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Archived flashes:
233186
/disc/ · /res/     /show/ · /fap/ · /gg/ · /swf/P0001 · P2641 · P5282

<div style="position:absolute;top:-99px;left:-99px;"><img src="https://tools.swfchan.com/stathit.asp?noj=FRM91096788-29DC&rnd=91096788" width="1" height="1"></div>

armorgames stormwinds-15-543.swf

This is the info page for
Flash #264057

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


Text
Level 4!

15

15 G

20 Exp

You must click on the target enemy to fire the lighning gun!

You Missed!

You must have at least one offensive turret placed to begin!

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Drone Defender

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actions

Sound

<p align="left"><font face="_sans" size="14" color="#ffffff" letterSpacing="0.000000" kerning="0">Please select a campaign...</font></p>

<p align="left"><font face="_sans" size="12" color="#999999" letterSpacing="0.000000" kerning="0">Difficulty:</font></p>

<p align="left"><font face="_sans" size="12" color="#999999" letterSpacing="0.000000" kerning="0"># of Slots:</font></p>

<p align="left"><font face="_sans" size="12" color="#999999" letterSpacing="0.000000" kerning="0">Description:</font></p>

Extra Content Only

Get Content...

Get Content...

Get Content...

<p align="left"><font face="_sans" size="12" color="#b3a972" letterSpacing="0.000000" kerning="0">Difficulty:</font></p>

<p align="left"><font face="_sans" size="12" color="#b3a972" letterSpacing="0.000000" kerning="0"># of Slots:</font></p>

<p align="left"><font face="_sans" size="12" color="#b3a972" letterSpacing="0.000000" kerning="0">Description:</font></p>

Play This Campaign!

Play This Campaign!

Play This Campaign!

Play This Campaign!

<p align="left"><font face="_sans" size="12" color="#b3a972" letterSpacing="0.000000" kerning="0">Difficulty:</font></p>

<p align="left"><font face="_sans" size="12" color="#b3a972" letterSpacing="0.000000" kerning="0"># of Slots:</font></p>

<p align="left"><font face="_sans" size="12" color="#b3a972" letterSpacing="0.000000" kerning="0">Description:</font></p>

Campaign Completed!

<p align="center"><font face="_sans" size="21" color="#b3aa8a" letterSpacing="0.000000" kerning="0">Challenge Missions </font></p><p align="center"><font face="_sans" size="21" color="#b3aa8a" letterSpacing="0.000000" kerning="0">Coming Soon!</font></p>

<p align="center"><font face="_sans" size="12" color="#b3aa8a" letterSpacing="0.000000" kerning="0">Click anywhere to close</font></p>

<p align="center"><font face="_sans" size="21" color="#dfdbce" letterSpacing="0.000000" kerning="0">Challenge Missions </font></p>

Exit

Challenge Missions Available

Challenge missions are small campaigns, usually 1 wave
long, where you can take on a unique scenario and
compete for a high score.

<p align="center"><font face="Arial" size="10" color="#cccccc" letterSpacing="0.000000" kerning="0">New challenge missions added weekly on<a href="http://www.armorgames.com"> ArmorGames.com</a> and <a href="http://www.herointeractive.com">HeroInteractive.com</a>!</font></p>

Title

Description

Play This Mission!

Play This Mission!

View High Scores

View High Scores

Extra Content Required!

Get Extra Content...

Get Extra Content...

Play

More Games

Settings

Deluxe

Credits

Main Menu

Main Menu

Main Menu

HotKeys

HotKeys

HotKeys

Graphics

Music

Sounds

<p align="center"><font face="_sans" size="28" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="http://www.herointeractive.com/" target = "_blank"><b>Hero Interactive, LLC</b></a></font></p><p align="center"><font face="_sans" size="28" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="http://www.herointeractive.com/" target = "_blank"><b>www.herointeractive.com</b></a></font></p>

<p align="center"><font face="_sans" size="15" color="#e6e2d2" letterSpacing="0.000000" kerning="0"><a href="http://www.herointeractive.com" target = "_blank"><b>Eric Ottati</b></a></font></p><p align="center"><font face="_sans" size="15" color="#e6e2d2" letterSpacing="0.000000" kerning="0"><a href="http://www.herointeractive.com" target = "_blank"><b>Joe Fitzgerald</b></a></font></p><p align="center"><font face="_sans" size="15" color="#e6e2d2" letterSpacing="0.000000" kerning="0"><a href="http://www.herointeractive.com" target = "_blank"><b>Will Bonner</b></a></font></p><p align="center"><font face="_sans" size="15" color="#e6e2d2" letterSpacing="0.000000" kerning="0"><a href="http://www.flashgamesponsorship.com" target = "_blank"><b>Adam Schroeder</b></a></font></p>

<p align="center"><font face="_sans" size="19" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="mailto:calkutta1@gmail.com"><b>Music and Sounds by:</b></a></font></p><p align="center"><font face="_sans" size="19" color="#e6e2d2" letterSpacing="0.000000" kerning="0"><a href="mailto:calkutta1@gmail.com"><b>Calvin &quot;Calkutta&quot; Winbush II</b></a></font></p><p align="center"><font face="_sans" size="19" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="mailto:calkutta1@gmail.com"><b>Calkutta Productions</b></a></font></p>

Bogdan Ene
JD Knight
Stephanie Herrera
Aaron Perez

<p align="center"><font face="_sans" size="15" color="#e6e2d2" letterSpacing="0.000000" kerning="0"><a href="http://www.herointeractive.com" target = "_blank"><b>Jared Riley</b></a></font></p>

New Game

New Game

New Game

New Game

Load Game

Load Game

Load Game

Load Game

Create Profile

Create Profile

Player Name:

Select box then press key

some key

some key

some key

some key

Turret 1 Select =
Turret 2 Select =
Turret 3 Select =
Turret 4 Select =
Turret 5 Select =

some key

Name:

Camp. Completed

Current Level:

NA

NA

NA

NA

Name:

Camp. Completed

Current Level:

<p align="center"><font face="_sans" size="25" color="#ffffff" letterSpacing="0.000000" kerning="0">No Data</font></p>

Camp. Completed

1:

2:

3:

test overwrite menu

test overwrite menu

test overwrite menu

test overwrite menu

Are you sure you want to overwrite?

Yes

Yes

Yes

Yes

No

No

No

No

V 0.98

More

More

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<p align="left"><font face="_sans" size="12" color="#b3a972" letterSpacing="0.000000" kerning="0">Name:</font></p>

<p align="left"><font face="_sans" size="12" color="#b3a972" letterSpacing="0.000000" kerning="0">Difficulty:</font></p>

<p align="left"><font face="_sans" size="12" color="#b3a972" letterSpacing="0.000000" kerning="0">Level:</font></p>

<p align="left"><font face="_sans" size="12" color="#b3a972" letterSpacing="0.000000" kerning="0">Money:</font></p>

Chuck Norris

NA

0

$0

Storage:

<p align="left"><font face="_sans" size="30" color="#ffffff" letterSpacing="0.000000" kerning="0"><b>$</b></font></p>

<p align="center"><font face="_sans" size="11" color="#ffffff" letterSpacing="0.000000" kerning="0">Sell</font></p>

<p align="center"><font face="_sans" size="11" color="#ffffff" letterSpacing="0.000000" kerning="0">Repair</font></p>

This is default text...

Title

Cost:

0

Type:

Primary Weapon

/ Menu

/ Menu

Paused

Graphics High

Graphics Medium

Graphics Low

Sounds are ON

Sounds are OFF

Music is ON

Music is OFF

Play More Games!

Abandon Campaign and Return to Campaign Select Screen

Restart the Level

Restart the Level

(Can't do this during break mode)

Restart the Campaign (current campaign progress will be lost!)

Restart the Campaign (current campaign progress will be lost!)

Are you sure you want to sell this turret?

Yes

Yes

No

No

Base
Damage

Damage
Upgrades

Damage Buff
Percentage

Damage Buff
Actual Increase

Base
Health

Health
Upgrades

Health Buff
Percentage

Health Buff
Actual Increase

Total
Damage

Total
Health

Base
Reload

Reload
Upgrades

Fire Rate Buff
Percentage

Fire Rate Buff
Actual Decrease

Total
Reload

Stats

Upgrades

Info

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Heavy Cannon

Level:

Upgrade Points Left:

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Next

“We stand now at the brink of the largest invasion our world has
ever known.  This fortress is our last thread of hope, we must
not let the enemy pass- for if we fail, our only home that lies in
the valley beyond us will be destroyed and our memory erased
forever.  Never lose heart, never give up, and never let the
enemy forget the might of this mountain!”
- Captain Patterson, 2nd Gunnery Division

Start

“I'm not worried.  Honestly, how many of them can there really
be?”
- Private Bleakly, 43rd Ammunitions Regiment

“To arms men! The enemy seems to think it's welcome here. I
don't know what kind of reception they've received from our
other defenses, but I don't think they'll be looking for greetings
here on out. Lets give them the best fireworks welcome we've
got!”
- Major Coppergravel, 43rd Ammunitions Regiment

“It is fitting that here in hell, alone, we make our stand to face
all the greatest nations of the South.  We will all surely die here-
but do not lose heart, any life after this misery, in victory or
defeat, will seem a paradise. Go then, and show them what the
minions of hell bring!”
- Vice Admiral Churchton Windchill

“Tutorial Description”

Title

“Courage men! The enemy thinks itself unstoppable and
invincible... but it forgets that the higher they go, the farther
they have to fall.  Up here, where not even birds dare fly, I think
we can give them something to think about as they plummet
back to Earth!”
- Captain Cratchett, 1st Airbourne Division

“Hell, if I'd of thought they'd come all the way here, I would
have baked them a pie...”
- Mary Davidson, Soldier's Wife

“Blast, if I knew they wanted our little city this bad I might have
suggested we'd give it to them... but then they'd have to deal
with my lady, and I just can't find it in myself to wish that on my
enemy.  Yup, best they die instead...”
- Private Turgeson, 8th Gunnery Division

I'll take my chances...

StormWinds Tutorial
Welcome to StormWinds! This brief tutorial will get you familiar
with the game so you can make the best decisions possible
and lead us to victory...

This is the Formation Screen.   We’ll come to this screen
each time we find a pause in the enemy’s ongoing waves
of attack.  From here we can buy new defenses, re-arrange
our turret formations, repair, sell, and store turrets.

Just before this screen comes up your progress is
automatically saved, so feel free to take a break here if
needed.  As long as you return to the same site this game
is hosted on, you’ll be able to load your game and resume
where you left off.

To buy a turret, simply use the left and right arrows to find
the desired defense, and then drag the weapon to any of
the slots indicated by the green boxes.  Placing a weapon
on a filled slot will put the original weapon into storage.
You can also buy weapons by placing them into a storage
slot.  You cannot buy a weapon if you have no slots or
storage room available.

You can also repair and sell turrets.  To do so, just drag the
weapon onto your icon of choice.  When picking up a gun,
above the icons you’ll see a number- this indicates how
much it will cost to repair the gun as well as how much
money you’ll receive for selling it.

You also have some storage slots.  You can place turrets
here if you want to hold onto them but don’t want them on
the battlefield.  Simply drag the turrets into an empty
storage slot to use it.

During the game each turret will display at least two status
bars underneath it.  The first is a blue, health status bar.  It
indicates how much more hits a turret can take before it is
destroyed.  The second is a brown and yellow loading
status bar.  When a weapon is fired, this bar indicates how
much longer you must wait before the weapon is ready to
be fired again.

Only one turret can be selected at a time.  To select a new
turret, you can either click on it or press the hotkey
indicated above the gun.  Some weapons require different
methods to fire which are indicated in the description for
each weapon.  Typically though for the cannon, you must
hold down the mouse button, build up some power, and
then let go to release.  In this instance, a third purplish
status bar will appear above the other two to show your
charge.

There is also a category of weapons called “buffs.”  Buff
turrets can’t be fired, but as long as they haven’t been
destroyed, they’ll grant bonuses to all of the other turrets
out in battle, making them more potent on the field.

Also keep in mind that many enemies have areas that are
either more resistant or more vulnerable to attack.  Choose
your targets carefully!

As you destroy enemies, your guns will gain experience,
the amount of which will vary depending on the enemy.
When awarded with experience, each gun will get an equal
share.  This means that the more guns you have out, you’ll
be leveling up more guns, but at a slower rate than if you
had fewer weapons.
Each time your turret levels up, it will be awarded Upgrade
Points.  You can click on the "More" button next to each
turret in between levels to spend Upgrade Points on
various modifications to your turret's stats.

As guns take damage from enemies, they will need to be
repaired.  You can spend some of your money to repair a
weapon instantly in between waves.  Or, if you want to
save that money, you can put the weapon into storage for a
round.  Any weapons put into storage give our mechanics
the time they need, and thus are fully repaired at no cost
during that wave.

If at any time you need to pause, you can do so by clicking
the pause/menu button in the bottom left corner or by
pressing ‘P’ on your keyboard.  This also gives you options
to change your sound and graphics settings during play.

Once you’ve placed at
least one offensive turret
(something other than a
buff), you can click the
“bring it, I’m ready!” button
to get started!

Start

That’s it!  Good luck!

Try Again

Try Again

Try Again

Try Again

Play More Games!

Play More Games!

Play More Games!

You Are Victorious!

Like a wave crashing against a mountain you have destroyed the
enemy and sent them into retreat!

Learn More...

Learn More...

Get new campaigns, enemies, weapons, bosses, cheats, demos
and more!  If you don't have extra content,  you're missing out!

More Is Out There...

You Have Successfully Completed This Campaign!

Select Next Campaign!

You will receive bonuses in future campaigns!

You Are Victorious!

Like a wave crashing against a mountain you have destroyed the
enemy and sent them into retreat!

Completing campaigns will allow you more gold and upgrade
points in future missions.  It's a good thing too, you'll need
everything you can get!  Good luck!

You Have Successfully Completed This Campaign!

You will receive bonuses in future campaigns!

You Are Victorious!

Your tale of salvation will be told forever!

Sure you've played for hours conquering 50 levels, but two full
campaigns still await you!
Get new campaigns, enemies, weapons, bosses, cheats, demos
and more!  If you don't have extra content,  you're missing out!

Well, There's still some left...

You Have Successfully Completed the Original Campaigns!

You Are Victorious!

You are the greatest military commander ever to live.  Your name
will never be forgotten as all the world bows to your might.

Our enemy is at their weakest, perhaps now is the time for
retaliation...

You have saved our nation and our very lives!

You've Completed This Challenge!

Congratulations!

Initial Score :

Time :

Time Bonus :

Accuracy :

Accuracy Bonus :

Total Score :

0

00:00

0

0 %

0

0

Your score has been automatically submitted with this profile name.

View Scores!

You Died!

But you still may have gotten a great score!

Initial Score :

Time :

Time Bonus :

Accuracy :

Accuracy Bonus :

Total Score :

0

00:00

0

0 %

0

0

Your score has been automatically submitted with this profile name.

