol 600 MovieClip [cooter] Frame 199
"re_shoot_4"Symbol 600 MovieClip [cooter] Frame 200
"re_shoot_3"Symbol 600 MovieClip [cooter] Frame 201
"re_shoot_2"Symbol 600 MovieClip [cooter] Frame 202
"rastle_start_1"Symbol 600 MovieClip [cooter] Frame 203
"rastle_mid_1"Symbol 600 MovieClip [cooter] Frame 213
"rastle_win_1"Symbol 600 MovieClip [cooter] Frame 223
"driving_1"Symbol 600 MovieClip [cooter] Frame 232
"hit"Symbol 600 MovieClip [cooter] Frame 240
"stun"Symbol 600 MovieClip [cooter] Frame 243
"die"Symbol 600 MovieClip [cooter] Frame 247
"break"Symbol 625 MovieClip [moonshine_bullet] Frame 2
"break_fire"Symbol 625 MovieClip [moonshine_bullet] Frame 11
"blow"Symbol 633 MovieClip [nader_bullet] Frame 2
"break"Symbol 650 MovieClip [trash1] Frame 2
"break_fire"Symbol 650 MovieClip [trash1] Frame 11
"idle"Symbol 704 MovieClip [tractor] Frame 6
"mounting"Symbol 704 MovieClip [tractor] Frame 11
"driving"Symbol 704 MovieClip [tractor] Frame 19
"moving"Symbol 704 MovieClip [tractor] Frame 26
"expire"Symbol 704 MovieClip [tractor] Frame 33
"idle"Symbol 822 MovieClip [capfield1] Frame 3
"walk"Symbol 822 MovieClip [capfield1] Frame 7
"shoot"Symbol 822 MovieClip [capfield1] Frame 11
"rastle_start"Symbol 822 MovieClip [capfield1] Frame 16
"rastle_mid"Symbol 822 MovieClip [capfield1] Frame 24
"hit"Symbol 822 MovieClip [capfield1] Frame 32
"hit_fire"Symbol 822 MovieClip [capfield1] Frame 36
"die"Symbol 822 MovieClip [capfield1] Frame 41
"die_fire"Symbol 822 MovieClip [capfield1] Frame 44
"stun"Symbol 822 MovieClip [capfield1] Frame 50
"gib"Symbol 822 MovieClip [capfield1] Frame 54
"idle"Symbol 893 MovieClip [capfield2] Frame 4
"walk"Symbol 893 MovieClip [capfield2] Frame 8
"shoot"Symbol 893 MovieClip [capfield2] Frame 12
"rastle_start"Symbol 893 MovieClip [capfield2] Frame 17
"rastle_mid"Symbol 893 MovieClip [capfield2] Frame 25
"hit"Symbol 893 MovieClip [capfield2] Frame 33
"hit_fire"Symbol 893 MovieClip [capfield2] Frame 37
"die"Symbol 893 MovieClip [capfield2] Frame 42
"die_fire"Symbol 893 MovieClip [capfield2] Frame 45
"stun"Symbol 893 MovieClip [capfield2] Frame 51
"gib"Symbol 893 MovieClip [capfield2] Frame 55
"idle"Symbol 951 MovieClip [possy] Frame 4
"walk"Symbol 951 MovieClip [possy] Frame 8
"shoot"Symbol 951 MovieClip [possy] Frame 12
"rastle_start"Symbol 951 MovieClip [possy] Frame 17
"rastle_mid"Symbol 951 MovieClip [possy] Frame 25
"hit"Symbol 951 MovieClip [possy] Frame 33
"hit_fire"Symbol 951 MovieClip [possy] Frame 37
"die"Symbol 951 MovieClip [possy] Frame 42
"die_fire"Symbol 951 MovieClip [possy] Frame 45
"stun"Symbol 951 MovieClip [possy] Frame 51
"gib"Symbol 951 MovieClip [possy] Frame 55
"idle"Symbol 1020 MovieClip [chippy] Frame 4
"walk"Symbol 1020 MovieClip [chippy] Frame 8
"shoot"Symbol 1020 MovieClip [chippy] Frame 12
"rastle_start"Symbol 1020 MovieClip [chippy] Frame 17
"rastle_mid"Symbol 1020 MovieClip [chippy] Frame 25
"hit"Symbol 1020 MovieClip [chippy] Frame 33
"hit_fire"Symbol 1020 MovieClip [chippy] Frame 37
"die"Symbol 1020 MovieClip [chippy] Frame 42
"die_fire"Symbol 1020 MovieClip [chippy] Frame 45
"stun"Symbol 1020 MovieClip [chippy] Frame 51
"gib"Symbol 1020 MovieClip [chippy] Frame 55
