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<div style="position:absolute;top:-99px;left:-99px;"><img src="https://tools.swfchan.com/stathit.asp?noj=FRM30683608-7DC&rnd=30683608" width="1" height="1"></div>

at_hacked.swf

This is the info page for
Flash #259807

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


ActionScript [AS1/AS2]
Combined Code
frame 1 { Stage.scaleMode = 'noScale'; Stage.align = 'ttrrrr'; _focusrect = false; _global.openSite = function () { getURL('http://www.swfchan.com', '_blank'); }; _global.gameName = 'Zenon2'; _root.loaderAnimDelta = 5; _root.loaderAnimPause = 2500; _root.parsingAnimDelta = 10; } button 3 { on (press) { openSite(); } } // unknown tag 88 length 4 movieClip 9 { } movieClip 10 { } instance of movieClip 10 { onClipEvent (load) { _alpha = 0; } onClipEvent (enterFrame) { t = _root.getBytesTotal(); l = _root.getBytesLoaded(); bar._xscale = 100 * l / t; p = Math.round(1000 * l / t) / 10; if (p == Math.floor(p)) { p += '.0'; } p += '%'; tf.text = p; if (t > 0) { if (l < t && _alpha < 100) { _alpha = _alpha + 5; } if (l == t && _alpha > 0) { _alpha = _alpha - 5; } } } } frame 3 { stop(); } movieClip 15 { } instance of movieClip 15 { onClipEvent (load) { _alpha = 0; state = 0; _root.stop(); } onClipEvent (enterFrame) { l = _root.getBytesLoaded(); t = _root.getBytesTotal(); if (state == 0) { _alpha = _alpha + _root.loaderAnimDelta; if (_alpha >= 100) { _alpha = 100; state = 1; startPause = getTimer(); } } else { if (state == 1 && t == l && l > 10 && getTimer() - startPause > _root.loaderAnimPause) { this._alpha -= _root.loaderAnimDelta; if (_alpha < 0) { _root.gotoAndPlay('init'); } } } } } movieClip 19 char_1 { } movieClip 22 char_2 { } movieClip 25 char_3 { } movieClip 28 char_4 { } movieClip 31 char_5 { } movieClip 34 char_6 { } movieClip 37 char_7 { } movieClip 40 char_8 { } movieClip 43 char_9 { } movieClip 46 char_l { } movieClip 49 char_e { } movieClip 52 char_v { } movieClip 55 char_ll { } movieClip 56 { } movieClip 58 { frame 1 { _visible = false; } } movieClip 59 { } movieClip 60 MovieAnimation1 { instance of movieClip 59 { onClipEvent (enterFrame) { if (charsInProcess) { _parent.play(); } else { _parent.stop(); } } } frame 91 { this.removeMovieClip(); } } movieClip 61 MovieAnimation2 { instance of movieClip 59 { onClipEvent (enterFrame) { if (charsInProcess) { _parent.play(); } else { _parent.stop(); } } } frame 91 { this.removeMovieClip(); } } movieClip 62 { frame 1 { stop(); } } movieClip 68 fireDot { frame 11 { this.removeMovieClip(); } } movieClip 71 player { #initclip Object.registerClass('player', playerClass); #endinitclip } movieClip 72 enemy { #initclip Object.registerClass('enemy', enemyClass); #endinitclip } movieClip 73 bullet { #initclip Object.registerClass('bullet', bulletClass); #endinitclip } movieClip 74 queue { #initclip Object.registerClass('queue', queue); #endinitclip } movieClip 76 circle_way { } movieClip 78 line_way { } movieClip 79 { instance of movieClip 59 { onClipEvent (load) { _parent._parent.stop(); pp = Math.random() * 50 + 50; step = 0; } onClipEvent (enterFrame) { ++step; if (step >= pp) { _parent._parent.play(); } } } } movieClip 84 bonus_miniHealth { #initclip Object.registerClass('bonus_miniHealth', bonus); #endinitclip } movieClip 107 { } // unknown tag 88 length 69 movieClip 110 { } movieClip 111 bonus_anim_fullHealth { frame 36 { this.removeMovieClip(); } } movieClip 113 { } movieClip 114 bonus_anim_miniHealth { frame 36 { this.removeMovieClip(); } } movieClip 119 bonus_weapon1 { #initclip Object.registerClass('bonus_weapon1', bonus); #endinitclip } movieClip 121 { } movieClip 122 empty_base { } movieClip 127 bonus_weapon2 { #initclip Object.registerClass('bonus_weapon2', bonus); #endinitclip } movieClip 132 bonus_weapon3 { #initclip Object.registerClass('bonus_weapon3', bonus); #endinitclip } movieClip 137 bonus_weapon4 { #initclip Object.registerClass('bonus_weapon4', bonus); #endinitclip } movieClip 142 bonus_lazer { #initclip Object.registerClass('bonus_lazer', bonus); #endinitclip } movieClip 144 { } movieClip 145 { frame 1 { _visible = false; } } movieClip 146 { } movieClip 149 mcSight { frame 1 { stop(); } frame 2 { stop(); } } movieClip 151 { } movieClip 154 { } movieClip 155 house_plane3 { } movieClip 161 { } movieClip 178 { } movieClip 186 { } movieClip 194 { } movieClip 203 { } movieClip 231 { frame 10 { stop(); } } movieClip 263 { frame 16 { stop(); } } movieClip 274 { } movieClip 276 { } movieClip 277 { frame 18 { stop(); } } movieClip 278 { frame 18 { stop(); } } movieClip 279 { frame 18 { stop(); } } movieClip 287 { } movieClip 288 { } movieClip 289 helicopter_1 { frame 4 { gotoAndPlay('fly_front'); } frame 31 { gotoAndPlay('fly_side'); } frame 54 { gotoAndPlay('fly_front'); } frame 78 { stop(); removeMovieClip(this); } frame 81 { gotoAndPlay('revers'); } frame 107 { this._parent.forcedFire(); } frame 110 { this._parent.forcedFire(); } frame 112 { this._parent.forcedFire(); } frame 113 { this._parent.forcedFire(); } frame 132 { this._parent.forcedFire(); } frame 135 { this._parent.forcedFire(); } frame 137 { this._parent.forcedFire(); } frame 138 { this._parent.forcedFire(); } frame 155 { this._parent.forcedFire(); } frame 158 { this._parent.forcedFire(); } frame 160 { this._parent.forcedFire(); } frame 161 { this._parent.forcedFire(); } frame 188 { gotoAndPlay('fly_side'); } frame 214 { this._parent.forcedFire(); } frame 217 { this._parent.forcedFire(); } frame 219 { this._parent.forcedFire(); } frame 220 { this._parent.forcedFire(); } frame 239 { this._parent.forcedFire(); } frame 242 { this._parent.forcedFire(); } frame 244 { this._parent.forcedFire(); } frame 245 { this._parent.forcedFire(); } frame 274 { gotoAndPlay('fire2'); } frame 297 { gotoAndPlay('fly_side_1'); } frame 300 { this._parent.forcedFire(); } frame 303 { this._parent.forcedFire(); } frame 305 { this._parent.forcedFire(); } frame 306 { this._parent.forcedFire(); } frame 308 { this._parent.forcedFire(); } frame 325 { this._parent.forcedFire(); } frame 328 { this._parent.forcedFire(); } frame 330 { this._parent.forcedFire(); } frame 331 { this._parent.forcedFire(); } frame 333 { this._parent.forcedFire(); } frame 348 { this._parent.forcedFire(); } frame 351 { this._parent.forcedFire(); } frame 353 { this._parent.forcedFire(); } frame 354 { this._parent.forcedFire(); } frame 356 { this._parent.forcedFire(); } frame 376 { gotoAndPlay('fire3'); } } movieClip 291 { } movieClip 294 { } movieClip 295 house_plane1 { } movieClip 297 { } movieClip 300 { } movieClip 301 house_plane2a { } movieClip 303 { } movieClip 306 { } movieClip 307 house_plane1a { } movieClip 309 L1_way { } movieClip 311 house_way { } movieClip 313 { } movieClip 316 { } movieClip 317 house_plane2 { } movieClip 319 L2_way { } movieClip 321 L3_way { } movieClip 323 { } movieClip 374 { } movieClip 375 { } movieClip 379 { } movieClip 382 { } movieClip 383 { } movieClip 384 { } movieClip 385 { } movieClip 391 { } movieClip 394 { } movieClip 425 { frame 16 { stop(); } } movieClip 426 { } movieClip 428 mcCar { frame 25 { gotoAndPlay('move'); } frame 42 { this._parent.forcedFire(); } frame 45 { this._parent.forcedFire(); } frame 47 { this._parent.forcedFire(); } frame 48 { this._parent.forcedFire(); } frame 50 { gotoAndPlay('stop'); } frame 74 { stop(); removeMovieClip(this); } frame 99 { gotoAndPlay('reverse'); } } movieClip 430 LP1_PL2_way { } movieClip 432 LP1_way { } movieClip 434 LP2_way { } movieClip 436 L1_2_way { } movieClip 438 L1_1_way { } movieClip 440 L3_1_way { } movieClip 442 L3_2_way { } movieClip 478 { } movieClip 480 { } movieClip 482 { } movieClip 490 { } movieClip 491 { frame 35 { stop(); } } movieClip 493 { frame 14 { stop(); } } movieClip 514 { } movieClip 516 { frame 60 { stop(); } } movieClip 541 { } movieClip 542 { frame 60 { stop(); } } movieClip 579 { } movieClip 580 mcSoldier { frame 1 { stop(); } frame 11 { stop(); removeMovieClip(this); } frame 21 { stop(); removeMovieClip(this); } frame 43 { gotoAndPlay('run'); } } movieClip 615 { } movieClip 658 { } movieClip 659 mcSoldier_L1 { frame 175 { gotoAndPlay('stop'); } frame 235 { stop(); removeMovieClip(this); } frame 295 { stop(); removeMovieClip(this); } frame 317 { gotoAndPlay('stop'); } } movieClip 660 mcSoldier_L1_1 { frame 244 { gotoAndPlay('stop'); } frame 305 { stop(); removeMovieClip(this); } frame 366 { stop(); removeMovieClip(this); } frame 388 { gotoAndPlay('stop'); } } movieClip 661 mcSoldier_L1_2 { frame 255 { gotoAndPlay('stop'); } frame 315 { stop(); removeMovieClip(this); } frame 375 { stop(); removeMovieClip(this); } frame 397 { gotoAndPlay('stop'); } } movieClip 662 mcSoldier_L2 { frame 191 { gotoAndPlay('stop'); } frame 252 { stop(); removeMovieClip(this); } frame 312 { stop(); removeMovieClip(this); } frame 334 { gotoAndPlay('stop'); } } movieClip 664 L2_1_way { } movieClip 665 mcSoldier_P1 { frame 175 { gotoAndPlay('stop'); } frame 236 { stop(); removeMovieClip(this); } frame 296 { stop(); removeMovieClip(this); } frame 318 { gotoAndPlay('stop'); } } movieClip 666 mcSoldier_P2 { frame 191 { gotoAndPlay('stop'); } frame 252 { stop(); removeMovieClip(this); } frame 312 { stop(); removeMovieClip(this); } frame 334 { gotoAndPlay('stop'); } } movieClip 705 { } movieClip 718 { } movieClip 728 { } movieClip 729 mcSoldier_L2_1 { frame 458 { gotoAndPlay('stop'); } frame 569 { gotoAndPlay('fire1'); } frame 628 { stop(); removeMovieClip(this); } frame 688 { stop(); removeMovieClip(this); } } movieClip 730 mcSoldier_P2_1 { frame 458 { gotoAndPlay('stop'); } frame 569 { gotoAndPlay('fire1'); } frame 628 { stop(); removeMovieClip(this); } frame 688 { stop(); removeMovieClip(this); } } movieClip 731 mcSoldier_L3_1 { frame 390 { gotoAndPlay('fire'); } frame 450 { stop(); removeMovieClip(this); } frame 510 { stop(); removeMovieClip(this); } frame 514 { this._parent.forcedFire(); } frame 532 { gotoAndPlay('stop'); } } movieClip 732 mcSoldier_P3_1 { frame 390 { gotoAndPlay('fire'); } frame 450 { stop(); removeMovieClip(this); } frame 510 { stop(); removeMovieClip(this); } frame 514 { this._parent.forcedFire(); } frame 532 { gotoAndPlay('stop'); } } movieClip 733 mcSoldier_L3 { frame 490 { gotoAndPlay('stop'); } frame 550 { stop(); removeMovieClip(this); } frame 610 { stop(); removeMovieClip(this); } frame 632 { gotoAndPlay('stop'); } } movieClip 734 mcSoldier_L3_2 { frame 401 { gotoAndPlay('fire'); } frame 461 { stop(); removeMovieClip(this); } frame 521 { stop(); removeMovieClip(this); } frame 525 { this._parent.forcedFire(); } frame 543 { gotoAndPlay('stop'); } } movieClip 735 mcSoldier_P3_2 { frame 401 { gotoAndPlay('fire'); } frame 461 { stop(); removeMovieClip(this); } frame 521 { stop(); removeMovieClip(this); } frame 525 { this._parent.forcedFire(); } frame 543 { gotoAndPlay('stop'); } } movieClip 738 { } movieClip 739 { } movieClip 740 mcSoldier_window { frame 150 { gotoAndPlay('fire1'); } frame 160 { stop(); removeMovieClip(this); } frame 170 { stop(); removeMovieClip(this); } frame 176 { this._parent.forcedFire(); } frame 191 { gotoAndPlay('stop'); } } movieClip 742 { } movieClip 743 mcCar_soldier { frame 3 { gotoAndPlay('stop'); } frame 6 { this._parent.forcedFire(); } frame 10 { gotoAndPlay('fire'); } frame 19 { stop(); removeMovieClip(this); } frame 29 { stop(); removeMovieClip(this); } } movieClip 745 L4_way { } movieClip 747 mcSoldier_L4 { frame 213 { this._parent.forcedFire(); } frame 440 { gotoAndPlay('move'); } frame 500 { stop(); removeMovieClip(this); } frame 560 { stop(); removeMovieClip(this); } } movieClip 748 mcSoldier_P4 { frame 213 { this._parent.forcedFire(); } frame 440 { gotoAndPlay('move'); } frame 501 { stop(); removeMovieClip(this); } frame 562 { stop(); removeMovieClip(this); } } movieClip 781 { } movieClip 796 { } movieClip 797 { frame 35 { stop(); } } movieClip 798 { frame 14 { stop(); } } movieClip 816 { } movieClip 840 { } movieClip 843 { } movieClip 881 { } movieClip 889 { } movieClip 890 { } movieClip 892 sniper { frame 80 { gotoAndPlay('fire1'); } frame 90 { stop(); removeMovieClip(this); } frame 100 { stop(); removeMovieClip(this); } frame 105 { this._parent.forcedFire(); } frame 483 { gotoAndPlay('start'); } } movieClip 893 { } movieClip 907 { } movieClip 908 mcSoldier_jump_window { frame 63 { gotoAndPlay('fire1'); } frame 73 { stop(); removeMovieClip(this); } frame 83 { stop(); removeMovieClip(this); } frame 89 { this._parent.forcedFire(); } frame 246 { gotoAndPlay('fire1'); } } movieClip 938 { } movieClip 940 Terror_jump { frame 36 { gotoAndPlay('fire'); } frame 46 { stop(); removeMovieClip(this); } frame 56 { stop(); removeMovieClip(this); } frame 64 { this._parent.forcedFire(); } frame 157 { gotoAndPlay('fire'); } } movieClip 962 { } movieClip 963 { } movieClip 965 L2_Terror_jump { frame 17 { gotoAndPlay('run'); } frame 52 { gotoAndPlay('fire'); } frame 62 { stop(); removeMovieClip(this); } frame 72 { stop(); removeMovieClip(this); } frame 80 { this._parent.forcedFire(); } frame 173 { gotoAndPlay('fire'); } } movieClip 967 L2_jump_way { } movieClip 968 P2_Terror_jump { frame 17 { gotoAndPlay('run'); } frame 52 { gotoAndPlay('fire'); } frame 62 { stop(); removeMovieClip(this); } frame 72 { stop(); removeMovieClip(this); } frame 80 { this._parent.forcedFire(); } frame 173 { gotoAndPlay('fire'); } } movieClip 970 L5_way { } movieClip 972 L5_1_way { } movieClip 974 { } movieClip 1027 { } movieClip 1028 { } movieClip 1030 { } movieClip 1033 { } movieClip 1034 { frame 16 { stop(); } } movieClip 1035 { frame 30 { stop(); } } movieClip 1036 { } movieClip 1037 { } movieClip 1038 { } movieClip 1039 { } movieClip 1040 btr1 { frame 25 { gotoAndPlay('move'); } frame 55 { stop(); removeMovieClip(this); } frame 80 { gotoAndPlay('move1'); } frame 81 { stop(); } frame 105 { this._parent.forcedFire(); } frame 107 { gotoAndPlay('fire1'); } } movieClip 1041 btr { frame 25 { gotoAndPlay('move'); } frame 50 { gotoAndPlay('revers'); } frame 51 { stop(); } frame 75 { this._parent.forcedFire(); } frame 77 { gotoAndPlay('fire'); } frame 107 { stop(); removeMovieClip(this); } frame 132 { gotoAndPlay('revers1'); } frame 157 { gotoAndPlay('move1'); } frame 158 { stop(); } frame 182 { this._parent.forcedFire(); } frame 184 { gotoAndPlay('fire1'); } } movieClip 1043 PL3_LP2_way { } movieClip 1047 { } movieClip 1051 { } movieClip 1053 { } movieClip 1113 { } movieClip 1114 { } movieClip 1117 { } movieClip 1120 { } movieClip 1128 { } movieClip 1129 ammo { frame 129 { gotoAndPlay('blink'); } frame 141 { stop(); removeMovieClip(this); } } movieClip 1132 { } movieClip 1133 { } movieClip 1144 { } movieClip 1146 { } movieClip 1152 { } movieClip 1153 bHBig { frame 129 { gotoAndPlay('blink'); } frame 141 { stop(); removeMovieClip(this); } } movieClip 1156 { } movieClip 1157 { } movieClip 1168 { } movieClip 1170 { } movieClip 1176 { } movieClip 1177 bHMed { frame 129 { gotoAndPlay('blink'); } frame 141 { stop(); removeMovieClip(this); } } movieClip 1180 { } movieClip 1181 { } movieClip 1192 { } movieClip 1194 { } movieClip 1200 { } movieClip 1201 bHSmall { frame 129 { gotoAndPlay('blink'); } frame 141 { stop(); removeMovieClip(this); } } movieClip 1203 PL3_LP2_1_way { } movieClip 1204 { frame 1 { _visible = false; } } movieClip 1205 { } movieClip 1224 { frame 1 { if (_currentframe == 1) { stop(); } } frame 5 { gotoAndStop(1); } frame 15 { gotoAndStop(1); } frame 19 { gotoAndStop(1); } frame 33 { gotoAndStop(1); } frame 47 { gotoAndStop(1); } frame 61 { gotoAndStop(1); } } movieClip 1225 gun_1 { #initclip Object.registerClass('gun_1', cannon); #endinitclip } movieClip 1227 LP0_way { } movieClip 1228 mcSoldier_P3 { frame 432 { gotoAndPlay('stop'); } frame 488 { stop(); removeMovieClip(this); } frame 547 { stop(); removeMovieClip(this); } frame 569 { gotoAndPlay('stop'); } } movieClip 1230 { } movieClip 1233 { } movieClip 1235 { } movieClip 1236 { } movieClip 1237 SHAH { frame 50 { gotoAndPlay('move'); } frame 69 { stop(); removeMovieClip(this); } frame 119 { gotoAndPlay('reverse'); } } movieClip 1239 { } movieClip 1242 { } movieClip 1243 hummer { frame 50 { gotoAndPlay('move'); } frame 69 { stop(); removeMovieClip(this); } frame 119 { gotoAndPlay('reverse'); } } movieClip 1245 LP2_1_way { } movieClip 1249 { } movieClip 1266 { } movieClip 1274 { } movieClip 1282 { } movieClip 1291 { } movieClip 1318 { frame 10 { stop(); } } movieClip 1328 helicopter_2 { frame 4 { gotoAndPlay('fly_front'); } frame 31 { gotoAndPlay('fly_side'); } frame 54 { gotoAndPlay('fly_front'); } frame 78 { stop(); removeMovieClip(this); } frame 81 { gotoAndPlay('revers'); } frame 107 { this._parent.forcedFire(); } frame 110 { this._parent.forcedFire(); } frame 112 { this._parent.forcedFire(); } frame 113 { this._parent.forcedFire(); } frame 132 { this._parent.forcedFire(); } frame 135 { this._parent.forcedFire(); } frame 137 { this._parent.forcedFire(); } frame 138 { this._parent.forcedFire(); } frame 155 { this._parent.forcedFire(); } frame 158 { this._parent.forcedFire(); } frame 160 { this._parent.forcedFire(); } frame 161 { this._parent.forcedFire(); } frame 188 { gotoAndPlay('fly_side'); } frame 214 { this._parent.forcedFire(); } frame 217 { this._parent.forcedFire(); } frame 219 { this._parent.forcedFire(); } frame 220 { this._parent.forcedFire(); } frame 239 { this._parent.forcedFire(); } frame 242 { this._parent.forcedFire(); } frame 244 { this._parent.forcedFire(); } frame 245 { this._parent.forcedFire(); } frame 274 { gotoAndPlay('fire2'); } } movieClip 1330 LP1_1_way { } movieClip 1647 __Packages.checkedObject { #initclip if (!_global.checkedObject) { var v1 = function () { super(); this.startClock = _global.clock; this.offsetTop = _global.envS.allOffset.top; this.offsetBottom = _global.envS.allOffset.bottom; this.offsetLeft = _global.envS.allOffset.left; this.offsetRight = _global.envS.allOffset.right; this.x = Math.round(this._x); this.y = Math.round(this._y); }; _global.checkedObject = v1; _global.checkedObject extends MovieClip; var v2 = v1.prototype; v2.initOffset = function (bb) { if (bb == 1) { this.bigObject = true; } if (this.bigObject) { this.offsetTop = _global.envS.bigTileOffset.top; this.offsetBottom = _global.envS.bigTileOffset.bottom; this.offsetLeft = _global.envS.bigTileOffset.left; this.offsetRight = _global.envS.bigTileOffset.right; } }; v2.check = function () { if (_global.noSet(this.x) || _global.noSet(this.y)) { this.kill(); } if (this.y < -_root.bg.y + this.offsetTop) { if (this.offReaction == 'die') { this.kill(); } if (this.offReaction == 'stand') { this.y = -_root.bg.y + this.offsetTop; } } if (this.y > -_root.bg.y + 400 - this.offsetBottom) { if (this.offReaction == 'die') { this.kill(); } if (this.offReaction == 'stand') { this.y = -_root.bg.y + 400 - this.offsetBottom; } } if (this.x < +this.offsetLeft) { if (this.offReaction == 'die') { this.kill(); } if (this.offReaction == 'stand') { this.x = +this.offsetLeft; } } if (this.x > 550 - this.offsetRight) { if (this.offReaction == 'die') { this.kill(); } if (this.offReaction == 'stand') { this.x = 550 - this.offsetRight; } } }; v2.inQueue = function (a) { if (!this.init) { if (_global.noSet(a)) { a = 50; } this.ticket = _global.queue.addFunc(this.oEF, this, a); this.init = true; } }; v2.outQueue = function () { if (this.init) { _global.queue.remove(this.ticket); this.init = false; } }; v2.oEF = function () { if (!this.init) { return undefined; } ++this.myClock; this.check(); }; v2.kill = function () { this.outQueue(); if (!this.deathFromOutside) { this.removeMovieClip(); this.unloadMovie(); } }; v2.offsetTop = 0; v2.offsetBottom = 0; v2.offsetLeft = 0; v2.offsetRight = 0; v2.offReaction = 'die'; v2.x = 0; v2.y = 0; v2.init = false; v2.deathFromOutside = false; v2.dieImmediatly = false; v2.startClock = 0; v2.myClock = 0; v2.bigObject = false; ASSetPropFlags(_global.checkedObject.prototype, null, 1); } #endinitclip } movieClip 1648 __Packages.movingObject { #initclip if (!_global.movingObject) { var v1 = function () { super(); this.AADistance = _global.envS.unitAutoAimDistance; if (_global.noSet(this.AADistance)) { this.AADistance = 50; } }; _global.movingObject = v1; _global.movingObject extends checkedObject; var v2 = v1.prototype; v2.setSpecialMark = function (sp_mark) { trace('setSpecialMark: ' + sp_mark); if (sp_mark == undefined) { return undefined; } this.m_specialMark = sp_mark; }; v2.setDestroyAfterDie = function (str_destroy) { this.m_destroyAfterDie = new Array(); trace('setDestroyAfterDie: ' + str_destroy); if (str_destroy == undefined) { return undefined; } var v3 = str_destroy.split(','); var v2 = 0; while (v2 < v3.length) { this.m_destroyAfterDie.push(v3[v2]); ++v2; } }; v2.setEnemyToEnemyCollisionFlag = function (enable, dont_smash) { if (enable != undefined) { this.enable_enemy_to_enemy_collision = enable; } if (dont_smash != undefined) { this.dont_smash_me_ally = dont_smash; } }; v2.setNeedScaleByZFlag = function (need_scale_by_z) { this.m_bIsNeedScale = true; if (need_scale_by_z == 0) { this.m_bIsNeedScale = false; } }; v2.setCountMeFlag = function (count_me) { if (count_me == 1) { this.m_bIsCountMe = true; } }; v2.setMotion = function (a, b, xr, yr, r, f, sf, ef, mwas, wc, rbw, otp) { if (typeof a == 'string') { if (a == 'player') { this.wayMode = false; this.wayLinkage = ''; var v11 = {'x': this.x, 'y': this.y}; this._parent.localToGlobal(v11); var v10 = {'x': _root.bg.player.x, 'y': _root.bg.player.y}; _root.bg.localToGlobal(v10); var v20 = v10.x - v11.x; var v18 = v10.y - v11.y; var v15 = Math.atan2(v18, v20); this.speedXY = parseFloat(b); if (_global.noSet(this.speedXY)) { this.speedXY = 1; } this.speedX = this.speedXY * Math.cos(v15); this.speedY = this.speedXY * Math.sin(v15); xr = parseInt(xr); if (xr == 1) { this.followPlayer = true; } if (!_global.noSet(yr)) { this.AADistance = yr; } if (!_global.noSet(r)) { this.AARatio = r; } } else { if (_global.noSet(a)) { return undefined; } this.wayLinkage = a; if (!_global.noSet(b)) { this.wayRatio = b; } if (!_global.noSet(xr)) { this.xratio = xr; } if (!_global.noSet(yr)) { this.yratio = yr; } if (!_global.noSet(r)) { this.rotate = r / _global.PI2; } if (!_global.noSet(f)) { this.factor = f; } if (!_global.noSet(sf)) { this.startFrame = sf; } if (!_global.noSet(ef)) { this.endFrame = ef; } if (!_global.noSet(wc)) { this.wayCycle = wc; } if (!_global.noSet(rbw)) { this.rotatedByWay = (rbw == 1) ? true : false; } if (!_global.noSet(mwas)) { this.moveWayAtStart = (mwas == 1) ? true : false; } if (!_global.noSet(otp)) { this.orientToPath = otp; } this.way = this.attachMovie(this.wayLinkage, 'way', 100); this.line = this.createEmptyMovieClip('line', 101); this.line.createEmptyMovieClip('l', 1); this.line._visible = false; this.line.l.lineStyle(0, 16711680); this.line.l.moveTo(0, 0); this.line.l.lineTo(100, 0); this.firstStep = this.startFrame; if (!_global.noSet(this.way)) { var v4 = this.way.klop._x; v4 *= this.factor; var v5 = this.way.klop._y; if (this.xratio != 100) { v4 *= this.xratio / 100; } if (this.yratio != 100) { v5 *= this.yratio / 100; } if (this.rotate != 0) { var v12 = Math.sqrt(v4 * v4 + v5 * v5); var v14 = Math.atan2(v5, v4); var v17 = v12 * Math.cos(this.rotate + v14); var v16 = v12 * Math.sin(this.rotate + v14); } else { var v17 = v4; var v16 = v5; } this.way.x = v17; this.way._x = this.way.x; this.way.y = v16; this.way._y = this.way.y; } if (this.endFrame == -1) { this.endFrame = this.way._totalframes; } if (this.endFrame < this.startFrame) { var v19 = this.startFrame; this.startFrame = this.endFrame; this.endFrame = v19; this.wayDir = -1; } this.line._xscale = this.factor * this.xratio; this.way._xscale = this.line._xscale; this.line._yscale = this.yratio; this.way._yscale = this.line._yscale; this.line._rotation = r; this.way._rotation = this.line._rotation; if (!(_global.envS.debug == 1 && _global.envS.wayDebug == 1)) { this.way._visible = false; } this.wayMode = true; } } else { if (!_global.noSet(a)) { this.speedX = a; } if (!_global.noSet(b)) { this.speedY = b; } this.wayMode = false; } this.initMove = true; if (this.wayMode) { this.oEF(); } this.oEF(); }; v2.initWayMotion = function (mwo, sx, sy) { this.movedWay = true; this.movedWayOffset = mwo; this.movedWayCount = 0; this.movedWayXSpeed = sx; this.movedWayYSpeed = sy; }; v2.oEF = function () { if (this.initMove) { if (this.wayMode) { if (this.firstStep != 0 && this.moveWayAtStart) { this.way.gotoAndStop(this.firstStep); this.firstStep = 0; var v6 = this.way.klop._x; var v16 = this.way.klop._y; v6 *= this.factor; if (this.xratio != 100) { v6 *= this.xratio / 100; } if (this.yratio != 100) { v16 *= this.yratio / 100; } if (this.rotate != 0) { var v15 = Math.sqrt(v6 * v6 + v16 * v16); var v17 = Math.atan2(v16, v6); v6 = v15 * Math.cos(this.rotate + v17); v16 = v15 * Math.sin(this.rotate + v17); } this.way.x += -v6; this.way._x = this.way.x; this.way.y += -v16; this.way._y = this.way.y; var v21 = this.way.klop._x; var v20 = this.way.klop._y; } var v5 = this.way._currentframe + this.wayDir * this.wayRatio; if (this.wayDir > 0 && v5 > this.endFrame) { this.wayPassed = true; if (this.wayCycle == 1) { v5 = this.endFrame; } if (this.wayCycle == 2) { this.wayDir *= -1; v5 += v5 - this.endFrame; } if (this.wayCycle == 3) { v5 = this.startFrame + (v5 - this.endFrame); } } if (this.wayDir < 0 && v5 < this.startFrame) { this.wayPassed = true; if (this.wayCycle == 1) { v5 = this.startFrame; } if (this.wayCycle == 2) { this.wayDir *= -1; v5 = this.startFrame + (this.startFrame - v5); } if (this.wayCycle == 3) { v5 = this.endFrame - (this.startFrame - v5); } } if (this.firstStep != 0) { v5 = this.firstStep; this.firstStep = 0; } v21 = this.way.klop._x; v20 = this.way.klop._y; this.way.gotoAndStop(v5); v6 = this.way.klop._x - v21; v6 *= this.factor; v16 = this.way.klop._y - v20; if (this.xratio != 100) { v6 *= this.xratio / 100; } if (this.yratio != 100) { v16 *= this.yratio / 100; } if (this.rotate != 0) { v15 = Math.sqrt(v6 * v6 + v16 * v16); v17 = Math.atan2(v16, v6); this.speedX = v15 * Math.cos(this.rotate + v17); this.speedY = v15 * Math.sin(this.rotate + v17); } else { this.speedX = v6; this.speedY = v16; } var v19 = 0; var v18 = 0; if (this.movedWay) { if (++this.movedWayCount > this.movedWayOffset) { this.speedX += this.movedWayXSpeed; v19 = -this.movedWayXSpeed; if (this.movedWayYSpeed == 0 || _global.noSet(this.movedWayYSpeed)) { v16 = -_root.bg.speedY; } else { v16 = -this.movedWayYSpeed; } this.speedY += v16; v18 = -v16; } } if (this.orientToPath == 'way' || this.orientToPath == 'shoot') { this.line.l._rotation = this.way.klop._rotation; var v8 = this.line.getRect(this); this.baseRotateCount = Math.atan2(v8.yMax + v8.yMin, v8.xMax + v8.xMin) * _global.PI2; if (this.wayDir == -1) { this.baseRotateCount += 180; } } else { if (this.orientToPath == 'move') { this.baseRotateCount = Math.atan2(this.speedY, this.speedX) * _global.PI2; } } this.m_preFrameOnWay = this.m_curFrameOnWay; this.m_curFrameOnWay = v5; var v7 = this.rotate; if (v7 < 0) { v7 = -v7; } var v24 = this.way.klop._x * Math.sin(v7) + this.way.klop._y * Math.cos(v7); this.m_fakeZ = _global.lineInterpolation(_global.envS.scaleFar, _global.envS.scaleNear, _global.envS.planeFar, _global.envS.planeNear, v24); if (this.m_bIsNeedScale) { this._yscale = this.m_fakeZ; this._xscale = this._yscale; } } else { if (this.followPlayer) { var v12 = {'x': this.x, 'y': this.y}; this._parent.localToGlobal(v12); var v11 = {'x': _root.bg.player.x, 'y': _root.bg.player.y}; _root.bg.localToGlobal(v11); var v14 = v11.x - v12.x; var v13 = v11.y - v12.y; var v23 = Math.sqrt(v14 * v14 + v13 * v13); var v9 = Math.atan2(v13, v14); if (!_global.noSet(this.AARatio)) { var v10 = Math.atan2(this.speedY, this.speedX) * _global.PI2; v10 += _global.getAngleDelta(v10, v9 * _global.PI2, this.AARatio); v9 = v10 / _global.PI2; } var v22 = this.AADistance; if (v23 > v22) { this.speedX = this.speedXY * Math.cos(v9); this.speedY = this.speedXY * Math.sin(v9); this.baseRotateCount = Math.atan2(this.speedY, this.speedX) * _global.PI2; } else { this.followPlayer = false; } } else { this.baseRotateCount = Math.atan2(this.speedY, this.speedX) * _global.PI2; } } this.x += this.speedX; this.y += this.speedY; if (this.wayMode) { this.way.x -= this.speedX + storedv19; this.way._x = this.way.x; this.way.y -= this.speedY + storedv18; this.way._y = this.way.y; } } super.oEF(); this.redraw(); }; v2.moveTo = function (a, b) { if (_global.noSet(a)) { a = 0; } if (_global.noSet(b)) { b = 0; } this.x = a; this.y = b; this.check(); this.redraw(); }; v2.moveBy = function (a, b) { this.x += a; this.y += b; this.check(); this.redraw(); }; v2.redraw = function () { this._x = Math.round(this.x); this._y = Math.round(this.y); }; v2.initMove = false; v2.speedX = 0; v2.speedY = 0; v2.speedXY = 0; v2.wayMode = false; v2.wayRatio = 1; v2.rotatedByWay = true; v2.followPlayer = false; v2.xratio = 100; v2.yratio = 100; v2.rotate = 0; v2.baseRotateCount = 0; v2.factor = 1; v2.startFrame = 1; v2.endFrame = -1; v2.moveWayAtStart = true; v2.wayCycle = 1; v2.wayDir = 1; v2.firstStep = 1; v2.movedWay = false; v2.movedWayOffset = 0; v2.movedWayCount = 0; v2.movedWayXSpeed = 0; v2.movedWayYSpeed = 0; v2.wayPassed = false; v2.orientToPath = 'move'; v2.enable_enemy_to_enemy_collision = false; v2.dont_smash_me_ally = false; v2.m_bIsNeedScale = true; v2.m_bIsCountMe = false; v2.m_curFrameOnWay = 1; v2.m_preFrameOnWay = 0; v2.m_specialMark = 'none'; ASSetPropFlags(_global.movingObject.prototype, null, 1); } #endinitclip } movieClip 1649 __Packages.damagableObject { #initclip if (!_global.damagableObject) { var v1 = function () { super(); if (_global.envS.debug == 1) { this.initBar(); } this.blinkObject = this; this.loot = new Array(); this.autoloot = new Array(); this.lootXoffset = new Array(); this.lootYoffset = new Array(); this.AAD_array = new Array(); this.actionAfterDie = new Array(); }; _global.damagableObject = v1; _global.damagableObject extends movingObject; var v2 = v1.prototype; v2.setNumLifeFrames = function (num_frames) { if (num_frames == undefined) { return undefined; } this.m_NumLifeFrames = num_frames; }; v2.initArmor = function (a) { this.armor = a; this.startArmor = this.armor; }; v2.initScore = function (sc) { if (!_global.noSet(sc)) { this.score = sc; } }; v2.initFlags = function (ih, is, id, im, nc) { this.ignoreHit = (ih == 1) ? true : false; this.ignoreSplash = (is == 1) ? true : false; this.ignoreDirect = (id == 1) ? true : false; this.immortal = (im == 1) ? true : false; this.notCount = (nc == 1) ? true : false; }; v2.initBar = function () { this.bar = this.createEmptyMovieClip('bar', 3); this.bar1 = this.bar.createEmptyMovieClip('bar1', 2); this.bar.beginFill(16711680); _global.drawRect(this.bar, -15, -2, 15, 2); this.bar.endFill(); this.bar1.lineStyle(0, 0); _global.drawRect(this.bar1, -15, -2, 15, 2); this.bar._y = -20; this.bar2 = this.bar.createEmptyMovieClip('bar2', 1); this.bar2.beginFill(65280); _global.drawRect(this.bar2, 0, -2, 30, 2); this.bar2.endFill(); this.bar2._x = -15; }; v2.changeArmor = function (delta) { if (!this.live) { return undefined; } if (this.immortal) { return undefined; } this.armor += delta; if (delta < 0) { this.startBlink('hit'); } if (this.armor > this.startArmor) { this.armor = this.startArmor; } this.showArmor(); if (this.armor <= 0) { this.armor = 0; this.live = false; this.showArmor(); this.destroy(); } else { this.m_bIsHeadshoot = false; } }; v2.setHeadShootFlag = function () { this.m_bIsHeadshoot = true; }; v2.showArmor = function () { if (_global.envS.debug == 1) { this.bar2._xscale = 100 * this.armor / this.startArmor; } }; v2.destroy = function (flag) { if (this.childs.length > 0) { var v4 = 0; while (v4 < this.childs.length) { var v8 = _global.makeGameObject.call(_root.bg, _global.currLevel.childs[this.childs[v4]], 0); if (!_global.noSet(this.childDX) || !_global.noSet(this.childDY)) { var v10 = !_global.noSet(this.childDX[v4]) ? this.childDX[v4] : 0; var v9 = !_global.noSet(this.childDY[v4]) ? this.childDY[v4] : 0; v8.moveTo(this._x + v10, this._y + v9); } ++v4; } } v4 = 0; while (v4 < this.loot.length) { var v7 = this.autoloot[v4]; var v11 = this.lootXoffset[v4]; var v12 = this.lootYoffset[v4]; var v5 = this.loot[v4]; v7 = true; if (v7) { _global.makeBonusAnimation(v5, _root.bg.player); _root.bg.player.applyBonus(v5); } else { var v15 = _root.bg.bnz.getNextHighestDepth(); var v13 = _root.bg.bnz.attachMovie('bonus_' + v5, 'b' + v15, v15); _global.bonusObjects.push(v13); v13._x = this._x + v11; v13._y = this._y + v12; v13.bonusType = v5; v13.inQueue(); v13._yscale = 2; v13._xscale = 2; v13._alpha = 2; v13.onEnterFrame = _global.getOn; } ++v4; } if (this.soundKills != 'none') { if (_global.noSet(this.soundKills)) { _global.sound.play(_global.envS.soundKills, this.x, flag); } else { if (this.m_bIsHeadshoot) { var v14 = this.soundKills.split(','); var v17 = v14.length - 1; _global.sound.play(_global.trim(v14[v17]), this.x, flag); } else { var v14 = this.soundKills.split(','); var v17 = 0; if (v14.length == 0) { v14 = [this.soundKills]; } else { v17 = Math.floor(Math.random() * (v14.length - 1)); } _global.sound.play(_global.trim(v14[v17]), this.x, flag); } } } if (this.score != 0) { v15 = _root.bg.bnzFX.getNextHighestDepth(); v13 = _root.bg.bnzFX.attachMovie('score_ind', 'b' + v15, v15); v13.ins.tf.text = this.score * _global.comboFactor; _global.levelScore += this.score * _global.comboFactor; _root.gui.score.text = _global.levelScore; v13._alpha = 70; v13._x = this._x; v13._y = this._y; } if (this.m_bIsCountMe) { ++_global.numUnitsCounted; trace('counted: ' + _global.numUnitsCounted + '/' + _global.numNeedUnitsCounted); } this.stopBlink(); if (_global.envS.debug == 1) { this.bar._visible = false; } this.live = false; var v6 = 0; while (v6 < this.m_destroyAfterDie.length) { _global.arForsedRemove.push(this.m_destroyAfterDie[v6]); ++v6; } }; v2.oEF = function () { --this.m_NumLifeFrames; if (this.m_NumLifeFrames == 0) { this.changeArmor(-10000); return undefined; } if (this.blinkFlag) { var v12 = Math.floor(this.blinkCounter / this.blinkStep); ++this.blinkCounter; var v11 = Math.floor(this.blinkCounter / this.blinkStep); if (v12 != v11) { var v10 = {'ra': 100, 'ga': 100, 'ba': 100, 'aa': 100, 'rb': 0, 'gb': 0, 'bb': 0, 'ab': 0}; if (v11 % 2 == 1) { v10.ba = 100 - this.blinkAmount; v10.ga = v10.ba; v10.ra = v10.ba; v10.rb = Math.round(this.blinkColorR * this.blinkAmount / 100); v10.gb = Math.round(this.blinkColorG * this.blinkAmount / 100); v10.bb = Math.round(this.blinkColorB * this.blinkAmount / 100); } (new Color(this.blinkObject)).setTransform(v10); } if (this.blinkCounter > 2 * this.blinkStep * this.blinkTimes) { this.blinkFlag = false; } } if (this.live) { var v5 = 0; while (v5 < this.emitC.length) { if (this.eCCount[v5] > 0) { var v6 = this.eCTimeOffset[v5]; if (_global.noSet(v6)) { v6 = 0; } if ((this.myClock + v6) % this.eCTime[v5] == 0) { var v7 = _global.makeGameObject.call(_root.bg, _global.currLevel.childs[this.emitC[v5]], 0); --this.eCCount[v5]; if (!