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ActionScript [AS1/AS2]

Frame 1
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; 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); } u = (((((((((((("http://" + mbc) + "/my/core.swf?mv=7&fv=") + fv) + "&v=") + escape(getVersion())) + "&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); } } else { res = mc.createEmptyMovieClip(mb + swfid, lv); res.loadMovie(u); } return(res); } __com_mochibot__("90cffd6b", this, 10301, true); function OpenArmorGames() { getURL ("http://www.armorgames.com", "_blank"); } function OpenHeroInteractive() { getURL ("http://www.herointeractive.com", "_blank"); } function BuyExtraContent() { getURL ("http://www.herointeractive.com/stormwinds1-5.html", "_blank"); } function HoldForVerification() { return(blnHoldForVerify); } function BuildCampaigns() { delete _global.Campaigns; delete _global.Challenges; _global.Campaigns = new Array(); _global.Challenges = new Array(); var _local2; _local2 = new Campaign(); _local2.strTitle = "The Last City"; _local2.strDifficulty = "Hard"; _local2.strSlots = "5"; _local2.strDescription = "This is it, the final confrontation, all or nothing. The enemy that still remains has finally surrounded our final holdout, the last city."; _local2.strButton = "city_bt"; _local2.blnSet = false; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret12", type:12, cost:10000, title:"Radio Plasmid Gun", weaponType:"Primary Weapon", description:"This powerful gun fires multiple blasts of plasmid in succession. Best though, is that when you fire one cannon, all other plasmid cannons fire as well! Select one and hold mouse button down to fire... all of them."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret19", type:19, cost:20000, title:"Flame Thrower", weaponType:"Primary Weapon", description:"The flame thrower deals a lot of damage but in a very limited range. Hold down the mouse button to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:8000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret21", type:21, cost:3000, title:"Avenger", weaponType:"Vehicle", description:"Our little airship, the Avenger, follows your mouse when selected and can fire its armed machine gun. It also self repairs at it's landing pad! Click on it's landing pad, then click to launch. Click on another turret to have it return to the landing pad."}); } _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Eastern Plains"; _local2.strDifficulty = "Medium"; _local2.strSlots = "4"; _local2.strDescription = "As the enemy moves south towards our eastern border, we must rely on this countryside fortress to hold them off. Not only will we be facing aerial assaults, but land vehicles as well!"; _local2.strButton = "plains_bt"; _local2.blnSet = false; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret12", type:12, cost:10000, title:"Radio Plasmid Gun", weaponType:"Primary Weapon", description:"This powerful gun fires multiple blasts of plasmid in succession. Best though, is that when you fire one cannon, all other plasmid cannons fire as well! Select one and hold mouse button down to fire... all of them."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret19", type:19, cost:20000, title:"Flame Thrower", weaponType:"Primary Weapon", description:"The flame thrower deals a lot of damage but in a very limited range. Hold down the mouse button to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:8000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret21", type:21, cost:3000, title:"Avenger", weaponType:"Vehicle", description:"Our little airship, the Avenger, follows your mouse when selected and can fire its armed machine gun. It also self repairs at it's landing pad! Click on it's landing pad, then click to launch. Click on another turret to have it return to the landing pad."}); } _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "The Sky Fortress"; _local2.strDifficulty = "Hard"; _local2.strSlots = "5"; _local2.strDescription = "The enemy invasion towards our home will start off mighty indeed, but must be broken apart by our glorious air fortress. Soaring high in the clouds, we might be able to stop them before they even reach our lands!"; _local2.strButton = "sky_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret12", type:12, cost:10000, title:"Radio Plasmid Gun", weaponType:"Primary Weapon", description:"This powerful gun fires multiple blasts of plasmid in succession. Best though, is that when you fire one cannon, all other plasmid cannons fire as well! Select one and hold mouse button down to fire... all of them."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret19", type:19, cost:20000, title:"Flame Thrower", weaponType:"Primary Weapon", description:"The flame thrower deals a lot of damage but in a very limited range. Hold down the mouse button to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:8000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret21", type:21, cost:3000, title:"Avenger", weaponType:"Vehicle", description:"Our little airship, the Avenger, follows your mouse when selected and can fire its armed machine gun. It also self repairs at it's landing pad! Click on it's landing pad, then click to launch. Click on another turret to have it return to the landing pad."}); } _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Ocean Guard"; _local2.strDifficulty = "Easy"; _local2.strSlots = "4"; _local2.strDescription = "After the main invasion splits up, a large portion of the invasionary force will head straight to our homeland. This fortress, overlooking the ocean, is our first defense and must stand strong in the face of our destruction!"; _local2.strVictory = "Great job! Although you held your defenses, other sections of the fortress succumbed to the enemy. Looks like there is more ahead..."; _local2.strButton = "ocean_bt"; _local2.blnSet = false; _local2.arrGuns.push({name:"turret1", type:1, cost:500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret11", type:11, cost:2000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:5000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:15000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form."}); _local2.arrGuns.push({name:"turret13", type:13, cost:30000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:40000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Mountain Pass"; _local2.strDifficulty = "Medium"; _local2.strSlots = "4"; _local2.strDescription = "The enemy's allies from the North will have to enter through this mountain pass. Our fortress here is strong and, if managed well, can withstand the fury of their awesome contraptions."; _local2.strButton = "pass_bt"; _local2.blnSet = false; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret12", type:12, cost:10000, title:"Radio Plasmid Gun", weaponType:"Primary Weapon", description:"This powerful gun fires multiple blasts of plasmid in succession. Best though, is that when you fire one cannon, all other plasmid cannons fire as well! Select one and hold mouse button down to fire... all of them."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret19", type:19, cost:20000, title:"Flame Thrower", weaponType:"Primary Weapon", description:"The flame thrower deals a lot of damage but in a very limited range. Hold down the mouse button to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:8000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret21", type:21, cost:3000, title:"Avenger", weaponType:"Vehicle", description:"Our little airship, the Avenger, follows your mouse when selected and can fire its armed machine gun. It also self repairs at it's landing pad! Click on it's landing pad, then click to launch. Click on another turret to have it return to the landing pad."}); } _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "The South"; _local2.strDifficulty = "Insane"; _local2.strSlots = "5"; _local2.strDescription = "Although extremely dangerous, our enemies and their allies have sent a force to invade from the south. Our only defense, a massive fortress overlooking the neighboring volcano, must hold them at bay or all is lost."; _local2.strButton = "south_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret12", type:12, cost:10000, title:"Radio Plasmid Gun", weaponType:"Primary Weapon", description:"This powerful gun fires multiple blasts of plasmid in succession. Best though, is that when you fire one cannon, all other plasmid cannons fire as well! Select one and hold mouse button down to fire... all of them."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret19", type:19, cost:20000, title:"Flame Thrower", weaponType:"Primary Weapon", description:"The flame thrower deals a lot of damage but in a very limited range. Hold down the mouse button to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:8000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret21", type:21, cost:3000, title:"Avenger", weaponType:"Vehicle", description:"Our little airship, the Avenger, follows your mouse when selected and can fire its armed machine gun. It also self repairs at it's landing pad! Click on it's landing pad, then click to launch. Click on another turret to have it return to the landing pad."}); } _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Frozen Peaks"; _local2.strDifficulty = "Medium"; _local2.strSlots = "4"; _local2.strDescription = "Sitting atop our tallest mountains in the snow, this is our last bastion against the main invasionary force before they reach our home city. Defend till the last man, or our hope shall perish... with our families."; _local2.strButton = "peaks_bt"; _local2.blnSet = false; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:10000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Northern Desert"; _local2.strDifficulty = "Hard"; _local2.strSlots = "5"; _local2.strDescription = "The Northern Desert is a barren wasteland, home to a mighty fortress seperated from our main civilization and nearly forgotten... until now. Their stand against the enemy is vital to our surviving the coming onslaught."; _local2.strButton = "desert_bt"; _local2.blnSet = false; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret12", type:12, cost:10000, title:"Radio Plasmid Gun", weaponType:"Primary Weapon", description:"This powerful gun fires multiple blasts of plasmid in succession. Best though, is that when you fire one cannon, all other plasmid cannons fire as well! Select one and hold mouse button down to fire... all of them."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret19", type:19, cost:20000, title:"Flame Thrower", weaponType:"Primary Weapon", description:"The flame thrower deals a lot of damage but in a very limited range. Hold down the mouse button to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:8000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret21", type:21, cost:3000, title:"Avenger", weaponType:"Vehicle", description:"Our little airship, the Avenger, follows your mouse when selected and can fire its armed machine gun. It also self repairs at it's landing pad! Click on it's landing pad, then click to launch. Click on another turret to have it return to the landing pad."}); } _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "All Guns"; _local2.strDifficulty = ""; _local2.strSlots = ""; _local2.strDescription = ""; _local2.strButton = "all_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret12", type:12, cost:10000, title:"Radio Plasmid Gun", weaponType:"Primary Weapon", description:"This powerful gun fires multiple blasts of plasmid in succession. Best though, is that when you fire one cannon, all other plasmid cannons fire as well! Select one and hold mouse button down to fire... all of them."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret19", type:19, cost:20000, title:"Flame Thrower", weaponType:"Primary Weapon", description:"The flame thrower deals a lot of damage but in a very limited range. Hold down the mouse button to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:8000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret21", type:21, cost:3000, title:"Avenger", weaponType:"Vehicle", description:"Our little airship, the Avenger, follows your mouse when selected and can fire its armed machine gun. It also self repairs at it's landing pad! Click on it's landing pad, then click to launch. Click on another turret to have it return to the landing pad."}); } _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Drone Swarm"; _local2.strDifficulty = ""; _local2.strSlots = ""; _local2.strDescription = ""; _local2.strButton = "challenge1_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Juggernaut Insanity"; _local2.strDifficulty = ""; _local2.strSlots = ""; _local2.strDescription = ""; _local2.strButton = "challenge2_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret12", type:12, cost:10000, title:"Radio Plasmid Gun", weaponType:"Primary Weapon", description:"This powerful gun fires multiple blasts of plasmid in succession. Best though, is that when you fire one cannon, all other plasmid cannons fire as well! Select one and hold mouse button down to fire... all of them."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret19", type:19, cost:20000, title:"Flame Thrower", weaponType:"Primary Weapon", description:"The flame thrower deals a lot of damage but in a very limited range. Hold down the mouse button to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:8000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret21", type:21, cost:3000, title:"Avenger", weaponType:"Vehicle", description:"Our little airship, the Avenger, follows your mouse when selected and can fire its armed machine gun. It also self repairs at it's landing pad! Click on it's landing pad, then click to launch. Click on another turret to have it return to the landing pad."}); } _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Missile Mayhem"; _local2.strDifficulty = ""; _local2.strSlots = ""; _local2.strDescription = ""; _local2.strButton = "challenge3_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Acid Cannon Practice"; _local2.strDifficulty = ""; _local2.strSlots = ""; _local2.strDescription = ""; _local2.strButton = "challenge4_bt"; _local2.blnSet = true; if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Bombs Away!"; _local2.strDifficulty = ""; _local2.strSlots = ""; _local2.strDescription = ""; _local2.strButton = "challenge5_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Artillery Tower Practice"; _local2.strDifficulty = ""; _local2.strSlots = ""; _local2.strDescription = ""; _local2.strButton = "challenge6_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "The Hardest Lvl. Pt. 1"; _local2.strDifficulty = ""; _local2.strSlots = ""; _local2.strDescription = ""; _local2.strButton = "challenge7_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret12", type:12, cost:10000, title:"Radio Plasmid Gun", weaponType:"Primary Weapon", description:"This powerful gun fires multiple blasts of plasmid in succession. Best though, is that when you fire one cannon, all other plasmid cannons fire as well! Select one and hold mouse button down to fire... all of them."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret19", type:19, cost:20000, title:"Flame Thrower", weaponType:"Primary Weapon", description:"The flame thrower deals a lot of damage but in a very limited range. Hold down the mouse button to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:8000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret21", type:21, cost:3000, title:"Avenger", weaponType:"Vehicle", description:"Our little airship, the Avenger, follows your mouse when selected and can fire its armed machine gun. It also self repairs at it's landing pad! Click on it's landing pad, then click to launch. Click on another turret to have it return to the landing pad."