"idle"Symbol 1071 MovieClip [bubba] Frame 4
"walk"Symbol 1071 MovieClip [bubba] Frame 8
"shoot"Symbol 1071 MovieClip [bubba] Frame 12
"rastle_start"Symbol 1071 MovieClip [bubba] Frame 17
"rastle_mid"Symbol 1071 MovieClip [bubba] Frame 25
"hit"Symbol 1071 MovieClip [bubba] Frame 33
"hit_fire"Symbol 1071 MovieClip [bubba] Frame 37
"die"Symbol 1071 MovieClip [bubba] Frame 42
"die_fire"Symbol 1071 MovieClip [bubba] Frame 45
"stun"Symbol 1071 MovieClip [bubba] Frame 51
"gib"Symbol 1071 MovieClip [bubba] Frame 55
"idle"Symbol 1144 MovieClip [fed1] Frame 4
"walk"Symbol 1144 MovieClip [fed1] Frame 8
"shoot"Symbol 1144 MovieClip [fed1] Frame 12
"rastle_start"Symbol 1144 MovieClip [fed1] Frame 17
"rastle_mid"Symbol 1144 MovieClip [fed1] Frame 25
"hit"Symbol 1144 MovieClip [fed1] Frame 33
"hit_fire"Symbol 1144 MovieClip [fed1] Frame 37
"die"Symbol 1144 MovieClip [fed1] Frame 42
"die_fire"Symbol 1144 MovieClip [fed1] Frame 45
"stun"Symbol 1144 MovieClip [fed1] Frame 51
"gib"Symbol 1144 MovieClip [fed1] Frame 55
"idle"Symbol 1211 MovieClip [fed2] Frame 4
"walk"Symbol 1211 MovieClip [fed2] Frame 8
"shoot"Symbol 1211 MovieClip [fed2] Frame 12
"rastle_start"Symbol 1211 MovieClip [fed2] Frame 17
"rastle_mid"Symbol 1211 MovieClip [fed2] Frame 25
"hit"Symbol 1211 MovieClip [fed2] Frame 33
"hit_fire"Symbol 1211 MovieClip [fed2] Frame 37
"die"Symbol 1211 MovieClip [fed2] Frame 42
"die_fire"Symbol 1211 MovieClip [fed2] Frame 45
"stun"Symbol 1211 MovieClip [fed2] Frame 51
"gib"Symbol 1211 MovieClip [fed2] Frame 55
"idle"Symbol 1276 MovieClip [police] Frame 4
"walk"Symbol 1276 MovieClip [police] Frame 8
"shoot"Symbol 1276 MovieClip [police] Frame 12
"rastle_start"Symbol 1276 MovieClip [police] Frame 17
"rastle_mid"Symbol 1276 MovieClip [police] Frame 25
"hit"Symbol 1276 MovieClip [police] Frame 33
"hit_fire"Symbol 1276 MovieClip [police] Frame 37
"die"Symbol 1276 MovieClip [police] Frame 42
"die_fire"Symbol 1276 MovieClip [police] Frame 45
"stun"Symbol 1276 MovieClip [police] Frame 51
"gib"Symbol 1276 MovieClip [police] Frame 55
"idle"Symbol 1328 MovieClip [soldier1] Frame 4
"walk"Symbol 1328 MovieClip [soldier1] Frame 8
"shoot"Symbol 1328 MovieClip [soldier1] Frame 12
"rastle_start"Symbol 1328 MovieClip [soldier1] Frame 17
"rastle_mid"Symbol 1328 MovieClip [soldier1] Frame 25
"hit"Symbol 1328 MovieClip [soldier1] Frame 33
"hit_fire"Symbol 1328 MovieClip [soldier1] Frame 37
"die"Symbol 1328 MovieClip [soldier1] Frame 42
"die_fire"Symbol 1328 MovieClip [soldier1] Frame 45
"stun"Symbol 1328 MovieClip [soldier1] Frame 51
"gib"Symbol 1328 MovieClip [soldier1] Frame 55
"start"Symbol 1460 MovieClip Frame 2
"stop"Symbol 1460 MovieClip Frame 6
"gun_0"Symbol 1482 MovieClip Frame 1
"gun_1"Symbol 1482 MovieClip Frame 7
"gun_2"Symbol 1482 MovieClip Frame 13
"gun_3"Symbol 1482 MovieClip Frame 19
"gun_4"Symbol 1482 MovieClip Frame 25
"gun_5"Symbol 1482 MovieClip Frame 31
"gun_6"Symbol 1482 MovieClip Frame 37
"gun_7"Symbol 1482 MovieClip Frame 43
"gun_8"Symbol 1482 MovieClip Frame 49
"idle"Symbol 1585 MovieClip [alien] Frame 4
"walk"Symbol 1585 MovieClip [alien] Frame 8
"shoot"Symbol 1585 MovieClip [alien] Frame 12