_global.noSet(this.eCXOffset[v5]) || !_global.noSet(this.eCYOffset[v5])) { var v9 = !_global.noSet(this.eCXOffset[v5]) ? this.eCXOffset[v5] : 0; var v8 = !_global.noSet(this.eCYOffset[v5]) ? this.eCYOffset[v5] : 0; v7.moveTo(this._x + v9, this._y + v8); } } } ++v5; } } super.oEF(); }; v2.startBlink = function (col) { this.blinkColor = _global.envS.blinks[col].color; this.blinkColorR = parseInt(this.blinkColor.substr(1, 2), 16); this.blinkColorG = parseInt(this.blinkColor.substr(3, 2), 16); this.blinkColorB = parseInt(this.blinkColor.substr(5, 2), 16); this.blinkAmount = _global.envS.blinks[col].amount; this.blinkTimes = _global.envS.blinks[col].times; this.blinkStep = _global.envS.blinks[col].step; this.blinkCounter = 0; this.blinkFlag = true; }; v2.stopBlink = function () { if (this.blinkFlag) { var v2 = {'ra': 100, 'ga': 100, 'ba': 100, 'aa': 100, 'rb': 0, 'gb': 0, 'bb': 0, 'ab': 0}; (new Color(this.blinkObject)).setTransform(v2); this.blinkFlag = false; } }; v2.initLoot = function (lo, lox, loy, al) { if (!_global.noSet(lo)) { this.loot = _global.prepareArrayString(lo); } if (!_global.noSet(lox)) { this.lootXoffset = _global.prepareArrayNum(lox); } if (!_global.noSet(loy)) { this.lootYoffset = _global.prepareArrayNum(loy); } if (!_global.noSet(al)) { this.autoloot = _global.prepareArrayBool(al); } }; v2.initChilds = function (chi, dx, dy, ec, ecc, ect, ecto, ecxo, ecyo) { if (!_global.noSet(chi)) { this.childs = _global.prepareArrayString(chi); } if (!_global.noSet(dx)) { this.childDX = _global.prepareArrayNum(dx); } if (!_global.noSet(dy)) { this.childDY = _global.prepareArrayNum(dy); } if (!_global.noSet(ec)) { this.emitC = _global.prepareArrayString(ec); } if (!_global.noSet(ecc)) { this.eCCount = _global.prepareArrayNum(ecc); } if (!_global.noSet(ect)) { this.eCTime = _global.prepareArrayNum(ect); } if (!_global.noSet(ecto)) { this.eCTimeOffset = _global.prepareArrayNum(ecto); } if (!_global.noSet(ecxo)) { this.eCXOffset = _global.prepareArrayNum(ecxo); } if (!_global.noSet(ecyo)) { this.eCYOffset = _global.prepareArrayNum(ecyo); } }; v2.setRelation = function (id, ar, rt) { if (!_global.noSet(id)) { this.myId = id; } if (!_global.noSet(ar)) { this.AAD_array = _global.prepareArrayString(ar); } if (!_global.noSet(rt)) { this.relType = rt; } }; v2.checkRelations = function (arr) { var v8 = false; if (this.AAD_array.length == 0 && this.actionAfterDie.length == 0) { return v8; } if (this.AAD_array.length > 0) { var v6 = 0; while (v6 < this.AAD_array.length) { var v5 = this.AAD_array[v6]; var v3 = 0; while (v3 < arr.length) { if (arr[v3].myId == v5) { this.AAD_array.remove(v5); this.actionAfterDie.push(v5); --v6; } ++v3; } ++v6; } } if (this.actionAfterDie.length == 0) { return v8; } if (_global.noSet(this.relType)) { return v8; } var v7 = new Array(); v7 = this.actionAfterDie.concat(); v6 = 0; while (v6 < arr.length) { if (arr[v6] == this) { } else { if (_global.noSet(arr[v6].myId)) { } else { v7.remove(arr[v6].myId); } } ++v6; } if (v7.length == this.actionAfterDie.length) { if (this.relType == 'kill') { this.changeArmor(-this.armor - 100); v8 = true; } if (this.relType == 'makeHitable') { this.ignoreHit = false; this.ignoreSplash = false; this.base.playMe = true; this.base.play(); } } return v8; }; v2.live = true; v2.armor = 0; v2.startArmor = 0; v2.blinkColor = '#000000'; v2.blinkColorR = 0; v2.blinkColorG = 0; v2.blinkColorB = 0; v2.blinkAmount = 0; v2.blinkTimes = 0; v2.blinkCounter = 0; v2.blinkFlag = false; v2.blinkStep = 0; v2.directDamage = 0; v2.soundKills = ''; v2.ignoreHit = false; v2.ignoreSplash = false; v2.ignoreDirect = false; v2.immortal = false; v2.notCount = false; v2.score = 0; v2.m_bIsHeadshoot = false; v2.m_NumLifeFrames = 1000000; ASSetPropFlags(_global.damagableObject.prototype, null, 1); } #endinitclip } movieClip 1650 __Packages.tankClass { #initclip if (!_global.tankClass) { var v1 = function () { super(); }; _global.tankClass = v1; _global.tankClass extends damagableObject; var v2 = v1.prototype; v2.setSpecialMark = function (sp_mark) { if (sp_mark != undefined) { this.m_specialMark = sp_mark; } }; v2.setDestroyAfterDie = function (str_destroy) { this.m_destroyAfterDie = new Array(); if (str_destroy == undefined) { return undefined; } var v3 = str_destroy.split(','); var v2 = 0; while (v2 < v3.length) { this.m_destroyAfterDie.push(v3[v2]); ++v2; } }; v2.setAnimQueue = function (str_anim) { this.m_animQueueFramesMin = new Array(); this.m_animQueueFramesMax = new Array(); this.m_animQueueLabels = new Array(); var v3 = str_anim.split(','); var v2 = 0; while (v2 < v3.length) { this.m_animQueueFramesMin.push(v3[v2]); this.m_animQueueFramesMax.push(v3[v2 + 1]); this.m_animQueueLabels.push(v3[v2 + 2]); v2 += 3; } trace('m_animQueueFramesMin.length = ' + this.m_animQueueFramesMin.length + ';'); trace('m_animQueueFramesMax.length = ' + this.m_animQueueFramesMax.length + ';'); trace('m_animQueueLabels.length = ' + this.m_animQueueLabels.length + ';'); v2 = 0; while (v2 < this.m_animQueueFramesMin.length) { trace('[' + this.m_animQueueFramesMin[v2] + ',' + this.m_animQueueFramesMax[v2] + '] - ' + this.m_animQueueLabels[v2]); ++v2; } }; v2.initTank = function (a, b, c, ar, wb, bb, tp, sha, norot, sc) { if (!this.live) { return undefined; } if (bb === 1) { this.bossBarFlag = true; } if (tp === 1) { this.top = true; } this.initScore(sc); this.base = this.attachMovie(a, 'base', 1); this.body = this.base.body; this.hitBody = this.base.hitBody; if (_global.noSet(this.hitBody)) { this.hitBody = this.base.body; } if (_global.envS.debugBody != 1) { this.body._visible = false; this.hitBody._visible = false; } var v7 = this.top ? this._parent._parent.topEnemyMC2 : this._parent._parent.enemyMC2; if (_global.noSet(v7)) { this.gunHolder = this; } else { this.gunHolder = v7.createEmptyMovieClip(this._name + '_gun', this.getDepth()); } norot = (norot == 1) ? true : false; if (!norot) { this.base._rotation = _global.envS.defaultRotation; } this.gunHolder._x = this._x; this.gunHolder._y = this._y; this.cannons = new Array(); var v4 = _global.prepareArrayString(b); var v3 = 0; while (v3 < v4.length) { this.cannons[v3] = this.gunHolder.attachMovie(v4[v3], 'gun' + v3, v3 + 2, {'parent': this, 'myNum': v3}); ++v3; } if (wb == 1) { this.withoutBaseFlag = true; } if (this.withoutBaseFlag) { this.blinkObject = this.gunHolder; } this.target = c; if (!_global.noSet(sha) && this.top) { this.shadowStr = sha; v7 = this._parent._parent.shadows; if (_global.noSet(v7)) { v7 = this._parent.shadows; } this.shadow = v7.attachMovie(this.shadowStr, this._name + '_sh', this.getDepth()); this.SolarX = _global.envS.SolarX; this.SolarY = _global.envS.SolarY; this.SolarXFactor = _global.envS.SolarXFactor; this.SolarYFactor = _global.envS.SolarYFactor; this.shadow._rotation = this.base._rotation; this.shadow._yscale = 70; this.shadow._xscale = 70; } this.rotateGun(); this.rotateBase(); this.initArmor(ar); }; v2.initGun = function (t, mt, c, bt, bs, dd, br, tl, am, fs, fm, fd, bd, mb, pa, pd, pts, pta, ptss, to, ca, spa) { if (!this.live) { return undefined; } var v19 = _global.prepareArrayNum(t); var v5 = _global.prepareArrayNum(mt); var v14 = _global.prepareArrayNum(c); var v4 = _global.prepareArrayString(bt); var v21 = _global.prepareArrayNum(bs); var v15 = _global.prepareArrayString(dd); var v22 = _global.prepareArrayNum(br); var v6 = _global.prepareArrayNum(tl); var v16 = _global.prepareArrayNum(am); var v10 = _global.prepareArrayNum(fs); var v7 = _global.prepareArrayNum(fm); var v17 = _global.prepareArrayNum(fd); var v12 = _global.prepareArrayNum(bd); var v18 = _global.prepareArrayNum(mb); var v8 = _global.prepareArrayNum(pa); var v11 = _global.prepareArrayNum(pd); var v9 = _global.prepareArrayString(ca); var v13 = _global.prepareArrayString(spa); var v20 = _global.prepareArrayNum(to); var v3 = 0; while (v3 < v4.length) { this.cannons[v3].initGun(); this.cannons[v3].addGun(_global.trim(v19[v3]), _global.trim(v5[v3]), _global.trim(v14[v3]), _global.trim(v4[v3]), _global.trim(v21[v3]), _global.trim(v15[v3]), _global.trim(v22[v3]), _global.trim(v6[v3]), _global.trim(v16[v3]), _global.trim(v10[v3]), _global.trim(v7[v3]), _global.trim(v17[v3]), _global.trim(v12[v3]), _global.trim(v18[v3]), _global.trim(v8[v3]), _global.trim(v11[v3]), pts, pta, ptss, _global.trim(v9[v3]), _global.trim(v13[v3]), _global.trim(v20[v3])); ++v3; } this.rotateGun(); }; v2.addGun = function (t, mt, c, bt, bs, dd, br, tl, am, fs, fm, fd, bd, mb, pa, pd, pts, pta, ptss, to, ca, spa) { if (!this.live) { return undefined; } var v19 = _global.prepareArrayNum(t); var v5 = _global.prepareArrayNum(mt); var v14 = _global.prepareArrayNum(c); var v4 = _global.prepareArrayString(bt); var v21 = _global.prepareArrayNum(bs); var v15 = _global.prepareArrayString(dd); var v22 = _global.prepareArrayNum(br); var v6 = _global.prepareArrayNum(tl); var v16 = _global.prepareArrayNum(am); var v10 = _global.prepareArrayNum(fs); var v7 = _global.prepareArrayNum(fm); var v17 = _global.prepareArrayNum(fd); var v12 = _global.prepareArrayNum(bd); var v18 = _global.prepareArrayNum(mb); var v8 = _global.prepareArrayNum(pa); var v11 = _global.prepareArrayNum(pd); var v9 = _global.prepareArrayString(ca); var v13 = _global.prepareArrayString(spa); var v20 = _global.prepareArrayNum(to); var v3 = 0; while (v3 < v4.length) { this.cannons[v3].addGun(_global.trim(v19[v3]), _global.trim(v5[v3]), _global.trim(v14[v3]), _global.trim(v4[v3]), _global.trim(v21[v3]), _global.trim(v15[v3]), _global.trim(v22[v3]), _global.trim(v6[v3]), _global.trim(v16[v3]), _global.trim(v10[v3]), _global.trim(v7[v3]), _global.trim(v17[v3]), _global.trim(v12[v3]), _global.trim(v18[v3]), _global.trim(v8[v3]), _global.trim(v11[v3]), pts, pta, ptss, _global.trim(v9[v3]), _global.trim(v13[v3]), _global.trim(v20[v3])); ++v3; } }; v2.oEF = function () { if (this.m_preFrameOnWay > this.m_curFrameOnWay) { this.m_animCurName = ''; } if (this.m_animQueueFramesMin.length > 0) { var v4 = 0; while (v4 < this.m_animQueueFramesMin.length) { if (this.m_curFrameOnWay >= this.m_animQueueFramesMin[v4] && this.m_curFrameOnWay <= this.m_animQueueFramesMax[v4] && this.m_animCurName != this.m_animQueueLabels[v4]) { trace(''); trace('current frame on way: ' + this.m_curFrameOnWay + ' in ' + '[' + this.m_animQueueFramesMin[v4] + ',' + this.m_animQueueFramesMax[v4] + '];'); trace('gotoAndPlay: ' + this.m_animQueueLabels[v4] + ';'); trace('base = ' + this.base + ';'); this.m_animCurName = this.m_animQueueLabels[v4]; this.base.gotoAndPlay(this.m_animCurName); } ++v4; } } var v6 = this.x; var v5 = this.y; super.oEF(); this.gunHolder._x = this._x; this.gunHolder._y = this._y; this.rotateBase(); this.rotateGun(); this.moveShadow(); if (_global.envS.debugBody != 1) { this.body._visible = false; this.hitBody._visible = false; } }; v2.moveShadow = function () { if (!_global.noSet(this.shadow)) { this.shadow._x = (this._x - this.SolarX) * this.SolarXFactor + this.SolarX; this.shadow._y = (this._y - this.SolarY + _root.bg._y) * this.SolarYFactor - _root.bg._y + this.SolarY; this.shadow._rotation = this.base._rotation; } }; v2.rotateBase = function () { if (!_global.noSet(this.target) && this.orientToPath == 'shoot') { var v4 = {'x': this.target._x, 'y': this.target._y}; this.target._parent.localToGlobal(v4); var v3 = {'x': this.x, 'y': this.y}; this._parent.localToGlobal(v3); var v5 = this.cannons[0].cannonAngleType; switch (v5) { case 't': this.baseRotation = Math.atan2(v4.y - v3.y, v4.x - v3.x) * _global.PI2 + this.cannons[0].cannonAngle + 90; break; case 'w': this.baseRotation = this.baseRotateCount + this.cannons[0].cannonAngle + 90; break; case 'h': this.baseRotation = this.cannons[0].cannonAngle + 180; } if (this.rotatedByWay) { this.base._rotation = this.baseRotation; } this.gunHolder._rotation = this.base._rotation; } else { if (!(this.speedX == 0 && this.speedY == 0)) { this.baseRotation = this.baseRotateCount + 90; if (this.rotatedByWay) { this.base._rotation = this.baseRotation; } this.gunHolder._rotation = this.base._rotation; } } }; v2.rotateGun = function () { if (_global.noSet(this.target)) { var v3 = 0; while (v3 < this.cannons.length) { this.cannons[v3]._rotation = Math.atan2(this._ymouse - this.cannons[v3]._y, this._xmouse - this.cannons[v3]._x) * _global.PI2 + 90; ++v3; } } else { var v9 = {'x': this.target._x, 'y': this.target._y}; this.target._parent.localToGlobal(v9); var v3 = 0; while (v3 < this.cannons.length) { var v5 = {'x': this.cannons[v3]._x, 'y': this.cannons[v3]._y}; this.gunHolder.localToGlobal(v5); var v7 = this.cannons[v3].cannonAngleType; switch (v7) { case 't': var v6 = Math.atan2(v9.y - v5.y, v9.x - v5.x) * _global.PI2 - this.gunHolder._rotation + this.cannons[v3].cannonAngle + 90; break; case 'w': var v6 = this.baseRotateCount - this.gunHolder._rotation + this.cannons[v3].cannonAngle + 90; break; case 'h': var v6 = this.cannons[v3].cannonAngle - this.gunHolder._rotation + 180; } if (this.cannons[v3].cannonChangeAngleSpeed == 0) { this.cannons[v3]._rotation = storedv6; } else { var v4 = _global.getAngleDelta(this.cannons[v3]._rotation, storedv6, 1); var v8 = v4 > 0 ? 1 : -1; if (Math.abs(v4) > this.cannons[v3].cannonChangeAngleSpeed) { this.cannons[v3]._rotation += v8 * this.cannons[v3].cannonChangeAngleSpeed; } else { this.cannons[v3]._rotation += v4; } } ++v3; } } }; v2.bang = function (obj) { if (_global.gameOver) { return false; } if (!this.live) { return false; } var v5 = false; var v3 = 0; while (v3 < this.cannons.length) { var v4 = this.cannons[v3].bang(obj); v5 = v5 || v4; ++v3; } if (v5 && this.m_bIsNoGotoAndPlayFireAnim == false) { this.base.gotoAndPlay('fire'); } if (_global.envS.debugBody != 1) { this.body._visible = false; this.hitBody._visible = false; } this.m_bIsNoGotoAndPlayFireAnim = false; return v5; }; v2.forcedFire = function () { if (this.cannons.length == 0) { trace('tankClass.forcedFire: ' + this + ' unit havent cannons!'); return undefined; } this.cannons[0].gunZ[0].bangTime = _global.clock - this.cannons[0].gunZ[0].reloadTime; this.m_bIsNoGotoAndPlayFireAnim = true; }; v2.destroy = function (flag) { if (this.top) { var v10 = _root.bg.fxTop; } else { var v10 = _root.bg.fx; } v10 = _root.bg.enemyMC; var v7 = 1; var v8 = v10.getNextHighestDepth(); var v9 = this.base; if (_global.noSet(v9.ex1)) { v9 = this.cannons[0]; } while (!_global.noSet(v9['ex' + v7])) { var v6 = v9['ex' + v7]; var v5 = v10.attachMovie('explode', 'fx' + v8, v8); v5._rotation = (v6._rotation == 0) ? Math.random() * 360 : v6._rotation; v5.target = this; v5.target_mc = v6; v5._yscale = v6._xscale * 10; v5._xscale = v5._yscale; if (_global.noSet(v6.delay)) { v6.delay = 0; } v5.gotoAndStop(1); v5.maxDelay = v6.delay; v5.onEnterFrame = _global.explodePause; v5._yscale = this._xscale; v5._xscale = v5._yscale; ++v8; ++v7; } v5.destroyer = true; v5.destroyTarget = this; this.deathFromOutside = true; if (this.dieImmediatly) { this.deathFromOutside = false; } super.destroy(flag); if (!this.deathFromOutside) { this.shadow.removeMovieClip(); } this.kill(); }; v2.kill = function () { this.shadow.removeMovieClip(); if (this.gunHolder != this) { var v6 = this.cannons[0]._currentframe; var v4 = 0; while (v4 < this.cannons.length) { this.cannons[v4].gotoAndPlay('die'); ++v4; } if (this.cannons[0]._currentframe == 1 || this.cannons[0]._currentframe == v6) { this.gunHolder.removeMovieClip(); } super.kill(); } else { this.initMove = false; var v4 = 0; while (v4 < this.cannons.length) { this.cannons[v4].gotoAndPlay('die'); ++v4; } } if (this.m_bIsHeadshoot) { this.base.gotoAndPlay('die_headshoot'); trace('tankClass.kill: base.gotoAndPlay("die_headshoot");'); } else { this.base.gotoAndPlay('die'); trace('tankClass.kill: base.gotoAndPlay("die");'); } var v5 = 0; while (v5 < this.m_destroyAfterDie.length) { _global.arForsedRemove.push(this.m_destroyAfterDie[v5]); ++v5; } this.outQueue(); }; v2.changeGun = function (newWeapon) { this.cannons[0].changeGun(newWeapon); }; v2.changeArmor = function (delta) { super.changeArmor(delta); }; v2.armor = 0; v2.startArmor = 0; v2.thereCanBeOnlyOne = 0; v2.withoutBaseFlag = false; v2.bossBarFlag = false; v2.top = false; v2.shadowStr = ''; v2.SolarX = 275; v2.SolarY = 200; v2.SolarXFactor = 1; v2.SolarYFactor = 1; v2.m_animCurName = ''; v2.m_bIsNoGotoAndPlayFireAnim = false; v2.m_specialMark = 'none'; ASSetPropFlags(_global.tankClass.prototype, null, 1); } #endinitclip } movieClip 1651 __Packages.enemyClass { #initclip if (!_global.enemyClass) { var v1 = function () { super(); this.score = _global.envS.defaultScore; _global.enemyObjects.push(this); this.offsetTop = _global.envS.enemyOffset.top; this.offsetBottom = _global.envS.enemyOffset.bottom; this.offsetLeft = _global.envS.enemyOffset.left; this.offsetRight = _global.envS.enemyOffset.right; }; _global.enemyClass = v1; _global.enemyClass extends tankClass; var v2 = v1.prototype; v2.initGun = function (t, mt, c, bt, bs, dd, br, tl, am, fs, fm, fd, bd, ba, spa, to, ai, sd, dr, del, mb, pa, pd) { super.initGun(t, mt, c, bt, bs, dd, br, tl, am, fs, fm, fd, bd, mb, pa, pd, undefined, undefined, undefined, to, ba, spa); if (!_global.noSet(ai)) { this.ai = ai; } if (!_global.noSet(sd) && sd != 0) { var v7 = _global.prepareArrayNum(sd); var v5 = _global.prepareArrayNum(dr); var v6 = _global.prepareArrayNum(del); var v4 = 0; while (v4 < this.cannons.length) { this.cannons[v4].initSplash(v7[v4], v5[v4], v6[v4]); ++v4; } } }; v2.initTank = function (a, b, c, ar, dir, wb, bb, tp, sha, norot, sc) { if (!_global.noSet(dir)) { this.directdamage = dir; } super.initTank(a, b, c, ar, wb, bb, tp, sha, norot, sc); }; v2.oEF = function () { super.oEF(); if (this.wayPassed) { this.ai = 0; } if (this.ai == 0) { this.bang(0); } }; v2.kill = function () { if (this.armor <= 0) { ++_global.rezults.killed; } else { ++_global.rezults.survived; } var v4 = 0; while (v4 < _global.enemyObjects.length) { if (_global.enemyObjects[v4] == this) { _global.enemyObjects.splice(v4, 1); break; } ++v4; } super.kill(); }; v2.destroy = function (flag) { _global.countCombo(true); super.destroy(flag); }; v2.ai = 0; v2.directdamage = -100; ASSetPropFlags(_global.enemyClass.prototype, null, 1); } #endinitclip } movieClip 1652 __Packages.bulletClass { #initclip if (!_global.bulletClass) { var v1 = function () { super(); _global.bulletObjects.push(this); this.offsetTop = _global.envS.bulletOffset.top; this.offsetBottom = _global.envS.bulletOffset.bottom; this.offsetLeft = _global.envS.bulletOffset.left; this.offsetRight = _global.envS.bulletOffset.right; this.autoAimDistance = _global.envS.autoAimDistance; if (_global.noSet(this.autoAimDistance)) { this.autoAimDistance = 50; } this.passageAbility = 1; this.hited = new Array(); }; _global.bulletClass = v1; _global.bulletClass extends movingObject; var v2 = v1.prototype; v2.__set__damage = function (d) { if (d >= 0) { this.__damage = d; } return this.__get__damage(); }; v2.__get__damage = function () { return this.__damage; }; v2.check = function () { super.check(); if (this.y < -_root.bg.y + this.offsetTop) { this.kill(); } if (this.y > -_root.bg.y + 400 - this.offsetBottom) { this.kill(); } if (this.x < +this.offsetLeft) { this.kill(); } if (this.x > 550 - this.offsetRight) { this.kill(); } }; v2.removeFromArray = function () { var v3 = 0; while (v3 < _global.bulletObjects.length) { if (_global.bulletObjects[v3] == this) { _global.bulletObjects.splice(v3, 1); break; } ++v3; } }; v2.kill = function (flag) { if (this.type == 'torpedoe' && flag) { var v5 = _root.bg.fx; var v6 = v5.getNextHighestDepth(); var v4 = v5.attachMovie('explode', 'fx' + v6, v6); v4._x = this.x; v4._y = this.y; } this.removeFromArray(); super.kill(); }; v2.alreadyHited = function (mc) { var v2 = 0; while (v2 < this.hited.length) { if (this.hited[v2] == mc) { return true; } ++v2; } return false; }; v2.addEnemy = function (mc) { --this.passageAbility; var v2 = 0; while (v2 < this.hited.length) { if (this.hited[v2] == mc) { return false; } ++v2; } this.hited.push(mc); return true; }; v2.passageDone = function () { if (this.passageAbility <= 0) { return true; } return false; }; v2.oEF = function () { if (this.type == 'torpedoe') { if (this.myClock < _global.torpedoeSettings.fallTime) { this.speedX *= _global.torpedoeSettings.startXSpeedFactor; this._yscale -= (100 - _global.torpedoeSettings.endOfFallSize) / _global.torpedoeSettings.fallTime; this._xscale = this._yscale; } else { if (this.myClock == _global.torpedoeSettings.fallTime) { this.mode = true; this.speedX = 0; this.gotoAndStop(2); this._yscale = 100; this._xscale = 100; var v9 = _root.bg.tiles.getNextHighestDepth(); var v6 = _root.bg.tiles.attachMovie('boul', 'b' + v9, v9); v6._x = this.x; v6._y = this.y; v6._yscale = 10; v6._xscale = 10; v6._alpha = 25; _global.sound.play('torpedoe_boul', this.x); } else { this.speedY += (_global.torpedoeSettings.maxSpeed - this.speedY) / _global.torpedoeSettings.maxSpeedFactor; } } } if (this.flySteps != 0) { var v11 = _global.clock - this.startClock + 1; var v12 = (Math.PI / (this.flySteps - 1)) * (v11 - 1); this._yscale = Math.round(10 * (Math.sin(v12) * (100 - this.flyMinScale) + this.flyMinScale)) / 10; this._xscale = this._yscale; } else { if (this.bulletDir != 'd') { if (this.bulletDir == 'a') { this.tx = this.target._x; this.ty = this.target._y; } var v5 = this._rotation; var v8 = this.tx - this._x; var v7 = this.ty - this._y; var v9 = Math.sqrt(v8 * v8 + v7 * v7); var v13 = Math.atan2(v7, v8) * _global.PI2; v5 += _global.getAngleDelta(v5 + 90, v13, this.bulletFactor); this._rotation = v5; v5 /= _global.PI2; this.speedX = -this.bulletSpeed * Math.sin(v5); this.speedY = this.bulletSpeed * Math.cos(v5); if (v9 < this.autoAimDistance && this.bulletDir == 's') { this.bulletDir = 'd'; } } else { if (this.movedBullet) { var v10 = this.speedY; this.speedY -= _root.bg.speedY; } } } this.passedDistance += Math.sqrt(this.speedX * this.speedX + this.speedY * this.speedY); if (_global.clock != this.startClock) { super.oEF(); } if (this.movedBullet) { this.speedY = v10; } if (!_global.noSet(this.maxDistance)) { if (this.passedDistance >= this.maxDistance) { this.kill(); } } }; v2.__damage = 0; v2.flySteps = 0; v2.flyMinScale = 0; v2.bulletDir = 'd'; v2.tx = 0; v2.ty = 0; v2.bulletSpeed = 0; v2.bulletFactor = 5; v2.type = ''; v2.mode = false; v2.passedDistance = 0; v2.addProperty('damage', v2.__get__damage, v2.__set__damage); ASSetPropFlags(_global.bulletClass.prototype, null, 1); } #endinitclip } movieClip 1653 __Packages.queue { #initclip if (!_global.queue) { var v1 = function () { super(); this.actions = new Array(); this.newActions = new Array(); _global.queue = this; }; _global.queue = v1; _global.queue extends MovieClip; var v2 = v1.prototype; v2.addFunc = function (func, obj, priority) { ++this.ticket; if (_global.noSet(priority)) { priority = 50; } this.newActions.push({'func': func, 'obj': obj, 'pr': priority, 'ticket': this.ticket}); this.sync = false; return this.ticket; }; v2.remove = function (t) { var v2 = 0; while (v2 < this.actions.length) { if (this.actions[v2].ticket == t) { this.actions.splice(v2, 1); return true; } ++v2; } v2 = 0; while (v2 < this.newActions.length) { if (this.newActions[v2].ticket == t) { this.newActions.splice(v2, 1); return true; } ++v2; } trace('*****************NOT removed\t' + t + '\t' + this.actions.length); return false; }; v2.clear = function () { delete this.actions; delete this.newActions; this.actions = new Array(); this.newActions = new Array(); this.ticket = 0; this.sync = true; }; v2.onEnterFrame = function () { if (_global.gameInProcess) { if (!this.sync) { while (this.newActions.length > 0) { this.actions.push(this.newActions.pop()); } this.actions.sortOn('pr', Array.NUMERIC); this.sync = true; } var v3 = 0; while (v3 < this.actions.length) { var v4 = this.actions.length; this.actions[v3].func.call(this.actions[v3].obj); if (this.actions.length != v4) { --v3; } ++v3; } } }; v2.actions = new Array(); v2.newActions = new Array(); v2.ticket = 0; v2.sync = true; ASSetPropFlags(_global.queue.prototype, null, 1); } #endinitclip } movieClip 1654 __Packages.bonus { #initclip if (!_global.bonus) { var v1 = function () { super(); }; _global.bonus = v1; _global.bonus extends checkedObject; var v2 = v1.prototype; v2.oEF = function () { this.x = Math.round(this._x); this.y = Math.round(this._y); super.oEF(); }; v2.removeFromArray = function () { var v3 = 0; while (v3 < _global.bonusObjects.length) { if (_global.bonusObjects[v3] == this) { _global.bonusObjects.splice(v3, 1); break; } ++v3; } }; v2.kill = function () { this.removeFromArray(); super.kill(); }; v2.bonusType = ''; ASSetPropFlags(_global.bonus.prototype, null, 1); } #endinitclip } movieClip 1655 __Packages.cannon { #initclip if (!_global.cannon) { var v1 = function () { super(); var v4 = this.myNum + 1; var v5 = this.parent.base['head' + v4]; if (_global.noSet(v5) && v4 == 1) { v5 = this.parent.base.head; } if (_global.noSet(v5)) { _global.debug('CANNOT FIND CANNON MOUNT POINT FOR TANK ' + this.parent + ' CANNON N ' + v4); } else { this._x = v5._x; this._y = v5._y; } this.fires = new Array(); this.firesAssoc = new Object(); this.fireNum = 1; v4 = 0; while (this['shoot' + ++v4]) { this.fires.push(this['shoot' + v4]); this.firesAssoc[this['shoot' + v4]._name] = this['shoot' + v4]; } }; _global.cannon = v1; _global.cannon extends MovieClip; var v2 = v1.prototype; v2.initGun = function () { this.gunZ = new Array(); this.currentGun = 0; }; v2.addGun = function (t, mt, c, bt, bs, dd, br, tl, am, fs, fm, fd, bd, mb, pa, pd, pts, pta, ptss, ca, spa, to) { this.gunZ.push(new weapon(this, this.gunZ.length)); this.gunZ[this.gunZ.length - 1].init(t, mt, c, bt, bs, dd, br, tl, am, fs, fm, fd, bd, mb, pa, pd, pts, pta, ptss, to); if (_global.noSet(ca)) { ca = 't'; } this.cannonAngleType = ca.charAt(0); if (this.cannonAngleType != 't' && this.cannonAngleType != 'w' && this.cannonAngleType != 'h') { this.cannonAngleType = 't'; } this.cannonAngle = parseFloat(ca.substr(1, 100)); if (_global.noSet(this.cannonAngle)) { this.cannonAngle = 0; } this.cannonChangeAngleSpeed = spa; if (_global.noSet(this.cannonChangeAngleSpeed)) { this.cannonChangeAngleSpeed = 0; } }; v2.bang = function (obj) { return this.gunZ[this.currentGun].bang(obj); }; v2.makeBang = function (bt, bs, dm, bulletDir, bulletFactor, pd, passageAbility, obj, gunObj, angle, firePoint) { _root.bg.player.changeArmor(-dm); _root.gui.red_fade._visible = true; _root.gui.red_fade.gotoAndPlay(1); return undefined; if (_global.noSet(angle)) { angle = 0; } var v23 = this.fireNum; if (this.fires.length > 1) { ++this.fireNum; } if (this.fireNum > this.fires.length) { this.fireNum = 1; } var v18 = this.fireNum; if (obj == 1) { if (!_global.noSet(firePoint)) { var v8 = this.firesAssoc[firePoint]; } else { var v8 = this.fires[v18 - 1]; } } else { var v8 = this.fires[v18 - 1]; } if (v8._currentframe == 1) { v8.gotoAndPlay(bt); } if (gunObj.bulletTopLevel == 0) { var v15 = _root.bg.shots; } if (gunObj.bulletTopLevel == 1) { v15 = _root.bg.shotsTop; } var v21 = v15.getNextHighestDepth(); var v4 = v15.attachMovie(bt, 'f' + v21, v21); v4.movedBullet = gunObj.movedBullet; var v19 = this._rotation - 90 + angle + this.parent.gunHolder._rotation; var v6 = v19 / _global.PI2; v4._rotation = v19 - 90; var v7 = {'x': v8._x, 'y': v8._y}; this.localToGlobal(v7); var v10 = {'x': v7.x, 'y': v7.y}; v4._parent.globalToLocal(v7); v4.moveTo(v7.x, v7.y); v4.flySteps = gunObj.flySteps; v4.flyMinScale = gunObj.flyMinScale; v4.inQueue(60); if (gunObj.flySteps == 0) { if (bt == 'torpedoe') { v4.setMotion(gunObj.myObj._parent.speedX / _global.torpedoeSettings.startXSpeed, _global.torpedoeSettings.startYSpeed); } else { v4.setMotion(bs * Math.cos(v6), bs * Math.sin(v6)); if (this.cannonAngleType != 't' && bulletDir != 'd') { v4.bulletDir = bulletDir; if (!_global.noSet(bulletFactor)) { v4.bulletFactor = bulletFactor; } v4.target = this.parent.target; v4.tx = this.parent.target._x; v4.ty = this.parent.target._y; v4.bulletSpeed = bs; } } } else { v4._rotation = 0; if (obj == 1) { var v12 = _root._xmouse - v10.x; var v11 = _root._ymouse - v10.y; var v20 = Math.sqrt(v12 * v12 + v11 * v11); v6 = Math.atan2(v11, v12); var v22 = this.parent.base._xmouse > 0 ? 1 : -1; v6 += v22 * angle / _global.PI2; v4.setMotion(v20 * Math.cos(v6) / (gunObj.flySteps - 1), v20 * Math.sin(v6) / (gunObj.flySteps - 1)); } if (obj == 0) { if (this.cannonAngleType == 't') { var v13 = {'x': this.parent.target._x, 'y': this.parent.target._y}; v4._parent.localToGlobal(v13); v4.setMotion((v13.x - v10.x) / (gunObj.flySteps - 1), (v13.y - v10.y) / (gunObj.flySteps - 1)); } else { bs = gunObj.flyDistance / (gunObj.flySteps - 1); v4.setMotion(bs * Math.cos(v6), bs * Math.sin(v6)); } } } v4.damage = dm; v4.maxDistance = pd; v4.object = obj; v4.type = bt; v4.passageAbility = passageAbility; v4.fireAngle = v6; if (gunObj.splashDamage != 0 && !_global.noSet(gunObj.splashDamage)) { v4.splashDamage = gunObj.splashDamage * (gunObj.nuke ? 2 : 1); v4.damageRadius = gunObj.damageRadius * (gunObj.nuke ? 2 : 1); v4.splashDelay = gunObj.splashDelay; } return v4; }; v2.changeGun = function (newWeapon) { if (newWeapon == this.currentGun) { return true; } if (newWeapon >= this.gunZ.length) { _global.debug('Cannot change weapon to ' + newWeapon + ', not inited'); return false; } _global.debug('Changing weapon from ' + this.currentGun + ' to ' + newWeapon); this.currentGun = newWeapon; return true; }; v2.initSplash = function (sd, dr, del) { this.gunZ[this.gunZ.length - 1].initSplash(sd, dr, del); }; v2.fireNum = 1; v2.cannonAngleType = 't'; v2.cannonAngle = 0; v2.cannonChangeAngleSpeed = 0; v2.currentGun = 0; ASSetPropFlags(_global.cannon.prototype, null, 1); } #endinitclip } movieClip 1656 __Packages.weapon { #initclip if (!_global.weapon) { var v1 = function (target, nu) { this.myObj = target; this.myNum = nu; this.empty = true; this.multiple = 1; }; _global.weapon = v1; var v2 = v1.prototype; v2.initSplash = function (sd, dr, del) { this.splashDamage = sd; this.damageRadius = dr; this.splashDelay = del; }; v2.init = function (t, mt, c, bt, bs, dd, br, tl, am, fs, fm, fd, bd, mb, pa, pd, pts, pta, ptss, to) { if (_global.noSet(bt)) { return undefined; } if (_global.noSet(to)) { to = 0; } this.flySteps = parseInt(fs); if (_global.noSet(this.flySteps)) { this.flySteps = 0; } this.flyMinScale = parseInt(fm); if (_global.noSet(this.flyMinScale)) { this.flyMinScale = 0; } this.flyDistance = parseInt(fd); if (_global.noSet(this.flyDistance)) { this.flyDistance = 100; } this.empty = false; this.reloadTime = t; this.startReloadTime = this.reloadTime; this.reloadMicroTime = mt; this.startReloadMicroTime = this.reloadMicroTime; this.clip = c; if (!_global.noSet(bt)) { this.bulletType = bt; } if (!_global.noSet(bs)) { this.bulletSpeed = bs; } if (_global.noSet(am)) { this.amount = -100; } else { this.amount = am; } if (!_global.noSet(tl)) { this.bulletTopLevel = tl; } if (this.bulletTopLevel != 0 && this.bulletTopLevel != 1) { this.bulletTopLevel = 0; } if (_global.noSet(dd)) { this.bulletDir = 'd'; } else { this.bulletDir = dd; } if (!_global.noSet(br)) { this.bulletFactor = br; } if (!_global.noSet(mb)) { this.movedBullet = (mb == 1) ? true : false; } if (_global.noSet(pa)) { this.bulletPassageAbility = 1; } else { this.bulletPassageAbility = pa; } if (_global.noSet(pd)) { this.pointsDistance = 1000; } else { this.pointsDistance = pd; } this.damage = bd; this.reload = true; to = parseInt(to); if (_global.noSet(to)) { to = 0; } this.bangTime = _global.clock + to; if (_global.noSet(pts)) { this.pointsUsed = new Array(); var v3 = 0; while (v3 < this.myObj.fires.length) { this.pointsUsed.push(this.myObj.fires[v3]._name); ++v3; } } else { this.pointsUsed = _global.prepareArrayString(pts); } this.pointsAngles = _global.prepareArrayNum(pta); this.pointsScale = _global.prepareArrayNum(ptss); }; v2.bang = function (obj) { if (this.empty) { return false; } if (this.reloadMicroTime == this.reloadTime && this.reloadTime == 0) { return false; } if (!this.reload && _global.clock - this.bangTime < this.reloadMicroTime) { return false; } if (this.reload && _global.clock - this.bangTime < this.reloadTime) { return false; } if (this.amount == 0) { return false; } if (this.reload) { this.reload = false; this.shootCount = 0; } ++this.shootCount; var v8 = 's_' + this.bulletType; if (this.bulletType != 'emptyShoot') { _global.sound.play(v8, this.myObj.parent._x); } if (this.shootCount == this.clip) { this.reload = true; } this.bangTime = _global.clock; var v6 = this.damage * (this.doubleDamage ? 1.5 : 1); if (obj == 1) { if (_global.diffLevel == 1) { v6 = Math.round(v6 * 1.15); } if (_global.diffLevel == 3) { v6 = Math.round(v6 * 0.85); } } if (this.amount > 0) { --this.amount; } if (obj == 1 && this.myNum == 1) { _root.gui.rockets.tf.text = this.amount; } if (obj != 1) { this.myObj.makeBang(this.bulletType, this.bulletSpeed, v6, this.bulletDir, this.bulletFactor, this.pointsDistance, this.bulletPassageAbility, obj, this); return true; } var v4 = 0; while (v4 < this.pointsUsed.length) { var v5 = this.myObj.makeBang(this.bulletType, this.bulletSpeed, v6, this.bulletDir, this.bulletFactor, this.pointsDistance, this.bulletPassageAbility, obj, this, this.pointsAngles[v4], this.pointsUsed[v4]); if (!_global.noSet(this.pointsScale[v4])) { v5._yscale = this.pointsScale[v4] * 100; v5._xscale = v5._yscale; } ++v4; } return true; }; v2.empty = true; v2.bulletType = 'gunshot'; v2.flySteps = 0; v2.flyMinScale = 0; v2.flyDistance = 100; v2.amount = -100; v2.bulletDir = 'd'; v2.bulletFactor = 5; v2.bulletTopLevel = 0; v2.bulletPassageAbility = 1; v2.pointsDistance = 1000; v2.reloadTime = 0; v2.startReloadTime = 0; v2.reloadMicroTime = 0; v2.startReloadMicroTime = 0; v2.clip = 0; v2.reload = false; v2.multiple = 1; v2.doubleDamage = false; v2.doubleSpeed = false; v2.shootCount = 0; v2.bangTime = 0; v2.damage = 0; v2.myNum = 0; v2.splashDamage = 0; v2.damageRadius = 0; v2.splashDelay = 0; v2.nuke = false; v2.movedBullet = true; ASSetPropFlags(_global.weapon.prototype, null, 1); } #endinitclip } movieClip 1657 __Packages.playerClass { #initclip if (!