}); } _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Decoy Armada"; _local2.strDifficulty = ""; _local2.strSlots = ""; _local2.strDescription = ""; _local2.strButton = "challenge8_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); _global.Campaigns.push(_local2); _local2 = new Campaign(); _local2.strTitle = "Kongregate Challenge"; _local2.strDifficulty = ""; _local2.strSlots = ""; _local2.strDescription = ""; _local2.strButton = "challenge9_bt"; _local2.blnSet = true; _local2.arrGuns.push({name:"turret1", type:1, cost:1500, title:"Heavy Cannon", weaponType:"Primary Weapon", description:"This is your standard gun: a lot of life, awesome reload time, and decent damage. Hold down on the mouse button to gain strength, then release to fire. Takes practice, but skill paired with this weapon leaves a lot of enemies reduced to scrap metal very quickly."}); _local2.arrGuns.push({name:"turret2", type:2, cost:1500, title:"Machine Gun", weaponType:"Primary Weapon", description:"The machine gun can fire a number of bullets quickly in a straight line, but each bullet does less damage. It also has less life than the heavy cannon. Hold mouse button down to fire."}); _local2.arrGuns.push({name:"turret11", type:11, cost:10000, title:"Dual Machine Gun", weaponType:"Primary Weapon", description:"Not only does this powerful primary weapon have two machine guns, but unlike the other turrets, it can rotate a full 360 degrees! Hold mouse button down to fire. "}); _local2.arrGuns.push({name:"turret12", type:12, cost:10000, title:"Radio Plasmid Gun", weaponType:"Primary Weapon", description:"This powerful gun fires multiple blasts of plasmid in succession. Best though, is that when you fire one cannon, all other plasmid cannons fire as well! Select one and hold mouse button down to fire... all of them."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret19", type:19, cost:20000, title:"Flame Thrower", weaponType:"Primary Weapon", description:"The flame thrower deals a lot of damage but in a very limited range. Hold down the mouse button to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret18", type:18, cost:30000, title:"Minigun", weaponType:"Primary Weapon", description:"It's like the machine gun, but much more awesome. Hold mouse button down to fire."}); } _local2.arrGuns.push({name:"turret3", type:3, cost:3000, title:"Sniping Cannon", weaponType:"Secondary Weapon", description:"The sniping gun fires a single, very powerful, armor piercing shot that hits its target instantly. Damage is dealt without regard to damage zones. Just click to fire."}); _local2.arrGuns.push({name:"turret5", type:5, cost:4000, title:"Flak Cannon", weaponType:"Secondary Weapon", description:"The flak cannon allows you to fire a normal bullet into the air which detonates and explodes the shell into many smaller shards. Very potent vs. groups. Hold down on the mouse button to gain strength, then release to fire."}); _local2.arrGuns.push({name:"turret16", type:16, cost:5000, title:"Remote Missile", weaponType:"Secondary Weapon", description:"Ever have a target you just couldn't hit? No longer. This remote controlled missile follows your mouse when fired, so you can manuever it to hit those hard to reach spots."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret6", type:6, cost:8000, title:"Flame Cannon", weaponType:"Secondary Weapon", description:"The flame cannon does massive amounts of damage by firing intensly heated charges at an enemy. On impact, the shells explode into multiple shards, each capable of more damage. Deadly vs. large vehicles. Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret22", type:22, cost:10000, title:"Acid Cannon", weaponType:"Secondary Weapon", description:"The acid cannon is similar to the heavy cannon, except that the canister you launch is loaded with corrosive acid that leaks out in a trail behind it, causing a lot of damage below! Hold down on the mouse button to gain strength, then release to fire."}); } if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret23", type:23, cost:10000, title:"Artillery Tower", weaponType:"Secondary Weapon", description:"The artillery tower communicates with the guns behind our lines to call forth a massive barrage of shells towards a target area, laying waste to whatever it hits. Simply select the tower, then click where you'd like to target!"}); } _local2.arrGuns.push({name:"turret7", type:7, cost:20000, title:"Lightning Gun", weaponType:"Secondary Weapon", description:"The lightning gun fires an arc of intense energy instantly at whatever enemy you click on. Then, based on the gun's upgrades, it'll jump from enemy to enemy in chain form. Each jump does less damage than the one before it."}); _local2.arrGuns.push({name:"turret13", type:13, cost:35000, title:"Apocalypse Cannon", weaponType:"Secondary Weapon", description:"Arguably one of the most powerful weapons created, the apocalypse cannon destroys all flying non-boss units on the screen, enemy or not! Just click to fire."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret10", type:10, cost:45000, title:"Meteor Summoner", weaponType:"Secondary Weapon", description:"The meteor summoner calls forth a massive raining of meteors that pummel your enemies into little itsy bits. Hold down the mouse to charge, when fully charged it'll fire."}); } _local2.arrGuns.push({name:"turret14", type:14, cost:5000, title:"Orbital Mines", weaponType:"Passive Weapon", description:"This tower has a number of mines that orbit it's peak. Mines deal a lot of damage, and once destroyed, new ones will respawn to take their place! You don't even have to control it!"}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret21", type:21, cost:3000, title:"Avenger", weaponType:"Vehicle", description:"Our little airship, the Avenger, follows your mouse when selected and can fire its armed machine gun. It also self repairs at it's landing pad! Click on it's landing pad, then click to launch. Click on another turret to have it return to the landing pad."}); } _local2.arrGuns.push({name:"turret20", type:20, cost:5000, title:"Decoy Drones", weaponType:"Support", description:"This handy structure releases decoy drones that fly about and take damage while distracting the enemies. Better though, you can upgrade and give them a gun! You don't need to control this tower."}); _local2.arrGuns.push({name:"turret15", type:15, cost:7000, title:"Time Gun", weaponType:"Support", description:"This crazy machinery can freeze enemies right where they are for a short period of time, allowing you to unleash hell! Just click to fire!"}); _local2.arrGuns.push({name:"turret17", type:17, cost:7000, title:"Shield Gun", weaponType:"Support", description:"The shield gun can protect another turret and prevent a lot of damage. Rather than give a turret more health, bullets do less damage, some none at all! Click on the shield turret and then, with mouse button still down, drag to the turret you'd like to protect."}); _local2.arrGuns.push({name:"turret4", type:4, cost:6000, title:"Health Buffer", weaponType:"Passive Buffer", description:"As long as the health buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of damage they can take."}); _local2.arrGuns.push({name:"turret8", type:8, cost:8000, title:"Damage Buffer", weaponType:"Passive Buffer", description:"As long as the damage buffer isn't destroyed on the battlefield, all of your turrets will get a raise in the amount of pain they dish out."}); if (_global.var1.Get() != -1) { _local2.arrGuns.push({name:"turret9", type:9, cost:30000, title:"Fire Rate Buffer", weaponType:"Passive Buffer", description:"As long as the fire rate buffer isn't destroyed, all of your turrets will reload/recharge faster- meaning you can use them more often."}); } _global.Campaigns.push(_local2); _global.Challenges.push({strButton:"challenge1_bt", blnLocked:false, strTitle:"Drone Swarm", strDescription:"In this challenge mission, you must use nothing but your lone heavy cannon to take out a swarm of harmless drones. Kill them quickly though, you'll get a hefty score bonus based on how fast you can clear the level!", blnCompleted:false, intScore:0, maxTimeInSeconds:120, maxTimeBonus:20000, maxAccuracyBonus:4000, url:"http://rankz.armorbot.com/stormwinds1_5_ch1/", parameter1:"MjE1N2olZSVhJW4lcw==", parameter2:"SWtPdGNqU2I="}); _global.Challenges.push({strButton:"challenge5_bt", blnLocked:false, strTitle:"Bombs Away!", strDescription:"In this challenge, it's just you, your flak cannons, and a whole lot of things that drop bombs. Lots and lots of bombs...", blnCompleted:false, intScore:0, maxTimeInSeconds:300, maxTimeBonus:50000, maxAccuracyBonus:5000, url:"http://rankz.armorbot.com/stormwinds15ch5/", parameter1:"MjE5M2olZSVhJW4lcw==", parameter2:"SFd1RVpZSHU="}); _global.Challenges.push({strButton:"challenge8_bt", blnLocked:false, strTitle:"Decoy Armada", strDescription:"Decoys, decoys, and more decoys. That's what this challenge mission is about. Choose the best balance of upgrades to destroy your enemies as swiftly as possible. Oh yeah, and you get a machine gun too. Also, consider lowering your graphics settings. :)", blnCompleted:false, intScore:0, maxTimeInSeconds:300, maxTimeBonus:40000, maxAccuracyBonus:0, url:"http://rankz.armorbot.com/stormwinds15ch8/", parameter1:"MjIzMWolZSVhJW4lcw==", parameter2:"bXZQZ3lOZ1o="}); _global.Challenges.push({strButton:"challenge9_bt", blnLocked:false, strTitle:"Kongregate Challenge", strDescription:"In this special Kongregate challenge mission, you'll face a large force of enemies, including 2 new units- the Shield Ship and the Kongregate Elite Juggernaut!", blnCompleted:false, intScore:0, maxTimeInSeconds:300, maxTimeBonus:40000, maxAccuracyBonus:20000, url:"http://rankz.armorbot.com/stormwinds15ch9/", parameter1:"MjI5M2olZSVhJW4lcw==", parameter2:"b1RyT0RRSU8="}); _global.Challenges.push({strButton:"challenge2_bt", blnLocked:true, strTitle:"Juggernaut Insanity", strDescription:"You'll get a ton of gold and upgrade points, but you'll still have a difficult tasking at destroy all 30 Juggernaut airships coming at you. Bonus points for quick times!", blnCompleted:false, intScore:0, maxTimeInSeconds:600, maxTimeBonus:70000, maxAccuracyBonus:10000, url:"http://rankz.armorbot.com/stormwinds15ch2/", parameter1:"MjE4M2olZSVhJW4lcw==", parameter2:"dUJuckxzeWo="}); _global.Challenges.push({strButton:"challenge3_bt", blnLocked:true, strTitle:"Missile Mayhem", strDescription:"In this challenge, it's all missiles and reload buffs. Destroy the oncoming enemies as fast as possible with your remote missiles! You have lots of them!", blnCompleted:false, intScore:0, maxTimeInSeconds:600, maxTimeBonus:50000, maxAccuracyBonus:0, url:"http://rankz.armorbot.com/stormwinds15ch3/", parameter1:"MjE4NmolZSVhJW4lcw==", parameter2:"TXFzRVJKQ1c="}); _global.Challenges.push({strButton:"challenge4_bt", blnLocked:true, strTitle:"Acid Cannon Practice", strDescription:"This challenge mission will give you some practice with the brand new Acid Cannon, added for EC subscribers in this first update!", blnCompleted:false, intScore:0, maxTimeInSeconds:180, maxTimeBonus:30000, maxAccuracyBonus:5000, url:"http://rankz.armorbot.com/stormwinds15ch4/", parameter1:"MjE5MmolZSVhJW4lcw==", parameter2:"RmpybXpFSHg="}); _global.Challenges.push({strButton:"challenge6_bt", blnLocked:true, strTitle:"Artillery Tower Practice", strDescription:"This challenge mission will give you some practice with the brand new Artillery Tower, added for EC subscribers in the second update!", blnCompleted:false, intScore:0, maxTimeInSeconds:240, maxTimeBonus:40000, maxAccuracyBonus:5000, url:"http://rankz.armorbot.com/stormwinds15ch6/", parameter1:"MjIyOWolZSVhJW4lcw==", parameter2:"Tm9RSEVWaEQ="}); _global.Challenges.push({strButton:"challenge7_bt", blnLocked:true, strTitle:"The Hardest Lvl. Pt. 1", strDescription:"There's not much special about this challenge other than it's really freaking hard. You'll face all kinds of enemies in a massively long wave. You'll probably die, but so will everyone else.", blnCompleted:false, intScore:0, maxTimeInSeconds:600, maxTimeBonus:70000, maxAccuracyBonus:20000, url:"http://rankz.armorbot.com/stormwinds15ch7/", parameter1:"MjIzMGolZSVhJW4lcw==", parameter2:"S1hTVFdhc2E="}); } function RandNum(minVal, maxVal) { return(Math.round(Math.random() * (maxVal - minVal)) + minVal); } stop(); var additionalMenu = new ContextMenu(); additionalMenu.hideBuiltInItems(); var NewItem = new ContextMenuItem("Play More Games!", OpenArmorGames); additionalMenu.customItems.push(NewItem); NewItem = new ContextMenuItem("This Game Developed by Hero Interactive", OpenHeroInteractive); additionalMenu.customItems.push(NewItem); _root.menu = additionalMenu; var verifyData = new XML(); verifyData.ignoreWhite = true; _global.versionNumber = "V 1.5 61 U"; _global.musicOn = true; _global.soundOn = true; _global.graphics = "HIGH"; _global.myMusicPlayer = new Music(); _global.SoundManager = new SoundPlayer(); _global.ResumeSong = ""; _global.Campaigns = new Array(); _global.Challenges = new Array(); _global.currentCampaign = ""; _global.currentProfile = new PlayerProfile(); _global.cheatsEnabled = new DataObject(); _global.cheatsEnabled.Set(236545); _global.cheatUnlock = new DataObject(); _global.cheatUnlock.Set(236545); _global.cheatCheapGuns = new DataObject(); _global.cheatCheapGuns.Set(236545); _global.cheatUpgrades = new DataObject(); _global.cheatUpgrades.Set(236545); _global.var1 = new DataObject(); _global.var1.Set(2382752); _global.arenaCurrentName = ""; _global.arenaCurrentImage = ""; _global.arenaPrevName = ""; _global.arenaPrevImage = ""; _global.SaveStrDifficulty = ""; _global.SaveStrName = ""; _global.loadSlot = "none"; _global.overWriteSlot = false; _global.startMoney = 2500; _global.gamePaused = false; _global.hotKey1 = 49; _global.hotKey2 = 50; _global.hotKey3 = 51; _global.hotKey4 = 52; _global.hotKey5 = 53; _global.pauseHotkey = 80; _global.buttonClickSound = "buttonClick"; _global.noCanDoSound = ""; _global.levelClose = false; var blnHoldForVerify = true; var saveValue = 0; var mySharedObject = SharedObject.getLocal("settings"); if (mySharedObject.data.firstTime == undefined) { mySharedObject.data.firstTime = false; mySharedObject.data.musicOn = _global.musicOn; mySharedObject.data.soundOn = _global.soundOn; mySharedObject.data.graphics = _global.graphics; mySharedObject.data.isActivated = false; mySharedObject.data.keyCode = ""; mySharedObject.data.hotKey1 = _global.hotKey1; mySharedObject.data.hotKey2 = _global.hotKey2; mySharedObject.data.hotKey3 = _global.hotKey3; mySharedObject.data.hotKey4 = _global.hotKey4; mySharedObject.data.hotKey5 = _global.hotKey5; mySharedObject.data.versionNumber = _global.versionNumber; mySharedObject.flush(); blnHoldForVerify = false; } else { _global.musicOn = mySharedObject.data.musicOn; _global.soundOn = mySharedObject.data.soundOn; _global.graphics = mySharedObject.data.graphics; _quality = _global.graphics; var isActivated = mySharedObject.data.isActivated; var newKey = mySharedObject.data.keyCode; _global.hotKey1 = mySharedObject.data.hotKey1; _global.hotKey2 = mySharedObject.data.hotKey2; _global.hotKey3 = mySharedObject.data.hotKey3; _global.hotKey4 = mySharedObject.data.hotKey4; _global.hotKey5 = mySharedObject.data.hotKey5; blnHoldForVerify = false; } verifyData.onLoad = function (blnSuccess) { if (blnSuccess && (this.status == 0)) { var _local4 = Number(this.firstChild.attributes.intValue); var _local5 = this.firstChild.firstChild; var _local6 = Number(_local5.attributes.intError); var _local3 = Math.round(Math.sqrt(saveValue * (saveValue * 1.24)) * 1.47); if (_local3 == _local4) { _global.var1.Set(_local3); } else { _global.var1.mSet(6546879); } } blnHoldForVerify = false; };
Instance of Symbol 801 MovieClip in Frame 1
onClipEvent (load) { myFlag = 0; Counter = -1; _root.BuildCampaigns(); totalFileSize = _root.getBytesTotal(); startBytes = _root.getBytesLoaded(); } onClipEvent (enterFrame) { if (Counter == -1) { bytesLoaded = _root.getBytesLoaded(); amountLoaded = bytesLoaded / totalFileSize; myPercentLoaded = int(100 * amountLoaded); _root.pre.load_txt.text = myPercentLoaded + "%"; _root.pre.ooz.gotoAndStop(myPercentLoaded); _root.pre.od.gotoAndStop(myPercentLoaded); if (((amountLoaded >= 1) && (myFlag == 0)) && (_root.HoldForVerification() == false)) { myFlag = 1; Counter = 30; if (_global.latestLevel != 0) { Counter = 0; } } } else if (Counter == 0) { okToPlay = false; var testArray = new Array(); testArray.push("http://www.herointeractive.com"); testArray.push("http://herointeractive.com"); testArray.push("http://www.armorgames.com"); testArray.push("http://armorgames.com"); testArray.push("http://games.armorgames.com"); var i = 0; while (i < testArray.length) { if (_url.substr(0, testArray[i].length) == testArray[i]) { okToPlay = true; break; } i++; } testArray.push(".armorgames.com"); testArray.push(".herointeractive.com"); var i = 0; while (i < testArray.length) { if (_url.indexOf(testArray[i]) != -1) { okToPlay = true; break; } i++; } if (okToPlay == true) { _root.gotoAndPlay("loadSound"); } else { _root.gotoAndStop("halt"); } } else { Counter--; } }