"rastle_start"Symbol 1585 MovieClip [alien] Frame 17
"rastle_mid"Symbol 1585 MovieClip [alien] Frame 25
"hit"Symbol 1585 MovieClip [alien] Frame 33
"hit_fire"Symbol 1585 MovieClip [alien] Frame 37
"die"Symbol 1585 MovieClip [alien] Frame 42
"die_fire"Symbol 1585 MovieClip [alien] Frame 45
"stun"Symbol 1585 MovieClip [alien] Frame 51
"gib"Symbol 1585 MovieClip [alien] Frame 55
"idle"Symbol 1620 MovieClip [alienSol] Frame 4
"walk"Symbol 1620 MovieClip [alienSol] Frame 8
"shoot"Symbol 1620 MovieClip [alienSol] Frame 12
"rastle_start"Symbol 1620 MovieClip [alienSol] Frame 17
"rastle_mid"Symbol 1620 MovieClip [alienSol] Frame 25
"hit"Symbol 1620 MovieClip [alienSol] Frame 33
"hit_fire"Symbol 1620 MovieClip [alienSol] Frame 37
"die"Symbol 1620 MovieClip [alienSol] Frame 42
"die_fire"Symbol 1620 MovieClip [alienSol] Frame 45
"stun"Symbol 1620 MovieClip [alienSol] Frame 51
"gib"Symbol 1620 MovieClip [alienSol] Frame 55
"idle"Symbol 1680 MovieClip [alienCap] Frame 3
"walk"Symbol 1680 MovieClip [alienCap] Frame 7
"shoot"Symbol 1680 MovieClip [alienCap] Frame 11
"rastle_start"Symbol 1680 MovieClip [alienCap] Frame 16
"rastle_mid"Symbol 1680 MovieClip [alienCap] Frame 24
"hit"Symbol 1680 MovieClip [alienCap] Frame 32
"hit_fire"Symbol 1680 MovieClip [alienCap] Frame 36
"die"Symbol 1680 MovieClip [alienCap] Frame 41
"die_fire"Symbol 1680 MovieClip [alienCap] Frame 44
"stun"Symbol 1680 MovieClip [alienCap] Frame 50
"gib"Symbol 1680 MovieClip [alienCap] Frame 54
"idle"Symbol 1718 MovieClip [alienVarmint] Frame 4
"walk"Symbol 1718 MovieClip [alienVarmint] Frame 8
"shoot"Symbol 1718 MovieClip [alienVarmint] Frame 12
"rastle_start"Symbol 1718 MovieClip [alienVarmint] Frame 17
"rastle_mid"Symbol 1718 MovieClip [alienVarmint] Frame 25
"hit"Symbol 1718 MovieClip [alienVarmint] Frame 33
"hit_fire"Symbol 1718 MovieClip [alienVarmint] Frame 37
"die"Symbol 1718 MovieClip [alienVarmint] Frame 42
"die_fire"Symbol 1718 MovieClip [alienVarmint] Frame 45
"stun"Symbol 1718 MovieClip [alienVarmint] Frame 51
"gib"Symbol 1718 MovieClip [alienVarmint] Frame 55
"loop"Symbol 1799 MovieClip Frame 9
"move"Symbol 1933 MovieClip [alienBeast] Frame 2
"attack_1"Symbol 1933 MovieClip [alienBeast] Frame 7
"attack_2"Symbol 1933 MovieClip [alienBeast] Frame 30
"die"Symbol 1933 MovieClip [alienBeast] Frame 52
"move"Symbol 1946 MovieClip [boss_brain] Frame 65
"attack_1"Symbol 1946 MovieClip [boss_brain] Frame 70
"on"Symbol 1965 MovieClip Frame 2
"off"Symbol 1965 MovieClip Frame 6
"attack"Symbol 1971 MovieClip [boss_combine] Frame 5
"die"Symbol 1971 MovieClip [boss_combine] Frame 30
"move"Symbol 1990 MovieClip [boss_robot] Frame 2
"attack_1"Symbol 1990 MovieClip [boss_robot] Frame 7
"attack_2"Symbol 1990 MovieClip [boss_robot] Frame 19

Dynamic Text Variables

_root.curClipSymbol 1463 EditableText"0000"
_root.curAmmoSymbol 1464 EditableText"0000"
_root.curClipSymbol 1467 EditableText"0000"
_root.curAmmoSymbol 1468 EditableText"0000"
_root.livesSymbol 1471 EditableText"0000"
_root.livesSymbol 1472 EditableText"0000"




http://swfchan.com/5/23603/info.shtml
Created: 26/5 -2019 03:00:17 Last modified: 26/5 -2019 03:00:17 Server time: 16/05 -2024 07:25:56