_global.playerClass) { var v1 = function () { super(); this.offsetTop = _global.envS.playerOffset.top; this.offsetBottom = _global.envS.playerOffset.bottom; this.offsetLeft = _global.envS.playerOffset.left; this.offsetRight = _global.envS.playerOffset.right; this.offReaction = 'stand'; this.oldTab = Key.isToggled(9); this.XspeedFactor = _global.playerS.XspeedFactor; this.YspeedFactor = _global.playerS.YspeedFactor; this.rotationFactor = _global.playerS.rotationFactor; if (_global.noSet(_global.userWeapon1)) { _global.userWeapon1 = 0; } if (_global.noSet(_global.userWeapon2)) { _global.userWeapon2 = 0; } if (_global.noSet(_global.userWeapon3)) { _global.userWeapon3 = 0; } if (_global.noSet(_global.userWeapon4)) { _global.userWeapon4 = 0; } var v4 = SharedObject.getLocal(_global.gameName, '/'); _global.userWeapon1 = v4.data.userWeapon1; _global.userWeapon2 = v4.data.userWeapon2; _global.userWeapon3 = v4.data.userWeapon3; _global.userWeapon4 = v4.data.userWeapon4; this.showWeapon(); this.m_acWeapons = new Array(); }; _global.playerClass = v1; _global.playerClass extends tankClass; var v2 = v1.prototype; v2.addWeapon = function (weapon_obj) { this.m_acWeapons.push(weapon_obj); var v2 = this.m_acWeapons.length; this.m_acWeapons[v2 - 1].m_iIndexInArray = v2 - 1; }; v2.tracePlayerWeapons = function () { trace(''); trace('tracePlayerWeapons (): ' + this.m_acWeapons.length + ' weapon(s)'); var v2 = 0; while (v2 < this.m_acWeapons.length) { if (v2 > 0) { trace(''); } trace(' m_acWeapons[' + v2 + '].m_sWeaponName = ' + this.m_acWeapons[v2].m_sWeaponName + ';'); trace(' m_acWeapons[' + v2 + '].m_iBulletDamage = ' + this.m_acWeapons[v2].m_iBulletDamage + ';'); ++v2; } trace('tracePlayerWeapons (): DONE!'); trace(''); }; v2.onMouseDown = function () { this.m_bIsLeftButtonPressed = true; if (this.m_iCurrentWeaponIndex < 0 || this.m_iCurrentWeaponIndex > this.m_acWeapons.length - 1) { return undefined; } if (this.m_bIsCursorOverGUI) { return undefined; } this.m_acWeapons[this.m_iCurrentWeaponIndex].fireWeapon(); }; v2.setMotion = function (a, b) { super.setMotion(0, 0); this.baseSpeedX = a; this.startBaseSpeedX = this.baseSpeedX; this.baseSpeedY = b; this.startBaseSpeedY = this.baseSpeedY; this.base._rotation = -_global.envS.defaultRotation; this.realRotation = this.base._rotation; this.shadow._rotation = this.base._rotation; this.playerBaseRotation = this.base._rotation; }; v2.initTank = function (a, b, c, ar, wb, sh, msh, mar, sha) { this.shield = sh; this.maxShield = msh; super.initTank(a, b, c, ar, wb, false, 1, sha); var v4 = 0; while (v4 < this.cannons.length) { this.cannons[v4]._y *= -1; ++v4; } if (_global.envS.debug == 1) { this.bar._y = 20; } this.startArmor = Math.max(mar, ar); this.showArmor(); }; v2.reloadWeapon = function () { if (this.m_iCurrentWeaponIndex < 0 || this.m_iCurrentWeaponIndex > this.m_acWeapons.length - 1) { return undefined; } this.m_acWeapons[this.m_iCurrentWeaponIndex].reloadWeapon(); }; v2.changeWeapon = function (new_weapon_index) { if (this.m_iCurrentWeaponIndex == new_weapon_index) { return undefined; } this.m_iCurrentWeaponIndex = new_weapon_index; _root.gui.wicon_1.gotoAndStop(1); _root.gui.wicon_2.gotoAndStop(1); _root.gui.wicon_3.gotoAndStop(1); _root.gui.wicon_4.gotoAndStop(1); _root.gui.wicon_5.gotoAndStop(1); _root.gui.wicon_6.gotoAndStop(1); _root.gui.wicon_7.gotoAndStop(1); _root.gui.wicon_8.gotoAndStop(1); _root.gui.wicon_9.gotoAndStop(1); _root.gui.wicon_10.gotoAndStop(1); var v3 = _root.gui.wicon_1; switch (new_weapon_index) { case 0: v3 = _root.gui.wicon_1; break; case 1: v3 = _root.gui.wicon_2; break; case 2: v3 = _root.gui.wicon_3; break; case 3: v3 = _root.gui.wicon_4; break; case 4: v3 = _root.gui.wicon_5; break; case 5: v3 = _root.gui.wicon_6; break; case 6: v3 = _root.gui.wicon_7; break; case 7: v3 = _root.gui.wicon_8; break; case 8: v3 = _root.gui.wicon_9; break; case 9: default: v3 = _root.gui.wicon_10; } if (v3) { v3.gotoAndStop(2); } this.m_acWeapons[new_weapon_index].setWeaponGUIText(); _root.bg.player.base.gotoAndStop(new_weapon_index + 1); _root.gui.player_gun.gotoAndStop(new_weapon_index + 1); trace('select weapon ' + this.m_acWeapons[new_weapon_index].m_sWeaponName); }; v2.setGunMoveEdges = function (curl, curr, curt, curb, gunl, gunr, gunt, gunb) { this.m_gunLeft = gunl; this.m_gunRight = gunr; this.m_gunTop = gunt; this.m_gunBottom = gunb; this.m_cursorLeft = curl; this.m_cursorRight = curr; this.m_cursorTop = curt; this.m_cursorBottom = curb; }; v2.oEF = function () { if (this.m_iCurrentWeaponIndex >= 0 && this.m_iCurrentWeaponIndex <= this.m_acWeapons.length - 1) { this.m_acWeapons[this.m_iCurrentWeaponIndex].executeWeapon(this, _global.levelTimeF); } if (Key.isDown(49) || Key.isDown(50) || Key.isDown(51) || Key.isDown(52) || Key.isDown(53) || Key.isDown(54) || Key.isDown(55) || Key.isDown(56) || Key.isDown(57) || Key.isDown(58) || Key.isDown(48)) { var v13 = Key.getCode(); var v9 = v13 - 49; if (v9 < 0) { v9 = 10; } if (v9 < 0 || v9 > this.m_acWeapons.length - 1) { trace('Unknow weapon!'); } else { if (this.m_iCurrentWeaponIndex != v9) { this.changeWeapon(v9); } } } v13 = Key.getCode(); trace(v13); _root.gui.player_gun._x = _global.lineInterpolation(this.m_gunLeft, this.m_gunRight, this.m_cursorLeft, this.m_cursorRight, this._x); _root.gui.player_gun._y = _global.lineInterpolation(this.m_gunBottom, this.m_gunTop, this.m_cursorBottom, this.m_cursorTop, this._y); if (Key.isDown(32)) { this.m_acWeapons[this.m_iCurrentWeaponIndex].reloadWeapon(); } if (_global.userControlled) { this.speedX = (this._parent._xmouse - this.x) / this.XspeedFactor; this.speedY = (this._parent._ymouse - this.y) / this.YspeedFactor; } else { this.speedX += -this.speedX / this.XspeedFactor * 2; this.speedY += -this.speedY / this.YspeedFactor; } var v10 = Math.floor(this.speedX / 3) + 10; if (v10 < 1) { v10 = 1; } if (v10 > this.base.vis._totalframes) { v10 = this.base.vis._totalframes; } this.base.vis.gotoAndStop(v10); if (this.recoilTimer < _global.playerS.recoilLength) { ++this.recoilTimer; var v12 = this.recoilAngle / _global.PI2; var v11 = _global.playerS.recoil * Math.cos(Math.PI * this.recoilTimer / (2 * _global.playerS.recoilLength + 1)); this.moveBy(v11 * Math.cos(v12) / this.recoilTimer, v11 * Math.sin(v12) / this.recoilTimer); } super.oEF(); this.base._rotation = 0; this.shadow._rotation = 0; this.gunHolder._rotation = 0; var v14 = this.cannons[0]._rotation; this.cannons[0]._rotation = this.base._rotation; if (!(this.init && this.initMove)) { return undefined; } if (_global.userControlled) { if (this.autoFire) { if (this.bang(1)) { this.viewWeapons(); this.recoilAngle = v14 + 90; this.recoilTimer = 0; ++_global.rezults.shots; } if (_global.userWeapon1 != 0) { if (this.cannons[0].changeGun(_global.userWeapon1 + 0)) { if (this.bang(1)) { this.viewWeapons(); ++_global.rezults.shots; } } } if (_global.userWeapon2 != 0) { if (this.cannons[0].changeGun(_global.userWeapon2 + 4)) { if (this.bang(1)) { this.viewWeapons(); ++_global.rezults.shots; } } } if (_global.userWeapon3 != 0) { if (this.cannons[0].changeGun(_global.userWeapon3 + 8)) { if (this.bang(1)) { this.viewWeapons(); ++_global.rezults.shots; } } } if (_global.userWeapon4 != 0) { if (this.cannons[0].changeGun(_global.userWeapon4 + 12)) { if (this.bang(1)) { this.viewWeapons(); ++_global.rezults.shots; } } } this.cannons[0].changeGun(0); } } var v7 = 0; while (v7 < this.cannons[0].gunZ.length) { var v5 = this.cannons[0].gunZ[v7]; if (v5.reload) { var v6 = 100 * ((_global.clock - v5.bangTime) / v5.reloadTime); } else { var v6 = 100 * ((_global.clock - v5.bangTime) / v5.reloadMicroTime); } if (v6 > 100) { v6 = 100; } var v8 = _root.lbar['w' + v7].ico; if (v6 < 100 || v8._currentframe <= 50) { v8.gotoAndPlay(Math.ceil(v6 / 2)); } ++v7; } }; v2.viewWeapons = function () { _root.gui.rockets.tf.text = this.cannons[0].gunZ[1].amount; }; v2.check = function () { super.check(); }; v2.initGun = function (t, mt, c, bt, bs, tl, am, fs, fm, fd, bd, sd, dr, del, mb, pa, pd, pts, pta, ptss) { super.initGun(t, mt, c, bt, bs, 'd', undefined, tl, am, fs, fm, fd, bd, mb, pa, pd, pts, pta, ptss); if (!_global.noSet(sd) && sd != 0) { var v7 = _global.prepareArrayNum(sd); var v5 = _global.prepareArrayNum(dr); var v6 = _global.prepareArrayNum(del); var v4 = 0; while (v4 < this.cannons.length) { this.cannons[v4].initSplash(v7[v4], v5[v4], v6[v4]); ++v4; } } this.showWeapon(); }; v2.addGun = function (t, mt, c, bt, bs, tl, am, fs, fm, fd, bd, sd, dr, del, mb, pa, pd, pts, pta, ptss) { super.addGun(t, mt, c, bt, bs, 'd', undefined, tl, am, fs, fm, fd, bd, mb, pa, pd, pts, pta, ptss); if (!_global.noSet(sd) && sd != 0) { var v7 = _global.prepareArrayNum(sd); var v5 = _global.prepareArrayNum(dr); var v6 = _global.prepareArrayNum(del); var v4 = 0; while (v4 < this.cannons.length) { this.cannons[v4].initSplash(v7[v4], v5[v4], v6[v4]); ++v4; } } this.showWeapon(); }; v2.showWeapon = function () { _root.gui.weaponIndicator.gotoAndStop(this.weaponNum + 1); _root.gui.weaponIndicator.n = 0; _root.gui.weapons.wp1.gotoAndStop(_global.userWeapon1 + 1); _root.gui.weapons.wp2.gotoAndStop(_global.userWeapon2 + 1); _root.gui.weapons.wp3.gotoAndStop(_global.userWeapon3 + 1); _root.gui.weapons.wp4.gotoAndStop(_global.userWeapon4 + 1); }; v2.onMouseUp = function () { this.m_bIsLeftButtonPressed = false; }; v2.bang = function (obj) { var v3 = super.bang(obj); if (v3 && this.cannons[0].currentGun == 1 && this.cannons[0].gunZ[1].nuke) { this.cannons[0].gunZ[1].nuke = false; this.cannons[0].gunZ[1].bulletType = 'rocket'; this.showWeapon(); } return v3; }; v2.showArmor = function () { super.showArmor(); _root.gui.health.bar._xscale = Math.round(100 * this.armor / this.startArmor); }; v2.changeShield = function (delta) { this.shield += delta; if (this.shield > this.maxShield) { this.shield = this.maxShield; } if (this.shield < 0) { this.shield = 0; } if (delta > 0) { this.startBlink('shield'); } }; v2.changeArmor = function (delta) { if (!this.live) { return undefined; } if (delta < 0) { _global.comboNumber = 0; _global.actualComboNumber = 0; _global.comboTimer = -100000; _global.comboFactor = 1; _root.gui.multi.text = _global.actualComboNumber + 1 + ' (' + _global.comboFactor + ')'; var v5 = Math.ceil(delta / 2); if (-v5 > this.shield) { v5 = -this.shield; } var v6 = delta - v5; this.changeShield(v5); } else { var v5 = 0; var v6 = delta; } super.changeArmor(v6); }; v2.destroy = function () { _global.gameOver = true; _global.gameInWin = false; super.destroy(true); }; v2.applyBonus = function (type) { var v5 = false; switch (type) { case 'bHSmall': var v6 = Math.floor(this.startArmor / 4); _root.textBar1.setBarAction('+' + v6 + ' health', 'ffffff', 4000, 25); this.changeArmor(v6); this.showArmor(); break; case 'bHMed': var v6 = Math.floor(this.startArmor / 2); _root.textBar1.setBarAction('+' + v6 + ' health', 'ffffff', 4000, 25); this.changeArmor(v6); this.showArmor(); break; case 'bHBig': var v6 = Math.floor(this.startArmor); _root.textBar1.setBarAction('+' + v6 + ' health', 'ffffff', 4000, 25); this.changeArmor(v6); this.showArmor(); break; case 'bAmmo1': this.m_acWeapons[0].m_iCurBulletsTotal += this.m_acWeapons[0].m_iBulletInPack; if (this.m_iCurrentWeaponIndex == 0) { this.m_acWeapons[0].setWeaponGUIText(); } v5 = true; break; case 'bAmmo2': this.m_acWeapons[1].m_iCurBulletsTotal += this.m_acWeapons[1].m_iBulletInPack; if (this.m_iCurrentWeaponIndex == 1) { this.m_acWeapons[1].setWeaponGUIText(); } v5 = true; break; case 'bAmmo3': this.m_acWeapons[2].m_iCurBulletsTotal += this.m_acWeapons[2].m_iBulletInPack; if (this.m_iCurrentWeaponIndex == 2) { this.m_acWeapons[2].setWeaponGUIText(); } v5 = true; break; case 'bAmmo4': this.m_acWeapons[3].m_iCurBulletsTotal += this.m_acWeapons[3].m_iBulletInPack; if (this.m_iCurrentWeaponIndex == 3) { this.m_acWeapons[3].setWeaponGUIText(); } v5 = true; break; case 'bAirstrike': _global.airstrikeDelay = _global.envS.airstrikeDelay; _root.gui.airstrike.gotoAndPlay(1); _root.gui.airstrike._visible = true; trace('---START AIRSTRIKE (delay: ' + _global.envS.airstrikeDelay + ' frames, damage: ' + _global.envS.airstrikeDamage + ')---'); } if (v5) { _root.textBar1.setBarAction('+ammo', 'ffffff', 4000, 25); var v4 = 0; while (v4 < this.m_acWeapons.length) { if (!this.m_acWeapons[v4].m_bIsAutoReload) { } else { if (this.m_iCurrentWeaponIndex == v4) { } else { this.m_acWeapons[v4].m_bIsNeedPlayReloadSound = false; this.m_acWeapons[v4].reloadWeapon(); } } ++v4; } } }; v2.playerDx = 0; v2.playerDy = 0; v2.baseSpeedX = 0; v2.baseSpeedY = 0; v2.startBaseSpeedX = 0; v2.startBaseSpeedY = 0; v2.XspeedFactor = 0; v2.YspeedFactor = 0; v2.rotationFactor = 0; v2.realRotation = 0; v2.rotSign = 0; v2.shield = 0; v2.maxShield = 0; v2.recoilTimer = 10; v2.recoilAngle = 0; v2.oldTab = false; v2.autoFire = false; v2.weaponNum = 0; v2.weaponPowerup = 0; v2.m_iCurrentWeaponIndex = -1; v2.m_bIsBaah_MainAs = false; v2.m_iBulletDamage_MainAs = 10; v2.m_bIsLeftButtonPressed = false; v2.m_gunLeft = 100; v2.m_gunRight = 450; v2.m_gunTop = -20; v2.m_gunBottom = 60; v2.m_cursorLeft = 0; v2.m_cursorRight = 550; v2.m_cursorTop = -400; v2.m_cursorBottom = 0; v2.m_bIsCursorOverGUI = false; ASSetPropFlags(_global.playerClass.prototype, null, 1); } #endinitclip } movieClip 1658 __Packages.newWeapon { #initclip if (!_global.newWeapon) { var v1 = function () {}; _global.newWeapon = v1; var v2 = v1.prototype; v2.initWeapon = function (w_name, w_dmg, w_inline, w_inpack, w_betweenline, w_betweenshoot, w_reloadtime, w_autoreload, w_soundshoot, w_soundshootnobullets, w_soundreload, w_soundreloadnobullets) { this.m_sWeaponName = w_name; this.m_iBulletDamage = w_dmg; this.m_iBulletInLine = w_inline; this.m_iBulletInPack = w_inpack; this.m_iTimeBetweenLines = w_betweenline; this.m_iTimeBetweenShoots = w_betweenshoot; this.m_iTimeReload = w_reloadtime; this.m_sShootSound = w_soundshoot; this.m_sShootNoBulletsSound = w_soundshootnobullets; this.m_sReloadSound = w_soundreload; this.m_sReloadNoBulletsSound = w_soundreloadnobullets; if (w_autoreload == 1) { this.m_bIsAutoReload = true; } this.m_iCurBulletsInPack = this.m_iBulletInPack; this.m_iCurBulletsTotal = this.m_iBulletInPack * 10; this.m_iCurReloadTime = 0; }; v2.setShakeParam = function (minX, minY, maxX, maxY, growX, growY, decX, decY) { if (minX != undefined) { this.m_iMinShakeRadiusX = minX; } if (minY != undefined) { this.m_iMinShakeRadiusY = minY; } if (maxX != undefined) { this.m_iMaxShakeRadiusX = maxX; } if (maxY != undefined) { this.m_iMaxShakeRadiusY = maxY; } if (growX != undefined) { this.m_iShakeRadiusGrowPerShootX = growX; } if (growY != undefined) { this.m_iShakeRadiusGrowPerShootY = growY; } if (decX != undefined) { this.m_iShakeRadiusDecPerFrameX = decX; } if (decY != undefined) { this.m_iShakeRadiusDecPerFrameY = decY; } }; v2.fireWeapon = function () { if (this.m_iCurReloadTime > 0) { return undefined; } if (this.m_iCurBulletsToShoot > 0) { return undefined; } if (this.m_iCurTimeToFire > 0) { return undefined; } if (this.m_iCurBulletsInPack == 0) { if (this.m_sShootNoBulletsSound != undefined) { _global.sound.play(this.m_sShootNoBulletsSound, 275); } return undefined; } this.m_iCurBulletsToShoot = this.m_iBulletInLine; if (this.m_iBulletInLine < 0) { this.m_iCurBulletsToShoot = 1; } this.m_iCurTimeToFire = 0; if (this.m_iCurBulletsToShoot > this.m_iCurBulletsInPack) { this.m_iCurBulletsToShoot = this.m_iCurBulletsInPack; } this.m_iCurBulletsInPack -= this.m_iCurBulletsToShoot; var v8 = _root.bg.player._x; var v7 = _root.bg.player._y; var v4 = _root.gui; var v6 = v4.getNextHighestDepth(); var v5 = v4.attachMovie('fireDot', 'f' + v6, v6, {'_x': v8, '_y': v7}); v5._yscale = 25; v5._xscale = 25; }; v2.setNumAmmoAndReload = function (num_ammo) { if (num_ammo == undefined || num_ammo < 0) { return undefined; } this.m_iCurBulletsInPack = 0; this.m_iCurBulletsTotal = num_ammo; if (this.m_iCurBulletsTotal == 0) { return undefined; } var v2 = this.m_iBulletInPack; if (v2 > this.m_iCurBulletsTotal) { v2 = this.m_iCurBulletsTotal; } var v3 = this.m_iBulletInPack - this.m_iCurBulletsInPack; if (v3 < v2) { v2 = v3; } this.m_iCurBulletsInPack += v2; this.m_iCurBulletsTotal -= v2; this.setWeaponGUIText(); }; v2.reloadWeapon = function () { if (this.m_iCurReloadTime > 0) { return undefined; } if (this.m_iCurBulletsTotal == 0) { if (this.m_sReloadNoBulletsSound != undefined && this.m_bIsNeedPlayReloadSound) { _global.sound.play(this.m_sReloadNoBulletsSound, 275); } this.m_bIsNeedPlayReloadSound = true; return undefined; } if (this.m_iCurBulletsInPack == this.m_iBulletInPack) { return undefined; } var v4 = this.m_iBulletInPack; if (v4 > this.m_iCurBulletsTotal) { v4 = this.m_iCurBulletsTotal; } var v5 = this.m_iBulletInPack - this.m_iCurBulletsInPack; if (v5 < v4) { v4 = v5; } this.m_iCurBulletsInPack += v4; this.m_iCurBulletsTotal -= v4; if (this.m_sReloadSound != undefined && this.m_bIsNeedPlayReloadSound) { _global.sound.play(this.m_sReloadSound, 275); } this.m_bIsNeedPlayReloadSound = true; this.setWeaponGUIText(); this.m_iCurReloadTime = this.m_iTimeReload; _root.gui.player_gun['gun_' + (this.m_iIndexInArray + 1)].gotoAndPlay('reload'); }; v2.executeWeapon = function (player, cur_frame) { _root.gui.textBarShakeDebug.tf.text = 'm_iCurShakeRadiusX = ' + this.m_iCurShakeRadiusX + ';\n'; _root.gui.textBarShakeDebug.tf.text += 'm_iCurShakeRadiusY = ' + this.m_iCurShakeRadiusY + ';'; --this.m_iCurReloadTime; if (this.m_iCurReloadTime > 0) { return undefined; } --this.m_iCurTimeToFire; if (this.m_iCurBulletsToShoot > 0 && this.m_iCurTimeToFire <= 0) { this.m_iCurTimeToFire = this.m_iTimeBetweenShoots; if (this.m_sShootSound != undefined) { _global.sound.play(this.m_sShootSound, 275); } --this.m_iCurBulletsToShoot; _root.gui.player_gun['gun_' + (this.m_iIndexInArray + 1)].gotoAndPlay('shot'); if (this.m_iCurBulletsToShoot == 0) { if (this.m_iCurBulletsInPack == 0 && this.m_bIsAutoReload) { this.reloadWeapon(); } this.m_iCurTimeToFire = this.m_iTimeBetweenLines; if (this.m_iBulletInLine < 0 && player.m_bIsLeftButtonPressed) { this.m_iCurTimeToFire = 0; this.fireWeapon(); this.m_iCurTimeToFire = this.m_iTimeBetweenLines; } } player.m_bIsBaah_MainAs = true; player.m_iBulletDamage_MainAs = this.m_iBulletDamage; this.setWeaponGUIText(); this.shakeWeapon(); } else { this.m_iCurShakeRadiusX -= this.m_iShakeRadiusDecPerFrameX; this.m_iCurShakeRadiusY -= this.m_iShakeRadiusDecPerFrameY; if (this.m_iCurShakeRadiusX < this.m_iMinShakeRadiusX) { this.m_iCurShakeRadiusX = this.m_iMinShakeRadiusX; } if (this.m_iCurShakeRadiusY < this.m_iMinShakeRadiusY) { this.m_iCurShakeRadiusY = this.m_iMinShakeRadiusY; } } }; v2.shakeWeapon = function () { _root.bg.player.x = _root.bg._xmouse + _global.randRange(-this.m_iCurShakeRadiusX, this.m_iCurShakeRadiusX); _root.bg.player.y = _root.bg._ymouse + _global.randRange(-this.m_iCurShakeRadiusY, this.m_iCurShakeRadiusY); this.m_iCurShakeRadiusX += this.m_iShakeRadiusGrowPerShootX; this.m_iCurShakeRadiusY += this.m_iShakeRadiusGrowPerShootY; if (this.m_iCurShakeRadiusX > this.m_iMaxShakeRadiusX) { this.m_iCurShakeRadiusX = this.m_iMaxShakeRadiusX; } if (this.m_iCurShakeRadiusY > this.m_iMaxShakeRadiusY) { this.m_iCurShakeRadiusY = this.m_iMaxShakeRadiusY; } }; v2.setWeaponGUIText = function () { _root.gui.textBarWeapon.tf.text = this.m_iCurBulletsInPack + this.m_iCurBulletsToShoot + '/' + this.m_iCurBulletsTotal; }; v2.m_bIsEmpty = true; v2.m_sWeaponName = 'unknow'; v2.m_iBulletDamage = 5; v2.m_iBulletInPack = 10000; v2.m_iBulletInLine = 1; v2.m_iTimeBetweenLines = 12; v2.m_iTimeBetweenShoots = 5; v2.m_iTimeReload = 24; v2.m_bIsAutoReload = false; v2.m_iCurBulletsToShoot = 0; v2.m_iCurTimeToFire = 0; v2.m_iCurBulletsInPack = 0; v2.m_iCurBulletsTotal = 0; v2.m_iCurReloadTime = 0; v2.m_iMinShakeRadiusX = 0; v2.m_iMinShakeRadiusY = 0; v2.m_iMaxShakeRadiusX = 0; v2.m_iMaxShakeRadiusY = 0; v2.m_iShakeRadiusDecPerFrameX = 0; v2.m_iShakeRadiusDecPerFrameY = 0; v2.m_iShakeRadiusGrowPerShootX = 0; v2.m_iShakeRadiusGrowPerShootY = 0; v2.m_iCurShakeRadiusX = 0; v2.m_iCurShakeRadiusY = 0; v2.m_bIsNeedPlayReloadSound = true; ASSetPropFlags(_global.newWeapon.prototype, null, 1); } #endinitclip } movieClip 1659 __Packages.soundCollector { #initclip if (!_global.soundCollector) { var v1 = function () { super(); this.col = new Array(); var v8 = 0; while (v8 < this.arrayLength) { var v5 = this.getNextHighestDepth(); var v6 = this.createEmptyMovieClip('mc_' + v5, v5); var v4 = new Sound(v6); v4.onSoundComplete = this.scomplete; var v7 = {'mc': v6, 'snd': v4, 'free': true, 'cont': false, 'pri': false}; v4.link = v7; this.col.push(v7); ++v8; } _global.sound = this; }; _global.soundCollector = v1; _global.soundCollector extends MovieClip; var v2 = v1.prototype; v2.__set__width = function (w) { if (w >= 0) { this.__width = w; } return this.__get__width(); }; v2.__get__width = function () { return this.__width; }; v2.__set__volume = function (v) { if (v >= 0) { this.__volume = v; } return this.__get__volume(); }; v2.__get__volume = function () { return this.__volume; }; v2.__set__enable = function (e) { this.__enable = e; if (!this.__enable) { var v2 = 0; while (v2 < this.arrayLength) { this.col[v2].snd.stop(); ++v2; } } return this.__get__enable(); }; v2.__get__enable = function () { return this.__enable; }; v2.play = function (linkage, xpos, priority, num, volume) { if (!this.__enable) { return undefined; } var v12 = false; switch (linkage) { case 'w_pistol': case 'w_saw': case 'w_siper': case 'w_assault': case 'w_reload': case 'w_reloaded': case 'hum1': case 'hum2': case 'hum3': case 'hum4': case 'hum5': case 'hum6': case 'eexplode': case 'wood': case 's_rocket2': case 's_weapon0': case 'w_noammo': case 'heli': case 'menu': case 'gameOver': case 'levelCompleted': v12 = true; break; default: } if (!v12) { trace('[SOUND ERROR]: "' + linkage + '" not found!'); return undefined; } trace('[SOUND]: play "' + linkage + '"'); if (_global.noSet(priority)) { priority = false; } if (_global.noSet(num)) { num = 1; } if (num == -1) { num = 1000000000; } var v13 = false; var v5 = -1; var v4 = 0; var v6 = -1; var v3 = 0; while (v3 < this.arrayLength) { if (this.col[v3].free || _global.noSet(this.col[v3].snd.position)) { this.col[v3].free = true; v5 = v3; break; } else { if (!this.col[v3].pri) { var v14 = this.col[v3].snd.position / this.col[v3].snd.duration; if (v14 > v4) { v4 = v14; v6 = v3; } } } ++v3; } if (v5 == -1) { if (priority) { if (_global.envS.debug && _global.envS.soundDebug) { _global.debug('Sound collector: all slots busy, using slot ' + v6 + ' (' + this.col[v6].linkage + ': ' + this.col[v6].snd.position / this.col[v6].snd.duration + ')'); } v5 = v6; this.col[v5].snd.stop(); } else { if (_global.envS.debug && _global.envS.soundDebug) { _global.debug('Sound collector: all slots busy, this sound skipping because of their low priority'); } } } if (v5 != -1) { var v7 = this.col[v5]; v14 = v7.snd.attachSound(linkage); v7.snd.setVolume(this.__get__volume()); v7.target = undefined; if (!_global.noSet(xpos)) { if (typeof xpos == 'number') { v7.snd.setPan(this.calcPan(xpos)); } if (typeof xpos == 'movieclip') { v7.target = xpos; } } else { v7.snd.setPan(0); } v7.snd.start(0, num); v7.free = false; v7.linkage = linkage; v7.pri = priority; } }; v2.stop = function (linkage) { var v2 = 0; while (v2 < this.arrayLength) { if (this.col[v2].linkage == linkage) { this.col[v2].snd.stop(); this.col[v2].free = true; } ++v2; } }; v2.scomplete = function () { var v2 = this; v2.link.free = true; }; v2.oEF = function () { var v3 = 0; while (v3 < this.arrayLength) { if (!_global.noSet(this.col[v3].target)) { this.col[v3].snd.setPan(this.calcPan(this.col[v3].target._x)); } ++v3; } }; v2.calcPan = function (xpos) { return (100 * xpos / this.__width) * 2 - 100; }; v2.arrayLength = 8; v2.__volume = 100; v2.__width = 100; v2.__enable = true; v2.addProperty('enable', v2.__get__enable, v2.__set__enable); v2.addProperty('volume', v2.__get__volume, v2.__set__volume); v2.addProperty('width', v2.__get__width, v2.__set__width); ASSetPropFlags(_global.soundCollector.prototype, null, 1); } #endinitclip } movieClip 1660 __Packages.BossBarClass { #initclip if (!_global.BossBarClass) { var v1 = function () { super(); this.targets = new Array(); this._alpha = 0; this.sumHealth = 0; }; _global.BossBarClass = v1; _global.BossBarClass extends MovieClip; var v2 = v1.prototype; v2.add = function (mc, armor) { if (!_global.isChild(this.targets, mc)) { this.targets.push(mc); this.sumHealth += armor; } }; v2.show = function () { var v5 = 0; var v3 = 0; while (v3 < this.targets.length) { var v4 = this.targets[v3]; if (_global.noSet(v4) || v4.armor <= 0) { this.targets.splice(v3, 1); --v3; } else { v5 += v4.armor; } ++v3; } this.bar._xscale = 100 * v5 / this.sumHealth; if (this.targets.length > 0 && this._alpha < 100) { this._alpha += 5; if (this._alpha > 100) { this._alpha = 100; } } if (this.targets.length == 0 && this._alpha > 0) { this.sumHealth = 0; this._alpha -= 5; if (this._alpha < 0) { this._alpha = 0; } } }; ASSetPropFlags(_global.BossBarClass.prototype, null, 1); } #endinitclip } movieClip 1661 __Packages.bgClass { #initclip if (!_global.bgClass) { var v1 = function () { super(); }; _global.bgClass = v1; _global.bgClass extends movingObject; var v2 = v1.prototype; v2.check = function () { this.bg1._y -= _root.bg.speedY * 3 / 4; this.bg2._y -= _root.bg.speedY * 3 / 4; if (this.bg1._y + this._y > 800) { this.bg1._y -= 1600; } if (this.bg2._y + this._y > 800) { this.bg2._y -= 1600; } }; v2.oEF = function () { this.bg1._visible = true; this.bg2._visible = false; _root.bg.speedY = 0; super.oEF(); }; ASSetPropFlags(_global.bgClass.prototype, null, 1); } #endinitclip } frame 5 { function globalStart() { debug('Try to start game'); if (_global.settingsLoaded === true) { debug('STARTING GAME'); _global.slidingBg = true; _global.maxLevelItem = 0; _global.currLevel = _global.levels['level_' + levelNum]; _global.gameOver = false; _global.gameInProcess = true; _global.charsInProcess = true; _global.gameInWin = false; _global.userControlled = true; _global.bIsGotoMenuAfterGame = false; if (_global.levelNum == 1) { _global.fullRezults = {'killed': 0, 'survived': 0, 'items': 0}; } _global.rezults = {'killed': 0, 'survived': 0, 'items': 0}; _global.staticObjects = new Array(); _global.bonusObjects = new Array(); _global.bulletObjects = new Array(); _global.enemyObjects = new Array(); _global.splashedObjects = new Array(); _root.bg.env.depth = 0; _root.bg.fx.depth = 0; _root.bg.splashez.depth = 0; _root.bg.envTop.depth = 0; _root.bg.envTop2.depth = 0; _root.bg.enemyMC.depth = 0; _root.bg.topEnemyMC.depth = 0; _root.bg.attachMovie('queue', 'queue', _root.bg.getNextHighestDepth()); _global.PI2 = 57.29577951308232; _root.clockEFid = _global.queue.addFunc(clockAdder, _root, 5); _root.changeBGSpeedEFid = _global.queue.addFunc(changeBGSpeed, _root.bg, 15); _root.bg.moveTo(0, 400); _root.bg.setMotion(0, 1); _root.bg.inQueue(20); _root.bg.player.setMotion(playerS.speed, playerS.speed); var v10 = _global.noSet(currLevel.playerArmor) ? playerS.maxArmor : currLevel.playerArmor; if (diffLevel == 1) { v10 = Math.round(v10 * 1.25); } if (diffLevel == 3) { v10 = Math.round(v10 * 0.75); } var v11 = _global.noSet(currLevel.playerShield) ? playerS.maxShield : currLevel.playerShield; _root.bg.player.initTank(playerS.base, playerS.gun, undefined, v10, playerS.withoutBase, v11, playerS.maxShield, v10, playerS.shadow); _root.bg.player.initGun(0, playerS.weapons[0].shotsTime, 0, playerS.weapons[0].bulletType, playerS.weapons[0].bulletSpeed, playerS.weapons[0].bulletTopLevel, playerS.weapons[0].amount, playerS.weapons[0].flySteps, playerS.weapons[0].flyMinScale, playerS.weapons[0].flyDistance, playerS.weapons[0].bulletDamage, playerS.weapons[0].splashDamage, playerS.weapons[0].damageRadius, playerS.weapons[0].splashDelay, playerS.weapons[0].movedBullet, playerS.weapons[0].passageAbility, playerS.weapons[0].bulletFlyDistance, playerS.weapons[0].pointsUsed, playerS.weapons[0].pointsAngles, playerS.weapons[0].pointsScale); i = 1; while (i < currLevel.playerAvailableWeapons) { _root.bg.player.addGun(0, playerS.weapons[i].shotsTime, 0, playerS.weapons[i].bulletType, playerS.weapons[i].bulletSpeed, playerS.weapons[i].bulletTopLevel, playerS.weapons[i].amount, playerS.weapons[i].flySteps, playerS.weapons[i].flyMinScale, playerS.weapons[i].flyDistance, playerS.weapons[i].bulletDamage, playerS.weapons[i].splashDamage, playerS.weapons[i].damageRadius, playerS.weapons[i].splashDelay, playerS.weapons[i].movedBullet, playerS.weapons[i].passageAbility, playerS.weapons[i].bulletFlyDistance, playerS.weapons[i].pointsUsed, playerS.weapons[i].pointsAngles, playerS.weapons[i].pointsScale); ++i; } _root.bg.player.viewWeapons(); _root.bg.player.dieImmediatly = false; _root.bg.player.inQueue(10); if (!_global.noSet(playerS.soundKills)) { _root.bg.player.soundKills = playerS.soundKills; } var v3 = 0; while (v3 < playerS.fpsWeapons.length) { var v9 = new newWeapon(); v9.initWeapon(playerS.fpsWeapons[v3].weaponName, playerS.fpsWeapons[v3].bulletDamage, playerS.fpsWeapons[v3].bulletInLine, playerS.fpsWeapons[v3].bulletInPack, playerS.fpsWeapons[v3].timeBetweenLines, playerS.fpsWeapons[v3].timeBetweenShoots, playerS.fpsWeapons[v3].timeReload, playerS.fpsWeapons[v3].autoReload, playerS.fpsWeapons[v3].soundShoot, playerS.fpsWeapons[v3].soundShootNoBullets, playerS.fpsWeapons[v3].soundReload, playerS.fpsWeapons[v3].soundReloadNoBullets); v9.setShakeParam(playerS.fpsWeapons[v3].shakeMinRadiusX, playerS.fpsWeapons[v3].shakeMinRadiusY, playerS.fpsWeapons[v3].shakeMaxRadiusX, playerS.fpsWeapons[v3].shakeMaxRadiusY, playerS.fpsWeapons[v3].shakeGrowPerShootX, playerS.fpsWeapons[v3].shakeGrowPerShootY, playerS.fpsWeapons[v3].shakeDecPerFrameX, playerS.fpsWeapons[v3].shakeDecPerFrameY); var v4; if (v3 == 0) { v4 = currLevel.Ammo1; } else { if (v3 == 1) { v4 = currLevel.Ammo2; } else { if (v3 == 2) { v4 = currLevel.Ammo3; } else { if (v3 == 3) { v4 = currLevel.Ammo4; } } } } v9.setNumAmmoAndReload(v4); _root.bg.player.addWeapon(v9); ++v3; } _root.bg.player.changeWeapon(currLevel.StartWeaponIndex); _root.bg.player.setGunMoveEdges(_global.envS.cursorLeft, _global.envS.cursorRight, _global.envS.cursorTop, _global.envS.cursorBottom, _global.envS.gunLeft, _global.envS.gunRight, _global.envS.gunTop, _global.envS.gunBottom); _root.gui.airstrike.stop(); _root.gui.airstrike._visible = false; _global.airstrikeDelay = 0; _global.numUnitsCounted = 0; _global.numNeedUnitsCounted = 100000; if (_global.currLevel.events.special_destroyed.need_destroy) { _global.numNeedUnitsCounted = _global.currLevel.events.special_destroyed.need_destroy; } _root.gui.textBarProgressDebug._visible = false; _root.gui.textBarShakeDebug._visible = false; _root.gui.win_icon._visible = false; _root.gui.lose_icon._visible = false; if (_global.currLevel.events.special_destroyed) { if (_global.currLevel.events.special_destroyed.game_action == 'win') { _root.gui.win_icon._visible = true; _root.gui.win_icon.gotoAndStop('units_win'); } else { _root.gui.lose_icon._visible = true; _root.gui.lose_icon.gotoAndStop('units_lose'); } } if (_global.currLevel.events.time_is_out) { if (_global.currLevel.events.time_is_out.game_action == 'win') { _root.gui.win_icon._visible = true; _root.gui.win_icon.gotoAndStop('time_win'); } else { _root.gui.lose_icon._visible = true; _root.gui.lose_icon.gotoAndStop('time_lose'); } } _global.arForsedRemove = new Array(); _root.gui.wicon_1.onPress = function () { if (_global.gameInProcess) { _root.bg.player.changeWeapon(0); } }; _root.gui.wicon_2.onPress = function () { if (_global.gameInProcess) { _root.bg.player.changeWeapon(1); } }; _root.gui.wicon_3.onPress = function () { if (_global.gameInProcess) { _root.bg.player.changeWeapon(2); } }; _root.gui.wicon_4.onPress = function () { if (_global.gameInProcess) { _root.bg.player.changeWeapon(3); } }; _root.gui.wicon_5.onPress = function () { if (_global.gameInProcess) { _root.bg.player.changeWeapon(4); } }; _root.gui.wicon_r.onPress = function () { if (_global.gameInProcess) { _root.bg.player.reloadWeapon(); } }; _root.gui.wicon_1.onRollOver = function () { _root.bg.player.m_bIsCursorOverGUI = true; }; _root.gui.wicon_1.onRollOut = function () { _root.bg.player.m_bIsCursorOverGUI = false; }; _root.gui.wicon_2.onRollOver = function () { _root.bg.player.m_bIsCursorOverGUI = true; }; _root.gui.wicon_2.onRollOut = function () { _root.bg.player.m_bIsCursorOverGUI = false; }; _root.gui.wicon_3.onRollOver = function () { _root.bg.player.m_bIsCursorOverGUI = true; }; _root.gui.wicon_3.onRollOut = function () { _root.bg.player.m_bIsCursorOverGUI = false; }; _root.gui.wicon_4.onRollOver = function () { _root.bg.player.m_bIsCursorOverGUI = true; }; _root.gui.wicon_4.onRollOut = function () { _root.bg.player.m_bIsCursorOverGUI = false; }; _root.gui.wicon_5.onRollOver = function () { _root.bg.player.m_bIsCursorOverGUI = true; }; _root.gui.wicon_5.onRollOut = function () { _root.bg.player.m_bIsCursorOverGUI = false; }; _root.gui.wicon_r.onRollOver = function () { _root.bg.player.m_bIsCursorOverGUI = true; _root.gui.wicon_r.gotoAndStop(2); }; _root.gui.wicon_r.onRollOut = function () { _root.bg.player.m_bIsCursorOverGUI = false; _root.gui.wicon_r.gotoAndStop(1); }; bg.oEF2 = mainOEF; _root.bgEFid = _global.queue.addFunc(_root.bg.oEF2, _root.bg, 90); bg.oEF3 = createStars; _root.starsEFid = _global.queue.addFunc(_root.bg.oEF3, _root.bg, 95); delete _global.currLevelByTime; _global.currLevelByTime = new Array(); delete _global.currLevelByFrame; _global.currLevelByFrame = new Array(); var i = 0; while (i < _global.currLevel.level.length) { if (!_global.noSet(_global.currLevel.level[i].yoffset)) { if (_global.noSet(_global.currLevel.level[i].orig_yoffset)) { _global.currLevel.level[i].yoffset = Math.floor(parseFloat(_global.currLevel.level[i].yoffset) * 100) / 100; _global.currLevel.level[i].orig_yoffset = _global.currLevel.level[i].yoffset; } } if (!_global.noSet(_global.currLevel.level[i].timeOffset)) { var v6 = _global.currLevel.level[i].timeOffset.charAt(0); var v5 = _global.currLevel.level[i].timeOffset.substr(1, 100); v5 = parseInt(v5); if (v6 == 's') { currLevelByTime.push({'obj': _global.currLevel.level[i], 't': v5}); } if (v6 == 'f') { currLevelByFrame.push({'obj': _global.currLevel.level[i], 't': v5}); } } if (!_global.noSet(_global.currLevel.level[i].tank) && !