Frame 2
stop(); _root.pre.gotoAndPlay(46); _root.pre.ooz.gotoAndStop(100); _root.pre.od.gotoAndStop(100);
Frame 10
function Setup() { blnMouseActive = false; BuildCampaigns(); lockCampaignMenu = false; arrChallenges = new Array(); challengeSelected = ""; _global.pageSelected = ""; _global.notBack = false; _global.previousPage = false; _global.playButt = ""; _global.play2Butt = ""; _global.settingsNum = ""; _global.theBigOpen = false; _global.theCampaignOpen = false; _global.theFinalOpen = false; _global.loadButt = ""; _global.OverWriteButt = ""; _global.cheat1 = false; _global.cheat2 = false; _global.cheat3 = false; _global.cheat4 = false; _global.cheat5 = false; _global.inOrOut = "in"; _global.firstTime = "true"; _global.fOrB = ""; _root.campaign.more_mc._visible = false; _root.campaign._visible = false; menuListener = new Object(); menuListener.onMouseDown = function () { _root.CampaignDeSelect(); }; StartMouse(); } function Run() { cheatEnabled(); ProcessScroll(); } function ButtonSelected() { if (_global.pageSelected == "play") { _root.infoPage.gotoAndPlay("playIn"); } else if (_global.pageSelected == "settings") { _root.infoPage.gotoAndPlay("settingsIn"); } else if (_global.pageSelected == "credits") { _root.infoPage.gotoAndPlay("creditsIn"); } else if (_global.pageSelected == "deluxe") { _root.infoPage.gotoAndPlay("deluxeIn"); } else if (_global.pageSelected == "more") { } } function ExitChallengeMissions() { lockCampaignMenu = false; _root.campaign.more_mc._visible = false; challengeSelected = ""; StartMouse(); lockCampaignMenu = false; _root.campaign.message_mc.gotoAndPlay("down"); } function SetupChallenges() { StopMouse(); numWindowTop = 2; lockCampaignMenu = true; TurnOffCampaignClips(); UpdateChallengeDetails(""); _root.campaign.message_mc.gotoAndPlay("up"); var challengeDepth = 10; var yStart = 0; var buttonRef; var i = 0; while (i < _global.Challenges.length) { _root.campaign.more_mc.panel_mc.challengeSelectBox_mc.challengeSelectBoxInside_mc.attachMovie("challengeButton", _global.Challenges[i].strButton, challengeDepth); buttonRef = eval ("_root.campaign.more_mc.panel_mc.challengeSelectBox_mc.challengeSelectBoxInside_mc." + _global.Challenges[i].strButton); buttonRef._x = 0; buttonRef._y = yStart; buttonRef.strTitle_txt.text = _global.Challenges[i].strTitle; if (_global.Challenges[i].blnLocked == true) { buttonRef.lock_mc._visible = true; if (_global.var1.Get() != -1) { buttonRef.lock_mc.gotoAndStop(2); } else { buttonRef.lock_mc.gotoAndStop(1); } } else { buttonRef.lock_mc._visible = false; } buttonRef.onRelease = function () { SelectChallenge(this._name); }; buttonRef.onRollOver = function () { if (_root.challengeSelected != this._name) { this.gotoAndStop(2); UpdateChallengeDetails(this._name); } }; buttonRef.onRollOut = function () { if (_root.challengeSelected != this._name) { this.gotoAndStop(1); if (_root.challengeSelected != "") { UpdateChallengeDetails(_root.challengeSelected); } else { UpdateChallengeDetails(""); } } }; yStart = yStart + 25; challengeDepth++; i++; } numScrollHeight = (_global.Challenges.length - 8) * 25; ResetScroll(); } function ProcessScroll() { if (blnScrollMode == true) { var _local4 = new Object({x:_root._xmouse, y:_root._ymouse}); _root.campaign.more_mc.panel_mc.globalToLocal(_local4); var _local2 = _local4.y - numClickOffset; if (_local2 > numScrollEnd) { _local2 = numScrollEnd; } if (_local2 < numScrollStart) { _local2 = numScrollStart; } _root.campaign.more_mc.panel_mc.scrollButton_mc._y = _local2; var _local3 = (_local2 - numScrollStart) / (numScrollEnd - numScrollStart); if (_local3 > 1) { _local3 = 1; } if (_local3 < 0) { _local3 = 0; } var _local5 = numScrollHeight * _local3; _root.campaign.more_mc.panel_mc.challengeSelectBox_mc.challengeSelectBoxInside_mc._y = numWindowTop - _local5; } } function ResetScroll() { blnScrollMode = false; numClickOffset = 0; _root.campaign.more_mc.panel_mc.challengeSelectBox_mc.challengeSelectBoxInside_mc._y = numWindowTop; _root.campaign.more_mc.panel_mc.scrollButton_mc._y = numScrollStart; } function StartScroll(startPos) { blnScrollMode = true; var _local2 = new Object({x:_root._xmouse, y:_root._ymouse}); _root.campaign.more_mc.panel_mc.globalToLocal(_local2); numClickOffset = _local2.y - startPos; } function StopScroll() { blnScrollMode = false; numClickOffset = 0; } function StartMouse() { if (blnMouseActive == false) { Mouse.addListener(menuListener); blnMouseActive = true; } } function StopMouse() { if (blnMouseActive == true) { Mouse.removeListener(menuListener); blnMouseActive = false; } } function UpdateChallengeDetails(challengeName) { var _local4 = false; var _local3 = 0; while (_local3 < _global.Challenges.length) { if (_global.Challenges[_local3].strButton == challengeName) { _root.campaign.more_mc.panel_mc.title_txt.text = _global.Challenges[_local3].strTitle; _root.campaign.more_mc.panel_mc.description_txt.text = _global.Challenges[_local3].strDescription; if (_global.Challenges[_local3].blnLocked == true) { if (_global.var1.Get() != -1) { _root.campaign.more_mc.panel_mc.play_mc._visible = true; _root.campaign.more_mc.panel_mc.view_mc._visible = true; _root.campaign.more_mc.panel_mc.extra_mc._visible = false; } else { _root.campaign.more_mc.panel_mc.play_mc._visible = false; _root.campaign.more_mc.panel_mc.view_mc._visible = false; _root.campaign.more_mc.panel_mc.extra_mc._visible = true; } } else { _root.campaign.more_mc.panel_mc.play_mc._visible = true; _root.campaign.more_mc.panel_mc.view_mc._visible = true; _root.campaign.more_mc.panel_mc.extra_mc._visible = false; } _local4 = true; break; } _local3++; } if (_local4 == false) { _root.campaign.more_mc.panel_mc.play_mc._visible = false; _root.campaign.more_mc.panel_mc.view_mc._visible = false; _root.campaign.more_mc.panel_mc.extra_mc._visible = false; _root.campaign.more_mc.panel_mc.title_txt.text = ""; _root.campaign.more_mc.panel_mc.description_txt.text = "Roll over a mission for details. Mouse click to select."; } } function UnselectAllChallenges() { var buttonRef; var i = 0; while (i < _global.Challenges.length) { buttonRef = eval ("_root.campaign.more_mc.panel_mc.challengeSelectBox_mc.challengeSelectBoxInside_mc." + _global.Challenges[i].strButton); buttonRef.gotoAndStop(1); i++; } challengeSelected = ""; } function PlayMission() { _global.currentCampaign = challengeSelected; _root.background_mc.gotoAndStop(_global.currentCampaign); StopMouse(); triggerDoorsStart(); } function SelectChallenge(challengeName) { UnselectAllChallenges(); challengeSelected = challengeName; var buttonRef; var i = 0; while (i < _global.Challenges.length) { if (_global.Challenges[i].strButton == challengeName) { buttonRef = eval ("_root.campaign.more_mc.panel_mc.challengeSelectBox_mc.challengeSelectBoxInside_mc." + _global.Challenges[i].strButton); buttonRef.gotoAndStop(3); return; } i++; } } function ViewHighScoreBoard() { var _local2 = 0; while (_local2 < _global.Challenges.length) { if (_global.Challenges[_local2].strButton == challengeSelected) { getURL (_global.Challenges[_local2].url, "_blank"); break; } _local2++; } } function StartCampaign(strButton) { _global.currentCampaign = _root.campaign.more_mc.panel_mc.strSelectedCampaign; _root.background_mc.gotoAndStop(_global.currentCampaign); StopMouse(); triggerDoorsStart(); } function CampaignSelected(buttonName) { if (lockCampaignMenu == true) { return(undefined); } TurnOffCampaignClips(); _root.campaign.more_mc._visible = true; if ((buttonName == "sky_bt") || (buttonName == "ocean_bt")) { _root.campaign.more_mc._x = 38; } else { _root.campaign.more_mc._x = 448; } if (buttonName == "challenge_bt") { _root.campaign.more_mc.panel_mc.strSelectedCampaign = buttonName; _root.campaign.more_mc.panel_mc.gotoAndStop(5); SetupChallenges(); } else { var i = 0; while (i < _global.Campaigns.length) { if (_global.Campaigns[i].strButton == buttonName) { if (_global.Campaigns[i].blnSet == true) { if (_global.var1.Get() != -1) { if (IsCampaignCompleted(buttonName) == true) { _root.campaign.more_mc.panel_mc.gotoAndStop(3); } else { _root.campaign.more_mc.panel_mc.gotoAndStop(2); } } else { _root.campaign.more_mc.panel_mc.gotoAndStop(1); } } else if (IsCampaignCompleted(buttonName) == true) { _root.campaign.more_mc.panel_mc.gotoAndStop(3); } else { _root.campaign.more_mc.panel_mc.gotoAndStop(2); } _root.campaign.more_mc.panel_mc.strSelectedCampaign = buttonName; _root.campaign.more_mc.panel_mc.title_txt.text = _global.Campaigns[i].strTitle; _root.campaign.more_mc.panel_mc.difficulty_txt.text = _global.Campaigns[i].strDifficulty; _root.campaign.more_mc.panel_mc.slots_txt.text = _global.Campaigns[i].strSlots; _root.campaign.more_mc.panel_mc.description_txt.text = _global.Campaigns[i].strDescription; var clipRef = eval ("_root.campaign.more_mc." + buttonName); clipRef.gotoAndPlay(2); return; } i++; } } } function IsCampaignCompleted(testCampaign) { var _local3 = false; var _local12 = new DataObject(); var _local10 = new DataObject(); var _local6 = new DataObject(); var _local11 = new DataObject(); var _local8 = new DataObject(); var _local7 = new DataObject(); var _local9 = new DataObject(); var _local5 = new DataObject(); var _local2 = SharedObject.getLocal(_global.loadSlot); _name = _local2.data.strName; if (_name != undefined) { _local12.Load(_local2.data.data5); _local10.Load(_local2.data.data6); _local6.Load(_local2.data.data7); _local11.Load(_local2.data.data8); _local8.Load(_local2.data.data9); _local7.Load(_local2.data.data10); _local9.Load(_local2.data.data11); if (_local2.data.data18 == undefined) { _local5.mSet(2396236); _local2.data.data18 = _local5.Store(); _local2.flush(); } else { _local5.Load(_local2.data.data18); } } else { _local12.Load(_global.currentProfile.data5); _local10.Load(_global.currentProfile.data6); _local6.Load(_global.currentProfile.data7); _local11.Load(_global.currentProfile.data8); _local8.Load(_global.currentProfile.data9); _local7.Load(_global.currentProfile.data10); _local9.Load(_global.currentProfile.data11); _local5.Load(_global.currentProfile.data18); } if (testCampaign == "ocean_bt") { if (_local12.Get() != -1) { _local3 = true; } } else if (testCampaign == "peaks_bt") { if (_local11.Get() != -1) { _local3 = true; } } else if (testCampaign == "plains_bt") { if (_local6.Get() != -1) { _local3 = true; } } else if (testCampaign == "pass_bt") { if (_local8.Get() != -1) { _local3 = true; } } else if (testCampaign == "city_bt") { if (_local7.Get() != -1) { _local3 = true; } } else if (testCampaign == "desert_bt") { if (_local5.Get() != -1) { _local3 = true; } } else if (testCampaign == "sky_bt") { if (_local10.Get() != -1) { _local3 = true; } } else if (testCampaign == "south_bt") { if (_local9.Get() != -1) { _local3 = true; } } return(_local3); } function SetNextCampaign() { var returnResult = false; var nextCampaign = ""; var beatOceanCampaign = new DataObject(); var beatSkyCampaign = new DataObject(); var beatPlainsCampaign = new DataObject(); var beatPeaksCampaign = new DataObject(); var beatMountainCampaign = new DataObject(); var beatCityCampaign = new DataObject(); var beatSouthCampaign = new DataObject(); var beatDesertCampaign = new DataObject(); var mySharedObject = SharedObject.getLocal(_global.loadSlot); _name = mySharedObject.data.strName; if (_name != undefined) { beatOceanCampaign.Load(mySharedObject.data.data5); beatSkyCampaign.Load(mySharedObject.data.data6); beatPlainsCampaign.Load(mySharedObject.data.data7); beatPeaksCampaign.Load(mySharedObject.data.data8); beatMountainCampaign.Load(mySharedObject.data.data9); beatCityCampaign.Load(mySharedObject.data.data10); beatSouthCampaign.Load(mySharedObject.data.data11); if (mySharedObject.data.data18 == undefined) { beatDesertCampaign.mSet(2396236); mySharedObject.data.data18 = beatDesertCampaign.Store(); mySharedObject.flush(); } else { beatDesertCampaign.Load(mySharedObject.data.data18); } } else { beatOceanCampaign.Load(_global.currentProfile.data5); beatSkyCampaign.Load(_global.currentProfile.data6); beatPlainsCampaign.Load(_global.currentProfile.data7); beatPeaksCampaign.Load(_global.currentProfile.data8); beatMountainCampaign.Load(_global.currentProfile.data9); beatCityCampaign.Load(_global.currentProfile.data10); beatSouthCampaign.Load(_global.currentProfile.data11); beatDesertCampaign.Load(_global.currentProfile.data18); } if (beatOceanCampaign.Get() == -1) { returnResult = true; nextCampaign = "ocean_bt"; } if (returnResult == false) { if (beatPeaksCampaign.Get() == -1) { returnResult = true; nextCampaign = "peaks_bt"; } } if (returnResult == false) { if (beatPlainsCampaign.Get() == -1) { returnResult = true; nextCampaign = "plains_bt"; } } if (returnResult == false) { if (beatMountainCampaign.Get() == -1) { returnResult = true; nextCampaign = "pass_bt"; } } if (returnResult == false) { if (beatCityCampaign.Get() == -1) { returnResult = true; nextCampaign = "city_bt"; } } if (returnResult == false) { if (beatDesertCampaign.Get() == -1) { returnResult = true; nextCampaign = "desert_bt"; } } if (returnResult == false) { if (beatSkyCampaign.Get() == -1) { returnResult = true; nextCampaign = "sky_bt"; } } if (returnResult == false) { if (beatSouthCampaign.Get() == -1) { returnResult = true; nextCampaign = "south_bt"; } } if (returnResult == true) { var targetRef = eval ("_root.campaign." + nextCampaign); _root.campaign.next_mc.gotoAndPlay(1); _root.campaign.next_mc._x = (targetRef._x + 6.75) - 0.5; _root.campaign.next_mc._y = (targetRef._y + 6.75) - 0.5; } else { _root.campaign.next_mc._x = -100; _root.campaign.next_mc._y = -100; } } function CampaignDeSelect() { var _local2 = true; if (_root.campaign.more_mc._visible == true) { if (_root.campaign.more_mc.panel_mc.play_bt.hitTest(_xmouse, _ymouse)) { _local2 = false; } else if (_root.campaign.more_mc.panel_mc.more_bt.hitTest(_xmouse, _ymouse)) { _local2 = false; } } if (_local2 == true) { _root.campaign.more_mc._visible = false; TurnOffCampaignClips(); } } function TurnOffCampaignClips() { _root.campaign.more_mc.pass_bt.gotoAndStop(1); _root.campaign.more_mc.peaks_bt.gotoAndStop(1); _root.campaign.more_mc.ocean_bt.gotoAndStop(1); _root.campaign.more_mc.plains_bt.gotoAndStop(1); _root.campaign.more_mc.south_bt.gotoAndStop(1); _root.campaign.more_mc.city_bt.gotoAndStop(1); _root.campaign.more_mc.sky_bt.gotoAndStop(1); _root.campaign.more_mc.desert_bt.gotoAndStop(1); } function TriggerLevelClose() { _global.theBigOpen = true; _global.theCampaignOpen = true; _global.theFinalOpen = false; _root.campaign._visible = true; _root.campaign.message_mc.gotoAndPlay(2); Mouse.addListener(menuListener); } function triggerDoors() { _root.doors2.leftdoor.v1.steam.gotoAndPlay(2); _root.doors2.leftdoor.v2.steam.gotoAndPlay(2); _root.doors2.rightdoor.v1.steam.gotoAndPlay(2); _root.doors2.rightdoor.v2.steam.gotoAndPlay(2); _global.theBigOpen = true; _global.theCampaignOpen = true; _global.theFinalOpen = false; _root.campaign._visible = true; _root.campaign.message_mc.gotoAndPlay(2); Mouse.addListener(menuListener); } function triggerDoorsOld() { _root.doors2.leftdoor.v1.steam.gotoAndPlay(2); _root.doors2.leftdoor.v2.steam.gotoAndPlay(2); _root.doors2.rightdoor.v1.steam.gotoAndPlay(2); _root.doors2.rightdoor.v2.steam.gotoAndPlay(2); _global.theBigOpen = true; _global.theCampaignOpen = false; _global.theFinalOpen = false; _root.campaign._visible = false; } function triggerDoorsStart() { _root.doors2.gotoAndPlay(2); _global.theBigOpen = true; _global.theCampaignOpen = false; _global.theFinalOpen = true; } function cheatEnabled() { if (((((_global.cheat1 == true) && (_global.cheat2 == true)) && (_global.cheat3 == true)) && (_global.cheat4 == true)) && (_global.cheat5 == true)) { if (_global.cheatsEnabled.Get() != -1) { _global.cheatsEnabled.mSet(238676); } } else { _global.cheat1 = false; _global.cheat2 = false; _global.cheat3 = false; _global.cheat4 = false; _global.cheat5 = false; } } function