_global.noSet(_global.currLevel.level[i].yoffset)) { _global.maxLevelItem = Math.max(_global.maxLevelItem, _global.currLevel.level[i].yoffset); } ++i; } debug('Ìàêñèìàëüíûé îáúåêò ' + _global.maxLevelItem); setProgressBar(0, _global.maxLevelItem); _global.maxLevelItem += 0.5; _root.wndComplete._visible = false; _root.wndPause._visible = false; _global.sound.width = 550; _global.queue.addFunc(sound.oEF, sound, 95); _root.bg.lineGrid._y = _global.envS.newObjectYOffset; if (_global.envS.debug != 1) { _root.error._visible = false; _root.tfTimerF._visible = _root.error._visible; _root.tfTimer._visible = _root.error._visible; _root.bg.lineGrid._visible = _root.error._visible; _root.bottomRuler._visible = _root.error._visible; } _global.gameTimeStart = getTimer(); _global.keyGetter = new Object(); keyGetter.onKeyDown = makePause; keyGetter.onMouseWheel = changeWeaponByMouse; Key.addListener(_global.keyGetter); Mouse.addListener(_global.keyGetter); _global.levelCompleteDelayCounter = 0; _global.usingBar = (currLevel.bar == 0) ? false : true; _root.gui.progress.bar._visible = _global.usingBar; _root.slowZone._visible = false; _root.fastZone._visible = _root.slowZone._visible; if (!_global.noSet(_global.currLevel.playerX) && !_global.noSet(_global.currLevel.playerY)) { trace('ïî óðîâíþ'); _root.bg.player.moveTo(_global.currLevel.playerX, -_global.currLevel.playerY); } else { trace('ïî äåôîëòó'); _root.bg.player.moveTo(playerS.startX, -playerS.startY); } _root.gui._visible = true; _global.levelTime = 0; _global.levelTimeF = 0; _global.levelTimeS = getTimer(); _root.textBar3._visible = false; _root.textBar2._visible = _root.textBar3._visible; _root.textBar1._visible = _root.textBar3._visible; _root.textBar3.setBarAction = _global.setBarAction; _root.textBar2.setBarAction = _root.textBar3.setBarAction; _root.textBar1.setBarAction = _root.textBar3.setBarAction; if (typeof _global.envS.comboFactorz == 'string') { var v7 = _global.envS.comboFactorz.split(','); var i = 0; while (i < v7.length) { v7[i] = Math.floor(parseFloat(v7[i]) * 100) / 100; ++i; } _global.envS.comboFactorz = v7; } if (typeof _global.envS.comboLinkagez == 'string') { v7 = _global.envS.comboLinkagez.split(','); var i = 0; while (i < v7.length) { v7[i] = trim(v7[i]); ++i; } _global.envS.comboLinkagez = v7; } if (typeof _global.envS.comboDeltaz == 'string') { v7 = _global.envS.comboDeltaz.split(','); var i = 0; while (i < v7.length) { v7[i] = Math.floor(parseFloat(v7[i]) * 100) / 100; ++i; } _global.envS.comboDeltaz = v7; } _global.actualComboNumber = 0; _global.comboNumber = 0; _global.comboTimer = _global.levelTime; _global.comboFactor = 1; if (noSet(_global.gameScore) || _global.levelNum == 1) { _global.gameScore = 0; } _global.levelScore = 0; _root.gui.score.text = 0; _root.mainSegment = -10; initCreateStars(); _root.bg.oEF2(); _root.gui.red_fade._visible = false; _root.gui.red_fade.stop(); if (noSet(_global.envS.headshootRatio)) { trace('_global.envS.headshootRatio == undefined! Set default value!'); _global.envS.headshootRatio = 10; } trace(_root.gui.blackfade); _root.gui.blackfade._visible = true; _root.gui.blackfade.gotoAndPlay(2); } else { debug('XML data not loaded yet'); } } function endGameOutput() { _root.wndComplete.flag = true; with (_root.wndComplete) { _visible = true; var ttz = _global.envS.textZ; wnd.wnd_header.gotoAndStop(3); tf1_.htmlText = '<p align="right">' + ttz.final_completeString1 + '</p>'; tf2_.htmlText = '<p align="right">' + ttz.final_completeString2 + '</p>'; tf3_.htmlText = '<p align="right">' + ttz.final_completeString3 + '</p>'; tf4_.htmlText = '<p align="right">' + ttz.final_completeString4 + '</p>'; tf1.text = _global.fullRezults.killed; tf2.text = _global.fullRezults.survived; tf3.text = _global.fullRezults.items; tf4.text = _global.gameScore; _global.bIsGotoMenuAfterGame = true; } } System.useCodepage = true; fscommand('trapallkeys', true); trace('init'); _root.depth = 0; _global.isChild = function (arr, item) { var v2 = false; for (var v3 in arr) { if (arr[v3] == item) { v2 = v3; break; } } return v2; }; Array.prototype.add = function (a, canBeTwice) { canBeTwice = Boolean(canBeTwice); if (canBeTwice) { this.push(a); } else { var v2 = 0; while (v2 < this.length) { if (this[v2] == a) { return undefined; } ++v2; } this.push(a); } }; Array.prototype.remove = function (a, remAll) { remAll = Boolean(remAll); var v2 = 0; while (v2 < this.length) { if (this[v2] == a) { this.splice(v2, 1); if (!remAll) { break; } else { --v2; } } ++v2; } }; Array.prototype.removeFromObj = function (str, a, remAll) { remAll = Boolean(remAll); var v2 = 0; while (v2 < this.length) { if (this[v2][str] == a) { this.splice(v2, 1); if (!remAll) { break; } else { --v2; } } ++v2; } }; Array.prototype.inArray = function (a, str) { if (_global.noSet(str)) { var v3 = 0; while (v3 < this.length) { if (this[v3] == a) { return true; } ++v3; } return false; } v3 = 0; while (v3 < this.length) { if (this[v3][str] == a) { return true; } ++v3; } return false; }; Array.prototype.arrangeLength = function (len) { if (this.length < len) { var v2 = 0; while (v2 < len) { if (this[v2] == undefined) { this[v2] = this[this.length - 1]; } ++v2; } } }; _global.changeDebugText = function () { debug(); }; _global.debug = function (str, important) { if (important == undefined) { important = false; } if (str == undefined) { str = ''; } clearInterval(_root.debugInt); _root.tf_debug.text = str; if (str != '') { if (_global.envS.debugTrace == 1 || important) { trace(str); } _root.debugInt = setInterval(changeDebugText, 5000); _global.debugLog += str + '\n'; } }; _global.debugLog = ''; debug(); _global.drawRect = function (target, x1, y1, x2, y2) { target.moveTo(x1, y1); target.lineTo(x2, y1); target.lineTo(x2, y2); target.lineTo(x1, y2); target.lineTo(x1, y1); }; _global.trim = function (str) { str = String(str); var v2 = -1; do { ++v2; var a = str.charAt(v2); } while (a == ' ' || a == '\n' || a == '\r' || a == '\t'); var v3 = str.length; do { --v3; var a = str.charAt(v3); } while (a == ' ' || a == '\n' || a == '\r' || a == '\t'); str = str.substring(v2, v3 + 1); if (String(parseFloat(str)) == str) { str = parseFloat(str); } return str; }; _global.alphaIn = function () { this._alpha += 5; if (this._alpha > 100) { this._alpha = 100; delete this.onEnterFrame; } }; _global.alphaOut = function () { ++this.step; if (this.step > this.maxStep) { this._alpha -= 5; if (this._alpha < 0) { this._alpha = 0; delete this.onEnterFrame; } } }; _global.noSet = function (a) { if (a == undefined) { return true; } if (a == null) { return true; } if (String(a) == '') { return true; } if (a == 'undefined') { return true; } if (typeof a == 'number' && isNaN(a)) { return true; } return false; }; _global.prepareArrayString = function (inv) { var v3 = inv.split(','); if (_global.noSet(v3)) { v3 = new Array(); v3.push(inv); } var v2 = 0; while (v2 < v3.length) { v3[v2] = _global.trim(v3[v2]); ++v2; } return v3; }; _global.prepareArrayNum = function (inv) { var v3 = inv.split(','); if (_global.noSet(v3)) { v3 = new Array(); v3.push(inv); } var v2 = 0; while (v2 < v3.length) { v3[v2] = parseFloat(v3[v2]); ++v2; } return v3; }; _global.prepareArrayBool = function (inv) { var v3 = inv.split(','); if (_global.noSet(v3)) { v3 = new Array(); v3.push(inv); } var v2 = 0; while (v2 < v3.length) { v3[v2] = (parseFloat(v3[v2]) == 1) ? true : false; ++v2; } return v3; }; _global.isChild = function (arr, item) { var v2 = false; for (var v3 in arr) { if (arr[v3] == item) { v2 = v3; break; } } return v2; }; _global.isArrChild = function (arr, name, item) { var v3 = false; var v1 = 0; while (v1 < arr.length) { if (arr[v1][name] == item) { v3 = arr[v1]; break; } ++v1; } return v3; }; _global.parsingOn = function () { this._alpha += _root.parsingAnimDelta; if (this._alpha > 100 + _root.parsingAnimDelta) { _root.gotoAndStop('parse'); delete this.onEnterFrame; } }; _global.parsingOff = function () { this._alpha -= _root.parsingAnimDelta; if (this._alpha <= 0) { delete this.onEnterFrame; _root.gotoAndStop('menu'); } }; _global.nullCharWidth = 20; _global.charSpacer = 15; _global.charWaiter = function () { if (!charsInProcess) { return undefined; } if (this.step == undefined) { this.step = 0; } ++this.step; this.gotoAndPlay(1); if (this.step >= this.maxstep) { this._visible = true; this.play(); delete this.onEnterFrame; } }; _global.makeText = function (str, lnk) { if (lnk == undefined) { lnk = 'MovieAnimation1'; } for (var v15 in _root.charCont) { _root.charCont[v15].removeMovieClip(); } var v9 = new Array(); var v10 = 0; var v6 = 0; var v5 = 0; while (v5 < str.length) { var v4 = str.charAt(v5); if (v4 != ' ') { var v8 = v4; if (v4 == 'l') { v8 = 'll'; } var v7 = _root.charCont.getNextHighestDepth(); var v3 = _root.charCont.attachMovie(lnk, 'c' + v7, v7); var v12 = v3.char.attachMovie('char_' + v8, 'c', 0); v3.maxstep = 3 + 2 * (str.length - v5); v3._visible = false; v3.stop(); v3.onEnterFrame = _global.charWaiter; if (v5 != 0) { v3._x = v10 + v6 / 2 + _global.charSpacer + v3.char.c._width / 2; } v10 = v3._x; v6 = v3.char.c._width / 2; v9.push(v3); } else { v10 += v6 / 2 + _global.charSpacer + _global.nullCharWidth / 2; v6 = _global.nullCharWidth; } ++v5; } var v14 = v9[v9.length - 1]; v5 = 0; while (v5 < v9.length) { v9[v5]._x -= v14._x / 2; ++v5; } false; }; stop(); _root.parsingDataMC._alpha = 0; _root.parsingDataMC.onEnterFrame = parsingOn; _global.allowToStart = false; _global.lineInterpolation = function (ymin, ymax, xmin, xmax, xcur) { var v3; var v1; var v2; v1 = (ymax - ymin) / (xmax - xmin); v2 = ymin - v1 * xmin; v3 = v1 * xcur + v2; return v3; }; _global.randRange = function (min, max) { var v1 = Math.floor(Math.random() * (max - min + 1)) + min; return v1; }; mainOEF = function () { if (_global.gameInProcess) { var dt = Math.round((getTimer() - gameTimeStart) / 1000); var st = dt % 60; if (st < 10) { st = '0' + st; } var tt = Math.floor(dt / 60); _root.tfTimer.text = tt + ':' + st; _global.levelTime += getTimer() - _global.levelTimeS; ++_global.levelTimeF; _root.tfTimerF.text = levelTimeF; var dt = Math.round(_global.levelTime / 1000); var st = dt % 60; if (st < 10) { st = '0' + st; } var tt = Math.floor(dt / 60); if (tt < 10) { tt = '0' + tt; } _root.gui.time.text = tt + ':' + st; } _global.levelTimeS = getTimer(); _root.bossBar.show(); if (_root.gui.red_fade._visible) { if (_root.gui.red_fade._currentframe == _root.gui.red_fade._totalframes) { _root.gui.red_fade._visible = false; _root.gui.red_fade.gotoAndStop(1); } } if (_global.airstrikeDelay > 0) { --_global.airstrikeDelay; if (_global.airstrikeDelay <= 0) { trace('Airstrike deal DAMAGE!!!'); var j = 0; while (j < enemyObjects.length) { enemyObjects[j].changeArmor(-_global.envS.airstrikeDamage); ++j; } _global.airstrikeDelay = 0; } } if (_root.gui.airstrike._visible) { if (_root.gui.airstrike._currentframe == _root.gui.airstrike._totalframes) { _root.gui.airstrike.stop(); _root.gui.airstrike._visible = false; trace('--- END AIRSTRIKE ---'); } } var xp = _root.bg.player._x; var yp = 400 + _root.bg.player._y; var ppointz = new Array(); var j = 0; while (!_global.noSet(_root.bg.player.base['p' + j])) { var obj = {'x': _root.bg.player.base['p' + j]._x, 'y': _root.bg.player.base['p' + j]._y}; _root.bg.player.base.localToGlobal(obj); ppointz.push(obj); ++j; } var t = true; while (t) { t = false; var j = 0; while (j < enemyObjects.length) { if (enemyObjects[j].m_fakeZ > enemyObjects[j + 1].m_fakeZ) { t = true; a = enemyObjects[j + 1]; enemyObjects[j + 1] = enemyObjects[j]; enemyObjects[j] = a; } ++j; } } var my_depth = 10; var pointed_enemy = null; var cur_pointed_scale = 0; var i = 0; while (i < enemyObjects.length) { name = enemyObjects[i]; name._alpha = 100; name.swapDepths(my_depth); ++my_depth; if (name.m_fakeZ < cur_pointed_scale) { } else { if (name.hitBody.hitTest(ppointz[0].x, ppointz[0].y, true)) { pointed_enemy = name; cur_pointed_scale = name.m_fakeZ; } } ++i; } if (pointed_enemy != null) { } if (_global.arForsedRemove.length > 0) { var i = 0; while (i < enemyObjects.length) { name = enemyObjects[i]; var ii = 0; while (ii < _global.arForsedRemove.length) { if (_global.arForsedRemove[ii] == name.m_specialMark) { name.changeArmor(-name.startArmor); } ++ii; } ++i; } delete _global.arForsedRemove; _global.arForsedRemove = new Array(); } if (_root.bg.player.m_bIsBaah_MainAs) { var enemy_target = null; var enemy_target_scale = 0; var enemy_head_shoot = false; var i = 0; while (i < enemyObjects.length) { name = enemyObjects[i]; var px = ppointz[0].x; var py = ppointz[0].y; if (name.m_fakeZ < cur_pointed_scale) { } else { var is_head_shoot = false; if (name.hitBody.hitTest(px, py, true)) { enemy_target = name; enemy_target_scale = name.m_fakeZ; enemy_head_shoot = true; is_head_shoot = true; } if (name.hitBody == name.body) { is_head_shoot = false; } if (!is_head_shoot) { if (name.body.hitTest(px, py, true)) { enemy_target = name; enemy_target_scale = name.m_fakeZ; enemy_head_shoot = false; } } } ++i; } if (enemy_target) { var dmg = _root.bg.player.m_iBulletDamage_MainAs; if (enemy_head_shoot) { dmg *= _global.envS.headshootRatio; enemy_target.setHeadShootFlag(); trace('_global.mainOEF: ' + enemy_target + ': HEAD SHOOT (damage: ' + dmg + ')!!!'); } else { trace('_global.mainOEF: ' + enemy_target + ': SHOOT!'); } enemy_target.changeArmor(-dmg); } } _root.bg.player.m_bIsBaah_MainAs = false; var fullArray = new Array(); fullArray = staticObjects.concat(enemyObjects); var i = 0; while (i < fullArray.length) { if (fullArray[i].checkRelations(fullArray)) { --i; fullArray = staticObjects.concat(enemyObjects); } ++i; } if (_global.gameOver) { if (++_global.levelCompleteDelayCounter >= _global.envS.levelCompleteDelay) { _root.gui.red_fade._visible = false; _root.gui.red_fade.gotoAndStop(1); stopAllEngines(); with (_root.wndComplete) { _visible = true; var ttz = _global.envS.textZ; if (_global.gameOver) { if (_global.gameInWin == false) { wnd.wnd_header.gotoAndStop(2); _global.sound.play('gameOver', undefined, true); --_global.levelNum; trace('LOSE!'); } else { wnd.wnd_header.gotoAndStop(1); _global.fullRezults.killed += _global.rezults.killed; _global.fullRezults.survived += _global.rezults.survived; _global.fullRezults.items += _global.rezults.items; _global.gameScore += _global.levelScore; _global.sound.play('levelCompleted', undefined, true); var saved = SharedObject.getLocal(gameName, '/'); if (saved.data.levelDone < levelNum || noSet(saved.data.levelDone)) { if (!noSet(levels['level_' + (levelNum + 1)])) { saved.data.levelDone = levelNum; saved.data.killed = _global.fullRezults.killed; saved.data.survived = _global.fullRezults.survived; saved.data.items = _global.fullRezults.items; saved.data.gameScore = _global.gameScore; saved.data.userWeapon1 = _global.userWeapon1; saved.data.userWeapon2 = _global.userWeapon2; saved.data.userWeapon3 = _global.userWeapon3; saved.data.userWeapon4 = _global.userWeapon4; saved.flush(); } } trace('VICTORY!'); } } wnd.tf1_.htmlText = '<p align="right">' + ttz.completeString1 + '</p>'; wnd.tf2_.htmlText = '<p align="right">' + ttz.completeString2 + '</p>'; wnd.tf3_.htmlText = '<p align="right">' + ttz.completeString3 + '</p>'; wnd.tf4_.htmlText = '<p align="right">' + ttz.completeString4 + '</p>'; wnd.tf5_.htmlText = '<p align="right">' + ttz.completeString5 + '</p>'; wnd.tf1.text = _global.rezults.killed; wnd.tf2.text = _global.rezults.survived; wnd.tf3.text = _global.rezults.items; wnd.tf4.text = _global.levelScore; tf5.text = _global.gameScore; } } } if (gameInProcess) { var i = 0; while (i < currLevelByFrame.length) { var foo = currLevelByFrame[i]; if (foo.t == _global.levelTimeF) { makeGameObject.call(this, foo.obj, foo.obj.yoffset); currLevelByFrame.splice(i, 1); --i; } ++i; } if (_global.gameOver == false) { _root.gui.textBarProgressDebug.tf.text = '\n'; if (_global.currLevel.events.all_destroyed) { _root.gui.textBarProgressDebug.tf.text += 'event: all_destroyed\n action = ' + _global.currLevel.events.all_destroyed.game_action + ';\n'; if (enemyObjects.length == 0 && currLevelByFrame.length == 0) { _global.gameOver = true; if (_global.currLevel.events.all_destroyed.game_action == 'win') { _global.gameInWin = true; } trace('event: all_destroyed; game_action = ' + _global.currLevel.events.all_destroyed.game_action + ';'); } } if (_global.currLevel.events.special_destroyed) { _root.gui.textBarProgressDebug.tf.text += '\nevent: special_destroyed\n action = ' + _global.currLevel.events.special_destroyed.game_action + ';\n'; _root.gui.textBarProgressDebug.tf.text += 'progress: ' + _global.numUnitsCounted + '/' + _global.numNeedUnitsCounted + ';\n'; if (_global.currLevel.events.special_destroyed.game_action == 'win') { _root.gui.win_icon.tf.text = _global.numNeedUnitsCounted - _global.numUnitsCounted; } else { _root.gui.lose_icon.tf.text = _global.numNeedUnitsCounted - _global.numUnitsCounted; } if (_global.numUnitsCounted >= _global.numNeedUnitsCounted) { _global.gameOver = true; if (_global.currLevel.events.special_destroyed.game_action == 'win') { _global.gameInWin = true; } trace('event: special_destroyed; game_action = ' + _global.currLevel.events.special_destroyed.game_action + ';'); } } if (_global.currLevel.events.time_is_out) { _root.gui.textBarProgressDebug.tf.text += '\nevent: time_is_out\n action = ' + _global.currLevel.events.time_is_out.game_action + ';\n'; var time_str = '??:??'; if (_global.currLevel.events.time_is_out.time_count_down == 1) { var dt = Math.round((_global.currLevel.events.time_is_out.time_passed - _global.levelTime) / 1000); var st1 = dt % 60; if (st1 < 10) { st1 = '0' + st1; } var tt1 = Math.floor(dt / 60); if (tt1 < 10) { tt1 = '0' + tt1; } time_str = tt1 + ':' + st1; } else { var dt = Math.round(_global.levelTime / 1000); var st1 = dt % 60; if (st1 < 10) { st1 = '0' + st1; } var tt1 = Math.floor(dt / 60); if (tt1 < 10) { tt1 = '0' + tt1; } dt = Math.round(_global.currLevel.events.time_is_out.time_passed / 1000); var st2 = dt % 60; if (st2 < 10) { st2 = '0' + st2; } var tt2 = Math.floor(dt / 60); if (tt2 < 10) { tt2 = '0' + tt2; } time_str = tt1 + ':' + st1 + ' of ' + tt2 + ':' + st2; } if (_global.currLevel.events.time_is_out.game_action == 'win') { _root.gui.win_icon.tf.text = time_str; } else { _root.gui.lose_icon.tf.text = time_str; } if (_global.levelTime >= _global.currLevel.events.time_is_out.time_passed) { _global.gameOver = true; if (_global.currLevel.events.time_is_out.game_action == 'win') { _global.gameInWin = true; } trace('event: time_is_out; game_action = ' + _global.currLevel.events.time_is_out.game_action + ';'); } } } } }; _global.initCreateStars = function () { for (var v4 in starsS) { var v1 = starsS[v4]; if (!noSet(v1.linkage)) { var v2 = 0; while (v2 < v1.startCount) { var v3 = createStar(v1.linkage, v1.speed); v3._y = Math.floor(Math.random() * 550); ++v2; } } } }; _global.createStars = function () { return undefined; _root.bg.starz._y = -_root.bg._y; for (var v3 in starsS) { var v2 = starsS[v3]; if (!noSet(v2.linkage)) { if (Math.random() < v2.random) { createStar(v2.linkage, v2.speed); } } } }; _global.createStar = function (link, sp) { var v2 = _root.bg.starz.getNextHighestDepth(); var v3 = _root.bg.starz.attachMovie(link, 'star' + v2, v2); v3.initStar(sp); return v3; }; _global.clock = 0; clockAdder = function () { ++_global.clock; }; changeBGSpeed = function () { if (_global.scrollBG_debugFlag === true) { return undefined; } if (!_global.slidingBg) { _root.bg.speedY *= slidingfactor; if (slidingfactor > 1) { if (_root.bg.speedY > slidingLimit) { _root.bg.speedY = slidingLimit; } } if (slidingfactor < 1) { if (_root.bg.speedY < slidingLimit) { _root.bg.speedY = slidingLimit; } } } else { if (_global.gameInProcess) { if (!_global.noSet(_global.currLevel.screenSpeed)) { _root.bg.speedY = _global.currLevel.screenSpeed; return undefined; } var v6 = _root.bg.player._x; var v5 = _root.bg.player._y + _root.bg._y; var v7 = _root.fastZone.hitTest(v6, v5, 1); var v8 = _root.slowZone.hitTest(v6, v5, 1); var v3 = _global.envS.screenSpeed; if (v7) { v3 = _global.envS.screenFastSpeed; } if (v8) { v3 = _global.envS.screenSlowSpeed; } if (v3 != _root.bg.speedY) { if (v3 > _root.bg.speedY) { var v4 = _root.bg.speedY * _global.envS.screenSpeedFactorUp; if (v4 > v3) { v4 = v3; } } if (v3 < _root.bg.speedY) { v4 = _root.bg.speedY * _global.envS.screenSpeedFactorDown; if (v4 < v3) { v4 = v3; } } if (v3 == 0 && v4 < 0.1) { v4 = 0; } if (v3 > 0 && v4 < 0.1) { v4 = 0.1; } _root.bg.speedY = v4; } } } }; _global.checkSplash = function (obj, flag, flag2) { var v9 = splashedObjects.length; if (_global.noSet(obj)) { return undefined; } if (_global.noSet(flag)) { flag = true; } if (_global.noSet(flag2)) { flag2 = true; } if (flag2) { var v3 = 0; while (v3 < staticObjects.length) { if (staticObjects[v3].ignoreSplash) { } else { if (checkSplashOne(obj, staticObjects[v3])) { splashedObjects.push({'obj': staticObjects[v3], 'from': obj._name, 'dmg': obj.splashDamage, 'delay': obj.splashDelay, 'spl': true}); } } ++v3; } v3 = 0; while (v3 < enemyObjects.length) { if (enemyObjects[v3].ignoreSplash) { } else { if (checkSplashOne(obj, enemyObjects[v3])) { splashedObjects.push({'obj': enemyObjects[v3], 'from': obj._name, 'dmg': obj.splashDamage, 'delay': obj.splashDelay, 'spl': false}); } } ++v3; } } if (false && flag) { if (checkSplashOne(obj, _root.bg.player)) { splashedObjects.push({'obj': _root.bg.player, 'from': obj._name, 'dmg': obj.splashDamage, 'delay': obj.splashDelay, 'spl': false}); } } var v4 = ''; v3 = 0; while (v3 < splashedObjects.length) { v4 += v3 + ': obj=' + splashedObjects[v3].obj + ', damage=' + splashedObjects[v3].dmg + ', from=' + splashedObjects[v3].from + ((v3 == splashedObjects.length - 1) ? '' : '\n'); ++v3; } }; checkSplashOne = function (a, b) { if (a == b) { return undefined; } if (!a.spl.hitTest(b.body)) { return undefined; } var v7 = _global.envS.splashTests; var v5 = {'x': a.spl._x, 'y': a.spl._y}; a.localToGlobal(v5); var v8 = {'x': b.body._x, 'y': b.body._y}; b.localToGlobal(v8); dx = v5.x - v8.x; dy = v5.y - v8.y; d = Math.sqrt(dx * dx + dy * dy); al = Math.atan2(dy, dx); al -= (5 / PI2) * (v7 - 1) / 2; if (d < a.damageRadius / 2) { return true; } i = 0; while (i < v7) { var v4 = v5.x - Math.cos(al) * a.damageRadius / 2; var v3 = v5.y - Math.sin(al) * a.damageRadius / 2; al += 5 / PI2; if (b.body.hitTest(v4, v3, true)) { return true; break; } ++i; } return false; }; _global.setProgressBar = function (now, all) { if (!usingBar) { return undefined; } now -= 1; all -= 1; var v2 = 100 * now / all; if (v2 > 100) { v2 = 100; } if (v2 < 1) { v2 = 1; } _root.gui.progress.bar._xscale = v2; }; _global.makePause = function (flag) { if (_global.gameOver) { return undefined; } if (Key.isDown(27) || Key.isDown(80) || flag) { if (_global.gameInProcess) { _global.charsInProcess = false; _global.gameInProcess = false; _root.wndPause._visible = true; } else { _global.charsInProcess = true; _global.gameInProcess = true; _root.wndPause._visible = false; _global.levelTimeS = getTimer(); } } if (_global.envS.debug == 1) { if (Key.isDown(8)) { if (_global.noSet(_global.scrollBG_debugFlag)) { _global.scrollBG_debugFlag = false; } _global.scrollBG_debugFlag = !_global.scrollBG_debugFlag; if (_global.scrollBG_debugFlag) { _root.bg.setMotion(0, 0); } } } }; _global.changeWeaponByMouse = function (dir) { if (_global.gameInProcess) { if (dir == 0) { return undefined; } dir = dir > 0 ? -1 : 1; var v3 = _root.bg.player.cannons[0].currentGun + dir; if (v3 >= _root.bg.player.cannons[0].gunZ.length) { v3 = 0; } if (v3 < 0) { v3 = _root.bg.player.cannons[0].gunZ.length - 1; } if (_root.bg.player.cannons[0].changeGun(v3)) { _root.lbar.weaponSelector.gotoAndStop(v3 + 1); } oldTab = Key.isToggled(9); } }; _global.explodePause = function () { if (_global.noSet(this.delay)) { this.delay = 0; } if (++this.delay >= this.maxDelay) { this.play(); if (!_global.noSet(this.target)) { if (this.oldx != this.target._x || this.oldy != this.target._y || this.oldr != this.target._rotation) { var v3 = {'x': this.target_mc._x, 'y': this.target_mc._y}; this.target_mc._parent.localToGlobal(v3); this._parent.globalToLocal(v3); this._x = v3.x; this._y = v3.y; this.oldx = this.target._x; this.oldy = this.target._y; this.oldr = this.target._rotation; } } if (this._currentframe == 6) { if (this.destroyer) { if (this.destroyTarget.gunHolder != this.destroyTarget) { this.destroyTarget.gunHolder.removeMovieClip(); } this.destroyTarget.shadow.removeMovieClip(); this.destroyTarget.shadow.unloadMovie(); this.destroyTarget.removeMovieClip(); this.destroyTarget.unloadMovie(); delete this.onEnterFrame; } } } }; _global.stopAllEngines = function () { if (!_global.noSet(_root.pointZ)) { _root.pointZ.clear(); } Key.removeListener(_global.keyGetter); Mouse.removeListener(_global.keyGetter); delete _global.keyGetter; _global.gameInProcess = false; _global.queue.clear(); _global.queue.removeMovieClip(); delete _global.queue; }; _global.getOff = function () { this._yscale += (-2 - this._yscale) / 3; this._xscale = this._yscale; if (this._yscale <= 0) { delete this.onEnterFrame; this.removeMovieClip(); } }; _global.getOn = function () { this._yscale += (100 - this._yscale) / 6; this._xscale = this._yscale; this._alpha = this._xscale; if (this._yscale >= 98) { this._yscale = 100; this._xscale = 100; this._alpha = 100; delete this.onEnterFrame; } }; _global.makeSplash = function (shot, point, enemyFlag, playerFlag) { if (_global.noSet(enemyFlag)) { enemyFlag = true; } if (_global.noSet(playerFlag)) { playerFlag = true; } if (shot.splashDamage == 0 || _global.noSet(shot.splashDamage)) { return undefined; } var v5 = _root.bg.splashez; var v7 = v5.depth++; var v3 = v5.attachMovie('userSplash', 'sf' + v7, 1000000 - v7); v3.initArmor(1); v3.setMotion(0, 0); var v6 = {'x': point.x, 'y': point.y}; v5.globalToLocal(v6); v3.moveTo(v6.x, v6.y); v3.initSplash(shot.splashDamage, shot.damageRadius, shot.splashDelay, true); checkSplash(v3, playerFlag, enemyFlag); if (_global.envS.debug != 1) { v3.spl._visible = false; } }; _root.prebreefFunc = function () { stop(); _root.gui.health.bar._xscale = 100; _root.gui.progress.bar.gotoAndStop(1); _root.gui.progress.bar._visible = false; ++_global.levelNum; trace('prebreef: ' + _global.levelNum); }; _global.makeDie = function (mc, forward, double) { if (_global.noSet(forward)) { forward = false; } if (_global.noSet(double)) { double = false; } mc.forward = forward; mc.r = Math.round(Math.random() * 3 + 3) / 2; if (_global.noSet(forward)) { mc.r *= 0.5; } if (Math.random() < 0.5) { mc.r *= -1; } if (double) { mc.k = 1.05; } else { mc.k = 1.03; } if (double) { mc.k2 = 40; } else { mc.k2 = 15; } mc.onEnterFrame = dieAnimation; }; _global.dieAnimation = function () { if (this.forward) { this._parent._parent.speedX *= this.k; this._parent._parent.speedY *= this.k; } else { this._parent._parent.speedX += -this._parent._parent.speedX / 50; this._parent._parent.speedY += -this._parent._parent.speedY / 50; } this._parent._parent._x += this._parent._parent.speedX; this._parent._parent._y += this._parent._parent.speedY; this._parent._parent._yscale -= (105 - this._parent._parent._yscale) / 20; this._parent._parent._xscale = this._parent._parent._yscale; this._parent._rotation += this.r; this._parent._parent.SolarXFactor += (1 - this._parent._parent.SolarXFactor) / this.k2; this._parent._parent.SolarYFactor += (1 - this._parent._parent.SolarYFactor) / this.k2; this._parent._parent.moveShadow(); }; _global.getAngleDelta = function (a, b, c) { while (a > 180) { a -= 360; } while (a < -180) { a += 360; } var v7 = b - 360; var v6 = b; var v5 = b + 360; var v11 = v7 - a; var v10 = v6 - a; var v9 = v5 - a; var v4 = Math.abs(v11); var v3 = Math.abs(v10); var v8 = Math.abs(v9); var v2 = Math.min(v4, v3); v2 = Math.min(v2, v8); if (v2 == v4) { var v13 = v7; } if (v2 == v3) { v13 = v6; } if (v2 == v8) { v13 = v5; } return (v13 - a) / c; }; _global.setBarAction = function (text, col, length, ad) { var v3 = this.tf.getTextFormat(); if (!_global.noSet(col)) { v3.color = parseInt('0x' + col, 16); this.tf.setNewTextFormat(v3); } this.tf.text = text; this.len = length; this.s = 0; this._alpha = 0; this._visible = true; this.onEnterFrame = textBarAction; if (!noSet(ad)) { this.alphaDelta = ad; } else { this.alphaDelta = 5; } }; _global.textBarAction = function () { if (this.s == 0) { this._alpha += this.alphaDelta; if (this._alpha >= 100) { this.s = 1; this._alpha = 100; this.timeStart = getTimer(); } } else { if (this.s == 1) { if (getTimer() - this.timeStart > this.len) { this.s = 2; } } else { if (this.s == 2) { this._alpha -= this.alphaDelta; if (this._alpha <= 0) { this._visible = false; delete this.s; delete this.onEnterFrame; } } } } }; _global.prepareText = function (inText) { var v4 = ''; var v1 = 0; while (v1 < inText.length) { var v2 = inText.charAt(v1); if (v2 != '\r') { v4 += v2; } ++v1; } return v4; }; _global.setPlayerSettings = function (lev) { delete _global.selectedPlane; if (_global.noSet(lev)) { lev = _global.levelNum; } if (!_global.noSet(_global.levels['level_' + lev].playerObject)) { _global.selectedPlane = _global.levels['level_' + lev].playerObject; } _global.playerS = _global.playerSettings[_global.selectedPlane]; }; _global.makeGameObject = function (foo, delta) { if (!_global.noSet(foo.tank)) { var v4 = new Object(); for (var v7 in foo) { v4[v7] = foo[v7]; } var v8 = movingUnits[v4.tank]; for (v7 in v8) { if (_global.noSet(v4[v7])) { v4[v7] = v8[v7]; } } var v10 = mainUnits[v4.mainObj]; for (v7 in v10) { if (_global.noSet(v4[v7])) { v4[v7] = v10[v7]; } } var v13 = this.enemyMC; if (v4.born_action == 1) { _global.gameOver = true; _global.gameInWin = true; trace('event: unit with born_action == 1 - player won level!'); return undefined; } else { if (v4.born_action == 2) { _global.gameOver = true; _global.gameInWin = false; trace('event: unit with born_action == 2 - player lose level!'); return undefined; } } var v12 = v13.depth++; var v11 = v13.attachMovie('enemy', 'e' + v12, 1000000 - v12); v11.setNeedScaleByZFlag(v4.need_scale_by_z); v11.setCountMeFlag(v4.count_me); v11.setNumLifeFrames(v4.max_life_frames); v11.setSpecialMark(v4.special_mark); v11.setDestroyAfterDie(v4.destroy_when_im_die); v11.initOffset(v4.bigObject); v11.moveTo((v4.factor == -1) ? 550 - v4.xoffset : v4.xoffset, -this._y + ((v4.bigObject == 1) ? _global.envS.newBigObjectYOffset : _global.envS.newObjectYOffset) + delta); if (v4.way != '' && v4.way != 0) { if (v4.way == 'player') { v11.setMotion(v4.way, v4.speed, v4.followPlayer, v4.UAADistance, v4.UAARotationFactor); } else { v11.setMotion(v4.way, v4.mratio, v4.xratio, v4.yratio, v4.rotate, v4.factor, v4.startFrame, v4.endFrame, v4.moveWayAtStart, v4.wayCycle, v4.rotatedByWay, v4.orientToPath); } } else { v11.setMotion(_global.noSet(v4.xspeed) ? 0 : v4.xspeed, _global.noSet(v4.yspeed) ? 0 : v4.yspeed); } v11.setEnemyToEnemyCollisionFlag(foo.enable_enemy_to_enemy_collision, foo.dont_smash_me_ally); v11.initTank(v4.base, v4.gun, this.player, v4.armor, v4.directdamage, v4.withoutBase, v4.bossBar, v4.top, v4.shadow, v4.noInitRotate, v4.score); if (v4.bossBar == 1) { _root.bossBar.add(v11, v4.armor); } v11.initLoot(v4.loot, v4.lootXoffset, v4.lootYoffset, v4.autoloot); v11.initChilds(v4.child, v4.childXOffset, v4.childYOffset, v4.EC, v4.ECCount, v4.ECTime, v4.ECTimeOffset, v4.ECXOffset, v4.ECYOffset); v11.initGun(v4.reloadingTime, v4.shotsTime, v4.clip, v4.bulletType, v4.bulletSpeed, v4.bulletDir, v4.bulletFactor, v4.bulletTopLevel, v4.amount, v4.flySteps, v4.flyMinScale, v4.flyDistance, v4.bulletDamage, v4.cannonAngle, v4.cannonChangeAngleSpeed, v4.cannonTimeOffset, v4.ai, v4.splashDamage, v4.damageRadius, v4.splashDelay, v4.movedBullet, v4.passageAbility, v4.bulletFlyDistance); v11.initFlags(v4.ignoreHit, v4.ignoreSplash, v4.ignoreDirect, v4.immortal, v4.notCount); v11.setRelation(v4.objId, v4.actionAfterDie, v4.relType); v11.setAnimQueue(v4.animQueue); if (v4.movedWay == 1) { v11.initWayMotion(v4.movedWayOffset, v4.movedWayXSpeed, v4.movedWayYSpeed); } if (!_global.noSet(v4.thereCanBeOnlyOne)) { v11.thereCanBeOnlyOne = v4.thereCanBeOnlyOne; } if (!_global.noSet(v4.dieImmediatly)) { if (v4.dieImmediatly == 0) { v11.dieImmediatly = false; } if (v4.dieImmediatly == 1) { v11.dieImmediatly = true; } } if (!_global.noSet(v4.soundKills)) { v11.soundKills = v4.soundKills; } v11.inQueue(); return v11; } else { if (!_global.noSet(foo.object)) { var v5 = new Object(); for (var v7 in foo) { v5[v7] = foo[v7]; } var v9 = standingUnits[v5.object]; for (v7 in v9) { if (_global.noSet(v5[v7])) { v5[v7] = v9[v7]; } } var v13 = this.enemyMC; var v12 = v13.depth++; var v11 = v13.attachMovie(v5.linkage, 'o' + v12, 1000000 - v12); v11.initOffset(v5.bigObject); v11.initArmor(v5.armor); if (v5.bossBar == 1) { _root.bossBar.add(v11, v5.armor); } v11.initScore(v5.score); v11.initLoot(v5.loot, v5.lootXoffset, v5.lootYoffset, v5.autoloot); v11.initChilds(v5.child, v5.childXOffset, v5.childYOffset, v5.EC, v5.ECCount, v5.ECTime, v5.ECTimeOffset, v5.ECXOffset, v5.ECYOffset); v11.setMotion(0, 0); v11.moveTo(v5.xoffset, -this._y + ((v5.bigObject == 1) ? _global.envS.newBigObjectYOffset : _global.envS.newObjectYOffset) + delta); v11.initSplash(v5.splashDamage, v5.damageRadius, v5.splashDelay); v11.initFlags(v5.ignoreHit, v5.ignoreSplash, v5.ignoreDirect, v5.immortal, v5.notCount); v11.setRelation(v5.objId, v5.actionAfterDie, v5.relType); v11.inQueue(); v11.link = v5.linkage; for (v7 in v5) { if (_global.noSet(v11[v7])) { v11[v7] = v5[v7]; } } return v11; } else { if (!_global.noSet(foo.bonus)) { var v12 = this.bnz.getNextHighestDepth(); var v11 = this.bnz.attachMovie('bonus_' + foo.bonus, 'b' + v12, v12); v11.initOffset(foo.bigObject); bonusObjects.push(v11); v11._x = foo.xoffset; v11._y = -this._y + ((foo.bigObject == 1) ? _global.envS.newBigObjectYOffset : _global.envS.newObjectYOffset) + delta; v11.bonusType = foo.bonus; v11.inQueue(); return v11; } else { if (!_global.noSet(foo.command)) { if (foo.command == 'slideConstant') { _global.slidingBg = false; _global.slidingfactor = foo.factor; _global.slidingLimit = foo.limit; } else { if (foo.command == 'slideNormal') { _global.slidingBg = true; } else { if (foo.command == 'printMessage') { trace(foo.message); _root.error.text = foo.message; } else { if (foo.command == 'textBar1') { _root.textBar1.setBarAction(foo.text, foo.color, foo.interval, foo.alphaDelta); } else { if (foo.command == 'textBar2') { _root.textBar2.setBarAction(foo.text, foo.color, foo.interval, foo.alphaDelta); } else { if (foo.command == 'textBar3') { _root.textBar3.setBarAction(foo.text, foo.color, foo.interval, foo.alphaDelta); } else { if (foo.command == 'endLevel') { _global.gameOver = true; } } } } } } } } } } } }; _global.makeBonusAnimation = function (bonusType, obj) { var v4 = _root.bg.bnzFX.getNextHighestDepth(); var v3 = _root.bg.bnzFX.attachMovie('bonus_anim_' + bonusType, 'b' + v4, v4); if (!_global.noSet(v3)) { v3._alpha = 70; v3._x = obj._x; v3._y = obj._y; } }; _global.countCombo = function (flag) { if (_global.noSet(flag)) { flag = false; } var v4 = _global.levelTime - _global.comboTimer; if (v4 > _global.envS.comboDeltaz[_global.comboNumber] || _global.comboNumber >= _global.envS.comboDeltaz.length) { if (_global.comboNumber > 0) { if (_global.comboNumber > _global.actualComboNumber) { _global.actualComboNumber = _global.comboNumber; _global.comboFactor = _global.envS.comboFactorz[_global.actualComboNumber - 1]; makeBonusAnimation(_global.envS.comboLinkagez[_global.actualComboNumber - 1], _root.bg.player); } } _global.comboNumber = 0; _global.comboTimer = -100000; } else { if (flag) { ++_global.comboNumber; } } if (flag) { _global.comboTimer = _global.levelTime; } _root.gui.multi.text = _global.actualComboNumber + 1 + ' (' + _global.comboFactor + ')'; }; } movieClip 1332 { } frame 6 { stop(); XML.prototype.ignoreWhite = true; _global.settingsLoaded = false; fscommand('trapallkeys', true); _focusrect = false; fscommand('showmenu', false); createXML = function () { var v4 = new XML(str); if (v4.status == 0) { _global.settingsLoaded = true; debug('Settings loaded; parsing...'); var v3 = 0; while (v3 < v4.firstChild.childNodes.length) { foo = v4.firstChild.childNodes[v3]; parseXMLtoVars(foo, _global); ++v3; } _root.parsingDataMC.onEnterFrame = parsingOff; } else { var v5 = 'XML parsing error (№' + v4.status + '). ' + xmlErrors[-v4.status - 2]; _root.error.text = v5; debug(v5); } }; _global.xmlErrors = new Array('A CDATA section was not properly terminated.', 'The XML declaration was not properly terminated.', 'The DOCTYPE declaration was not properly terminated.', 'A comment was not properly terminated.', 'An XML element was malformed.', 'Out of memory.', 'An attribute value was not properly terminated.', 'A start-tag was not matched with an end-tag.', 'An end-tag was encountered without a matching start-tag.'); parseXMLtoVars = function (xml, target) { if (xml.nodeName == 'var') { var v5 = xml.attributes.value; if (_global.noSet(v5) && xml.nodeValue == null) { if (xml.childNodes.length == 1) { v5 = xml.firstChild.nodeValue; } else { v5 = xml.childNodes.join(''); } } if (String(parseFloat(v5)) == v5) { v5 = parseFloat(v5); } if (xml.attributes.name != null) { target[xml.attributes.name] = v5; } else { return v5; } } else { if (xml.nodeName == 'array') { target[xml.attributes.name] = new Array(); var v4 = target[xml.attributes.name]; var v3 = 0; while (v3 < xml.childNodes.length) { v4.push(parseXMLtoVars(xml.childNodes[v3])); ++v3; } } else { if (xml.nodeName == 'object') { var v4 = new Object(); for (var v3 in xml.attributes) { if (v3 != 'name') { parseXMLtoVars((new XML('<var name="' + v3 + '"\tvalue="' + xml.attributes[v3] + '" />')).firstChild, v4); } } v3 = 0; while (v3 < xml.childNodes.length) { parseXMLtoVars(xml.childNodes[v3], v4); ++v3; } if (xml.attributes.name != null) { target[xml.attributes.name] = v4; } else { return v4; } } } } }; str = ''; str += '<?xml version="1.0" encoding="windows-1251"?>'; str += '<settings>'; str += '<!-- ================================================================================================================================================ -->'; str += '<!-- ====================================== НАСТРОЙКИ ДВИЖКА ====================================================================================== -->'; str += '<!-- ================================================================================================================================================ -->'; str += '<object name="envS">'; str += '<object name="playerOffset">'; str += '<var name="top" value="10" >отступы от границ экрана игрока</var>'; str += '<var name="bottom" value="10" />'; str += '<var name="left" value="10" />'; str += '<var name="right" value="10" />'; str += '</object>'; str += '<object name="enemyOffset">'; str += '<var name="top" value="-250" > (было 500)отступы от границ экрана для врагов</var>'; str += '<var name="bottom" value="-150" />'; str += '<var name="left" value="-150" />'; str += '<var name="right" value="-150" />'; str += '</object>'; str += '<object name="bulletOffset">'; str += '<var name="top" value="-20" >отступы от границ экрана для пуль/ракет. Желательно верхнюю границе "поднять"</var>'; str += '<var name="bottom" value="-20" />'; str += '<var name="left" value="-60" />'; str += '<var name="right" value="-60" />'; str += '</object>'; str += '<object name="allOffset">'; str += '<var name="top" value="-500" > (было 250) отступы от границ экрана для остального. Ей подчиняются танки, игрок, башни</var>'; str += '<var name="bottom" value="-250" />'; str += '<var name="left" value="-300" />'; str += '<var name="right" value="-300" />'; str += '</object>'; str += '<object name="bigTileOffset">'; str += '<var name="top" value="-1000" >отступы от границ экрана КРУПНЫМИ тайлами</var>'; str += '<var name="bottom" value="-1000" />'; str += '<var name="left" value="-100" />'; str += '<var name="right" value="-100" />'; str += '</object>'; str += ''; str += '<object name="blinks">'; str += '<object name="hit" color="#FFBC22" amount="40" times="5" step="2">название, цвет, прозрачность, количество "морганий", длина одного моргания (в кадрах)</object>'; str += '<object name="shield" color="#0066cc" amount="40" times="3" step="2"/>'; str += '<object name="takebonus" color="#FFFFFF" amount="40" times="5" step="3"/>'; str += '</object> '; str += ''; str += '<object name="textZ">'; str += '<var name="intro" ><br /><br /><u>How to Play:</u><br /><font size="11"> - At the controls of a heavy space destroyer, you are<br /> fighting an alien invasion. <br /> - You must get to the end of the round, destroying as many<br /> enemy units as possible along the way. <br /> - Pick up the bonuses – they will assist you in your mission. </font><br /><br /><br /><u>Controls:</u><br /><font size="11"> - Control the car using the mouse. <br /> - Fire - click the left mouse button. <br /></font><br /> </var>'; str += '<var name="completeString1" >Enemies destroyed :</var>'; str += '<var name="completeString2" >Enemies survived :</var>'; str += '<var name="completeString3" > </var>'; str += '<var name="completeString4" > </var>'; str += '<var name="final_completeString1" >Enemies destroyed total :</var>'; str += '<var name="final_completeString2" >Enemies survived total :</var>'; str += '<var name="final_completeString3" > </var>'; str += '<var name="final_completeString4" > </var>'; str += '<var name="playerDiedTitle" >Mission failed</var>'; str += '<var name="levelCompleteTitle" >Mission completed!</var>'; str += '<var name="gameCompleteTitle" >Congratulations! You won!!!</var>'; str += '<var name="gamePausedTitle" >Pause</var>'; str += '<var name="gamePausedString" ><br /><b>Return to the game?</b></var>'; str += '</object>'; str += ''; str += '<var name="screenSpeed"\t\t\t\t\t\t\t\tvalue="0" >скорость нормальной прокрутки экрана</var>'; str += '<var name="screenFastSpeed"\t\t\t\t\t\tvalue="0" >скорость ускоренной прокрутки экрана</var>'; str += '<var name="screenSlowSpeed"\t\t\t\t\t\tvalue="0" >скорость замедленной прокрутки экрана</var>'; str += '<var name="screenSpeedFactorUp"\t\t\t\tvalue="1.1" > множитель перехода от текущей скорости проктурки экрана к БОЛЬШЕЙ</var> было 1.04'; str += '<var name="screenSpeedFactorDown"\t\t\tvalue="0.9" >множитель перехода от текущей скорости проктурки экрана к МЕНЬШЕЙ</var> было 0.97'; str += '<var name="debug"\t\t\t\t\t\t\t\t\t\t\tvalue="0" >режим отладки 0 или 1</var>'; str += '<var name="debugTrace"\t\t\t\t\t\t\t\tvalue="1" >режим отладки 0 или 1 (только текстовые сообщения)</var>'; str += '<var name="lazerDebug"\t\t\t\t\t\t\t\tvalue="1" >рисовать ли контрольные точки лазеров. Работает только если debug=1</var>'; str += '<var name="soundDebug"\t\t\t\t\t\t\t\tvalue="0" >надо ли выдавать сообщения об ошибках звуков. Бывает, мешают. Работает только если debug=1</var>'; str += '<var name="markerDebug"\t\t\t\t\t\t\t\tvalue="1" >рисовать ли невидимые контрольные объекты. Работает только если debug=1</var>'; str += '<var name="wayDebug"\t\t\t\t\t\t\t\t\tvalue="1" >рисовать ли пути. Работает только если debug=1</var>'; str += '<var name="debugBody"\t\t\t\t\t\t\t\t\tvalue="0" >оставлять ли body</var>'; str += '<var name="lazerInterval"\t\t\t\t\t\t\tvalue="15" >расстояние между точками-тестами лазеров</var>'; str += '<var name="multipleFireAngle"\t\t\t\t\tvalue="60" >угол между выстрелами для "многодульного" оружия</var>'; str += '<var name="newObjectYOffset"\t\t\t\t\tvalue="0" >(было 200)сдвиг всех создаваемых объектов относительно верха экрана</var>'; str += '<var name="newBigObjectYOffset"\t\t\t\tvalue="-450" >(было 450)сдвиг всех создаваемых объектов относительно верха экрана</var>'; str += '<var name="splashTests"\t\t\t\t\t\t\t\tvalue="20" >количество точек проверки пересечения на splash (чем больше, тем точнее, но дольше)</var>'; str += '<var name="levelCompleteDelay"\t\t\t\tvalue="50" >количество тактов, которое ожидается после окончания уровня как пауза. Как уровень окончен - гибель игрока, победа, окончание объектов, роли не играет</var>'; str += '<var name="defaultRotation"\t\t\t\t\t\tvalue="180" >Дефолтовый угол поворота базы</var>'; str += '<var name="soundKills"\t\t\t\t\t\t\t\tvalue="eexplode" >Звук гибели для всех</var>'; str += '<var name="autoAimDistance"\t\t\t\t\t\tvalue="50" >Расстояние от пули до стартового положения игрока, при достижении которого выстрелы перестают самонаводиться при наводке на стартовое положение игрока</var>'; str += '<var name="UAADistance"\t\t\t\t\t\t\t\tvalue="70" >Расстояние от врага до игрока, при достижении которого враги перестают самонаводиться при way=player</var>'; str += '<var name="SolarX"\t\t\t\t\t\t\t\t\t\tvalue="275" >Положение солнца по Х</var>'; str += '<var name="SolarXFactor"\t\t\t\t\t\t\tvalue="0.85" >Коэффициент отклонения тени ко X</var>'; str += '<var name="SolarY"\t\t\t\t\t\t\t\t\t\tvalue="400" >Положение солнца по Y</var>'; str += '<var name="SolarYFactor"\t\t\t\t\t\t\tvalue="0.9" >Коэффициент отклонения тени ко Y</var>'; str += ''; str += '<var name="defaultScore"\t\t\t\t\t\t\tvalue="0" >количество очков за юнит</var>'; str += '<var name="comboFactorz"\t\t\t\t\t\t\tvalue="0" >умножители очков за ступень комбо; точность до 2го знака после запятой</var>'; str += '<var name="comboLinkagez"\t\t\t\t\t\t\tvalue="" >linkage сообщений о комбо</var>'; str += '<var name="comboDeltaz"\t\t\t\t\t\t\t\tvalue="0" >разрешенные дельты относительно предыдущего убийства в комбо</var>'; str += ''; str += '<var name="planeFar"\t\t\t\t\t\t\t\t\tvalue="150" >Самая удаленная плоскоть (на этом расстоянии объект имеет минимальный размер)</var>'; str += '<var name="planeNear"\t\t\t\t\t\t\t\t\tvalue="400" > было 600 Самая близкая плоскь - объект максимального размера</var>'; str += '<var name="scaleFar"\t\t\t\t\t\t\t\t\tvalue="10" >Размер на planeFar</var>'; str += '<var name="scaleNear"\t\t\t\t\t\t\t\t\tvalue="100" >Размер на planeNear</var>'; str += ''; str += '<var name="cursorLeft"\t\t\t\t\t\t\t\tvalue="0" ></var>'; str += '<var name="cursorRight"\t\t\t\t\t\t\t\tvalue="550" ></var>'; str += '<var name="cursorTop"\t\t\t\t\t\t\t\t\tvalue="-400" ></var>'; str += '<var name="cursorBottom"\t\t\t\t\t\t\tvalue="0" ></var> \t\t'; str += '<var name="gunLeft"\t\t\t\t\t\t\t\t\t\tvalue="50" ></var>'; str += '<var name="gunRight"\t\t\t\t\t\t\t\t\tvalue="500" ></var>'; str += '<var name="gunTop"\t\t\t\t\t\t\t\t\t\tvalue="0" ></var>'; str += '<var name="gunBottom"\t\t\t\t\t\t\t\t\tvalue="100" ></var> \t \t\t'; str += ''; str += '<var name="headshootRatio" value="5" ></var> <!-- множитель повреждений при попадании в голову (hitBody)/-->'; str += ''; str += '<var name="airstrikeDamage" value="50" ></var> <!-- урон от авиаудара/-->'; str += '<var name="airstrikeDelay" value="6" ></var> <!-- задержка между началом проигрования клипа авиаудара и нанесением урона/-->'; str += ''; str += ''; str += '</object>'; str += ''; str += '<object name="starsS">'; str += '<object name="star1">'; str += '<var name="linkage"\t\t\t\tvalue="star1" >название Linkage</var>'; str += '<var name="random"\t\t\t\tvalue="0.1" >вероятность возникновения звезды (от 0 до 1)</var>'; str += '<var name="speed"\t\t\t\t\tvalue="3" >скорость движения</var>'; str += '<var name="startCount"\t\tvalue="20" >количество таких звезд при создании уровня</var>'; str += '</object>'; str += '<object name="star2">'; str += '<var name="linkage"\t\t\t\tvalue="star2" >название Linkage</var>'; str += '<var name="random"\t\t\t\tvalue="0.05" >вероятность возникновения звезды (от 0 до 1)</var>'; str += '<var name="speed"\t\t\t\t\tvalue="4" >скорость движения</var>'; str += '<var name="startCount"\t\tvalue="20" >количество таких звезд при создании уровня</var>'; str += '</object>'; str += '<object name="star3">'; str += '<var name="linkage"\t\t\t\tvalue="star3" >название Linkage</var>'; str += '<var name="random"\t\t\t\tvalue="0.05" >вероятность возникновения звезды (от 0 до 1)</var>'; str += '<var name="speed"\t\t\t\t\tvalue="2" >скорость движения</var>'; str += '<var name="startCount"\t\tvalue="20" >количество таких звезд при создании уровня</var>'; str += '</object>'; str += '</object>'; str += ''; str += '<object name="torpedoeSettings">'; str += '<var name="startYSpeed" value="-3" >статовая скорость торпеды по У. Желательно, чтобы она была меньше, чем -2 - иначе при пуске внизу экрана может уехать за экран и там "помереть"</var>'; str += '<var name="startXSpeed" value="5" >статовая скорость торпеды по Х - часть скорости самолета. Т.е. скорость по Х определяется скоростью самолета (если он летел вправо, то и торпеда должна поначалу лететь вправо). Если тут стоит 5, то при запуске скорость торпеды равна 1/5 скорости самолета по Х в момент пуска</var>'; str += '<var name="startXSpeedFactor" value="0.95" >множитель скорости по Х торпеды после старта. Если тут стоит 0.95, то скорость торпеды по Х будет замедляться пока она падает до воды</var>'; str += '<var name="fallTime" value="25" >Сколько тактов игры торпеда "падает до воды". В момент удара об воду, скорость торпеды по Х становится равной 0, торпеда меняет внешний вид.</var>'; str += '<var name="endOfFallSize" value="40" >Каков будет размер торпеды в момент падения - в процентах от первоначального размера</var>'; str += '<var name="maxSpeed" value="-15" >скорость торпеды в воде по У</var>'; str += '<var name="maxSpeedFactor" value="50" >множитель набора скорости после падения. Чем меньше это число, тем скорее торпеда достигнет скорости maxSpeed</var>'; str += '</object>'; str += ''; str += ''; str += '<!-- ================================================================================================================================================ -->'; str += '<!-- ====================================== НАСТРОЙКИ ИГРОКА ====================================================================================== -->'; str += '<!-- ================================================================================================================================================ -->'; str += '<object name="playerSettings">'; str += '<object name="plane1">'; str += '<var name="speed" value="1" />'; str += '<var name="XspeedFactor" value="3" >коэффициент набора скорости (геом. прогрессии) X</var>'; str += '<var name="YspeedFactor" value="3" >коэффициент набора скорости (геом. прогрессии) Y</var>'; str += '<var name="rotationFactor" value="1" >коэффициент изменения угла (геом. прогрессии)</var>'; str += '<var name="base" value="mcSight" >название linkage</var>'; str += '<var name="gun" value="player_gun_2" >название linkage</var>'; str += '<var name="maxArmor" value="100" >максимальная броня танка</var>'; str += '<var name="maxShield" value="0" >максимальный энергощит танка. Если в параметрах уровня не указано иное, то эти значения будут умолчанием</var>'; str += '<var name="recoil" value="0" >Сила отдачи от выстрела</var>'; str += '<var name="recoilLength" value="1" >Длина анимации отдачи</var>'; str += '<var name="startX" value="275" >Начальное положение на уровне по x (отсчет в нижнем левом углу)</var>'; str += '<var name="startY" value="200" >Начальное положение на уровне по y</var>'; str += '<var name="withoutBase" value="1" >этот флаг 1 у тех объектов, у которых база отсутствует - у маринеров. Используется, например, в мерцании при попадании, беге, схеме смерти и пр.</var>'; str += '<var name="soundKills" value="eexplode" >Звук гибели игрока</var>'; str += ''; str += ''; str += '<var name="tempUp" value="0.1" > (было 1,2) на сколько единиц повышается температура орудия за единицу времени, когда орудие стреляет (в процентах, при 100 орудие не стреляет)</var>'; str += '<var name="tempDown" value="1.1" >на сколько единиц понижается температура орудия за единицу времени, когда орудие не стреляет</var>'; str += '<var name="stopFireTemp" value="100" >температура отсечки - когда оружие перестает стрелять</var>'; str += '<var name="startFireTemp" value="99" > (было 85)температура отсечки - когда оружие вновь начинает стрелять</var>'; str += '<var name="grade1" value="55" >когда загорается желтый индикатор температуры</var>'; str += '<var name="grade2" value="95" > (было 85)когда загорается красный индикатор температуры</var>'; str += ''; str += ''; str += '<array name="fpsWeapons">'; str += ''; str += '<!-- Базовое оружие. Один клик - один выстрел./-->'; str += '<object>'; str += '<var name="weaponName"\t\t\t\t\t\t\tvalue="pistol" />'; str += '<var name="bulletDamage"\t\t\t\t\t\tvalue="10" />\t\t\t\t\t\t<!-- Урон от пуль /-->'; str += '<var name="bulletInLine"\t\t\t\t\t\tvalue="1" />\t\t\t\t\t\t<!-- Кол-во пуль в очереди/-->'; str += '<var name="bulletInPack"\t\t\t\t\t\tvalue="12" />\t\t\t\t\t\t<!-- Кол-во пуль в обойме. Когда они заканчиваются оружие необходимо перезарядить /-->\t'; str += '<var name="timeBetweenLines"\t\t\t\tvalue="2" />\t\t\t\t\t\t<!-- Время между очередями/-->'; str += '<var name="timeBetweenShoots"\t\t\t\tvalue="1" />\t\t\t\t\t\t<!-- Время между выстрелами внутри очереди (имеет смысл только если bulletInLine > 0)/-->'; str += '<var name="timeReload"\t\t\t\t\t\t\tvalue="12" />\t\t\t\t\t\t<!-- Время перезарядки/-->'; str += '<var name="soundShoot"\t\t\t\t\t\t\tvalue="w_pistol" />\t\t<!-- Linkage звука выстрела /-->'; str += '<var name="soundReload"\t\t\t\t\t\t\tvalue="w_reloaded" />\t\t<!-- Linkage звука перезарядки /-->'; str += '<var name="soundShootNoBullets"\t\t\tvalue="w_noammo" />\t\t<!-- Linkage звука выстрела, когда кончились патроны /-->\t'; str += '<var name="soundReloadNoBullets"\t\tvalue="w_noammo" />\t\t<!-- Linkage звука перезарядки, когда кончились патроны /-->\t\t'; str += '<var name="autoReload"\t\t\t\t\t\t\tvalue="1" />\t\t\t\t\t\t<!-- Автоматическая перезарядка (1 - вкл., 0 - выкл.) /-->'; str += ''; str += '<var name="shakeMinRadiusX"\t\t\t\t\t\tvalue="10" />\t\t\t\t\t<!-- Минимальный радиус отклонения прицела по оси Х(после первого выстрела)/-->'; str += '<var name="shakeMinRadiusY"\t\t\t\t\t\tvalue="10" />\t\t\t\t\t<!-- Минимальный радиус отклонения прицела по оси Y(после первого выстрела)/-->'; str += '<var name="shakeMaxRadiusX"\t\t\t\t\t\tvalue="50" />\t\t\t\t\t<!-- Максимальный радиус отклонения прицела по оси Х/-->'; str += '<var name="shakeMaxRadiusY"\t\t\t\t\t\tvalue="50" />\t\t\t\t\t<!-- Максимальный радиус отклонения прицела по оси Y/-->'; str += '<var name="shakeGrowPerShootX"\t\t\t\tvalue="3" />\t\t\t\t\t<!-- Прирост радиуса по оси Х за один выстрел/-->'; str += '<var name="shakeGrowPerShootY"\t\t\t\tvalue="3" />\t\t\t\t\t<!-- Прирост радиуса по оси Y за один выстрел/-->'; str += '<var name="shakeDecPerFrameX"\t\t\t\t\tvalue="1" />\t\t\t\t\t<!-- Уменьшение радиуса по оси Х за один кадр, когда не стреляют/-->'; str += '<var name="shakeDecPerFrameY"\t\t\t\t\tvalue="1" />\t\t\t\t\t<!-- Уменьшение радиуса по оси Y за один кадр, когда не стреляют/-->\t'; str += ''; str += '</object>'; str += ''; str += '<!-- Один клик - очередь из заданного кол-во выстрелов (полуавтоматическое оружие))./-->'; str += '<object>'; str += '<var name="weaponName"\t\t\t\t\t\t\tvalue="m 16" />'; str += '<var name="bulletDamage"\t\t\t\t\t\tvalue="10" />\t\t\t<!-- Урон от пуль /-->'; str += '<var name="bulletInLine"\t\t\t\t\t\tvalue="3" />\t\t\t<!-- Кол-во пуль в очереди/-->'; str += '<var name="bulletInPack"\t\t\t\t\t\tvalue="30" />\t\t\t<!-- Кол-во пуль в обойме. Когда они заканчиваются оружие необходимо перезарядить /-->\t'; str += '<var name="timeBetweenLines"\t\t\t\tvalue="6" />\t\t\t\t\t<!-- Время между очередями/-->'; str += '<var name="timeBetweenShoots"\t\t\t\tvalue="2" />\t\t\t\t\t<!-- Время между выстрелами внутри очереди (имеет смысл только если bulletInLine > 0)/-->'; str += '<var name="timeReload"\t\t\t\t\t\t\tvalue="24" />\t\t\t<!-- Время перезарядки/-->'; str += '<var name="soundShoot"\t\t\t\t\t\t\tvalue="w_assault" />\t\t<!-- Linkage звука выстрела /-->'; str += '<var name="soundReload"\t\t\t\t\t\t\tvalue="w_reloaded" />\t\t<!-- Linkage звука перезарядки /-->'; str += '<var name="soundShootNoBullets"\t\t\tvalue="w_noammo" />\t\t<!-- Linkage звука выстрела, когда кончились патроны /-->\t'; str += '<var name="soundReloadNoBullets"\t\tvalue="w_noammo" />\t\t<!-- Linkage звука перезарядки, когда кончились патроны /-->\t\t'; str += '<var name="autoReload"\t\t\t\t\t\t\tvalue="1" />\t\t\t\t\t\t<!-- Автоматическая перезарядка (1 - вкл., 0 - выкл.) /-->'; str += ''; str += '<var name="shakeMinRadiusX"\t\t\t\t\t\tvalue="4" />\t\t\t\t\t<!-- Минимальный радиус отклонения прицела по оси Х(после первого выстрела)/-->'; str += '<var name="shakeMinRadiusY"\t\t\t\t\t\tvalue="10" />\t\t\t\t\t<!-- Минимальный радиус отклонения прицела по оси Y(после первого выстрела)/-->'; str += '<var name="shakeMaxRadiusX"\t\t\t\t\t\tvalue="3" />\t\t\t\t\t<!-- Максимальный радиус отклонения прицела по оси Х/-->'; str += '<var name="shakeMaxRadiusY"\t\t\t\t\t\tvalue="20" />\t\t\t\t\t<!-- Максимальный радиус отклонения прицела по оси Y/-->'; str += '<var name="shakeGrowPerShootX"\t\t\t\tvalue="2" />\t\t\t\t\t<!-- Прирост радиуса по оси Х за один выстрел/-->'; str += '<var name="shakeGrowPerShootY"\t\t\t\tvalue="4" />\t\t\t\t\t<!-- Прирост радиуса по оси Y за один выстрел/-->'; str += '<var name="shakeDecPerFrameX"\t\t\t\t\tvalue="1" />\t\t\t\t\t<!-- Уменьшение радиуса по оси Х за один кадр, когда не стреляют/-->'; str += '<var name="shakeDecPerFrameY"\t\t\t\t\tvalue="4" />\t\t\t\t\t<!-- Уменьшение радиуса по оси Y за один кадр, когда не стреляют/-->'; str += ''; str += '</object>'; str += ''; str += '<!-- Стреляет непрерывно пока кнопка мыши нажата. Длина очереди ограничена лишь кол-во патронов в обойме./-->'; str += '<object>'; str += '<var name="weaponName"\t\t\t\t\t\t\tvalue="Machine Gun" />'; str += '<var name="bulletDamage"\t\t\t\t\t\tvalue="10" />'; str += '<var name="bulletInLine"\t\t\t\t\t\tvalue="-1" />'; str += '<var name="bulletInPack"\t\t\t\t\t\tvalue="100" />\t\t\t'; str += '<var name="timeBetweenLines"\t\t\t\tvalue="3" />\t\t\t'; str += '<var name="timeBetweenShoots"\t\t\t\tvalue="1" />'; str += '<var name="timeReload"\t\t\t\t\t\t\tvalue="36" />\t'; str += '<var name="soundShoot"\t\t\t\t\t\t\tvalue="w_saw" />'; str += '<var name="soundReload"\t\t\t\t\t\t\tvalue="w_reload" />'; str += '<var name="soundShootNoBullets"\t\t\tvalue="w_noammo" />'; str += '<var name="soundReloadNoBullets"\t\tvalue="w_noammo" />\t\t\t\t\t\t\t\t\t'; str += '<var name="autoReload"\t\t\t\t\t\t\tvalue="1" />\t\t\t\t\t\t\t'; str += ''; str += '<var name="shakeMinRadiusX"\t\t\t\t\t\tvalue="20" />\t\t\t\t\t<!-- Минимальный радиус отклонения прицела по оси Х(после первого выстрела)/-->'; str += '<var name="shakeMinRadiusY"\t\t\t\t\t\tvalue="5" />\t\t\t\t\t<!-- Минимальный радиус отклонения прицела по оси Y(после первого выстрела)/-->'; str += '<var name="shakeMaxRadiusX"\t\t\t\t\t\tvalue="80" />\t\t\t\t\t<!-- Максимальный радиус отклонения прицела по оси Х/-->'; str += '<var name="shakeMaxRadiusY"\t\t\t\t\t\tvalue="20" />\t\t\t\t\t<!-- Максимальный радиус отклонения прицела по оси Y/-->'; str += '<var name="shakeGrowPerShootX"\t\t\t\tvalue="15" />\t\t\t\t\t<!-- Прирост радиуса по оси Х за один выстрел/-->'; str += '<var name="shakeGrowPerShootY"\t\t\t\tvalue="5" />\t\t\t\t\t<!-- Прирост радиуса по оси Y за один выстрел/-->'; str += '<var name="shakeDecPerFrameX"\t\t\t\t\tvalue="7" />\t\t\t\t\t<!-- Уменьшение радиуса по оси Х за один кадр, когда не стреляют/-->'; str += '<var name="shakeDecPerFrameY"\t\t\t\t\tvalue="2" />\t\t\t\t\t<!-- Уменьшение радиуса по оси Y за один кадр, когда не стреляют/-->'; str += '</object>'; str += ''; str += '<!-- Один клик - один выстрел./-->'; str += '<object>'; str += '<var name="weaponName"\t\t\t\t\t\t\tvalue="Sniper Rifle" /> \t\t<!-- Название оружия /-->'; str += '<var name="bulletDamage"\t\t\t\t\t\tvalue="20" />\t\t\t\t\t<!-- Урон от пуль /-->'; str += '<var name="bulletInLine"\t\t\t\t\t\tvalue="1" />\t\t\t\t\t<!-- Кол-во пуль в очереди/-->'; str += '<var name="bulletInPack"\t\t\t\t\t\tvalue="10" />\t\t\t\t\t<!-- Кол-во пуль в обойме. Когда они заканчиваются оружие необходимо перезарядить /-->'; str += '<var name="timeBetweenLines"\t\t\t\tvalue="6" />\t\t\t\t\t<!-- Время между очередями/-->'; str += '<var name="timeBetweenShoots"\t\t\t\tvalue="1" />\t\t\t\t\t<!-- Время между выстрелами внутри очереди (имеет смысл только если bulletInLine > 0)/-->'; str += '<var name="timeReload"\t\t\t\t\t\t\tvalue="24" />\t\t\t\t\t<!-- Время перезарядки/-->'; str += '<var name="soundShoot"\t\t\t\t\t\t\tvalue="w_siper" />\t<!-- Linkage звука выстрела /-->'; str += '<var name="soundReload"\t\t\t\t\t\t\tvalue="w_reloaded" />\t\t\t<!-- Linkage звука перезарядки /-->'; str += '<var name="soundShootNoBullets"\t\t\tvalue="w_noammo" />\t<!-- Linkage звука выстрела, когда кончились патроны /-->\t'; str += '<var name="soundReloadNoBullets"\t\tvalue="w_noammo" />\t<!-- Linkage звука перезарядки, когда кончились патроны /-->\t\t\t\t'; str += '<var name="autoReload"\t\t\t\t\t\t\tvalue="1" />\t\t\t\t\t<!-- Автоматическая перезарядка (1 - вкл., 0 - выкл.) /-->'; str += ''; str += '<var name="shakeMinRadiusX"\t\t\t\t\t\tvalue="5" />\t\t\t\t\t<!-- Минимальный радиус отклонения прицела по оси Х(после первого выстрела)/-->'; str += '<var name="shakeMinRadiusY"\t\t\t\t\t\tvalue="5" />\t\t\t\t\t<!-- Минимальный радиус отклонения прицела по оси Y(после первого выстрела)/-->'; str += '<var name="shakeMaxRadiusX"\t\t\t\t\t\tvalue="30" />\t\t\t\t\t<!-- Максимальный радиус отклонения прицела по оси Х/-->'; str += '<var name="shakeMaxRadiusY"\t\t\t\t\t\tvalue="30" />\t\t\t\t\t<!-- Максимальный радиус отклонения прицела по оси Y/-->'; str += '<var name="shakeGrowPerShootX"\t\t\t\tvalue="15" />\t\t\t\t\t<!-- Прирост радиуса по оси Х за один выстрел/-->'; str += '<var name="shakeGrowPerShootY"\t\t\t\tvalue="15" />\t\t\t\t\t<!-- Прирост радиуса по оси Y за один выстрел/-->'; str += '<var name="shakeDecPerFrameX"\t\t\t\t\tvalue="2" />\t\t\t\t\t<!-- Уменьшение радиуса по оси Х за один кадр, когда не стреляют/-->'; str += '<var name="shakeDecPerFrameY"\t\t\t\t\tvalue="2" />\t\t\t\t\t<!-- Уменьшение радиуса по оси Y за один кадр, когда не стреляют/-->\t\t\t\t\t\t'; str += '</object>'; str += ''; str += '</array>'; str += ''; str += ''; str += ''; str += '<array name="weapons">'; str += '<!--<var name="pointsUsed"\t\t\t\t\tvalue="shoot2, shoot6" используемые точки стрельбы /-->'; str += '<!--<var name="pointsScale"\t\t\t\t\tvalue="1, 1.5, 2, 1.5, 1" масштабирование пуль по точкам /-->'; str += '<!--<var name="pointsAngles"\t\t\t\tvalue="-10, 10" отклонение пуль по точкам /-->'; str += ''; str += '<!--<var name="passageAbility"\t\t\t\tvalue="2" сколько врагов пуля пробьет навылет (для всех точек едино) /-->'; str += '<!--<var name="bulletFlyDistance"\t\tvalue="200" на какое расстояние летит пуля (для всех точек едино) /-->'; str += ''; str += '<!-- умолчательная пушка -->'; str += ''; str += ''; str += '</array>'; str += '</object>'; str += '</object>'; str += ''; str += ''; str += '<!-- ================================================================================================================================================ -->'; str += '<!-- =========================================== ЮНИТЫ ============================================================================================ -->'; str += '<!-- ================================================================================================================================================ -->'; str += '<object name="mainUnits">'; str += ''; str += '<object name="mcSoldier_L1">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_L1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="35" />'; str += '<var name="reloadingTime"\t\t\tvalue="110" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<!--\t\t\t<var name="animQueue"\t\t\t\t\tvalue="95,105,anim_1, 190,210,anim_2, 280,380,anim_3, 400,500,anim_2, 800,850,anim_1" /> /-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_P1">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_P1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="70" />'; str += '<var name="reloadingTime"\t\t\tvalue="110" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_L1_1">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_L1_1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="44" />'; str += '<var name="reloadingTime"\t\t\tvalue="110" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += ''; str += '<object name="mcSoldier_L1_2">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_L1_2" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="55" />'; str += '<var name="reloadingTime"\t\t\tvalue="110" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_L2">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_L2" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="80" />'; str += '<var name="reloadingTime"\t\t\tvalue="110" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_P2">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_P2" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="80" />'; str += '<var name="reloadingTime"\t\t\tvalue="110" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_L2_1">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_L2_1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="50" />'; str += '<var name="reloadingTime"\t\t\tvalue="130" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_P2_1">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_P2_1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="50" />'; str += '<var name="reloadingTime"\t\t\tvalue="130" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_L3">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_L3" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="290" />'; str += '<var name="reloadingTime"\t\t\tvalue="110" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_P3">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_P3" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="234" />'; str += '<var name="reloadingTime"\t\t\tvalue="110" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_L3_1">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_L3_1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="20000" />'; str += '<var name="reloadingTime"\t\t\tvalue="11000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_P3_1">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_P3_1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="20000" />'; str += '<var name="reloadingTime"\t\t\tvalue="11000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_L3_2">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_L3_2" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="20000" />'; str += '<var name="reloadingTime"\t\t\tvalue="11000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="mcSoldier_P3_2">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_P3_2" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="20000" />'; str += '<var name="reloadingTime"\t\t\tvalue="11000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += ''; str += '<object name="mcSoldier_L4">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_L4" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="200000" />'; str += '<var name="reloadingTime"\t\t\tvalue="110000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += ''; str += '<object name="mcSoldier_P4">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_P4" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="200000" />'; str += '<var name="reloadingTime"\t\t\tvalue="110000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += '<object name="sound_heli">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_P4" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="200000" />'; str += '<var name="reloadingTime"\t\t\tvalue="110000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\tvalue="1" /> <!