CreateProfile(strName, strDifficulty) { var _local3 = LocateOpenSlot(); if (_local3 == "none") { _global.SaveStrName = strName; _global.SaveStrDifficulty = strDifficulty; _global.overWriteSlot = true; } else { _global.loadSlot = _local3; var _local6 = new DataObject(); var _local11 = new DataObject(); var _local4 = new DataObject(); var _local7 = new DataObject(); var _local15 = new DataObject(); var _local13 = new DataObject(); var _local5 = new DataObject(); var _local14 = new DataObject(); var _local9 = new DataObject(); var _local8 = new DataObject(); var _local10 = new DataObject(); var _local12 = new DataObject(); _local15.mSet(4635); _local13.mSet(6873); _local5.mSet(1348); _local14.mSet(2468); _local9.mSet(1337); _local8.mSet(4221); _local10.mSet(9313); _local12.mSet(9313); var _local20 = new DataObject(); var _local17 = new DataObject(); var _local16 = new DataObject(); var _local19 = new DataObject(); var _local18 = new DataObject(); _local4.Set(4); _local7.Set(2000); _local20.Set(9033); _local17.Set(22); _local16.Set(9060); _local19.Set(453); _local18.Set(9340); _local6.Set(_global.startMoney); _local11.Set(1); var _local2 = SharedObject.getLocal(_local3); _local2.data.blnInUse = true; _local2.data.strName = strName; _local2.data.strDifficulty = strDifficulty; _local2.data.strCampaign = "none"; _local2.data.data1 = _local6.Store(); _local2.data.data2 = _local11.Store(); _local2.data.data3 = _local4.Store(); _local2.data.data4 = _local7.Store(); _local2.data.data5 = _local15.Store(); _local2.data.data6 = _local13.Store(); _local2.data.data7 = _local5.Store(); _local2.data.data8 = _local14.Store(); _local2.data.data9 = _local9.Store(); _local2.data.data10 = _local8.Store(); _local2.data.data11 = _local10.Store(); _local2.data.data12 = _global.cheatsEnabled.Store(); _local2.data.data13 = _local20.Store(); _local2.data.data14 = _local17.Store(); _local2.data.data15 = _local16.Store(); _local2.data.data16 = _local19.Store(); _local2.data.data17 = _local18.Store(); _local2.data.data18 = _local12.Store(); _local2.data.arrAllies = new Array(); _local2.data.arrStorage = new Array(); _local2.data.arrSlots = new Array(); _global.currentProfile.blnInUse = true; _global.currentProfile.strName = strName; _global.currentProfile.strDifficulty = strDifficulty; _global.currentProfile.strCampaign = "none"; _global.currentProfile.data1 = _local6.Store(); _global.currentProfile.data2 = _local11.Store(); _global.currentProfile.data3 = _local4.Store(); _global.currentProfile.data4 = _local7.Store(); _global.currentProfile.data5 = _local15.Store(); _global.currentProfile.data6 = _local13.Store(); _global.currentProfile.data7 = _local5.Store(); _global.currentProfile.data8 = _local14.Store(); _global.currentProfile.data9 = _local9.Store(); _global.currentProfile.data10 = _local8.Store(); _global.currentProfile.data11 = _local10.Store(); _global.currentProfile.data18 = _local12.Store(); _global.currentProfile.data12 = _global.cheatsEnabled.Store(); _global.currentProfile.arrAllies = new Array(); _global.currentProfile.arrStorage = new Array(); _global.currentProfile.arrSlots = new Array(); } } function OverWriteSlot() { var _local5 = new DataObject(); var _local10 = new DataObject(); var _local3 = new DataObject(); var _local6 = new DataObject(); var _local14 = new DataObject(); var _local12 = new DataObject(); var _local4 = new DataObject(); var _local13 = new DataObject(); var _local8 = new DataObject(); var _local7 = new DataObject(); var _local9 = new DataObject(); var _local11 = new DataObject(); _local14.mSet(4635); _local12.mSet(6873); _local4.mSet(1348); _local13.mSet(2468); _local8.mSet(1337); _local7.mSet(4221); _local9.mSet(9313); _local11.mSet(9313); var _local19 = new DataObject(); var _local16 = new DataObject(); var _local15 = new DataObject(); var _local18 = new DataObject(); var _local17 = new DataObject(); _local3.Set(4); _local6.Set(2000); _local19.Set(9033); _local16.Set(22); _local15.Set(9060); _local18.Set(453); _local17.Set(9340); _local5.Set(_global.startMoney); _local10.Set(1); var _local2 = SharedObject.getLocal(_global.loadSlot); _local2.data.blnInUse = true; _local2.data.strName = _global.SaveStrName; _local2.data.strDifficulty = _global.SaveStrDifficulty; _local2.data.strCampaign = "none"; _local2.data.data1 = _local5.Store(); _local2.data.data2 = _local10.Store(); _local2.data.data3 = _local3.Store(); _local2.data.data4 = _local6.Store(); _local2.data.data5 = _local14.Store(); _local2.data.data6 = _local12.Store(); _local2.data.data7 = _local4.Store(); _local2.data.data8 = _local13.Store(); _local2.data.data9 = _local8.Store(); _local2.data.data10 = _local7.Store(); _local2.data.data11 = _local9.Store(); _local2.data.data12 = _global.cheatsEnabled.Store(); _local2.data.data13 = _local19.Store(); _local2.data.data14 = _local16.Store(); _local2.data.data15 = _local15.Store(); _local2.data.data16 = _local18.Store(); _local2.data.data17 = _local17.Store(); _local2.data.data18 = _local11.Store(); _local2.data.arrAllies = new Array(); _local2.data.arrStorage = new Array(); _local2.data.arrSlots = new Array(); _local2.flush(); _global.currentProfile.blnInUse = true; _global.currentProfile.strName = strName; _global.currentProfile.strDifficulty = strDifficulty; _global.currentProfile.strCampaign = "none"; _global.currentProfile.data1 = _local5.Store(); _global.currentProfile.data2 = _local10.Store(); _global.currentProfile.data3 = _local3.Store(); _global.currentProfile.data4 = _local6.Store(); _global.currentProfile.data5 = _local14.Store(); _global.currentProfile.data6 = _local12.Store(); _global.currentProfile.data7 = _local4.Store(); _global.currentProfile.data8 = _local13.Store(); _global.currentProfile.data9 = _local8.Store(); _global.currentProfile.data10 = _local7.Store(); _global.currentProfile.data11 = _local9.Store(); _global.currentProfile.data18 = _local11.Store(); _global.currentProfile.data12 = _global.cheatsEnabled.Store(); _global.currentProfile.arrAllies = new Array(); _global.currentProfile.arrStorage = new Array(); _global.currentProfile.arrSlots = new Array(); } function LocateOpenSlot() { var _local2 = false; var _local3 = "none"; var _local1 = SharedObject.getLocal("slot1"); if (_local1.data.blnInUse == undefined) { _local2 = true; _local3 = "slot1"; } if (_local2 == false) { _local1 = SharedObject.getLocal("slot2"); if (_local1.data.blnInUse == undefined) { _local2 = true; _local3 = "slot2"; } } if (_local2 == false) { _local1 = SharedObject.getLocal("slot3"); if (_local1.data.blnInUse == undefined) { _local2 = true; _local3 = "slot3"; } } return(_local3); } function RandNum(minVal, maxVal) { return(Math.round(Math.random() * (maxVal - minVal)) + minVal); } function StartActivation() { _root.infoPage.deluxeMenu.submit_mc.gotoAndStop(2); var _local2 = _root.infoPage.deluxeMenu.text_mc.key_txt.text; saveValue = RandNum(99999999, 10000000); saveKey = _local2; _local2 = (_local2 + "-") + saveValue; var _local5 = new DataEncrypter(128, 128); var _local3 = String(_local2); var _local6 = _local5.encrypt(_local3, "zv3TayWxuyHCpRHw", "ECB"); var _local4 = (("http://www.herointeractive.com/sales/activate.php?strKey=" + _local6) + "&strDomain=") + _url; serverData.load(_local4); } stop(); var serverData = new XML(); serverData.ignoreWhite = true; var menuListener; var arrChallenges; var saveValue; var saveKey; var lockCampaignMenu; var challengeSelected; var blnMouseActive; var numScrollStart = 67; var numScrollEnd = 247; var numScrollHeight = 0; var numWindowTop = -999999; var numClickOffset = 0; _root.icoOut.ico1.ico.selectObject.selectedObject.name_txt.text = _global.arenaCurrentName; if (_global.levelClose == true) { _root.doors2.gotoAndPlay("levelClose"); _root.doorGear._visible = false; _root.doorGear2._visible = false; } else { _root.doorGear._visible = true; _root.doorGear2._visible = true; } if (_global.var1.Get() != -1) { _root.version_txt.text = _global.versionNumber + " EC"; } else { _root.version_txt.text = _global.versionNumber; } serverData.onLoad = function (blnSuccess) { _root.infoPage.deluxeMenu.submit_mc.gotoAndStop(1); if (blnSuccess && (this.status == 0)) { var _local7 = Number(this.firstChild.attributes.intValue); var _local8 = this.firstChild.firstChild; var _local4 = Number(_local8.attributes.intError); if (_local4 == 200) { _root.infoPage.deluxeMenu.alert_txt.text = "Key has been activated 5 times already!"; } else if (_local4 == 901) { _root.infoPage.deluxeMenu.alert_txt.text = "Hero Interactive server is temporarily down."; } else if (_local7 == 0) { _root.infoPage.deluxeMenu.alert_txt.text = "Key is not valid."; } var _local5 = Math.round(Math.sqrt(saveValue * (saveValue * 1.24)) * 1.47); if (_local5 == _local7) { _root.infoPage.deluxeMenu.submit_mc._visible = false; _root.infoPage.deluxeMenu.text_mc.gotoAndStop(2); _root.infoPage.deluxeMenu.alert_txt.text = ""; _global.var1.Set(_local5); var _local6 = SharedObject.getLocal("settings"); _local6.data.isActivated = true; _local6.data.keyCode = saveKey; _local6.flush(); BuildCampaigns(); } else { if (((_local4 != 200) && (_local4 != 901)) && (_local4 != 0)) { _root.infoPage.deluxeMenu.alert_txt.text = "Key is not valid."; } _global.var1.mSet(_local5); } } else { _root.infoPage.deluxeMenu.alert_txt.text = "Could not connect to server."; } };
Instance of Symbol 801 MovieClip in Frame 10
onClipEvent (load) { _root.Setup(); if (_global.musicOn == true) { _global.myMusicPlayer.SetTrack("title"); _global.myMusicPlayer.SetMaxVolume(100); _global.myMusicPlayer.PlayWithCrossFade(4); } } onClipEvent (enterFrame) { _root.Run(); _global.myMusicPlayer.RunPlayer(); }
Frame 20
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Instance of Symbol 801 MovieClip "gameActions_mc" in Frame 20
onClipEvent (load) { } onClipEvent (enterFrame) { }
Frame 21
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 22
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 23
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 24
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 25
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 26
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 27
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 28
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 29
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 30
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 31
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 32
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 33
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 34
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 35
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 36
_global.gamePaused = false; _global.gravityConst = 0; var game = new StormWindsGame(); stop(); gameActions_mc.onLoad = function () { game.Load(); }; gameActions_mc.onEnterFrame = function () { game.Run(); };
Frame 60
gotoAndPlay ("endSounds");
Frame 95
gotoAndPlay ("intro");
Frame 96
stop();
Frame 97
stop();
Frame 98
stop();
Frame 99
stop();
Frame 100
stop();
Frame 101
stop();
Frame 102
stop();
Frame 103
stop();
Frame 104
stop();
Frame 105
stop();
Symbol 5 MovieClip Frame 10
gotoAndPlay ("move");
Symbol 13 MovieClip Frame 1
this._alpha = 0;
Symbol 14 MovieClip [Enemy_18] Frame 1
#initclip 109 Object.registerClass("Enemy_18", Enemy_18); #endinitclip
Symbol 27 MovieClip Frame 17
stop();
Symbol 28 MovieClip [damageExplosionBig] Frame 18
this.inside._rotation = Math.round(Math.random() * 360);
Symbol 28 MovieClip [damageExplosionBig] Frame 66
_root.game.RemoveEffect(this._name); stop();
Symbol 42 MovieClip Frame 15
stop();
Symbol 43 MovieClip [damageExplosionSmall] Frame 18
this.inside._rotation = Math.round(Math.random() * 360);
Symbol 43 MovieClip [damageExplosionSmall] Frame 66
_root.game.RemoveEffect(this._name); stop();
Symbol 50 MovieClip [BulletFlameShard] Frame 1
#initclip 61 Object.registerClass("BulletFlameShard", BulletFlameShard); #endinitclip
Symbol 57 MovieClip [fireBullet] Frame 1
#initclip 62 Object.registerClass("fireBullet", BulletFlame); #endinitclip
Symbol 87 MovieClip [Enemy_10] Frame 1
#initclip 63 Object.registerClass("Enemy_10", Enemy_10); #endinitclip stop();
Symbol 87 MovieClip [Enemy_10] Frame 2
stop();
Symbol 98 MovieClip Frame 1
stop();
Symbol 98 MovieClip Frame 9
gotoAndPlay ("shoot");
Symbol 99 MovieClip [Enemy_5] Frame 1
#initclip 64 Object.registerClass("Enemy_5", Enemy_5); #endinitclip
Symbol 101 MovieClip [droneDestroyed] Frame 1
#initclip 65 Object.registerClass("droneDestroyed", BulletDrone); #endinitclip
Symbol 105 MovieClip [Enemy_2] Frame 1
#initclip 66 Object.registerClass("Enemy_2", Enemy_2); #endinitclip
Symbol 118 MovieClip [explosion_1] Frame 13
_root.game.RemoveEffect(this._name); stop();
Symbol 120 MovieClip [bullet2] Frame 1
#initclip 67 Object.registerClass("bullet2", BulletTargetable); #endinitclip
Symbol 121 MovieClip [bullet1] Frame 1
#initclip 68 Object.registerClass("bullet1", Bullet); #endinitclip
Symbol 123 MovieClip [piece1] Frame 1
#initclip 69 Object.registerClass("piece1", Debris); #endinitclip
Symbol 140 MovieClip Frame 17
_root.game.RemoveEffect(this._parent._name); stop();
Symbol 145 MovieClip [levelUp] Frame 60
_root.game.RemoveEffect(this._name); stop();
Symbol 149 MovieClip [award2] Frame 35
_root.game.RemoveEffect(this._name); stop();
Symbol 154 MovieClip [award] Frame 35
_root.game.RemoveEffect(this._name); stop();
Symbol 158 MovieClip [Enemy_3] Frame 1
#initclip 70 Object.registerClass("Enemy_3", Enemy_3); #endinitclip
Symbol 161 MovieClip [Enemy_4] Frame 1
#initclip 71 Object.registerClass("Enemy_4", Enemy_4); #endinitclip
Symbol 163 MovieClip [bulletMachine] Frame 1
#initclip 72 Object.registerClass("bulletMachine", BulletMachineGun); #endinitclip
Symbol 165 MovieClip [machineGunHit] Frame 2
_root.game.RemoveEffect(this._name); stop();
Symbol 167 MovieClip [selectGun] Frame 60
_root.game.RemoveEffect(this._name); stop();
Symbol 173 MovieClip [starBurst] Frame 45
_root.game.RemoveEffect(this._name); stop();
Symbol 179 MovieClip [Enemy_6] Frame 1
#initclip 73 Object.registerClass("Enemy_6", Enemy_6); #endinitclip
Symbol 185 MovieClip [gunsmoke] Frame 10
_root.game.RemoveEffect(this._name); stop();
Symbol 196 MovieClip [lightning] Frame 21
_root.game.RemoveEffect(this._name); stop();
Symbol 199 MovieClip [spark] Frame 1
#initclip 74 Object.registerClass("spark", Debris); #endinitclip
Symbol 208 MovieClip [meteor] Frame 1
#initclip 75 Object.registerClass("meteor", BulletMeteor); #endinitclip
Symbol 212 MovieClip [alertLightning] Frame 221
_root.game.RemoveEffect(this._name); stop();
Symbol 214 MovieClip [bomb] Frame 1
#initclip 76 Object.registerClass("bomb", Bomb); #endinitclip
Symbol 223 MovieClip Frame 1
stop();
Symbol 223 MovieClip Frame 16
stop(); this._parent.LaunchBomb(this._name);
Symbol 224 MovieClip [Enemy_7] Frame 1
#initclip 77 Object.registerClass("Enemy_7", Enemy_7); #endinitclip
Symbol 229 MovieClip Frame 1
stop();
Symbol 229 MovieClip Frame 16
stop(); this._parent.LaunchBomb(this._name);
Symbol 232 MovieClip [Enemy_8] Frame 1
#initclip 78 Object.registerClass("Enemy_8", Enemy_8); #endinitclip stop();
Symbol 232 MovieClip [Enemy_8] Frame 2
stop();
Symbol 235 MovieClip [piece2] Frame 1
#initclip 79 Object.registerClass("piece2", Debris); #endinitclip
Symbol 237 MovieClip [sellAnimation] Frame 31
_root.game.RemoveEffect(this._name); stop();
Symbol 240 MovieClip [alertMiss] Frame 176
_root.game.RemoveEffect(this._name); stop();
Symbol 242 MovieClip [alertStart] Frame 221
_root.game.RemoveEffect(this._name); stop();
Symbol 254 MovieClip [Enemy_20] Frame 1
#initclip 80 Object.registerClass("Enemy_20", Enemy_20); #endinitclip stop();
Symbol 254 MovieClip [Enemy_20] Frame 2
stop();
Symbol 264 MovieClip [Enemy_9] Frame 1
#initclip 81 Object.registerClass("Enemy_9", Enemy_9); #endinitclip
Symbol 272 MovieClip [Enemy_11] Frame 1
#initclip 82 Object.registerClass("Enemy_11", Enemy_11); #endinitclip
Symbol 275 MovieClip [teleport] Frame 18
_root.game.RemoveEffect(this._name); stop();
Symbol 278 MovieClip [teleportAppear] Frame 14
_root.game.RemoveEffect(this._name); stop();
Symbol 281 MovieClip [casing] Frame 1
#initclip 83 Object.registerClass("casing", Debris); #endinitclip
Symbol 284 MovieClip [Enemy_12] Frame 1
#initclip 84 Object.registerClass("Enemy_12", Enemy_12); #endinitclip
Symbol 291 MovieClip [Enemy_21] Frame 1
#initclip 85 Object.registerClass("Enemy_21", Enemy_21); #endinitclip stop();
Symbol 291 MovieClip [Enemy_21] Frame 2
stop();
Symbol 296 MovieClip [upgradeMachineGuns] Frame 1
stop();
Symbol 296 MovieClip [upgradeMachineGuns] Frame 2
stop();
Symbol 300 MovieClip [upgradeDensity] Frame 1
stop();
Symbol 300 MovieClip [upgradeDensity] Frame 2
stop();
Symbol 304 MovieClip [upgradeNumArtillery] Frame 1
stop();
Symbol 304 MovieClip [upgradeNumArtillery] Frame 2
stop();
Symbol 308 MovieClip [upgradeRange] Frame 1
stop();
Symbol 308 MovieClip [upgradeRange] Frame 2
stop();
Symbol 312 MovieClip [upgradeDuration] Frame 1
stop();
Symbol 312 MovieClip [upgradeDuration] Frame 2
stop();
Symbol 316 MovieClip [upgradeReload] Frame 1
stop();
Symbol 316 MovieClip [upgradeReload] Frame 2
stop();
Symbol 320 MovieClip [upgradeFragment] Frame 1
stop();
Symbol 320 MovieClip [upgradeFragment] Frame 2
stop();
Symbol 324 MovieClip [upgradeSecondary] Frame 1
stop();
Symbol 324 MovieClip [upgradeSecondary] Frame 2
stop();
Symbol 328 MovieClip [upgradeJump] Frame 1
stop();
Symbol 328 MovieClip [upgradeJump] Frame 2
stop();
Symbol 332 MovieClip [upgradeBuff] Frame 1
stop();
Symbol 332 MovieClip [upgradeBuff] Frame 2
stop();
Symbol 336 MovieClip [upgradeMineNumber] Frame 1
stop();
Symbol 336 MovieClip [upgradeMineNumber] Frame 2
stop();
Symbol 340 MovieClip [upgradeDecoyNumber] Frame 1
stop();
Symbol 340 MovieClip [upgradeDecoyNumber] Frame 2
stop();
Symbol 344 MovieClip [upgradeDecoyHealth] Frame 1
stop();
Symbol 344 MovieClip [upgradeDecoyHealth] Frame 2
stop();
Symbol 348 MovieClip [upgradeHealth] Frame 1
stop();
Symbol 348 MovieClip [upgradeHealth] Frame 2
stop();
Symbol 352 MovieClip [upgradeDamage] Frame 1
stop();
Symbol 352 MovieClip [upgradeDamage] Frame 2
stop();
Symbol 355 MovieClip [bulletPlasma] Frame 1
#initclip 86 Object.registerClass("bulletPlasma", BulletPlasmaHit); #endinitclip
Symbol 358 MovieClip [acidGunHit] Frame 3
_root.game.RemoveEffect(this._name); stop();
Symbol 361 MovieClip [plasmaGunHit] Frame 3
_root.game.RemoveEffect(this._name); stop();
Symbol 364 MovieClip [orbitalMine] Frame 1
#initclip 87 Object.registerClass("orbitalMine", Mine); #endinitclip
Symbol 366 MovieClip [apocalypseEffect] Frame 21
_root.game.RemoveEffect(this._name); stop();
Symbol 369 MovieClip [remoteMissile] Frame 1
#initclip 88 Object.registerClass("remoteMissile", BulletRemoteMissile); #endinitclip
Symbol 373 MovieClip [smoketrail] Frame 23
_root.game.RemoveEffect(this._name); stop();
Symbol 376 MovieClip [jets] Frame 11
_root.game.RemoveEffect(this._name); stop();
Symbol 379 MovieClip [shield] Frame 27
stop();
Symbol 382 MovieClip [shieldHit] Frame 11
_root.game.RemoveEffect(this._name); stop();
Symbol 384 MovieClip [bulletRail] Frame 1
#initclip 89 Object.registerClass("bulletRail", BulletMachineGun); #endinitclip this._alpha = 0;
Symbol 392 MovieClip [bulletFlamethrower] Frame 1
#initclip 90 Object.registerClass("bulletFlamethrower", BulletMachineGun); #endinitclip
Symbol 412 MovieClip Frame 21
stop();
Symbol 413 MovieClip [decoyWGun] Frame 1
#initclip 91 Object.registerClass("decoyWGun", DecoyWGun); #endinitclip
Symbol 415 MovieClip Frame 21
stop();
Symbol 416 MovieClip [decoy] Frame 1
#initclip 92 Object.registerClass("decoy", Decoy); #endinitclip
Symbol 419 MovieClip [controlUnitOne] Frame 1
#initclip 93 Object.registerClass("controlUnitOne", ControlUnitOne); #endinitclip
Symbol 426 MovieClip [Enemy_13] Frame 1
#initclip 94 Object.registerClass("Enemy_13", Enemy_13); #endinitclip stop();
Symbol 426 MovieClip [Enemy_13] Frame 2
stop();
Symbol 429 MovieClip [MonsterBullet] Frame 1
#initclip 95 Object.registerClass("MonsterBullet", Enemy_MonsterBullet); #endinitclip
Symbol 434 MovieClip [Enemy_15] Frame 1
#initclip 96 Object.registerClass("Enemy_15", Enemy_15); #endinitclip
Symbol 439 MovieClip [Enemy_16] Frame 1
#initclip 97 Object.registerClass("Enemy_16", Enemy_16); #endinitclip stop();
Symbol 439 MovieClip [Enemy_16] Frame 2
stop();
Symbol 442 MovieClip [Enemy_17] Frame 1
#initclip 98 Object.registerClass("Enemy_17", Enemy_17); #endinitclip
Symbol 446 MovieClip Frame 1
stop();
Symbol 446 MovieClip Frame 2
stop();
Symbol 449 MovieClip [challengeButton] Frame 1
stop();
Symbol 449 MovieClip [challengeButton] Frame 2
stop();
Symbol 449 MovieClip [challengeButton] Frame 3
stop();
Symbol 451 MovieClip [bulletAcid] Frame 1
#initclip 99 Object.registerClass("bulletAcid", BulletAcid); #endinitclip
Symbol 454 MovieClip [acidDropBullet] Frame 1
#initclip 100 Object.registerClass("acidDropBullet", BulletAcidDrop); #endinitclip
Symbol 459 MovieClip [artillery] Frame 1
#initclip 101 Object.registerClass("artillery", BulletArtillery); #endinitclip
Symbol 469 MovieClip [Enemy_19] Frame 1
#initclip 102 Object.registerClass("Enemy_19", Enemy_19); #endinitclip stop();
Symbol 469 MovieClip [Enemy_19] Frame 2
stop();
Symbol 500 MovieClip Frame 54
gotoAndPlay (27);
Symbol 504 MovieClip [Enemy_30] Frame 1
#initclip 103 Object.registerClass("Enemy_30", Enemy_30); #endinitclip this.energy_mc._visible = false; stop();
Symbol 504 MovieClip [Enemy_30] Frame 2
stop();
Symbol 507 MovieClip [Enemy_31] Frame 1
#initclip 104 Object.registerClass("Enemy_31", Enemy_31); #endinitclip this.energy_mc._visible = false; stop();
Symbol 514 MovieClip [Enemy_32] Frame 1
#initclip 105 Object.registerClass("Enemy_32", Enemy_32); #endinitclip this.energy_mc._visible = false; stop();
Symbol 514 MovieClip [Enemy_32] Frame 2
stop();
Symbol 522 MovieClip [Enemy_33] Frame 1
#initclip 106 Object.registerClass("Enemy_33", Enemy_33); #endinitclip stop();
Symbol 522 MovieClip [Enemy_33] Frame 2
stop();
Symbol 529 MovieClip [Enemy_34] Frame 1
#initclip 107 Object.registerClass("Enemy_34", Enemy_34); #endinitclip stop();
Symbol 529 MovieClip [Enemy_34] Frame 2
stop();
Symbol 534 MovieClip [Enemy_22] Frame 1
#initclip 108 Object.registerClass("Enemy_22", Enemy_22); #endinitclip stop();
Symbol 534 MovieClip [Enemy_22] Frame 2
stop();
Symbol 542 MovieClip Frame 1
stop();
Symbol 542 MovieClip Frame 4
gotoAndStop (1);
Symbol 549 MovieClip Frame 1
stop();
Symbol 549 MovieClip Frame 9
gotoAndPlay (2);
Symbol 615 MovieClip Frame 1
stop();
Symbol 615 MovieClip Frame 130
_root.game.StartMeteors(); stop();
Symbol 615 MovieClip Frame 270
gotoAndStop ("stop");
Symbol 625 MovieClip Frame 1
stop();
Symbol 625 MovieClip Frame 12
gotoAndPlay (2);
Symbol 637 MovieClip Frame 1
stop();
Symbol 637 MovieClip Frame 10
gotoAndPlay ("shoot");
Instance of Symbol 641 MovieClip "radio_mc" in Symbol 642 MovieClip Frame 1
onClipEvent (load) { this._visible = false; }
Symbol 679 MovieClip Frame 1
stop();
Symbol 679 MovieClip Frame 2
stop();
Symbol 679 MovieClip Frame 41
gotoAndStop ("loaded");
Symbol 682 MovieClip Frame 1
this.energy_mc._visible = false;
Symbol 693 MovieClip Frame 1
stop();
Symbol 693 MovieClip Frame 15
gotoAndPlay (2);
Symbol 699 MovieClip Frame 1
stop();
Symbol 699 MovieClip Frame 3
gotoAndPlay (2);
Symbol 715 MovieClip Frame 1
stop();
Symbol 715 MovieClip Frame 15
_root.game.ReleaseDecoy(this._parent._parent._name);
Symbol 715 MovieClip Frame 74
gotoAndStop (1);
Symbol 720 MovieClip Frame 1
stop();
Symbol 720 MovieClip Frame 2
stop();
Symbol 724 MovieClip Frame 21
gotoAndPlay(Math.round(Math.random() * 50) + 22);
Symbol 737 MovieClip Frame 246
stop();
Symbol 738 MovieClip [turret] Frame 1
stop();
Symbol 738 MovieClip [turret] Frame 2
stop();
Symbol 738 MovieClip [turret] Frame 3
stop();
Symbol 738 MovieClip [turret] Frame 4
stop();
Symbol 738 MovieClip [turret] Frame 5
stop();
Symbol 738 MovieClip [turret] Frame 6
stop();
Symbol 738 MovieClip [turret] Frame 7
stop();
Symbol 738 MovieClip [turret] Frame 8
stop();
Symbol 738 MovieClip [turret] Frame 9
stop();
Symbol 738 MovieClip [turret] Frame 10
stop();
Symbol 738 MovieClip [turret] Frame 11
stop();
Symbol 738 MovieClip [turret] Frame 12
stop();
Symbol 738 MovieClip [turret] Frame 13
stop();
Symbol 738 MovieClip [turret] Frame 14
stop();
Symbol 738 MovieClip [turret] Frame 15
stop();
Symbol 738 MovieClip [turret] Frame 16
stop();
Symbol 738 MovieClip [turret] Frame 17
stop();
Symbol 738 MovieClip [turret] Frame 18
stop();
Symbol 738 MovieClip [turret] Frame 19
stop();
Symbol 738 MovieClip [turret] Frame 20
stop();
Symbol 738 MovieClip [turret] Frame 21
stop();
Symbol 738 MovieClip [turret] Frame 22
stop();
Symbol 738 MovieClip [turret] Frame 23
stop();
Symbol 738 MovieClip [turret] Frame 24
stop();
Symbol 738 MovieClip [turret] Frame 25
stop();
Symbol 738 MovieClip [turret] Frame 26
stop();
Symbol 738 MovieClip [turret] Frame 27
stop();
Symbol 738 MovieClip [turret] Frame 28
stop();
Symbol 738 MovieClip [turret] Frame 40
stop();
Symbol 757 MovieClip Frame 1
stop();
Symbol 757 MovieClip Frame 2
_root.doorGear.gotoAndStop("gone"); _root.doorGear2.gotoAndStop("gone"); if (_global.musicOn == true) { _global.myMusicPlayer.SetMaxVolume(18); _global.myMusicPlayer.SetTrack("recharge"); _global.myMusicPlayer.PlayWithCrossFade(8); }
Symbol 757 MovieClip Frame 120
_global.levelClose = false; _root.gotoAndPlay(_global.currentCampaign); stop();
Symbol 757 MovieClip Frame 240
_root.gotoAndPlay("main");
Symbol 759 MovieClip Frame 1
stop();
Symbol 759 MovieClip Frame 2
stop();
Symbol 765 MovieClip Frame 1
stop();
Symbol 765 MovieClip Frame 79
stop();
Symbol 765 MovieClip Frame 169
stop();
Symbol 765 MovieClip Frame 170
stop();
Symbol 770 MovieClip Frame 1
stop();
Symbol 779 MovieClip Frame 1
stop();
Symbol 797 MovieClip Frame 45
stop();
Symbol 797 MovieClip Frame 96
stop();
Symbol 1867 MovieClip [__Packages.DataObject] Frame 0
class DataObject { var arrElements, indexOne, indexTwo; function DataObject () { var _local3 = RandNum(55, 66); arrElements = new Array(_local3); var _local2 = 0; while (_local2 < _local3) { arrElements[_local2] = 0; _local2++; } indexOne = -1; indexTwo = -1; } function Set(dataValue) { var _local6 = Math.round(Math.random() * dataValue); var _local7 = dataValue - _local6; indexOne = RandNum(0, arrElements.length - 4); indexTwo = RandNum(0, arrElements.length - 4); if (indexOne == indexTwo) { if (indexOne == (arrElements.length - 1)) { indexTwo = indexOne - 1; } else { indexTwo = indexOne + 1; } } var _local5 = dataValue / (arrElements.length - 2); var _local4 = dataValue; var _local9 = arrElements.length; var _local2 = 0; while (_local2 < arrElements.length) { if (_local2 == indexOne) { arrElements[_local2] = _local6; } else if (_local2 == indexTwo) { arrElements[_local2] = _local7; } else { var _local3 = 0; if (_local4 > 0) { _local3 = Math.round((Math.random() * _local5) + (_local5 * 0.5)); if (_local3 > _local4) { _local3 = _local4; } if (_local2 == (arrElements.length - 1)) { _local3 = _local4; } _local4 = _local4 - _local3; } arrElements[_local2] = _local3; } _local2++; } } function mSet(dataValue) { var _local7 = 0; while (_local7 < 10) { var _local5 = Math.round(Math.random() * dataValue); var _local8 = dataValue - _local5; indexOne = RandNum(0, arrElements.length - 4); indexTwo = RandNum(0, arrElements.length - 4); if (indexOne == indexTwo) { if (indexOne == (arrElements.length - 1)) { indexTwo = indexOne - 1; } else { indexTwo = indexOne + 1; } } var _local4 = dataValue / (arrElements.length - 2); var _local10 = dataValue; var _local9 = arrElements.length; var _local2 = 0; while (_local2 < arrElements.length) { if (_local2 == indexOne) { arrElements[_local2] = _local5; } else if (_local2 == indexTwo) { arrElements[_local2] = _local8; } else { var _local3 = 0; _local3 = Math.round((Math.random() * (_local4 * 1.23)) + (_local4 * 0.75)); arrElements[_local2] = _local3; } _local2++; } if (Get() == -1) { break; } _local7++; } } function Get() { var _local3 = 0; var _local4 = 0; var _local2 = 0; while (_local2 < arrElements.length) { if (_local2 == indexOne) { _local3 = _local3 + arrElements[_local2]; } else if (_local2 == indexTwo) { _local3 = _local3 + arrElements[_local2]; } else { _local4 = _local4 + arrElements[_local2]; } _local2++; } if (_local3 == _local4) { return(_local3); } return(-1); } function Store() { var _local2 = arrElements.slice(); _local2.splice(2, 0, indexOne); _local2.splice(7, 0, indexTwo); return(_local2); } function Load(originalArray) { indexOne = originalArray[2]; indexTwo = originalArray[7]; delete arrElements; arrElements = originalArray.slice(); arrElements.splice(7, 1); arrElements.splice(2, 1); } function RandNum(minVal, maxVal) { return(Math.round(Math.random() * (maxVal - minVal)) + minVal); } }
Symbol 1868 MovieClip [__Packages.PlayerProfile] Frame 0
class PlayerProfile { var blnInUse; function PlayerProfile () { blnInUse = false; } }
Symbol 1869 MovieClip [__Packages.SoundPlayer] Frame 0
class SoundPlayer { var channelsAvailable, channel1, channel2, channel3, channel4, channel5, channel6, externalSoundVolume; function SoundPlayer () { channelsAvailable = new Array(true, true, true, true, true, true); channel1 = new Sound(_root.soundOneClip); channel2 = new Sound(_root.soundTwoClip); channel3 = new Sound(_root.soundThreeClip); channel4 = new Sound(_root.soundFourClip); channel5 = new Sound(_root.soundFiveClip); channel6 = new Sound(_root.soundSixClip); externalSoundVolume = 100; } function CleanSounds(intIndex) { channelsAvailable[intIndex] = true; } function PlaySound(linkIdentifier) { if (_global.soundOn == true) { var thisRef = this; if (channelsAvailable[0] == true) { channelsAvailable[0] = false; delete channel1; channel1 = new Sound(_root.soundOneClip); channel1.attachSound(linkIdentifier); channel1.setVolume(100); channel1.start(0, 0); channel1.onSoundComplete = function () { thisRef.CleanSounds(0); }; } else if (channelsAvailable[1] == true) { channelsAvailable[1] = false; delete channel2; channel2 = new Sound(_root.soundTwoClip); channel2.attachSound(linkIdentifier); channel2.setVolume(100); channel2.start(0, 0); channel2.onSoundComplete = function () { thisRef.CleanSounds(1); }; } else if (channelsAvailable[4] == true) { channelsAvailable[4] = false; delete channel5; channel5 = new Sound(_root.soundFiveClip); channel5.attachSound(linkIdentifier); channel5.setVolume(100); channel5.start(0, 0); channel5.onSoundComplete = function () { thisRef.CleanSounds(4); }; } else if (channelsAvailable[5] == true) { channelsAvailable[5] = false; delete channel6; channel6 = new Sound(_root.soundSixClip); channel6.attachSound(linkIdentifier); channel6.setVolume(100); channel6.start(0, 0); channel6.onSoundComplete = function () { thisRef.CleanSounds(5); }; } else { channelsAvailable[0] = false; delete channel1; channel1 = new Sound(_root.soundOneClip); channel1.attachSound(linkIdentifier); channel1.setVolume(100); channel1.start(0, 0); channel1.onSoundComplete = function () { thisRef.CleanSounds(0); }; } } } function PlayBubbleSound(linkIdentifier) { if (_global.soundOn == true) { var thisRef = this; if (channelsAvailable[2] == true) { channelsAvailable[2] = false; delete channel3; channel3 = new Sound(_root.soundThreeClip); channel3.attachSound(linkIdentifier); channel3.setVolume(100); channel3.start(0, 0); channel3.onSoundComplete = function () { thisRef.CleanSounds(2); }; } } } function PlayMachineGunSound(linkIdentifier) { if (_global.soundOn == true) { var _local4 = this; if (channelsAvailable[3] == true) { channelsAvailable[3] = false; delete channel4; channel4 = new Sound(_root.soundFourClip); channel4.attachSound(linkIdentifier); channel4.setVolume(50); channel4.start(0, 99999); } } } function StopMachineGunSound() { if (channelsAvailable[3] == false) { channelsAvailable[3] = true; channel4.stop(); } } function PlayExternalSound(urlPath) { var thisRef = this; if (channelsAvailable[0] == true) { channelsAvailable[0] = false; delete channel1; channel1 = new Sound(); channel1.loadSound(urlPath, false); channel1.setVolume(externalSoundVolume); channel1.onLoad = function (loadedOK) { if (loadedOK) { this.start(); } }; channel1.onSoundComplete = function () { thisRef.CleanSounds(0); }; } else if (channelsAvailable[1] == true) { channelsAvailable[1] = false; delete channel2; channel2 = new Sound(); channel2.loadSound(urlPath, false); channel2.setVolume(externalSoundVolume); channel2.onLoad = function (loadedOK) { if (loadedOK) { this.start(); } }; channel2.onSoundComplete = function () { thisRef.CleanSounds(1); }; } else { channelsAvailable[0] = false; delete channel1; channel1 = new Sound(); channel1.loadSound(urlPath, false); channel1.setVolume(externalSoundVolume); channel1.onLoad = function (loadedOK) { if (loadedOK) { this.start(); } }; channel1.onSoundComplete = function () { thisRef.CleanSounds(0); }; } } }