-- Определяет, нужно ли масштабировать юнита./-->'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="heli" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '</object>'; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += '<object name="helicopter_1">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="helicopter_1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="250" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="7000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1100000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="eexplode" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,revers, 180,185,fly_side, 310,315,turn_front, 480,485,turn_side" /> '; str += '</object>'; str += ''; str += '<object name="helicopter_2">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="helicopter_1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="250" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="7000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1100000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="eexplode" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,fly_side_1, 200,210,fire3, 370,380,fly_side_1" /> '; str += '</object>'; str += ''; str += '<object name="helicopter_3">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="helicopter_2" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="250" />'; str += '<var name="bulletType"\t\t\t\tvalue="rocket2" />'; str += '<var name="cannonTimeOffset"\tvalue="7000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1100000" />'; str += '<var name="bulletDamage"\t\t\tvalue="5" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="eexplode" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,revers, 190,195,fly_side, 290,295,fire" /> '; str += '</object>'; str += ''; str += ''; str += '<object name="helicopter_3_1">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="helicopter_2" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="250" />'; str += '<var name="bulletType"\t\t\t\tvalue="rocket2" />'; str += '<var name="cannonTimeOffset"\tvalue="7000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1100000" />'; str += '<var name="bulletDamage"\t\t\tvalue="5" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="eexplode" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,revers, 190,195,fly_side, 290,295,fire1" /> '; str += '</object>'; str += ''; str += '<object name="heli_soldier">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="heli_soldier" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="7000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1100000" />'; str += '<var name="bulletDamage"\t\t\tvalue="1" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,stop, 220,240,fire, 320,330,stop, 400,410,fire, 480,500,stop"/> '; str += '</object>'; str += ''; str += ''; str += ''; str += '<object name="mcSoldier_window">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_window" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="10000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="13000000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="100" />'; str += '</object>'; str += ''; str += '<object name="sniper">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="sniper" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="rocket2" />'; str += '<var name="cannonTimeOffset"\tvalue="1000000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1300000000" />'; str += '<var name="bulletDamage"\t\t\tvalue="30" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="500" />'; str += '</object>'; str += ''; str += '<object name="mcSoldier_jump_window">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcSoldier_jump_window" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="10000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="13000000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="100" />'; str += '</object>'; str += ''; str += '<object name="Terror_jump">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="Terror_jump" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="10000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="13000000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="100" />'; str += '</object>'; str += ''; str += '<object name="mcCar">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="mcCar" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="200" />'; str += '<var name="bulletType"\t\t\t\tvalue="rocket2" />'; str += '<var name="cannonTimeOffset"\tvalue="100000" />'; str += '<var name="reloadingTime"\t\t\tvalue="130000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="eexplode" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,move, 195,205,stop, 295,305,move"/> '; str += '</object>'; str += ''; str += '<object name="SHAH">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="SHAH" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="400" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="100000" />'; str += '<var name="reloadingTime"\t\t\tvalue="130000" />'; str += '<var name="bulletDamage"\t\t\tvalue="3" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="eexplode" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,move, 400,410,reverse"/> '; str += '</object>'; str += ''; str += '<object name="L2_Terror_jump">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="L2_Terror_jump" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="7000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1100000" />'; str += '<var name="bulletDamage"\t\t\tvalue="1" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,run, 89,91,jump"/> '; str += '</object>'; str += ''; str += '<object name="P2_Terror_jump">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="P2_Terror_jump" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="20" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="7000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1100000" />'; str += '<var name="bulletDamage"\t\t\tvalue="1" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="hum3,hum4,hum5,hum6, hum1,hum2" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,run, 89,91,jump"/> '; str += '</object>'; str += ''; str += '<object name="btr">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="btr" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="500" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="100000" />'; str += '<var name="reloadingTime"\t\t\tvalue="130000" />'; str += '<var name="bulletDamage"\t\t\tvalue="30" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="eexplode" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,move, 200,205,revers, 419,423,stop, 481,487,revers"/> '; str += '</object>'; str += ''; str += '<object name="btr_f">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="btr" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="400" />'; str += '<var name="bulletType"\t\t\t\tvalue="rocket2" />'; str += '<var name="cannonTimeOffset"\tvalue="100000" />'; str += '<var name="reloadingTime"\t\t\tvalue="130000" />'; str += '<var name="bulletDamage"\t\t\tvalue="30" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="eexplode" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,revers, 200,205,stop, 300,305,fire, 350,355,revers"/> '; str += '</object>'; str += ''; str += '<object name="btr_b">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="btr" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="500" />'; str += '<var name="bulletType"\t\t\t\tvalue="rocket2" />'; str += '<var name="cannonTimeOffset"\tvalue="100000" />'; str += '<var name="reloadingTime"\t\t\tvalue="130000" />'; str += '<var name="bulletDamage"\t\t\tvalue="30" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="eexplode" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,revers, 155,160,stop, 165,170,fire, 200,205,revers1, 275,280,stop, 315,320,revers, 370,375,stop, 380,385,fire, 410,415,revers, 470,475,stop, 510,515,revers1, 570,575,stop, 580,585,fire, 610,615,revers"/> '; str += '</object>'; str += ''; str += ''; str += '<object name="btr_bb">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="btr1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="500" />'; str += '<var name="bulletType"\t\t\t\tvalue="rocket2" />'; str += '<var name="cannonTimeOffset"\tvalue="100000" />'; str += '<var name="reloadingTime"\t\t\tvalue="130000" />'; str += '<var name="bulletDamage"\t\t\tvalue="30" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="eexplode" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '<var name="animQueue"\t\t\t\t\tvalue="0,10,move, 75,80,stop1, 85,90,fire1, 120,125,move1, 185,190,stop1, 195,200,fire1, 225,230,move1, 275,280,stop1, 365,370,move, 470,475,stop1, 480,485,fire1, 515,520,move, 565,570,stop1, 575,580,fire1, 610,615,move"/> '; str += '</object>'; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += '<!-- ================================================================================================================================================ -->'; str += '<!-- =============================== БОНУСЫ ======================================================== -->'; str += '<!-- ================================================================================================================================================ -->'; str += ''; str += '<object name="bHMed">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="bHMed" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="5" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="1000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1300000" />'; str += '<var name="bulletDamage"\t\t\tvalue="1" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="bHMed" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="wood" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '</object>'; str += ''; str += '<object name="bHSmall">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="bHSmall" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="5" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="1000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1300000" />'; str += '<var name="bulletDamage"\t\t\tvalue="1" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="bHSmall" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="wood" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '</object>'; str += ''; str += '<object name="bHBig">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="bHBig" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="5" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="1000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1300000" />'; str += '<var name="bulletDamage"\t\t\tvalue="1" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="bHBig" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="wood" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '</object>'; str += ''; str += '<object name="Ammo">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="Ammo" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="gun_1" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="5" />'; str += '<var name="bulletType"\t\t\t\tvalue="weapon0" />'; str += '<var name="cannonTimeOffset"\tvalue="1000000" />'; str += '<var name="reloadingTime"\t\t\tvalue="1300000" />'; str += '<var name="bulletDamage"\t\t\tvalue="1" />\t\t'; str += ''; str += '<var name="flySteps"\t\t\t\t\tvalue="0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="t" />'; str += '<var name="splashDamage" \t\t\tvalue="0" />'; str += '<var name="damageRadius" \t\t\tvalue="0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="bAmmo1,bAmmo2,bAmmo3,bAmmo4 " />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="0" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0" />'; str += '<var name="count_me"\t\t\t\t\tvalue="0" /> <!-- Если 1, то убийства этих юнитов считаются и по достижении задннаго значения игрок проигрывает или выигрывает./-->'; str += '<var name="born_action"\t\t\t\tvalue="0" /> <!-- Определяет, что происходит в момент рождения юнита. 0 - ничего(по умолчанию), 1 - победа, 2 - поражение./-->'; str += '<var name="soundKills"\t\t\t\tvalue="wood" /> <!-- Звуки с linkage snd_die_1 и snd_die_2 будут воспроизводиться только при обычной гибели (рандомно), а звук snd_headshoot - только при попадании в голову./-->'; str += '<var name="score"\t\t\t\t\t\t\tvalue="50" />'; str += '</object>'; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += '<!-- ================================================================================================================================================ -->'; str += '<!-- =============================== ДОМА ======================================================== -->'; str += '<!-- ================================================================================================================================================ -->'; str += ''; str += '<object name="house_plane1">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="house_plane1" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="5000" />'; str += '<var name="bulletType"\t\t\t\tvalue="" />'; str += '<var name="cannonTimeOffset"\tvalue="140,140,140,140,140,140, 10, 0" />'; str += '<var name="flySteps"\t\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="h+25, h+45, h+65, h-25, h-45, h-65, t, t" />'; str += '<var name="splashDamage" \t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="damageRadius" \t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="12, 12, 12, 12, 12, 12, 12, 12" />'; str += '<var name="bulletDamage"\t\t\tvalue="30, 30, 30, 30, 30, 30, 50, 0" />'; str += '<var name="reloadingTime"\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0,25,-25" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="-25,10,15" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0,0,0" />'; str += '</object>'; str += ''; str += '<object name="house_plane1a">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="house_plane1a" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="5000" />'; str += '<var name="bulletType"\t\t\t\tvalue="" />'; str += '<var name="cannonTimeOffset"\tvalue="140,140,140,140,140,140, 10, 0" />'; str += '<var name="flySteps"\t\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="h+25, h+45, h+65, h-25, h-45, h-65, t, t" />'; str += '<var name="splashDamage" \t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="damageRadius" \t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="12, 12, 12, 12, 12, 12, 12, 12" />'; str += '<var name="bulletDamage"\t\t\tvalue="30, 30, 30, 30, 30, 30, 50, 0" />'; str += '<var name="reloadingTime"\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0,25,-25" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="-25,10,15" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0,0,0" />'; str += '</object>'; str += ''; str += '<object name="house_plane2">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="house_plane2" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="5000" />'; str += '<var name="bulletType"\t\t\t\tvalue="" />'; str += '<var name="cannonTimeOffset"\tvalue="140,140,140,140,140,140, 10, 0" />'; str += '<var name="flySteps"\t\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="h+25, h+45, h+65, h-25, h-45, h-65, t, t" />'; str += '<var name="splashDamage" \t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="damageRadius" \t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="12, 12, 12, 12, 12, 12, 12, 12" />'; str += '<var name="bulletDamage"\t\t\tvalue="30, 30, 30, 30, 30, 30, 50, 0" />'; str += '<var name="reloadingTime"\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0,25,-25" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="-25,10,15" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0,0,0" />'; str += '</object>'; str += ''; str += '<object name="house_plane2a">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="house_plane2a" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="5000" />'; str += '<var name="bulletType"\t\t\t\tvalue="" />'; str += '<var name="cannonTimeOffset"\tvalue="140,140,140,140,140,140, 10, 0" />'; str += '<var name="flySteps"\t\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="h+25, h+45, h+65, h-25, h-45, h-65, t, t" />'; str += '<var name="splashDamage" \t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="damageRadius" \t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="12, 12, 12, 12, 12, 12, 12, 12" />'; str += '<var name="bulletDamage"\t\t\tvalue="30, 30, 30, 30, 30, 30, 50, 0" />'; str += '<var name="reloadingTime"\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0,25,-25" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="-25,10,15" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0,0,0" />'; str += '</object>'; str += ''; str += '<object name="house_plane3">'; str += '<var name="base"\t\t\t\t\t\t\tvalue="house_plane3" />'; str += '<var name="gun"\t\t\t\t\t\t\t\tvalue="" />'; str += '<var name="armor"\t\t\t\t\t\t\tvalue="5000" />'; str += '<var name="bulletType"\t\t\t\tvalue="" />'; str += '<var name="cannonTimeOffset"\tvalue="140,140,140,140,140,140, 10, 0" />'; str += '<var name="flySteps"\t\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="flyMinScale"\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="flyDistance"\t\t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="cannonAngle"\t\t\t\tvalue="h+25, h+45, h+65, h-25, h-45, h-65, t, t" />'; str += '<var name="splashDamage" \t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="damageRadius" \t\t\tvalue="0, 0, 0, 0, 0, 0, 0, 0, 0" />'; str += '<var name="bulletSpeed"\t\t\t\tvalue="12, 12, 12, 12, 12, 12, 12, 12" />'; str += '<var name="bulletDamage"\t\t\tvalue="30, 30, 30, 30, 30, 30, 50, 0" />'; str += '<var name="reloadingTime"\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="clip"\t\t\t\t\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="shotsTime"\t\t\t\t\tvalue="1, 1, 1, 1, 1, 1, 1, 1" />'; str += '<var name="ai"\t\t\t\t\t\t\t\tvalue="0" />'; str += '<var name="withoutBase"\t\t\t\tvalue="0" />'; str += '<var name="ignoreHit"\t\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\t\tvalue="0" />'; str += '<var name="orientToPath"\t\t\tvalue="way" />'; str += '<var name="top"\t\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="directdamage"\t\t\tvalue="100" />'; str += '<var name="cannonChangeAngleSpeed"\t\t\tvalue="0, 0, 0, 0,0, 0, 2, 2" />'; str += '<var name="loot"\t\t\t\t\t\t\tvalue="" />'; str += '<var name="lootXoffset"\t\t\t\tvalue="0,25,-25" />'; str += '<var name="lootYoffset"\t\t\t\tvalue="-25,10,15" />'; str += '<var name="autoloot"\t\t\t\t\tvalue="0,0,0" />'; str += '</object>'; str += ''; str += ''; str += '</object>'; str += ''; str += ''; str += '<!-- ================================================================================================================================================ -->'; str += '<!-- ======================================= ЮНИТЫ С ПУТЯМИ ======================================================================================= -->'; str += '<!-- ================================================================================================================================================ -->'; str += '<object name="movingUnits"> '; str += ''; str += '<object name="L1">'; str += '<var name="mainObj" value="mcSoldier_L1" />'; str += '<var name="way" value="L1_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="P1">'; str += '<var name="mainObj" value="mcSoldier_P1" />'; str += '<var name="way" value="L1_way" />'; str += '<var name="xratio" value="-80" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="600" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="L1_1">'; str += '<var name="mainObj" value="mcSoldier_L1_1" />'; str += '<var name="way" value="L1_1_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="2" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += ''; str += '<object name="L1_2">'; str += '<var name="mainObj" value="mcSoldier_L1_2" />'; str += '<var name="way" value="L1_2_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="3" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="L2">'; str += '<var name="mainObj" value="mcSoldier_L2" />'; str += '<var name="way" value="L2_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="2" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="P2">'; str += '<var name="mainObj" value="mcSoldier_P2" />'; str += '<var name="way" value="L2_way" />'; str += '<var name="xratio" value="-70" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="2" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="600" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="LP2">'; str += '<var name="mainObj" value="mcCar" />'; str += '<var name="way" value="LP2_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="3" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="2" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="L2_1">'; str += '<var name="mainObj" value="mcSoldier_L2_1" />'; str += '<var name="way" value="L2_1_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="P2_1">'; str += '<var name="mainObj" value="mcSoldier_P2_1" />'; str += '<var name="way" value="L2_1_way" />'; str += '<var name="xratio" value="-80" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="625" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="L3">'; str += '<var name="mainObj" value="mcSoldier_L3" />'; str += '<var name="way" value="L3_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="P3">'; str += '<var name="mainObj" value="mcSoldier_P3" />'; str += '<var name="way" value="L3_way" />'; str += '<var name="xratio" value="-100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="620" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="342" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="L3_1">'; str += '<var name="mainObj" value="mcSoldier_L3_1" />'; str += '<var name="way" value="L3_1_way" />'; str += '<var name="xratio" value="110" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="P3_1">'; str += '<var name="mainObj" value="mcSoldier_P3_1" />'; str += '<var name="way" value="L3_1_way" />'; str += '<var name="xratio" value="-110" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="600" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="L3_2">'; str += '<var name="mainObj" value="mcSoldier_L3_2" />'; str += '<var name="way" value="L3_2_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="P3_2">'; str += '<var name="mainObj" value="mcSoldier_P3_2" />'; str += '<var name="way" value="L3_2_way" />'; str += '<var name="xratio" value="-95" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="655" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="L4">'; str += '<var name="mainObj" value="mcSoldier_L4" />'; str += '<var name="way" value="L4_way" />'; str += '<var name="xratio" value="120" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="2" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="P4">'; str += '<var name="mainObj" value="mcSoldier_P4" />'; str += '<var name="way" value="L4_way" />'; str += '<var name="xratio" value="-110" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="600" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="2" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="L5">'; str += '<var name="mainObj" value="mcSoldier_L3" />'; str += '<var name="way" value="L5_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="L5_1">'; str += '<var name="mainObj" value="mcSoldier_L3" />'; str += '<var name="way" value="L5_1_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="P5">'; str += '<var name="mainObj" value="mcSoldier_P3" />'; str += '<var name="way" value="L5_way" />'; str += '<var name="xratio" value="-100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="620" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="342" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="P5_1">'; str += '<var name="mainObj" value="mcSoldier_P3" />'; str += '<var name="way" value="L5_1_way" />'; str += '<var name="xratio" value="-100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="620" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="342" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += '<object name="helicopter_1">'; str += '<var name="mainObj" value="helicopter_1" />'; str += '<var name="way" value="PL3_LP2_way" />'; str += '<var name="xratio" value="130" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="700" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="1" />'; str += '<var name="movedWayOffset" value="700" />'; str += '<var name="movedWayXSpeed" value="1" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="0" />'; str += '</object>'; str += ''; str += '<object name="helicopter_2">'; str += '<var name="mainObj" value="helicopter_2" />'; str += '<var name="way" value="LP2_way" />'; str += '<var name="xratio" value="130" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="2" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-150" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="1" />'; str += '<var name="movedWayOffset" value="275" />'; str += '<var name="movedWayXSpeed" value="1" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="0" />'; str += '</object>'; str += ''; str += '<object name="helicopter_3">'; str += '<var name="mainObj" value="helicopter_3" />'; str += '<var name="way" value="PL3_LP2_1_way" />'; str += '<var name="xratio" value="130" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="700" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="1" />'; str += '<var name="movedWayOffset" value="700" />'; str += '<var name="movedWayXSpeed" value="1" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="0" />'; str += '</object>'; str += ''; str += '<object name="helicopter_3_1">'; str += '<var name="mainObj" value="helicopter_3_1" />'; str += '<var name="way" value="PL3_LP2_1_way" />'; str += '<var name="xratio" value="130" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="700" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="342" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="0" />'; str += '</object>'; str += ''; str += '<object name="mcCar">'; str += '<var name="mainObj" value="mcCar" />'; str += '<var name="way" value="LP1_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="1" />'; str += '<var name="movedWayOffset" value="500" />'; str += '<var name="movedWayXSpeed" value="2" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="SHAH">'; str += '<var name="mainObj" value="SHAH" />'; str += '<var name="way" value="LP1_PL2_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="3" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += ''; str += ''; str += '<object name="L2_Terror_jump">'; str += '<var name="mainObj" value="L2_Terror_jump" />'; str += '<var name="way" value="L2_jump_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="0" />'; str += '</object>'; str += ''; str += '<object name="P2_Terror_jump">'; str += '<var name="mainObj" value="P2_Terror_jump" />'; str += '<var name="way" value="L2_jump_way" />'; str += '<var name="xratio" value="-70" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="620" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="0" />'; str += '</object>'; str += ''; str += '<object name="btr">'; str += '<var name="mainObj" value="btr" />'; str += '<var name="way" value="LP1_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="1" />'; str += '<var name="movedWayOffset" value="500" />'; str += '<var name="movedWayXSpeed" value="2" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="3" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="btr_f">'; str += '<var name="mainObj" value="btr_f" />'; str += '<var name="way" value="LP2_way" />'; str += '<var name="xratio" value="115" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="-1" />'; str += '<var name="xoffset" value="-100" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="1" />'; str += '<var name="movedWayOffset" value="800" />'; str += '<var name="movedWayXSpeed" value="-3" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="0" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="btr_b">'; str += '<var name="mainObj" value="btr_b" />'; str += '<var name="way" value="LP2_1_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="600" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="3" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="0" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="btr_bb">'; str += '<var name="mainObj" value="btr_bb" />'; str += '<var name="way" value="LP1_1_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-50" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="-1" />'; str += '<var name="wayCycle" value="3" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="speed" value="0" />'; str += '<var name="followPlayer" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += ''; str += '============================================================================================================================================================================================='; str += ''; str += '<object name="house">'; str += '<var name="mainObj" value="house_plane1" />'; str += '<var name="way" value="house_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="0" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="2" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="0" />'; str += '<var name="immortal"\t\t\t\tvalue="1" />'; str += '</object>'; str += ''; str += '<object name="mcSoldier_window">'; str += '<var name="mainObj" value="mcSoldier_window" />'; str += '<var name="way" value="L4_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="0" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="2" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '<var name="immortal"\t\t\t\tvalue="0" />'; str += '</object>'; str += ''; str += '<object name="bonus0">'; str += '<var name="mainObj" value="bHSmall" />'; str += '<var name="way" value="LP0_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="0" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="2" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '<var name="immortal"\t\t\t\tvalue="0" />'; str += '<var name="max_life_frames" value="130" /> '; str += '</object>'; str += ''; str += '<object name="bonus1">'; str += '<var name="mainObj" value="bHSmall" />'; str += '<var name="way" value="LP1_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="0" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="2" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '<var name="immortal"\t\t\t\tvalue="0" />'; str += '<var name="max_life_frames" value="130" /> '; str += '</object>'; str += ''; str += '<object name="bonus2">'; str += '<var name="mainObj" value="bHSmall" />'; str += '<var name="way" value="LP2_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="0" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="2" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '<var name="immortal"\t\t\t\tvalue="0" />'; str += '<var name="max_life_frames" value="130" /> '; str += '</object>'; str += '<object name="bonus3">'; str += '<var name="mainObj" value="bHSmall" />'; str += '<var name="way" value="L2_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="0" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="2" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="1" />'; str += '<var name="immortal"\t\t\t\tvalue="0" />'; str += '<var name="max_life_frames" value="130" /> '; str += '</object>'; str += '<object name="sound_heli">'; str += '<var name="mainObj" value="sound_heli" />'; str += '<var name="way" value="LP1_way" />'; str += '<var name="xratio" value="100" />'; str += '<var name="yratio" value="100" />'; str += '<var name="mratio" value="1" />'; str += '<var name="rotate" value="0" />'; str += '<var name="factor" value="1" />'; str += '<var name="xoffset" value="-100" />'; str += '<var name="startFrame" value="1" />'; str += '<var name="endFrame" value="2" />'; str += '<var name="wayCycle" value="1" />'; str += '<var name="rotatedByWay" value="0" />'; str += '<var name="movedWay" value="0" />'; str += '<var name="movedWayOffset" value="0" />'; str += '<var name="movedWayXSpeed" value="0" />'; str += '<var name="movedWayYSpeed" value="0" />'; str += '<var name="thereCanBeOnlyOne" value="0" />'; str += '<var name="dieImmediatly" value="0" />'; str += '<var name="moveWayAtStart"\t\t\tvalue="0" />'; str += '<var name="need_scale_by_z"\t\t\tvalue="0" />'; str += '<var name="immortal"\t\t\t\tvalue="0" />'; str += '<var name="max_life_frames" value="5" /> '; str += '</object>'; str += '=============================================================================================================================================================================================\t\t'; str += ''; str += '============================================================================================================================================================================================='; str += ''; str += '=============================================================================================================================================================================================\t\t'; str += ''; str += '</object>'; str += ''; str += ''; str += '<!-- ================================================================================================================================================ -->'; str += '<!-- ==================================== НЕПОДВИЖНЫЕ ОБЪЕКТЫ ==================================================================================== -->'; str += '<!-- ================================================================================================================================================ -->'; str += '<object name="standingUnits">'; str += ''; str += '<object name="exploder1">'; str += '<var name="linkage" value="autoExplodePoint" >Вообще говоря взрывающийся объект - это отдельный класс, поэтому всех кого ни попадя взрывать не получится</var>'; str += '<var name="armor" value="20" />'; str += '<var name="splashDamage" value="100" />'; str += '<var name="damageRadius" value="20" />'; str += '<var name="splashDelay" value="3" />'; str += '<var name="top" value="0" />'; str += '<var name="ignoreHit" value="1" />'; str += '<var name="ignoreSplash" value="1" />'; str += '<var name="ignoreDirect" value="1" />'; str += '<var name="explodeTimer" value="30" >Время взрыва</var>'; str += '<var name="notCount" value="1" />'; str += '<var name="soundKills" value="none" />'; str += '</object>'; str += ''; str += '<object name="base_ground_start">'; str += '<var name="linkage"\t\t\t\t\tvalue="base_ground_start" >название linkage</var>'; str += '<var name="armor"\t\t\t\t\t\tvalue="1" >броня</var>'; str += '<var name="splashDamage"\t\tvalue="1" >ущерб</var>'; str += '<var name="damageRadius"\t\tvalue="1" >радиус нанесения ущебра</var>'; str += '<var name="splashDelay"\t\t\tvalue="1" >задержка передачи взрыва</var>'; str += '<var name="top"\t\t\t\t\t\t\tvalue="0" >1 | 0 - уровень высоты</var>'; str += '<var name="ignoreHit"\t\t\t\tvalue="1" >1 | 0 - не получает урон от ракет и прочего</var>'; str += '<var name="ignoreSplash"\t\tvalue="1" >1 | 0 - не получает splash-damage</var>'; str += '<var name="ignoreDirect"\t\tvalue="1" >1 | 0 - не сталкивается с игроком</var>'; str += '<var name="immortal"\t\t\t\tvalue="1" >1 | 0 - бессмертный враг!</var>'; str += '<var name="bigObject"\t\t\t\tvalue="1" ></var>'; str += '</object>'; str += ''; str += '<object name="spaceport">'; str += '<var name="linkage"\t\t\t\t\tvalue="spaceport" />'; str += '<var name="armor"\t\t\t\t\t\tvalue="400" />'; str += '<var name="splashDamage"\t\tvalue="500" />'; str += '<var name="damageRadius"\t\tvalue="200" />'; str += '<var name="splashDelay"\t\t\tvalue="1" />'; str += '<var name="top"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="ignoreHit"\t\t\t\tvalue="1" />'; str += '<var name="ignoreSplash"\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\tvalue="1" />'; str += '<var name="immortal"\t\t\t\tvalue="0" />'; str += '</object>'; str += ''; str += '=================================================================================================================================================================='; str += ''; str += '=================================================================================================================================================================='; str += ''; str += '=================================================================================================================================================================='; str += ''; str += '=================================================================================================================================================================='; str += ''; str += ''; str += '=============================================================================================='; str += ''; str += '------------------------------------------------------------------'; str += ''; str += '<object name="explo">'; str += '<var name="linkage"\t\t\t\t\tvalue="explo" />'; str += '<var name="armor"\t\t\t\t\t\tvalue="20" />'; str += '<var name="splashDamage"\t\tvalue="0" />'; str += '<var name="damageRadius"\t\tvalue="0" />'; str += '<var name="splashDelay"\t\t\tvalue="0" />'; str += '<var name="top"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="ignoreHit"\t\t\t\tvalue="1" />'; str += '<var name="ignoreSplash"\t\tvalue="1" />'; str += '<var name="ignoreDirect"\t\tvalue="0" />'; str += '<var name="immortal"\t\t\t\tvalue="0" />'; str += '</object>\t\t'; str += ''; str += '---------------------------------------------------------------'; str += ''; str += '<object name="barrel">'; str += '<var name="linkage"\t\t\t\t\tvalue="barrel" />'; str += '<var name="armor"\t\t\t\t\t\tvalue="30" />'; str += '<var name="splashDamage"\t\tvalue="50" />'; str += '<var name="damageRadius"\t\tvalue="100" />'; str += '<var name="splashDelay"\t\t\tvalue="1" />'; str += '<var name="top"\t\t\t\t\t\t\tvalue="1" />'; str += '<var name="ignoreHit"\t\t\t\tvalue="0" />'; str += '<var name="ignoreSplash"\t\tvalue="0" />'; str += '<var name="ignoreDirect"\t\tvalue="0" />'; str += '<var name="immortal"\t\t\t\tvalue="0" />'; str += '</object>'; str += ''; str += ''; str += '</object>'; str += ''; str += ''; str += '<!-- ================================================================================================================================================ -->'; str += '<!-- =========================================== УРОВНИ =========================================================================================== -->'; str += '<!-- ================================================================================================================================================ -->'; str += '<object name="levels">'; str += ''; str += '<object name="level_1">'; str += '<var name="comment1" > Level 1 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="0" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="special_destroyed" game_action="win" need_destroy="10"/> '; str += ''; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" count_me="1"/>'; str += '<object name="bonus2" tank="bonus1" count_me="1" mainObj="Ammo" />'; str += '</object>'; str += ''; str += '<array name="level">'; str += ''; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f50" yoffset="250" tank="L1_1" count_me="1" />'; str += '<object timeOffset="f65" yoffset="253" tank="L1" count_me="1"/>'; str += '<object timeOffset="f75" yoffset="253" tank="P1" count_me="1"/>\t\t'; str += ''; str += '<object timeOffset="f240" yoffset="250" tank="L1_2" count_me="1"/>\t'; str += '<object timeOffset="f250" yoffset="245" tank="P2" count_me="1" xratio="-100"/>\t'; str += '<object timeOffset="f275" yoffset="253" tank="L1" count_me="1" />\t'; str += '<object timeOffset="f285" yoffset="250" tank="L1_1" count_me="1" />'; str += '<object timeOffset="f295" yoffset="253" tank="P1" count_me="1" />\t\t'; str += ''; str += '<object timeOffset="f105" yoffset="205" tank="P3_2" xratio="-70" xoffset="570" count_me="1" />'; str += '<object timeOffset="f150" yoffset="205" tank="L3_1" count_me="1" />'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += '<object name="level_2">'; str += '<var name="comment1" > Level 2 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="1" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="special_destroyed" game_action="win" need_destroy="5"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '</object>'; str += ''; str += '<array name="level">'; str += ''; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f100" yoffset="250" tank="L1_1"/>'; str += '<object timeOffset="f125" yoffset="253" tank="L1" />'; str += '<object timeOffset="f175" yoffset="253" tank="L1" xratio="130" />\t'; str += '<object timeOffset="f225" yoffset="253" tank="P1" />\t\t'; str += '<object timeOffset="f275" yoffset="253" tank="L1" />'; str += '<object timeOffset="f300" yoffset="245" tank="P2" xratio="-100"/>\t'; str += '<object timeOffset="f350" yoffset="250" tank="L1_2" />\t'; str += '<object timeOffset="f500" yoffset="250" tank="L1_1" />'; str += '<object timeOffset="f600" yoffset="253" tank="L1" />'; str += '<object timeOffset="f625" yoffset="253" tank="P1" />'; str += ''; str += '<object timeOffset="f30" yoffset="320" xoffset="350" tank="bonus0" count_me="1" mainObj="Ammo"/>\t\t'; str += ''; str += '<object timeOffset="f130" yoffset="170" xoffset="105" tank="bonus3" count_me="1" mainObj="Ammo" />'; str += '<object timeOffset="f150" yoffset="250" xoffset="320" tank="bonus1" />\t\t'; str += '<object timeOffset="f290" yoffset="255" xoffset="210" tank="bonus1" />\t'; str += '<object timeOffset="f305" yoffset="240" xoffset="375" tank="bonus1" count_me="1" mainObj="Ammo"/>\t'; str += ''; str += '<object timeOffset="f430" yoffset="170" xoffset="190" tank="bonus3" />'; str += '<object timeOffset="f450" yoffset="170" xoffset="425" tank="bonus3" count_me="1" mainObj="Ammo" />'; str += ''; str += '<object timeOffset="f640" yoffset="320" xoffset="150" tank="bonus0" count_me="1" mainObj="Ammo"/>\t\t\t'; str += ''; str += '</array>'; str += ''; str += '</object>'; str += ''; str += '<object name="level_3">'; str += '<var name="comment1" > Level 3 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="1" /> '; str += ''; str += '<object name="events">'; str += '<object name="time_is_out" game_action="win" time_passed="30000" time_count_down="1"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += ''; str += '</object>'; str += ''; str += '<array name="level">'; str += ''; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f10" yoffset="250" tank="L1_2" />'; str += '<object timeOffset="f25" yoffset="250" tank="L1_1" />'; str += '<object timeOffset="f40" yoffset="250" tank="L1" />'; str += ''; str += '<object timeOffset="f75" yoffset="253" tank="P1" />\t\t'; str += '<object timeOffset="f80" yoffset="245" tank="P2" xratio="-100"/>\t'; str += ''; str += '<object timeOffset="f175" yoffset="160" tank="L2" />\t\t'; str += '<object timeOffset="f100" yoffset="160" tank="L2_1" />\t'; str += '<object timeOffset="f205" yoffset="162" tank="L2_Terror_jump"/>'; str += ''; str += '<object timeOffset="f250" yoffset="159" tank="P2" />\t'; str += '<object timeOffset="f150" yoffset="160" tank="P2_Terror_jump"/>'; str += ''; str += '<object timeOffset="f250" yoffset="260" tank="L1_2" />'; str += '<object timeOffset="f270" yoffset="260" tank="L1_1" />'; str += '<object timeOffset="f270" yoffset="260" tank="L1" />'; str += ''; str += '<object timeOffset="f300" yoffset="250" tank="P1" />'; str += '<object timeOffset="f310" yoffset="160" tank="P2_1" />'; str += '<object timeOffset="f350" yoffset="245" tank="P2" xratio="-100"/>\t'; str += '<object timeOffset="f350" yoffset="159" tank="P2" />'; str += ''; str += '<object timeOffset="f400" yoffset="260" tank="L1_2" />'; str += '<object timeOffset="f420" yoffset="260" tank="L1_1" />'; str += '<object timeOffset="f440" yoffset="260" tank="L1" />'; str += ''; str += '<object timeOffset="f200" yoffset="320" xoffset="350" tank="bonus0" mainObj="Ammo"/>\t\t'; str += ''; str += '<object timeOffset="f440" yoffset="170" xoffset="105" tank="bonus3" />'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += '<object name="level_4">'; str += '<var name="comment1" >Level 4 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="3" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="special_destroyed" game_action="win" need_destroy="10"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += ''; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump"/>'; str += '</object>'; str += ''; str += ''; str += '<array name="level">\t'; str += ''; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f20" yoffset="160" tank="L2" />\t\t'; str += '<object timeOffset="f20" yoffset="160" tank="L2" xratio="90" xoffset="-70"/>'; str += '<object timeOffset="f80" yoffset="160" tank="P2_1" />\t'; str += ''; str += '<object timeOffset="f110" yoffset="107" tank="L4" />\t'; str += ''; str += '<object timeOffset="f250" xoffset="230" yoffset="145" tank="mcSoldier_window" count_me="1" />'; str += '<object timeOffset="f250" yoffset="107" tank="L4" />'; str += '<object timeOffset="f350" xoffset="123" yoffset="79" tank="mcSoldier_window" count_me="1" />'; str += ''; str += '<object timeOffset="f370" yoffset="107" tank="P4" />'; str += '<object timeOffset="f400" yoffset="107" tank="P4" />\t'; str += ''; str += '<object timeOffset="f520" xoffset="336" yoffset="145" tank="mcSoldier_window" count_me="1" />'; str += '<object timeOffset="f570" xoffset="459" yoffset="145" tank="mcSoldier_window" count_me="1" />'; str += '<object timeOffset="f590" xoffset="446" yoffset="145" tank="mcSoldier_window" count_me="1" />'; str += ''; str += '<object timeOffset="f680" yoffset="107" tank="L4" />'; str += '<object timeOffset="f710" yoffset="107" tank="P4" />\t'; str += '<object timeOffset="f740" yoffset="107" tank="L4" />'; str += '<object timeOffset="f770" yoffset="107" tank="P4" />\t'; str += '<object timeOffset="f800" yoffset="107" tank="L4" />'; str += '<object timeOffset="f830" yoffset="107" tank="P4" />\t'; str += '<object timeOffset="f840" yoffset="107" tank="L4" />'; str += '<object timeOffset="f890" yoffset="107" tank="P4" />\t'; str += ''; str += '<object timeOffset="f1100" yoffset="160" tank="L2_1" />'; str += '<object timeOffset="f1180" xoffset="230" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f1180" yoffset="160" tank="P2_1" />'; str += '<object timeOffset="f1260" xoffset="336" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f1310" yoffset="107" tank="L4"/>'; str += '<object timeOffset="f1313" yoffset="107" tank="L4" xoffset="-60"/>'; str += '<object timeOffset="f1316" yoffset="107" tank="L4" xoffset="-70"/>'; str += '<object timeOffset="f1319" yoffset="107" tank="L4" xoffset="-80"/>'; str += ''; str += '<object timeOffset="f1530" xoffset="362" yoffset="145" tank="mcSoldier_window" count_me="1" />'; str += '<object timeOffset="f1600" xoffset="213" yoffset="145" tank="mcSoldier_window" count_me="1" />'; str += '<object timeOffset="f1650" xoffset="230" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += '<object timeOffset="f1690" xoffset="336" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f1750" yoffset="107" tank="L4" />'; str += '<object timeOffset="f1770" yoffset="107" tank="L4" />'; str += ''; str += '<object timeOffset="f1890" xoffset="123" yoffset="79" tank="mcSoldier_window" count_me="1" />'; str += '<object timeOffset="f1800" xoffset="139" yoffset="145" tank="mcSoldier_window" count_me="1" />'; str += '<object timeOffset="f1860" xoffset="106" yoffset="79" tank="mcSoldier_window" count_me="1" />'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += '<object name="level_5">'; str += '<var name="comment1" >Level 5 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="2" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="special_destroyed" game_action="win" need_destroy="3"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '</object>'; str += ''; str += '<array name="level">\t'; str += ''; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f50" yoffset="270" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" mratio="2" endFrame="250" count_me="1" bossBar="1"/>\t'; str += ''; str += '<object timeOffset="f165" xoffset="230" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f50" yoffset="205" tank="L3_1" />'; str += '<object timeOffset="f53" yoffset="205" tank="L3_2" xratio="80" xoffset="-5" />'; str += '<object timeOffset="f56" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f59" yoffset="205" tank="L3_1" yratio="85" xratio="90" xoffset="-5"/>'; str += '<object timeOffset="f62" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += ''; str += '<object timeOffset="f110" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f113" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f116" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f119" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f130" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f142" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f147" yoffset="180" tank="L5_1" yratio="85" />'; str += ''; str += '<object timeOffset="f165" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f171" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f178" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f185" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += ''; str += '<object timeOffset="f650" yoffset="270" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" mratio="2" endFrame="250" count_me="1" bossBar="1"/>\t'; str += ''; str += '<object timeOffset="f805" xoffset="336" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f600" yoffset="320" xoffset="350" tank="bonus0" mainObj="Ammo" />\t\t'; str += ''; str += '<object timeOffset="f690" yoffset="202" tank="P3" />'; str += '<object timeOffset="f693" yoffset="205" tank="P3_1" />'; str += '<object timeOffset="f696" yoffset="205" tank="P3_1" yratio="85" xratio="-90" xoffset="600"/>'; str += '<object timeOffset="f699" yoffset="205" tank="P3_1" yratio="70" xratio="-80" xoffset="580"/>'; str += '<object timeOffset="f702" yoffset="205" tank="P3_2" />'; str += '<object timeOffset="f705" yoffset="205" tank="P3_2" xratio="-70" xoffset="570"/>'; str += ''; str += '<object timeOffset="f750" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f753" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f756" yoffset="180" tank="P5" xoffset="610"/>'; str += ''; str += '<object timeOffset="f760" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f766" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f772" yoffset="180" tank="P5" yratio="90" />'; str += ''; str += '<object timeOffset="f775" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f781" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f788" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += ''; str += '<object timeOffset="f900" yoffset="330" xoffset="370" tank="bonus0"/>\t\t'; str += '<object timeOffset="f915" yoffset="310" xoffset="450" tank="bonus0"/>\t\t'; str += ''; str += '<object timeOffset="f1305" xoffset="336" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f1190" yoffset="202" tank="P3" />'; str += '<object timeOffset="f1193" yoffset="205" tank="P3_1" />'; str += '<object timeOffset="f1199" yoffset="205" tank="P3_1" yratio="70" xratio="-80" xoffset="580"/>'; str += '<object timeOffset="f1202" yoffset="205" tank="P3_2" />'; str += '<object timeOffset="f1205" yoffset="205" tank="P3_2" xratio="-70" xoffset="570"/>'; str += ''; str += '<object timeOffset="f1215" xoffset="230" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f1100" yoffset="205" tank="L3_1" />'; str += '<object timeOffset="f1103" yoffset="205" tank="L3_2" xratio="80" xoffset="-5" />'; str += '<object timeOffset="f1106" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f1112" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += ''; str += '<object timeOffset="f1400" yoffset="320" xoffset="200" tank="bonus0"/>\t\t'; str += ''; str += '<object timeOffset="f1450" yoffset="270" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" mratio="2" endFrame="250" count_me="1" bossBar="1"/>\t'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += ''; str += '<object name="level_6">'; str += '<var name="comment1" >Level 6</var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="2" /> '; str += ''; str += '<object name="events">'; str += '<object name="special_destroyed" game_action="win" need_destroy="3"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '<object name="bonus3" tank="bonus1" mainObj="bHBig" />'; str += ''; str += '<object name="bonus4" tank="bonus2" />'; str += '<object name="bonus5" tank="bonus2" mainObj="Ammo" />'; str += '<object name="bonus6" tank="bonus2" mainObj="bHMed" />'; str += ''; str += '<object name="sound_heli" xoffset="-100" tank="sound_heli" />\t'; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump"/>'; str += '</object>'; str += ''; str += '<array name="level">'; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f10" yoffset="215" tank="helicopter_2" bossBar="1" count_me="1" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" endFrame="300"/>\t'; str += '<object timeOffset="f10" yoffset="215" tank="sound_heli" />'; str += ''; str += '<object timeOffset="f16" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f19" yoffset="205" tank="L3_1" yratio="85" xratio="90" xoffset="-5"/>'; str += '<object timeOffset="f22" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += ''; str += '<object timeOffset="f10" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f13" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f16" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f19" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f30" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f36" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f42" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f47" yoffset="180" tank="L5_1" yratio="85" />'; str += ''; str += '<object timeOffset="f65" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f71" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f78" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f85" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += ''; str += '<object timeOffset="f500" yoffset="215" tank="helicopter_2" bossBar="1" count_me="1" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" endFrame="300"/>\t'; str += '<object timeOffset="f500" yoffset="215" tank="sound_heli" />'; str += ''; str += '<object timeOffset="f446" yoffset="205" tank="P3_1" yratio="85" xratio="-90" xoffset="600"/>'; str += '<object timeOffset="f449" yoffset="205" tank="P3_1" yratio="70" xratio="-80" xoffset="580"/>'; str += '<object timeOffset="f452" yoffset="205" tank="P3_2" />'; str += '<object timeOffset="f455" yoffset="205" tank="P3_2" xratio="-70" xoffset="570"/>'; str += ''; str += '<object timeOffset="f506" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f509" yoffset="205" tank="L3_1" yratio="85" xratio="90" xoffset="-5"/>'; str += '<object timeOffset="f512" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += ''; str += '<object timeOffset="f560" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f563" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f566" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f569" yoffset="180" tank="P5_1" xoffset="615" />'; str += '<object timeOffset="f580" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f586" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f592" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f597" yoffset="180" tank="L5_1" yratio="85" />'; str += '<object timeOffset="f615" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f621" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f628" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f635" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += ''; str += '<object timeOffset="f860" yoffset="320" xoffset="350" tank="bonus0" />\t'; str += '<object timeOffset="f830" yoffset="170" xoffset="105" tank="bonus3"/>'; str += ''; str += '<object timeOffset="f1200" yoffset="215" tank="helicopter_2" bossBar="1" count_me="1" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" endFrame="300"/>\t'; str += '<object timeOffset="f1200" yoffset="215" tank="sound_heli" />'; str += ''; str += '<object timeOffset="f856" yoffset="205" tank="P3_1" yratio="85" xratio="-90" xoffset="600"/>'; str += '<object timeOffset="f859" yoffset="205" tank="P3_1" yratio="70" xratio="-80" xoffset="580"/>'; str += '<object timeOffset="f862" yoffset="205" tank="P3_2" />'; str += '<object timeOffset="f865" yoffset="205" tank="P3_2" xratio="-70" xoffset="570"/>'; str += ''; str += '<object timeOffset="f906" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f909" yoffset="205" tank="L3_1" yratio="85" xratio="90" xoffset="-5"/>'; str += '<object timeOffset="f912" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += ''; str += '<object name="level_7">'; str += '<var name="comment1" >Level 7 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="2" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="special_destroyed" game_action="win" need_destroy="1"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '<object name="bonus3" tank="bonus1" mainObj="bHBig" />'; str += ''; str += '<object name="bonus4" tank="bonus2" />'; str += '<object name="bonus5" tank="bonus2" mainObj="Ammo" />'; str += '<object name="bonus6" tank="bonus2" mainObj="bHMed" />'; str += ''; str += '<object name="sound_heli" xoffset="-100" tank="sound_heli" />\t'; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump"/>'; str += '</object>'; str += ''; str += ''; str += '<array name="level">\t'; str += ''; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f20" yoffset="260" tank="L1_2" />'; str += '<object timeOffset="f60" yoffset="260" tank="L1_1" />'; str += '<object timeOffset="f40" yoffset="260" tank="L1" />'; str += ''; str += '<object timeOffset="f50" yoffset="250" tank="P1" />'; str += '<object timeOffset="f70" yoffset="245" tank="P2" xratio="-100"/>\t'; str += ''; str += '<object timeOffset="f50" yoffset="210" tank="btr_b" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" bossBar="1" count_me="1" />'; str += ''; str += '<object timeOffset="f10" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f13" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f16" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f19" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f30" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f36" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f42" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f47" yoffset="180" tank="L5_1" yratio="85" />'; str += ''; str += '<object timeOffset="f65" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f71" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += ''; str += '<object timeOffset="f156" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f159" yoffset="205" tank="L3_1" yratio="85" xratio="90" xoffset="-5"/>'; str += '<object timeOffset="f162" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += ''; str += '<object timeOffset="f346" yoffset="205" tank="P3_1" yratio="85" xratio="-90" xoffset="600"/>'; str += '<object timeOffset="f349" yoffset="205" tank="P3_1" yratio="70" xratio="-80" xoffset="580"/>'; str += '<object timeOffset="f352" yoffset="205" tank="P3_2" />'; str += '<object timeOffset="f355" yoffset="205" tank="P3_2" xratio="-70" xoffset="570"/>'; str += ''; str += '<object timeOffset="f400" yoffset="170" xoffset="511" tank="bonus3" />'; str += '<object timeOffset="f360" yoffset="320" xoffset="350" tank="bonus0" />\t'; str += ''; str += '<object timeOffset="f620" yoffset="260" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" />\t'; str += ''; str += '<object timeOffset="f700" yoffset="320" xoffset="350" tank="bonus0" mainObj="Ammo" />\t\t'; str += '<object timeOffset="f910" yoffset="170" xoffset="90" tank="bonus3" />'; str += ''; str += '<object timeOffset="f706" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f709" yoffset="205" tank="L3_1" yratio="85" xratio="90" xoffset="-5"/>'; str += '<object timeOffset="f712" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += ''; str += '<object timeOffset="f846" yoffset="205" tank="P3_1" yratio="85" xratio="-90" xoffset="600"/>'; str += '<object timeOffset="f849" yoffset="205" tank="P3_1" yratio="70" xratio="-80" xoffset="580"/>'; str += '<object timeOffset="f852" yoffset="205" tank="P3_2" />'; str += '<object timeOffset="f855" yoffset="205" tank="P3_2" xratio="-70" xoffset="570"/>'; str += ''; str += '<object timeOffset="f930" yoffset="260" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" />\t'; str += ''; str += '<object timeOffset="f910" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f913" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f916" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f919" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f930" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f936" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f942" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f947" yoffset="180" tank="L5_1" yratio="85" />'; str += ''; str += '<object timeOffset="f965" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f971" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f978" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f985" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += '<object name="level_8">'; str += '<var name="comment1" >Level 8</var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="2" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="time_is_out" game_action="win" time_passed="60000" time_count_down="1"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '<object name="bonus3" tank="bonus1" mainObj="bHBig" />'; str += ''; str += '<object name="bonus4" tank="bonus2" />'; str += '<object name="bonus5" tank="bonus2" mainObj="Ammo" />'; str += '<object name="bonus6" tank="bonus2" mainObj="bHMed" />'; str += ''; str += '<object name="sound_heli" xoffset="-100" tank="sound_heli" />\t'; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump"/>'; str += '</object>'; str += ''; str += '<array name="level">'; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f10" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f10" yoffset="107" tank="L4"/>'; str += '<object timeOffset="f13" yoffset="107" tank="L4" xoffset="-60"/>'; str += ''; str += '<object timeOffset="f120" yoffset="265" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" />\t'; str += ''; str += '<object timeOffset="f30" yoffset="107" tank="P4"/>'; str += '<object timeOffset="f33" yoffset="107" tank="P4" xoffset="610"/>'; str += ''; str += '<object timeOffset="f406" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f409" yoffset="205" tank="L3_1" yratio="85" xratio="90" xoffset="-5"/>'; str += '<object timeOffset="f412" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += '<object timeOffset="f550" xoffset="230" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f196" yoffset="205" tank="P3_1" yratio="85" xratio="-90" xoffset="600"/>'; str += '<object timeOffset="f199" yoffset="205" tank="P3_1" yratio="70" xratio="-80" xoffset="580"/>'; str += '<object timeOffset="f202" yoffset="205" tank="P3_2" />'; str += '<object timeOffset="f205" yoffset="205" tank="P3_2" xratio="-70" xoffset="570"/>'; str += '<object timeOffset="f350" xoffset="336" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f360" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f710" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f850" xoffset="123" yoffset="79" tank="mcSoldier_window" />'; str += '<object timeOffset="f860" xoffset="106" yoffset="79" tank="mcSoldier_window" />'; str += ''; str += '<object timeOffset="f900" yoffset="107" tank="P4"/>'; str += '<object timeOffset="f903" yoffset="107" tank="P4" xoffset="610"/>'; str += '<object timeOffset="f906" yoffset="107" tank="P4" xoffset="620"/>'; str += ''; str += '<object timeOffset="f796" yoffset="205" tank="P3_1" yratio="85" xratio="-90" xoffset="600"/>'; str += '<object timeOffset="f799" yoffset="205" tank="P3_1" yratio="70" xratio="-80" xoffset="580"/>'; str += '<object timeOffset="f702" yoffset="205" tank="P3_2" />'; str += '<object timeOffset="f705" yoffset="205" tank="P3_2" xratio="-70" xoffset="570"/>'; str += '<object timeOffset="f850" xoffset="336" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += ''; str += '<object name="level_9">'; str += '<var name="comment1" >Level 9 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="2" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="time_is_out" game_action="lose" time_passed="120000" time_count_down="1"/> '; str += '<object name="special_destroyed" game_action="win" need_destroy="1"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '<object name="bonus3" tank="bonus1" mainObj="bHBig" />'; str += ''; str += '<object name="bonus4" tank="bonus2" />'; str += '<object name="bonus5" tank="bonus2" mainObj="Ammo" />'; str += '<object name="bonus6" tank="bonus2" mainObj="bHMed" />'; str += ''; str += '<object name="sound_heli" xoffset="-100" tank="sound_heli" />\t'; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump"/>'; str += '</object>'; str += ''; str += '<array name="level">'; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f100" yoffset="260" tank="SHAH" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" bossBar="1" count_me="1"/>\t'; str += ''; str += '<object timeOffset="f10" yoffset="250" tank="L1_1"/>'; str += '<object timeOffset="f20" yoffset="250" tank="L1_2" />'; str += '<object timeOffset="f35" yoffset="247" tank="L2" xoffset="-20" />'; str += '<object timeOffset="f50" yoffset="253" tank="L1" />'; str += '<object timeOffset="f65" yoffset="253" tank="L1" xratio="130" />'; str += ''; str += '<object timeOffset="f130" yoffset="170" xoffset="105" tank="bonus3" mainObj="Ammo"/>'; str += '<object timeOffset="f145" yoffset="320" xoffset="350" tank="bonus0" mainObj="Ammo" />\t'; str += ''; str += '<object timeOffset="f10" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f13" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f16" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f19" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f30" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f36" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f42" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f47" yoffset="180" tank="L5_1" yratio="85" />'; str += ''; str += '<object timeOffset="f65" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f71" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f78" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f85" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += ''; str += '<object timeOffset="f300" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f410" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f413" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f416" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f419" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f430" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f436" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f442" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f447" yoffset="180" tank="L5_1" yratio="85" />'; str += ''; str += '<object timeOffset="f465" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f471" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f478" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f485" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += ''; str += '<object timeOffset="f700" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f930" yoffset="270" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" />\t'; str += ''; str += '<object timeOffset="f855" yoffset="320" xoffset="350" tank="bonus0"/>\t'; str += '<object timeOffset="f875" yoffset="170" xoffset="511" tank="bonus3" />'; str += ''; str += '<object timeOffset="f1450" yoffset="215" tank="helicopter_2" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += '<object timeOffset="f1450" yoffset="205" tank="sound_heli" />'; str += ''; str += '<object timeOffset="f1410" yoffset="250" tank="L1_1"/>'; str += '<object timeOffset="f1420" yoffset="250" tank="L1_2" />'; str += '<object timeOffset="f1435" yoffset="247" tank="L2" xoffset="-20" />'; str += '<object timeOffset="f1450" yoffset="253" tank="L1" />'; str += '<object timeOffset="f1465" yoffset="253" tank="L1" xratio="130" />'; str += ''; str += '<object timeOffset="f1610" yoffset="162" tank="P2_Terror_jump"/>'; str += '<object timeOffset="f1630" yoffset="160" tank="P2_Terror_jump" xoffset="600"/>'; str += '<object timeOffset="f1660" yoffset="160" tank="P2_1" />\t'; str += '<object timeOffset="f1660" yoffset="159" tank="P2" />'; str += ''; str += '<object timeOffset="f1510" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f1513" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f1516" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f1519" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f1530" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f1536" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f1542" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f1547" yoffset="180" tank="L5_1" yratio="85" />'; str += ''; str += '<object timeOffset="f1565" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f1571" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f1578" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f1585" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += ''; str += ''; str += ''; str += '<object name="level_10">'; str += '<var name="comment1" >Level 10 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="2" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="special_destroyed" game_action="win" need_destroy="30"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '<object name="bonus3" tank="bonus1" mainObj="bHBig" />'; str += ''; str += '<object name="bonus4" tank="bonus2" />'; str += '<object name="bonus5" tank="bonus2" mainObj="Ammo" />'; str += '<object name="bonus6" tank="bonus2" mainObj="bHMed" />'; str += ''; str += '<object name="sound_heli" xoffset="-100" tank="sound_heli" />\t'; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump" count_me="1"/>'; str += '</object>'; str += ''; str += '<array name="level">'; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f155" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f30" yoffset="107" tank="P4" xoffset="590" count_me="1"/>'; str += '<object timeOffset="f33" yoffset="107" tank="P4" xoffset="605" count_me="1"/>'; str += '<object timeOffset="f36" yoffset="107" tank="P4" xoffset="620" count_me="1"/>'; str += '<object timeOffset="f39" yoffset="107" tank="P4" xoffset="635" count_me="1"/>'; str += '<object timeOffset="f42" yoffset="107" tank="P4" xoffset="650" count_me="1"/>'; str += ''; str += '<object timeOffset="f300" xoffset="336" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window" count_me="1"/>'; str += '<object timeOffset="f270" xoffset="362" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += ''; str += '<object timeOffset="f420" yoffset="160" tank="L2_1" count_me="1"/>\t'; str += '<object timeOffset="f443" yoffset="160" tank="L2" xratio="80" xoffset="-100" count_me="1"/>\t\t'; str += '<object timeOffset="f437" yoffset="160" tank="L2" xratio="90" xoffset="-70" count_me="1"/>'; str += '<object timeOffset="f450" yoffset="162" tank="L2_Terror_jump" count_me="1"/>'; str += ''; str += '<object timeOffset="f500" xoffset="123" yoffset="79" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f570" xoffset="387" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f590" xoffset="398" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += ''; str += '<object timeOffset="f670" yoffset="205" tank="helicopter_2" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f710" yoffset="162" tank="P2_Terror_jump" count_me="1"/>'; str += '<object timeOffset="f730" yoffset="160" tank="P2_Terror_jump" xoffset="600" count_me="1"/>'; str += '<object timeOffset="f760" yoffset="160" tank="P2_1" count_me="1"/>\t'; str += '<object timeOffset="f760" yoffset="159" tank="P2" count_me="1"/>'; str += ''; str += '<object timeOffset="f920" yoffset="107" tank="L4" count_me="1"/>'; str += '<object timeOffset="f923" yoffset="107" tank="L4" xoffset="-60" count_me="1"/>'; str += '<object timeOffset="f926" yoffset="107" tank="L4" xoffset="-70" count_me="1"/>'; str += '<object timeOffset="f929" yoffset="107" tank="L4" xoffset="-80" count_me="1"/>'; str += ''; str += '<object timeOffset="f830" yoffset="180" tank="L5" xoffset="-46" count_me="1"/>'; str += '<object timeOffset="f833" yoffset="180" tank="L5_1" xoffset="-53" count_me="1"/>'; str += '<object timeOffset="f836" yoffset="180" tank="P5" xoffset="610" count_me="1"/>'; str += '<object timeOffset="f839" yoffset="180" tank="P5_1" xoffset="615" count_me="1"/>'; str += ''; str += '<object timeOffset="f850" yoffset="180" tank="L5" yratio="100" count_me="1"/>'; str += '<object timeOffset="f856" yoffset="180" tank="P5_1" yratio="95" count_me="1"/>'; str += '<object timeOffset="f862" yoffset="180" tank="P5" yratio="90" count_me="1"/>'; str += '<object timeOffset="f867" yoffset="180" tank="L5_1" yratio="85" count_me="1"/>'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += '<object name="level_11">'; str += '<var name="comment1" >Level 11</var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="2" /> '; str += ''; str += '<object name="events">'; str += '<object name="special_destroyed" game_action="win" need_destroy="3"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '<object name="bonus3" tank="bonus1" mainObj="bHBig" />'; str += ''; str += '<object name="bonus4" tank="bonus2" />'; str += '<object name="bonus5" tank="bonus2" mainObj="Ammo" />'; str += '<object name="bonus6" tank="bonus2" mainObj="bHMed" />'; str += ''; str += '<object name="sound_heli" xoffset="-100" tank="sound_heli" />\t'; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump"/>'; str += '</object>'; str += ''; str += '<array name="level">'; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f16" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f19" yoffset="205" tank="L3_1" yratio="85" xratio="90" xoffset="-5"/>'; str += '<object timeOffset="f22" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += ''; str += '<object timeOffset="f110" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f113" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f116" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f119" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f130" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f136" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f142" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f147" yoffset="180" tank="L5_1" yratio="85" />'; str += ''; str += '<object timeOffset="f165" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f171" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f178" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f185" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += ''; str += '<object timeOffset="f10" yoffset="180" tank="helicopter_3_1" count_me="1" EC="sound_heli" ECCount="50" ECTime="800" ECTimeOffset="0" ECXOffset="0" ECYOffset="0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" bossBar="1" />\t'; str += ''; str += '<object timeOffset="f346" yoffset="205" tank="P3_1" yratio="85" xratio="-90" xoffset="600"/>'; str += '<object timeOffset="f349" yoffset="205" tank="P3_1" yratio="70" xratio="-80" xoffset="580"/>'; str += '<object timeOffset="f352" yoffset="205" tank="P3_2" />'; str += '<object timeOffset="f355" yoffset="205" tank="P3_2" xratio="-70" xoffset="570"/>'; str += ''; str += '<object timeOffset="f406" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f409" yoffset="205" tank="L3_1" yratio="85" xratio="90" xoffset="-5"/>'; str += '<object timeOffset="f412" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += ''; str += '<object timeOffset="f760" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f763" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f766" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f769" yoffset="180" tank="P5_1" xoffset="615" />'; str += '<object timeOffset="f780" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f786" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f792" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f797" yoffset="180" tank="L5_1" yratio="85" />'; str += '<object timeOffset="f815" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f821" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f828" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f835" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += ''; str += '<object timeOffset="f700" yoffset="180" tank="helicopter_3_1" count_me="1" EC="sound_heli" ECCount="50" ECTime="800" ECTimeOffset="0" ECXOffset="0" ECYOffset="0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" bossBar="1" />\t'; str += ''; str += '<object timeOffset="f1050" yoffset="320" xoffset="350" tank="bonus0" />\t'; str += ''; str += '<object timeOffset="f1060" yoffset="260" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" />\t'; str += ''; str += '<object timeOffset="f1230" yoffset="170" xoffset="105" tank="bonus3"/>'; str += ''; str += '<object timeOffset="f1200" yoffset="180" tank="helicopter_3_1" count_me="1" EC="sound_heli" ECCount="50" ECTime="800" ECTimeOffset="0" ECXOffset="0" ECYOffset="0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" bossBar="1" />\t'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += ''; str += '<object name="level_12">'; str += '<var name="comment1" >Level 12</var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="3" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="special_destroyed" game_action="win" need_destroy="1"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '<object name="bonus3" tank="bonus1" mainObj="bHBig" />'; str += ''; str += '<object name="bonus4" tank="bonus2" />'; str += '<object name="bonus5" tank="bonus2" mainObj="Ammo" />'; str += '<object name="bonus6" tank="bonus2" mainObj="bHMed" />'; str += ''; str += '<object name="sound_heli" xoffset="-100" tank="sound_heli" />\t'; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump"/>'; str += '</object>'; str += ''; str += '<array name="level">'; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f10" yoffset="160" tank="L2" />\t\t'; str += ''; str += '<object timeOffset="f10" yoffset="162" tank="P2_Terror_jump"/>'; str += '<object timeOffset="f30" yoffset="160" tank="P2_Terror_jump" xoffset="600"/>'; str += '<object timeOffset="f60" yoffset="160" tank="P2_1" />\t'; str += '<object timeOffset="f160" yoffset="159" tank="P2" />\t'; str += ''; str += '<object timeOffset="f100" xoffset="123" yoffset="79" tank="mcSoldier_window" mainObj="sniper" count_me="1"/>'; str += ''; str += '<object timeOffset="f70" yoffset="160" tank="L2_1" />\t'; str += '<object timeOffset="f93" yoffset="160" tank="L2" xratio="80" xoffset="-100" />\t\t'; str += '<object timeOffset="f87" yoffset="160" tank="L2" xratio="90" xoffset="-70"/>'; str += '<object timeOffset="f100" yoffset="162" tank="L2_Terror_jump"/>'; str += ''; str += '<object timeOffset="f250" xoffset="230" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f250" yoffset="107" tank="L4"/>'; str += '<object timeOffset="f263" yoffset="107" tank="L4" xoffset="-60"/>'; str += '<object timeOffset="f276" yoffset="107" tank="L4" xoffset="-70"/>'; str += ''; str += '<object timeOffset="f400" xoffset="106" yoffset="79" tank="mcSoldier_window" />'; str += ''; str += '<object timeOffset="f410" yoffset="107" tank="P4"/>'; str += '<object timeOffset="f416" yoffset="107" tank="P4" xoffset="620"/>'; str += ''; str += '<object timeOffset="f475" yoffset="253" tank="L1_1" />\t\t'; str += '<object timeOffset="f525" yoffset="253" tank="L1" />\t'; str += '<object timeOffset="f550" yoffset="250" tank="L1_2" />\t'; str += ''; str += '<object timeOffset="f500" yoffset="180" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f450" yoffset="205" tank="L3_1" />'; str += '<object timeOffset="f453" yoffset="205" tank="L3_2" xratio="80" xoffset="-5" />'; str += '<object timeOffset="f456" yoffset="205" tank="L3_2" />'; str += '<object timeOffset="f459" yoffset="205" tank="L3_1" yratio="85" xratio="90" xoffset="-5"/>'; str += '<object timeOffset="f462" yoffset="205" tank="L3_1" yratio="70" xratio="80" xoffset="-5"/>'; str += ''; str += '<object timeOffset="f590" yoffset="202" tank="P3" />'; str += '<object timeOffset="f593" yoffset="205" tank="P3_1" />'; str += '<object timeOffset="f596" yoffset="205" tank="P3_1" yratio="85" xratio="-90" xoffset="600"/>'; str += '<object timeOffset="f599" yoffset="205" tank="P3_1" yratio="70" xratio="-80" xoffset="580"/>'; str += '<object timeOffset="f602" yoffset="205" tank="P3_2" />'; str += '<object timeOffset="f605" yoffset="205" tank="P3_2" xratio="-70" xoffset="570"/>'; str += ''; str += '<object timeOffset="f800" xoffset="157" yoffset="145" tank="mcSoldier_window" mainObj="sniper" count_me="1"/>'; str += ''; str += '<object timeOffset="f1000" yoffset="205" tank="btr_f" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" />'; str += ''; str += '<object timeOffset="f1010" yoffset="162" tank="L2_Terror_jump"/>'; str += '<object timeOffset="f1020" yoffset="160" tank="L2" />'; str += '<object timeOffset="f1040" yoffset="162" tank="L2_Terror_jump" xoffset="-30" xratio="90"/>'; str += ''; str += '<object timeOffset="f1050" yoffset="260" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" />\t'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += '<object name="level_13">'; str += '<var name="comment1" >Level 13 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="2" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="time_is_out" game_action="win" time_passed="60000" time_count_down="1"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '<object name="bonus3" tank="bonus1" mainObj="bHBig" />'; str += ''; str += '<object name="bonus4" tank="bonus2" />'; str += '<object name="bonus5" tank="bonus2" mainObj="Ammo" />'; str += '<object name="bonus6" tank="bonus2" mainObj="bHMed" />'; str += ''; str += '<object name="sound_heli" xoffset="-100" tank="sound_heli" />\t'; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump"/>'; str += '</object>'; str += ''; str += '<array name="level">'; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f10" yoffset="210" tank="btr_f" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" />'; str += ''; str += '<object timeOffset="f50" yoffset="270" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" />\t'; str += ''; str += '<object timeOffset="f160" yoffset="185" tank="helicopter_3" EC="sound_heli" ECCount="50" ECTime="800" ECTimeOffset="0" ECXOffset="0" ECYOffset="0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += '<object timeOffset="f205" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f430" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f433" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f436" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f439" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f450" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f456" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f462" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f467" yoffset="180" tank="L5_1" yratio="85" />'; str += ''; str += '<object timeOffset="f485" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f491" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f498" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f505" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += ''; str += '<object timeOffset="f710" yoffset="185" tank="helicopter_3" EC="sound_heli" ECCount="50" ECTime="800" ECTimeOffset="0" ECXOffset="0" ECYOffset="0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += '<object timeOffset="f755" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f930" yoffset="170" xoffset="105" tank="bonus3"/>'; str += '<object timeOffset="f950" yoffset="320" xoffset="350" tank="bonus0" />\t'; str += ''; str += '<object timeOffset="f930" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f933" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f936" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f939" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f950" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f956" yoffset="180" tank="P5_1" yratio="95" />'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += ''; str += '<object name="level_14">'; str += '<var name="comment1" >Level 14 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="2" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="special_destroyed" game_action="win" need_destroy="20"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '<object name="bonus3" tank="bonus1" mainObj="bHBig" />'; str += ''; str += '<object name="bonus4" tank="bonus2" />'; str += '<object name="bonus5" tank="bonus2" mainObj="Ammo" />'; str += '<object name="bonus6" tank="bonus2" mainObj="bHMed" />'; str += ''; str += '<object name="sound_heli" xoffset="-100" tank="sound_heli" />\t'; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump"/>'; str += '</object>'; str += ''; str += '<array name="level">'; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f30" yoffset="107" tank="P4" xoffset="590"/>'; str += '<object timeOffset="f33" yoffset="107" tank="P4" xoffset="605"/>'; str += '<object timeOffset="f36" yoffset="107" tank="P4" xoffset="620"/>'; str += '<object timeOffset="f39" yoffset="107" tank="P4" xoffset="635"/>'; str += '<object timeOffset="f42" yoffset="107" tank="P4" xoffset="650"/>'; str += ''; str += '<object timeOffset="f170" yoffset="270" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" />\t'; str += ''; str += '<object timeOffset="f270" yoffset="160" tank="L2_1" />\t'; str += '<object timeOffset="f293" yoffset="160" tank="L2" xratio="80" xoffset="-100" />\t\t'; str += '<object timeOffset="f287" yoffset="160" tank="L2" xratio="90" xoffset="-70"/>'; str += '<object timeOffset="f300" yoffset="162" tank="L2_Terror_jump"/>'; str += ''; str += '<object timeOffset="f425" xoffset="230" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += '<object timeOffset="f460" xoffset="230" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f475" xoffset="213" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f490" xoffset="157" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f505" xoffset="139" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += ''; str += '<object timeOffset="f590" yoffset="107" tank="L4"/>'; str += '<object timeOffset="f593" yoffset="107" tank="L4" xoffset="-60"/>'; str += '<object timeOffset="f596" yoffset="107" tank="L4" xoffset="-70"/>'; str += '<object timeOffset="f599" yoffset="107" tank="L4" xoffset="-80"/>'; str += ''; str += '<object timeOffset="f730" xoffset="123" yoffset="79" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f750" xoffset="106" yoffset="79" tank="mcSoldier_window" count_me="1"/>'; str += ''; str += '<object timeOffset="f815" yoffset="320" xoffset="150" tank="bonus0" mainObj="Ammo" />\t'; str += '<object timeOffset="f830" yoffset="250" xoffset="220" tank="bonus1" />\t'; str += '<object timeOffset="f850" yoffset="170" xoffset="425" tank="bonus3" mainObj="Ammo"/>'; str += ''; str += '<object timeOffset="f950" yoffset="185" tank="helicopter_3" EC="sound_heli" ECCount="50" ECTime="800" ECTimeOffset="0" ECXOffset="0" ECYOffset="0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += '<object timeOffset="f995" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f1130" yoffset="170" xoffset="105" tank="bonus3" />'; str += '<object timeOffset="f1150" yoffset="250" xoffset="320" tank="bonus1" />\t\t'; str += ''; str += '<object timeOffset="f1250" yoffset="210" tank="btr_f" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" />'; str += ''; str += '<object timeOffset="f1400" xoffset="434" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f1430" xoffset="446" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += ''; str += '<object timeOffset="f1600" xoffset="139" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f1630" xoffset="157" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += ''; str += '<object timeOffset="f1680" yoffset="107" tank="P4" xoffset="590"/>'; str += '<object timeOffset="f1683" yoffset="107" tank="P4" xoffset="605"/>'; str += '<object timeOffset="f1686" yoffset="107" tank="P4" xoffset="620"/>'; str += '<object timeOffset="f1689" yoffset="107" tank="P4" xoffset="635"/>'; str += '<object timeOffset="f1692" yoffset="107" tank="P4" xoffset="650"/>'; str += ''; str += '<object timeOffset="f1800" yoffset="210" tank="helicopter_2" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f1905" xoffset="336" yoffset="205" tank="L3_2" startFrame="1" endFrame="3" mainObj="mcSoldier_jump_window"/>'; str += ''; str += '<object timeOffset="f1930" xoffset="362" yoffset="145" tank="mcSoldier_window" count_me="1" />'; str += '<object timeOffset="f1945" xoffset="387" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f1960" xoffset="336" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += ''; str += '<object timeOffset="f2010" yoffset="162" tank="P2_Terror_jump"/>'; str += '<object timeOffset="f2030" yoffset="160" tank="P2_Terror_jump" xoffset="600"/>'; str += '<object timeOffset="f2060" yoffset="160" tank="P2_1" />\t'; str += '<object timeOffset="f2160" yoffset="159" tank="P2" />\t'; str += ''; str += '<object timeOffset="f2200" xoffset="123" yoffset="79" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f2230" xoffset="106" yoffset="79" tank="mcSoldier_window" count_me="1"/>'; str += ''; str += '<object timeOffset="f2290" yoffset="107" tank="L4"/>'; str += '<object timeOffset="f2293" yoffset="107" tank="L4" xoffset="-60"/>'; str += '<object timeOffset="f2296" yoffset="107" tank="L4" xoffset="-70"/>'; str += '<object timeOffset="f2299" yoffset="107" tank="L4" xoffset="-80"/>'; str += ''; str += '<object timeOffset="f2400" xoffset="139" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f2420" xoffset="157" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f2440" xoffset="336" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f2460" xoffset="446" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += '<object timeOffset="f2480" xoffset="459" yoffset="145" tank="mcSoldier_window" count_me="1"/>'; str += ''; str += '</array>'; str += '</object>'; str += ''; str += ''; str += '<object name="level_15">'; str += '<var name="comment1" >Level 15 </var>'; str += '<var name="playerX" value="275" />'; str += '<var name="playerY" value="200" />'; str += '<var name="playerArmor" value="1000000" />'; str += '<var name="playerAvailableWeapons" value="21" >доступное игроку оружие</var>'; str += '<var name="playerObject" value="plane1" />'; str += '<var name="Ammo1" value="9999999" />'; str += '<var name="Ammo2" value="9999999" />'; str += '<var name="Ammo3" value="9999999" />'; str += '<var name="Ammo4" value="9999999" />'; str += '<var name="StartWeaponIndex" value="2" /> '; str += ''; str += '<object name="events">'; str += '<object name="all_destroyed" game_action="win" /> '; str += '<object name="time_is_out" game_action="win" time_passed="120000" time_count_down="1"/> '; str += '</object>'; str += ''; str += '<object name="childs">'; str += '<object name="bonus1" tank="bonus1" />'; str += '<object name="bonus2" tank="bonus1" mainObj="Ammo" />'; str += '<object name="bonus3" tank="bonus1" mainObj="bHBig" />'; str += ''; str += '<object name="bonus4" tank="bonus2" />'; str += '<object name="bonus5" tank="bonus2" mainObj="Ammo" />'; str += '<object name="bonus6" tank="bonus2" mainObj="bHMed" />'; str += ''; str += '<object name="sound_heli" xoffset="-100" tank="sound_heli" />\t'; str += '<object name="terror_jump" xoffset="310" tank="L3_2" startFrame="1" endFrame="3" mainObj="Terror_jump"/>'; str += '</object>'; str += ''; str += ''; str += '<array name="level">\t'; str += ''; str += '<object timeOffset="f1" xoffset="255" yoffset="9" startFrame="183" endFrame="184" tank="house" mainObj="house_plane3"/>\t'; str += '<object timeOffset="f1" xoffset="383" yoffset="9" startFrame="207" endFrame="208" tank="house" mainObj="house_plane2a"/>\t'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="240" endFrame="241" tank="house" mainObj="house_plane2"/>\t\t\t\t\t\t'; str += '<object timeOffset="f1" xoffset="520" yoffset="9" startFrame="268" endFrame="269" tank="house" mainObj="house_plane1a"/>'; str += '<object timeOffset="f1" xoffset="0" yoffset="9" startFrame="379" endFrame="380" tank="house" />\t'; str += ''; str += '<object timeOffset="f10" yoffset="250" tank="L1_1"/>'; str += '<object timeOffset="f15" yoffset="253" tank="L1" />'; str += '<object timeOffset="f25" yoffset="253" tank="L1" xratio="130" />\t'; str += '<object timeOffset="f30" yoffset="250" tank="L1_2" />\t'; str += '<object timeOffset="f35" yoffset="253" tank="P1" />\t\t'; str += '<object timeOffset="f30" yoffset="245" tank="P2" xratio="-100"/>\t'; str += ''; str += '<object timeOffset="f70" yoffset="260" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" />\t'; str += '<object timeOffset="f150" yoffset="210" tank="btr_b" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" />'; str += ''; str += '<object timeOffset="f110" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f113" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f116" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f119" yoffset="180" tank="P5_1" xoffset="615" />'; str += ''; str += '<object timeOffset="f130" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f136" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f142" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f147" yoffset="180" tank="L5_1" yratio="85" />'; str += ''; str += '<object timeOffset="f165" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f171" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += ''; str += '<object timeOffset="f550" yoffset="185" tank="helicopter_3" EC="sound_heli" ECCount="50" ECTime="800" ECTimeOffset="0" ECXOffset="0" ECYOffset="0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += ''; str += '<object timeOffset="f990" yoffset="320" xoffset="350" tank="bonus0" />'; str += '<object timeOffset="f1000" yoffset="170" xoffset="511" tank="bonus3" />'; str += ''; str += '<object timeOffset="f910" yoffset="270" tank="btr_bb" child="bonus1, bonus2, bonus1" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" />'; str += ''; str += '<object timeOffset="f700" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f703" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f706" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f709" yoffset="180" tank="P5_1" xoffset="615" />'; str += '<object timeOffset="f720" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f726" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f732" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f737" yoffset="180" tank="L5_1" yratio="85" />'; str += '<object timeOffset="f755" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f761" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f768" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f775" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += '<object timeOffset="f1150" yoffset="185" tank="helicopter_3" EC="sound_heli" ECCount="50" ECTime="800" ECTimeOffset="0" ECXOffset="0" ECYOffset="0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += '<object timeOffset="f1195" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += '<object timeOffset="f1310" yoffset="180" tank="L5" xoffset="-46"/>'; str += '<object timeOffset="f1313" yoffset="180" tank="L5_1" xoffset="-53" />'; str += '<object timeOffset="f1316" yoffset="180" tank="P5" xoffset="610"/>'; str += '<object timeOffset="f1319" yoffset="180" tank="P5_1" xoffset="615" />'; str += '<object timeOffset="f1330" yoffset="180" tank="L5" yratio="100" />'; str += '<object timeOffset="f1336" yoffset="180" tank="P5_1" yratio="95" />'; str += '<object timeOffset="f1342" yoffset="180" tank="P5" yratio="90" />'; str += '<object timeOffset="f1347" yoffset="180" tank="L5_1" yratio="85" />'; str += '<object timeOffset="f1365" yoffset="180" tank="L5_1" yratio="100" xratio="90" xoffset="-25" />'; str += '<object timeOffset="f1371" yoffset="180" tank="P5_1" yratio="95" xratio="-90" xoffset="595" />'; str += '<object timeOffset="f1378" yoffset="180" tank="P5" yratio="90" xratio="-90" xoffset="605" />'; str += '<object timeOffset="f1385" yoffset="180" tank="L5" yratio="85" xratio="90" xoffset="-21" />'; str += '<object timeOffset="f1520" yoffset="320" xoffset="350" tank="bonus0" mainObj="bHMed"/>'; str += '<object timeOffset="f1600" yoffset="260" tank="mcCar" child="bonus1, bonus2" childXOffset="-50, 50" childYOffset="0, 0" />\t'; str += '<object timeOffset="f1800" yoffset="210" tank="btr_b" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" />'; str += '<object timeOffset="f2000" yoffset="270" tank="btr_bb" child="bonus1, bonus2, bonus1" childXOffset="-50, 0, 50" childYOffset="0, 0, 0" />'; str += '<object timeOffset="f2050" yoffset="320" xoffset="350" tank="bonus0" mainObj="bHBig"/>'; str += '<object timeOffset="f2350" yoffset="185" tank="helicopter_3" EC="sound_heli" ECCount="50" ECTime="800" ECTimeOffset="0" ECXOffset="0" ECYOffset="0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += '<object timeOffset="f2395" yoffset="185" tank="helicopter_1" EC="terror_jump, terror_jump, terror_jump, sound_heli" ECCount="50,50,50, 50" ECTime="800,800,800,800" ECTimeOffset="400,395,407,0" ECXOffset="80,95,85,0" ECYOffset="10,5,15, 0" child="bonus5, bonus6, bonus5" childXOffset="-50, 0, 50" childYOffset="0, 0, 0"/>\t'; str += '</array>'; str += '</object>'; str += '</object>'; str += '</settings>'; debug('Loading main settings XML file...'); createXML(); } frame 7 { function __com_mochibot__(swfid, mc, lv, trk) { var x; var g; var s; var fv; var sb; var u; var res; var mb; var mbc; var pv; mb = '__mochibot__'; mbc = 'mochibot.com'; g = _global ? _global : _level0._root; if (g[mb + swfid]) { return g[mb + swfid]; } s = System.security; x = mc._root.getSWFVersion; fv = x ? mc.getSWFVersion() : (_global ? 6 : 5); if (!s) { s = {}; } sb = s.sandboxType; if (sb == 'localWithFile') { return null; } x = s.allowDomain; if (x) { s.allowDomain(mbc); } x = s.allowInsecureDomain; if (x) { s.allowInsecureDomain(mbc); } pv = (fv == 5) ? /:$version : System.capabilities.version; u = 'http://' + mbc + '/my/core.swf?mv=8&fv=' + fv + '&v=' + escape(pv) + '&swfid=' + escape(swfid) + '&l=' + lv + '&f=' + mc + (sb ? '&sb=' + sb : '') + (trk ? '&t=1' : ''); lv = fv > 6 ? mc.getNextHighestDepth() : (g[mb + 'level'] ? g[mb + 'level'] + 1 : lv); g[mb + 'level'] = lv; if (fv == 5) { res = '_level' + lv; if (!eval(res)) { loadMovieNum(u, lv); } return res; } res = mc.createEmptyMovieClip(mb + swfid, lv); res.loadMovie(u); return res; } __com_mochibot__('3f909b16', this, 10301, true); } frame 7 { stop(); _global.levelNum = 0; } button 1342 { on (release, keyPress '<Enter>') { _global.userWeapon1 = 0; _global.userWeapon2 = 0; _global.userWeapon3 = 0; _global.userWeapon4 = 0; var saved = SharedObject.getLocal(gameName, '/'); saved.data.levelDone = 0; saved.data.userWeapon1 = _global.userWeapon1; saved.data.userWeapon2 = _global.userWeapon2; saved.data.userWeapon3 = _global.userWeapon3; saved.data.userWeapon4 = _global.userWeapon4; saved.flush(); _root.noNewGame = false; _global.sound.play('menu'); _root.gotoAndStop('help'); } } button 1347 { on (release) { _root.noNewGame = true; _global.sound.play('menu'); _root.gotoAndStop('help'); } } button 1352 { on (press) { _global.sound.play('menu'); openSite(); } } movieClip 1353 { } button 1355 { on (press) { this._parent.soundOff(); this.gotoAndStop(2); } } button 1357 { on (press) { this._parent.soundOn(); this.gotoAndStop(1); } } movieClip 1358 { frame 1 { this.stop(); _root.soundStarter.gotoAndPlay('start'); sound.enable = true; } frame 2 { this.stop(); _root.soundStarter.gotoAndPlay('stop'); sound.enable = false; } } instance btn_sound of movieClip 1358 { onClipEvent (load) { if (!sound.enable) { gotoAndStop(2); } } } movieClip 1360 { frame 1 { _visible = false; } frame 3 { if (!sound.enable) { gotoAndStop(1); } } frame 7 { gotoAndStop(1); } frame 12 { gotoAndStop(1); } } movieClip 1361 #soundz { #initclip Object.registerClass('#soundz', soundCollector); #endinitclip } frame 8 { stop(); _global.diffLevel = 2; intro_text.htmlText = _global.envS.textZ.intro; } button 1369 { on (release) { _global.sound.play('menu'); gotoAndStop('menu'); } } button 1374 { on (release, keyPress '<Enter>') { _global.sound.play('menu'); _root.gotoAndStop('breef'); } } frame 9 { stop(); } movieClip 1375 { } movieClip 1377 { } button 1382 { on (release) { _global.sound.play('menu'); _root.gotoAndStop('game'); } } button 1383 { on (release) { stopAllEngines(); _root.gotoAndStop('menu'); _global.sound.play('menu'); } } movieClip 1392 { } movieClip 1401 { } movieClip 1404 { } movieClip 1407 { } movieClip 1412 { } movieClip 1415 { } movieClip 1416 { } movieClip 1417 { } movieClip 1418 { } movieClip 1426 { } movieClip 1429 { frame 1 { stop(); } frame 2 { stop(); } frame 3 { stop(); } frame 4 { stop(); } frame 5 { stop(); } frame 6 { stop(); } frame 7 { stop(); } frame 8 { stop(); } frame 9 { stop(); } frame 10 { stop(); } frame 11 { stop(); } frame 12 { stop(); } frame 13 { stop(); } frame 14 { stop(); } frame 15 { stop(); } } movieClip 1430 { instance breef_img of movieClip 1429 { onClipEvent (load) { gotoAndStop(levelNum + 1); } } } frame 10 { prebreefFunc(); setPlayerSettings(); makeText('Level ' + levelNum, 'MovieAnimation1'); _root.gotoAndStop('level'); } movieClip 1433 { } movieClip 1436 { frame 1 { stop(); } } movieClip 1457 { frame 25 { stop(); } } movieClip 1460 { } movieClip 1463 { frame 2 { stop(); } } movieClip 1464 { frame 1 { stop(); } frame 25 { gotoAndStop(1); } frame 28 { gotoAndStop(1); } } movieClip 1467 { frame 1 { stop(); } } movieClip 1488 { frame 25 { stop(); } } movieClip 1491 { } movieClip 1494 { frame 2 { stop(); } } movieClip 1495 { frame 1 { stop(); } frame 25 { gotoAndStop(1); } frame 28 { gotoAndStop(1); } } movieClip 1498 { frame 1 { stop(); } } movieClip 1523 { frame 49 { stop(); } } movieClip 1526 { } movieClip 1529 { frame 2 { stop(); } } movieClip 1530 { frame 1 { stop(); } frame 48 { gotoAndStop(1); } frame 51 { gotoAndStop(1); } } movieClip 1533 { frame 1 { stop(); } } movieClip 1558 { frame 24 { stop(); } } movieClip 1561 { } movieClip 1564 { frame 2 { stop(); } } movieClip 1565 { frame 1 { stop(); } frame 25 { gotoAndStop(1); } frame 28 { gotoAndStop(1); } } movieClip 1566 { frame 1 { stop(); } frame 2 { stop(); } frame 3 { stop(); } frame 4 { stop(); } } movieClip 1568 { } movieClip 1569 { } movieClip 1571 { } movieClip 1572 { } movieClip 1577 { } movieClip 1587 { frame 1 { stop(); } frame 11 { stop(); } frame 21 { stop(); } frame 31 { stop(); } } movieClip 1591 { } movieClip 1597 { } movieClip 1598 { frame 1 { stop(); } frame 2 { stop(); } } movieClip 1603 { } movieClip 1604 { frame 1 { stop(); } frame 2 { stop(); } } movieClip 1605 { } movieClip 1606 { } movieClip 1607 { } movieClip 1608 { } movieClip 1609 { } movieClip 1610 { frame 1 { stop(); } frame 19 { stop(); } } movieClip 1611 { instance wicon_1 of movieClip 1598 { } instance wicon_2 of movieClip 1598 { } instance wicon_3 of movieClip 1598 { } instance wicon_4 of movieClip 1598 { } } instance gui of movieClip 1611 { } movieClip 1615 { } movieClip 1619 { } button 1621 { on (press) { _global.sound.play('menu'); openSite(); } } frame 11 { stop(); trace('levelNum=' + levelNum); if (_global.levels['level_' + levelNum] != undefined) { _global.allowToStart = true; globalStart(); } } movieClip 1624 { } movieClip 1625 #BGfull { #initclip Object.registerClass('#BGfull', bgClass); #endinitclip } movieClip 1628 { } movieClip 1630 bossBar { #initclip Object.registerClass('bossBar', BossBarClass); #endinitclip } movieClip 1637 { frame 1 { stop(); } frame 2 { stop(); } frame 3 { stop(); } } button 1638 { on (release) { _global.sound.play('menu'); if (_global.levels['level_' + (levelNum + 1)] != undefined) { _root.gotoAndStop('breef'); } else { if (!_global.bIsGotoMenuAfterGame) { _root.endGameOutput(); } else { openSite(); _root.gotoAndStop('menu'); } } } } movieClip 1639 { } movieClip 1640 { frame 1 { _x = 275; _y = 200; } } movieClip 1643 { } button 1644 { on (release) { _global.sound.play('menu'); keyGetter.onKeyDown(true); } } movieClip 1645 { } movieClip 1646 { frame 1 { _x = 275; _y = 200; ttz = _global.envS.textZ; title.text = ttz.gamePausedTitle; tf.htmlText = ttz.gamePausedString; } }




http://swfchan.com/52/259807/info.shtml
Created: 13/3 -2025 22:17:33 Last modified: 13/3 -2025 22:17:33 Server time: 07/12 -2025 07:52:50