Symbol 1870 MovieClip [__Packages.Music] Frame 0
class Music { var mySound, volume, currentTrack, inCrossfade, state, changeSongs, maxVolume, targetVolume, volumeSpeed; function Music () { mySound = new Sound(_root.dynamicMusicClip); volume = 100; currentTrack = ""; inCrossfade = false; state = false; changeSongs = true; maxVolume = 60; } function StartFastSound() { currentTrack = "bossMain"; mySound.stop(); mySound.attachSound(currentTrack); volume = maxVolume; mySound.setVolume(volume); mySound.start(0, 2000); state = true; } function SetMaxVolume(vol) { maxVolume = vol; } function SetTrack(setMusic) { if (setMusic == currentTrack) { changeSongs = false; } else { changeSongs = true; currentTrack = setMusic; } } function Play() { mySound.stop(); mySound.attachSound(currentTrack); volume = maxVolume; mySound.setVolume(volume); mySound.start(0, 2000); state = true; } function Stop() { mySound.stop(); state = false; } function PlayWithCrossFade(secondDuration) { if (changeSongs == true) { if (state == true) { inCrossfade = true; targetVolume = 0; var _local2 = secondDuration * 30; volumeSpeed = (targetVolume - volume) / (_local2 / 2); } else { mySound.stop(); mySound.attachSound(currentTrack); if (currentTrack != "bossIntro") { mySound.start(0, 2000); } else { mySound.start(0, 0); var thisRef = this; mySound.onSoundComplete = function () { thisRef.StartFastSound(); }; } state = true; inCrossfade = false; targetVolume = maxVolume; volume = 0; mySound.setVolume(0); var _local2 = secondDuration * 30; volumeSpeed = (targetVolume - volume) / _local2; } } } function RunPlayer() { if (targetVolume != volume) { var _local2; _local2 = volume + volumeSpeed; if ((volumeSpeed < 0) && (_local2 < 0)) { _local2 = 0; } else if ((volumeSpeed > 0) && (_local2 > targetVolume)) { _local2 = targetVolume; } volume = _local2; mySound.setVolume(_local2); } if (inCrossfade == true) { var thisMusic = this; if (volume <= 0) { volumeSpeed = volumeSpeed * -1; inCrossfade = false; targetVolume = maxVolume; mySound.stop(); mySound.attachSound(currentTrack); mySound.setVolume(0); if (currentTrack != "bossIntro") { mySound.start(0, 2000); } else { mySound.start(0, 0); mySound.onSoundComplete = function () { thisMusic.StartFastSound(); }; } state = true; } } } }
Symbol 1871 MovieClip [__Packages.Campaign] Frame 0
class Campaign { var strTitle, strDifficulty, strSlots, strDescription, strVictory, strButton, blnSet, arrGuns; function Campaign () { strTitle = "No Title"; strDifficulty = "Hard"; strSlots = "0"; strDescription = "No description available..."; strVictory = "Great Job!"; strButton = ""; blnSet = false; arrGuns = new Array(); } }
Symbol 1872 MovieClip [__Packages.BulletTargetable] Frame 0
class BulletTargetable extends MovieClip { var moveX, moveY, gravity, _damage, _protectedCounter, _explodeCounter, _holdMovement, _acidCounter, _subBullet, _enemyProtected, _midX, _midY, _data, t, angle, _turretCameFrom, _mine, velocity, startX, startY, _x, _y, _rotation, lastX, lastY, removeCallback, _name, removeMovieClip, _width, _height; function BulletTargetable () { super(); moveX = 0; moveY = 0; gravity = 0; _damage = 1; _protectedCounter = -1; _explodeCounter = -1; _holdMovement = false; _acidCounter = 0; _subBullet = false; _enemyProtected = ""; _midX = 0; _midY = 0; _data = 0; t = 0; angle = 0; _turretCameFrom = ""; _mine = false; } function SetMovement(myX, myY) { moveX = myX; moveY = myY; } function SetGravityAndVelocity(myGravity, myVelocity) { gravity = -myGravity; velocity = myVelocity; } function SetStart(myX, myY) { startX = myX; startY = myY; } function SetAngle(myAngle) { angle = myAngle; } function onEnterFrame() { if (_holdMovement == false) { if (_protectedCounter > -1) { if (_protectedCounter == 0) { _enemyProtected = ""; _protectedCounter = -1; } else { _protectedCounter--; } } if (_explodeCounter > -1) { if (_explodeCounter == 0) { Burst(); _explodeCounter = -1; } else { _explodeCounter--; } } if (_acidCounter > 0) { _acidCounter--; _root.game.SpawnAcidDrop(_x, _y, _rotation, _data); } t++; lastX = _x; lastY = _y; _x = startX + ((velocity * t) * Math.cos(angle)); _y = startY + (((velocity * t) * Math.sin(angle)) - (((0.5 * gravity) * t) * t)); moveX = _x - lastX; moveY = _y - lastY; var _local3 = t - 0.5; _midX = startX + ((velocity * _local3) * Math.cos(angle)); _midY = startY + (((velocity * _local3) * Math.sin(angle)) - (((0.5 * gravity) * _local3) * _local3)); var _local4 = Math.atan2(moveY, moveX); var _local5 = (360 * _local4) / (Math.PI*2); _rotation = _local5; if (InBounds() == false) { if (_subBullet == false) { _root.game.ReportBulletMiss(); } removeCallback(_name); removeMovieClip(); } } } function InBounds() { var _local2 = true; if ((_x + (_width / 2)) < 0) { _local2 = false; } else if ((_x - (_width / 2)) > Stage.width) { _local2 = false; } else if ((_y - (_height / 2)) > Stage.height) { _local2 = false; } return(_local2); } function Hit(varX, varY, enemyName) { _root.game.Explosion(varX, varY); } function Burst() { _root.game.BulletShards(_x, _y, _data, Math.round(_damage * 0.25)); removeCallback(_name); removeMovieClip(); } }
Symbol 1873 MovieClip [__Packages.BulletFlameShard] Frame 0
class BulletFlameShard extends BulletTargetable { function BulletFlameShard () { super(); } function Hit(varX, varY, enemyName) { } }
Symbol 1874 MovieClip [__Packages.BulletFlame] Frame 0
class BulletFlame extends BulletTargetable { var _data, _damage; function BulletFlame () { super(); } function Hit(varX, varY, enemyName) { _root.game.FlameShards(varX, varY, _data, enemyName, _damage); } }
Symbol 1875 MovieClip [__Packages.Enemy] Frame 0
class Enemy extends MovieClip { var guns, arrEvents, arrShields, damageZones, queueBullets, blnDestroyed, safetyTurn, numSpeed, fallingMomentum, goldWin, expWin, blnHalt, blnHasShield, blnShieldIsOn, intShieldCounter, floatCounterMax, floatSpeed, floatCounter, floatDirection, blnTeleports, intPointXStop, _bullet, _enemy, _damage, intTeleportMax, intTeleportCounter, deathType, movementStyle, numFramesToTurn, numAmountToTurn, minFramesToHoldTurning, holdMomentumTime, turnAroundBoundry, timeModifier, timeCounter, pointsWin, lockedTarget, _y, lockedOpen, maxLife, numLife, maxVelocity, momentum, velocity, enemyOff, _x, _height, _name, removeMovieClip, shield, type, stopPoint, localToGlobal, treads, _xscale, _width, gotoAndStop, _rotation, okStop, isItTime, setToFrame2, energy_mc, customFunction1, arrSeekers; function Enemy () { super(); guns = new Array(); arrEvents = new Array(); arrShields = new Array(); damageZones = new Array(); queueBullets = new Array(); blnDestroyed = false; safetyTurn = false; numSpeed = 0.25; fallingMomentum = 0; goldWin = 0; expWin = 0; blnHalt = false; blnHasShield = false; blnShieldIsOn = false; intShieldCounter = 140; floatCounterMax = 15; floatSpeed = 0; floatCounter = Math.round(floatCounterMax / 2); floatDirection = -0.05; blnTeleports = false; intPointXStop = 0; _bullet = false; _enemy = true; _damage = 0; intTeleportMax = 180; intTeleportCounter = intTeleportMax; deathType = "standard"; movementStyle = "straight"; numFramesToTurn = 0; numAmountToTurn = 0; minFramesToHoldTurning = 0; holdMomentumTime = 0; turnAroundBoundry = 50; timeModifier = 1; timeCounter = 0; pointsWin = 200; ConfigureEnemy(); var _local5 = 0; while (_local5 < guns.length) { if ((guns[_local5].type == 13) || (guns[_local5].type == 21)) { queueBullets.push({gunName:guns[_local5].name, bulletsLeft:0, bulletCounter:0}); } else if (guns[_local5].type == 19) { lockedTarget = _root.game.GetRandomAllyBelow(125); var _local6 = CalcBombDrop(_y - lockedTarget._y, _global.gravityConst, numSpeed); lockedOpen = (lockedTarget._x + _local6) + RandNum(-5, 5); } _local5++; } maxLife = numLife; maxVelocity = numSpeed; momentum = new Vector(); velocity = new Vector(); velocity._x = -RandNum(1, maxVelocity); velocity._y = RandNum(-(0.5 * maxVelocity), 0.5 * maxVelocity); if (velocity._y == 0) { velocity._y = 0.5; } } function ConfigureEnemy() { numLife = 1; numSpeed = 2; arrEvents.push({name:"Death Award", triggerValue:0, hit:false, custom:false, action:"EVENT_Bubbles", values:Array(5, 10)}); } function CalcBombDrop(h, g, u) { return(Math.round(u * Math.sqrt((2 * h) / g))); } function RecalcTargets() { var _local4 = 0; while (_local4 < guns.length) { if (guns[_local4].type == 19) { lockedTarget = _root.game.GetRandomAllyBelow(_y); var _local5 = CalcBombDrop(lockedTarget._y - _y, _global.gravityConst, numSpeed); lockedOpen = (lockedTarget._x + _local5) + RandNum(-5, 5); } _local4++; } } function onEnterFrame() { if (!enemyOff) { if (timeModifier > 0) { Move(); if (!blnDestroyed) { OperateWeapons(); } } } } function Cleanup() { RemoveShieldsIfExist(); } function Move() { if (!enemyOff) { if (!blnDestroyed) { if (movementStyle == "straight") { _x = _x + ((-numSpeed) * timeModifier); } else if (movementStyle == "drone") { MovementDrone(); } else if (movementStyle == "float") { MovementFloat(); } else if (movementStyle == "plane") { MovementPlane(); } else if (movementStyle == "boss") { MovementBoss(); } else if (movementStyle == "miniboss") { MovementMiniBoss(); } else if (movementStyle == "ground") { MovementGround(); } else if (movementStyle == "MonsterBullet") { MovementMonsterBullet(); } if (timeModifier > 0) { if (blnHasShield == true) { ControlShield(); } if (blnTeleports == true) { ControlTeleportation(); } } } else { if (blnHalt == false) { if (movementStyle == "drone") { _x = _x + velocity._x; } else { _x = _x + ((-numSpeed) * timeModifier); } } fallingMomentum = fallingMomentum + (0.1 * _global.gravityConst); _y = _y + (fallingMomentum * timeModifier); if ((_y - _height) > Stage.height) { _root.game.ReportEnemyDeath(_name); Cleanup(); removeMovieClip(); } } } } function SetTimeStatus(newStatus) { timeModifier = newStatus; } function ControlShield() { if (intShieldCounter <= 0) { if (blnShieldIsOn == true) { blnShieldIsOn = false; var shieldRef = shield; shieldRef._visible = false; intShieldCounter = 60; } else { blnShieldIsOn = true; var shieldRef = shield; shieldRef._visible = true; intShieldCounter = 120; } } else { intShieldCounter--; } } function ControlTeleportation() { if (intTeleportCounter <= 0) { _root.game.Teleport(_x, _y); _x = RandNum(turnAroundBoundry, Stage.width - turnAroundBoundry); _y = RandNum(turnAroundBoundry, Stage.height - turnAroundBoundry); _root.game.TeleportAppear(_x, _y); intTeleportCounter = intTeleportMax; } else { intTeleportCounter--; } } function MovementBoss() { if ((type == "Enemy_10") || (type == "Enemy_21")) { if (floatCounter == 0) { floatDirection = -1 * floatDirection; floatCounter = floatCounterMax; } else { floatCounter--; } floatSpeed = floatSpeed + floatDirection; if (floatDirection < 0) { if (floatSpeed < -0.25) { floatSpeed = -0.25; } } else if (floatSpeed > 0.25) { floatSpeed = 0.25; } _y = _y + floatSpeed; } if (blnHalt == false) { var ObjRef = stopPoint; var pointTwo = {x:ObjRef._x, y:ObjRef._y}; localToGlobal(pointTwo); _x = _x - (numSpeed * timeModifier); if (pointTwo.x <= Stage.width) { blnHalt = true; } } } function MovementMiniBoss() { if ((((((((type == "Enemy_13") || (type == "Enemy_16")) || (type == "Enemy_17")) || (type == "Enemy_19")) || (type == "Enemy_30")) || (type == "Enemy_32")) || (type == "Enemy_33")) || (type == "Enemy_34")) { if (floatCounter == 0) { floatDirection = -1 * floatDirection; floatCounter = floatCounterMax; } else { floatCounter--; } floatSpeed = floatSpeed + floatDirection; if (floatDirection < 0) { if (floatSpeed < -0.25) { floatSpeed = -0.25; } } else if (floatSpeed > 0.25) { floatSpeed = 0.25; } _y = _y + floatSpeed; } if (blnHalt == false) { _x = _x - (numSpeed * timeModifier); if (_x <= intPointXStop) { blnHalt = true; var _local2 = 0; while (_local2 < guns.length) { if (guns[_local2].type == 23) { if (guns[_local2].counter == -999) { guns[_local2].counter = -1; if (LaunchShield(_local2) == false) { guns[_local2].counter = 30; } } } _local2++; } } } } function MovementGround() { if (blnHalt == false) { _x = _x - (numSpeed * timeModifier); if (_x <= intPointXStop) { blnHalt = true; treads.stop(); } } } function MovementDrone() { var _local2 = false; if (_x <= turnAroundBoundry) { momentum._x = 0.1; _local2 = true; } if (_x >= (Stage.width - turnAroundBoundry)) { momentum._x = -0.1; _local2 = true; } if (_y <= turnAroundBoundry) { momentum._y = 0.1; _local2 = true; } if (_y >= (Stage.height - turnAroundBoundry)) { momentum._y = -0.1; _local2 = true; } if (_local2 == false) { if (holdMomentumTime < 1) { var _local3 = RandNum(0, 100); if (_local3 < 35) { momentum._y = -momentum._y; } holdMomentumTime = RandNum(60, 80); } else { holdMomentumTime--; } } else { holdMomentumTime = 0; } velocity._x = velocity._x + momentum._x; velocity._y = velocity._y + momentum._y; if ((velocity._x < 0) && (_xscale < 0)) { _xscale = -_xscale; } else if ((velocity._x > 0) && (_xscale > 0)) { _xscale = -_xscale; } if (Math.abs(velocity._x) > maxVelocity) { velocity._x = (velocity._x / Math.abs(velocity._x)) * maxVelocity; } if (Math.abs(velocity._y) > maxVelocity) { velocity._y = (velocity._y / Math.abs(velocity._y)) * maxVelocity; } _x = _x + (velocity._x * timeModifier); _y = _y + (velocity._y * timeModifier); } function MovementFloat() { _x = _x + 0; _y = _y - (numSpeed * timeModifier); if ((_y + _height) < 0) { _x = RandNum(350, 675); _y = Stage.height + _height; } } function SetMovement(newX, newY) { velocity._x = newX; velocity._y = newY; } function MovementMonsterBullet() { _x = _x + velocity._x; _y = _y + velocity._y; if (InBounds() == false) { _root.game.ReportEnemyDeath(_name); removeMovieClip(); } } function MovementPlane() { _x = _x - (numSpeed * timeModifier); _y = _y + (Math.sin(_x) * 0.1); if (_x < -150) { _x = 750; _y = RandNum(10, 150); var i = 0; while (i < guns.length) { if (guns[i].type == 19) { lockedTarget = _root.game.GetRandomAllyBelow(_y); var num2drop = CalcBombDrop(lockedTarget._y - _y, _global.gravityConst, numSpeed); lockedOpen = (lockedTarget._x + num2drop) + RandNum(-5, 5); var gunRef = eval ("this." + guns[i].name); gunRef.gotoAndStop(1); } i++; } } } function InBounds() { var _local2 = true; if ((_x + (_width / 2)) < 0) { _local2 = false; } else if ((_x - (_width / 2)) > Stage.width) { _local2 = false; } else if ((_y - (_height / 2)) > Stage.height) { _local2 = false; } if ((_y + (_height / 2)) < 0) { _local2 = false; } return(_local2); } function getHealth() { var _local2 = 0; _local2 = numLife; return(_local2); } function GetMovementStyle() { return(movementStyle); } function DetectHit(bulletName) { var returnValue = false; if (_root[bulletName]._enemyProtected != _name) { var hullRef = eval (("_root." + _name) + ".hull"); var blnHit = false; var intHit = 0; blnHit = hullRef.hitTest(_root[bulletName]._x, _root[bulletName]._y, true); if (blnHit == false) { blnHit = hullRef.hitTest(_root[bulletName]._midX, _root[bulletName]._midY, true); intHit = 2; } else { intHit = 1; } if (blnHit) { var i = 0; while (i < damageZones.length) { var zoneRef = eval ((("_root." + _name) + ".") + damageZones[i].name); blnHit = false; if (intHit == 2) { blnHit = zoneRef.hitTest(_root[bulletName]._midX, _root[bulletName]._midY, true); } else { blnHit = zoneRef.hitTest(_root[bulletName]._x, _root[bulletName]._y, true); } if (blnHit) { var totalDamage = Math.round(_root[bulletName]._damage * damageZones[i].percentage); if (totalDamage < 0) { totalDamage = 0; } ReportDamage(totalDamage, _root[bulletName]._x, _root[bulletName]._y); returnValue = true; } i++; } } if (returnValue == true) { if (intHit == 2) { _root[bulletName].Hit(_root[bulletName]._midX, _root[bulletName]._midY, _name); } else { _root[bulletName].Hit(_root[bulletName]._x, _root[bulletName]._y, _name); } if (_root[bulletName]._mine == true) { _root.game.ReportMineDestroyed(_root[bulletName]._creator._name); } _root[bulletName].removeMovieClip(); _root.game.RemoveBullet(bulletName); } } return(returnValue); } function ReportDamage(numDamage, damageX, damageY) { var _local4 = false; if (arrShields.length > 0) { numDamage = Math.round(0.25 * numDamage); _root.game.ShieldHit(damageX, damageY); } if (blnShieldIsOn == true) { numDamage = 0; numLife = numLife - numDamage; } else { numLife = numLife - numDamage; } if (numLife <= 0) { if ((type == "Enemy_2") || (type == "Enemy_5")) { var _local5 = RandNum(0, 100); if (_local5 < 50) { _root.game.DroneDeath(_xscale, _x, _y, velocity._x, velocity._y); } else { _root.game.ParticleExplosion(type, _x, _y); } } else { _root.game.ParticleExplosion(type, _x, _y); } SpawnUnitsOnDeath(); if (deathType == "standard") { _root.game.ReportEnemyDeath(_name); _root.game.AwardPoints(_x, _y - 15, goldWin, expWin, type, pointsWin); blnDestroyed = true; Cleanup(); removeMovieClip(); _local4 = true; } else if (deathType == "fall") { if (blnDestroyed == false) { _root.game.AwardPoints(_x, _y - 15, goldWin, expWin, type, pointsWin); _root.game.ParticleExplosion(type, _x, _y); RemoveShieldsIfExist(); gotoAndStop(2); blnDestroyed = true; } } } else { _root.game.AwardDamage(damageX, damageY - 10, numDamage); } return(_local4); } function Apocalypse() { var _local2 = false; if (((type != "Enemy_20") && (type != "Enemy_21")) && (type != "Enemy_22")) { _local2 = ReportDamage(999999, -50, -50); } return(_local2); } function OperateWeapons() { var i = 0; while (i < guns.length) { if (guns[i].type == 1) { var targetEnemy = _root.game.GetRandomAlly(); var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = targetEnemy._x - point.x; vecDirection._y = targetEnemy._y - point.y; var perfectAngle = GetPerfectAngleToHitTarget(point.x, point.y, targetEnemy, guns[i].speed); if (perfectAngle != 99999) { myDegrees = perfectAngle; if (_xscale < 0) { if (myDegrees < 0) { myDegrees = -1 * (180 + myDegrees); } else { myDegrees = 180 - myDegrees; } } ObjRef._rotation = myDegrees - _rotation; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.game.EnemyFire(posVector, perfectAngle, guns[i].speed, 100, guns[i].damage, "normal"); guns[i].size = 999; guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } } else if (guns[i].type == 2) { if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRefTwo.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.SpawnUnit("Enemy_Seeker", posVector, _name); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else if (guns[i].type == 3) { if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRefTwo.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.SpawnUnit("Enemy_2", posVector, _name); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else if (guns[i].type == 5) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = _root.avatar._x - point.x; vecDirection._y = _root.avatar._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); ObjRef._rotation = myDegrees - _rotation; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter1"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter2"); var pointThree = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointThree); posVector._x = pointThree.x; posVector._y = pointThree.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter3"); var pointFour = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointFour); posVector._x = pointFour.x; posVector._y = pointFour.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else if (guns[i].type == 6) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = _root.avatar._x - point.x; vecDirection._y = _root.avatar._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); ObjRef._rotation = myDegrees - _rotation; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter1"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) - 30, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter2"); var pointThree = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointThree); posVector._x = pointThree.x; posVector._y = pointThree.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter3"); var pointFour = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointFour); posVector._x = pointFour.x; posVector._y = pointFour.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) + 30, guns[i].speed, guns[i].size, guns[i].damage); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else if (guns[i].type == 7) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = _root.avatar._x - point.x; vecDirection._y = _root.avatar._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); ObjRef._rotation = myDegrees - _rotation; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter1"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter2"); var pointThree = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointThree); posVector._x = pointThree.x; posVector._y = pointThree.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter3"); var pointFour = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointFour); posVector._x = pointFour.x; posVector._y = pointFour.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter4"); var pointFive = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointFive); posVector._x = pointFive.x; posVector._y = pointFive.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter5"); var pointSix = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointSix); posVector._x = pointSix.x; posVector._y = pointSix.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else if (guns[i].type == 8) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = _root.avatar._x - point.x; vecDirection._y = _root.avatar._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); ObjRef._rotation = myDegrees - _rotation; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter1"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) - 60, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter2"); var pointThree = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointThree); posVector._x = pointThree.x; posVector._y = pointThree.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) - 30, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter3"); var pointFour = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointFour); posVector._x = pointFour.x; posVector._y = pointFour.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter4"); var pointFive = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointFive); posVector._x = pointFive.x; posVector._y = pointFive.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) + 30, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter5"); var pointSix = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointSix); posVector._x = pointSix.x; posVector._y = pointSix.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) + 60, guns[i].speed, guns[i].size, guns[i].damage); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else if (guns[i].type == 9) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = _root.avatar._x - point.x; vecDirection._y = _root.avatar._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); ObjRef._rotation = myDegrees - _rotation; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter1"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) - 60, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter2"); var pointThree = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointThree); posVector._x = pointThree.x; posVector._y = pointThree.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) - 30, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter3"); var pointFour = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointFour); posVector._x = pointFour.x; posVector._y = pointFour.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter4"); var pointFive = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointFive); posVector._x = pointFive.x; posVector._y = pointFive.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) + 30, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter5"); var pointSix = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointSix); posVector._x = pointSix.x; posVector._y = pointSix.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) + 60, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter6"); var pointSeven = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointSeven); posVector._x = pointSeven.x; posVector._y = pointSeven.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) + 90, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter7"); var pointEight = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointEight); posVector._x = pointEight.x; posVector._y = pointEight.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) + 120, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter8"); var pointNine = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointNine); posVector._x = pointNine.x; posVector._y = pointNine.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) + 150, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter9"); var pointTen = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTen); posVector._x = pointTen.x; posVector._y = pointTen.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) + 180, guns[i].speed, guns[i].size, guns[i].damage); ObjRefTwo = eval (("this." + guns[i].name) + ".emitter10"); var pointEleven = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointEleven); posVector._x = pointEleven.x; posVector._y = pointEleven.y; _root.EnemyShoot(posVector, (ObjRef._rotation + _rotation) + 210, guns[i].speed, guns[i].size, guns[i].damage); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else if (guns[i].type == 10) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.EnemyShootSpecial("mine", posVector, 0, guns[i].speed, guns[i].size, guns[i].damage); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else if (guns[i].type == 12) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = _root.avatar._x - point.x; vecDirection._y = _root.avatar._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); ObjRef._rotation = myDegrees - _rotation; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.EnemyShootSpecial("sticky", posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else if (guns[i].type == 13) { var targetEnemy = SelectClosestTarget(); var mgIndex = -1; var t = 0; while (t < queueBullets.length) { if (queueBullets[t].gunName == guns[i].name) { mgIndex = t; break; } t++; } var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = targetEnemy._x - point.x; vecDirection._y = targetEnemy._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); var shootAngle = myDegrees; if (_xscale < 0) { if (myDegrees < 0) { myDegrees = -1 * (180 + myDegrees); } else { myDegrees = 180 - myDegrees; } } ObjRef._rotation = myDegrees; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; queueBullets[t].bulletsLeft = 2; queueBullets[t].bulletCounter = 5; ObjRef.gotoAndPlay("shoot"); _root.game.EnemyFireMachineGun(posVector, shootAngle, guns[i].speed, guns[i].size, guns[i].damage, "machinegun"); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } if (queueBullets[t].bulletsLeft > 0) { if (queueBullets[t].bulletCounter == 0) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.game.EnemyFireMachineGun(posVector, shootAngle, guns[i].speed, guns[i].size, guns[i].damage, "machinegun"); queueBullets[t].bulletsLeft--; if (queueBullets[t].bulletsLeft > 0) { queueBullets[t].bulletCounter = 5; } else { ObjRef.gotoAndPlay("stop"); } } else { queueBullets[t].bulletCounter--; } } } else if (guns[i].type == 15) { } else if (guns[i].type == 17) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = _root.avatar._x - point.x; vecDirection._y = _root.avatar._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); okStop = false; if (isItTime) { } else { ObjRef.gotoAndPlay(1); } if (isItTime) { if (guns[i].counter < 1) { ObjRef._rotation = ObjRef._rotation + 5; if (isItTime) { if (setToFrame2) { } else { ObjRef.gotoAndPlay(2); setToFrame2 = true; } } else { ObjRef.gotoAndPlay(1); } var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } } else if (guns[i].type == 18) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = _root.avatar._x - point.x; vecDirection._y = _root.avatar._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); okStop = false; if (isItTime) { } else { ObjRef.gotoAndPlay(1); } if (isItTime) { if (guns[i].counter < 1) { ObjRef._rotation = ObjRef._rotation + 20; if (isItTime) { if (setToFrame2) { } else { ObjRef.gotoAndPlay(2); setToFrame2 = true; } } else { ObjRef.gotoAndPlay(1); } var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.EnemyShoot(posVector, ObjRef._rotation + _rotation, guns[i].speed, guns[i].size, guns[i].damage); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } } else if (guns[i].type == 19) { if (_x <= lockedOpen) { var gunRef = eval ("this." + guns[i].name); gunRef.play(); lockedOpen = -99999; } } else if (guns[i].type == 20) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; if (guns[i].size == 999) { var targetEnemy = _root.game.GetRandomAlly(); var vecDirection = new Vector(); vecDirection._x = targetEnemy._x - point.x; vecDirection._y = targetEnemy._y - point.y; var newAngle = GetPerfectAngleToHitTarget(point.x, point.y, targetEnemy, guns[i].speed); if (newAngle != 99999) { newAngle = RandNum(newAngle - 5, newAngle + 5); } guns[i].size = newAngle; } var perfectAngle = guns[i].size; if ((perfectAngle != 99999) && (perfectAngle != 999)) { myDegrees = perfectAngle; if (_xscale < 0) { if (myDegrees < 0) { myDegrees = -1 * (180 + myDegrees); } else { myDegrees = 180 - myDegrees; } } ObjRef._rotation = myDegrees - _rotation; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.game.EnemyFire(posVector, perfectAngle, guns[i].speed, 100, guns[i].damage, "normal"); guns[i].size = 999; guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else { guns[i].size = 999; } } else if (guns[i].type == 21) { var targetEnemy = SelectClosestTarget(); var mgIndex = -1; var t = 0; while (t < queueBullets.length) { if (queueBullets[t].gunName == guns[i].name) { mgIndex = t; break; } t++; } var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = targetEnemy._x - point.x; vecDirection._y = targetEnemy._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); var shootAngle = myDegrees; if (_xscale < 0) { if (myDegrees < 0) { myDegrees = -1 * (180 + myDegrees); } else { myDegrees = 180 - myDegrees; } } ObjRef._rotation = myDegrees; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.game.ParticleExplosion("casing", posVector._x, posVector._y); queueBullets[t].bulletsLeft = 14; queueBullets[t].bulletCounter = 5; ObjRef.gotoAndPlay("shoot"); _root.game.EnemyFireMachineGun(posVector, shootAngle, guns[i].speed, guns[i].size, guns[i].damage, "machinegun"); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } if (queueBullets[t].bulletsLeft > 0) { if (queueBullets[t].bulletCounter == 0) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.game.ParticleExplosion("casing", posVector._x, posVector._y); _root.game.EnemyFireMachineGun(posVector, shootAngle, guns[i].speed, guns[i].size, guns[i].damage, "machinegun"); queueBullets[t].bulletsLeft--; if (queueBullets[t].bulletsLeft > 0) { queueBullets[t].bulletCounter = 5; } else { ObjRef.gotoAndPlay("stop"); } } else { queueBullets[t].bulletCounter--; } } } else if (guns[i].type == 22) { var ObjRef = eval ("this." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; if (guns[i].size == 999) { var targetEnemy = _root.game.GetRandomAlly(); var vecDirection = new Vector(); vecDirection._x = targetEnemy._x - point.x; vecDirection._y = targetEnemy._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); var newAngle = myDegrees; guns[i].size = newAngle; } var perfectAngle = guns[i].size; if ((perfectAngle != 99999) && (perfectAngle != 999)) { myDegrees = perfectAngle; if (_xscale < 0) { if (myDegrees < 0) { myDegrees = -1 * (180 + myDegrees); } else { myDegrees = 180 - myDegrees; } } ObjRef._rotation = myDegrees - _rotation; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.game.EnemyFireBulletEnemy(posVector, perfectAngle, guns[i].speed, 100, guns[i].damage, "MonsterBullet"); _root.game.ShakeScreen(30); _global.SoundManager.PlaySound("LargeGunFire"); guns[i].size = 999; guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } } else { guns[i].size = 999; } } else if (guns[i].type == 23) { if (guns[i].counter == 0) { if (LaunchShield(i) == false) { guns[i].counter = 30; } else { guns[i].counter = -1; } } else if (guns[i].counter > 0) { guns[i].counter--; } } else if (guns[i].type == 24) { } i++; } } function SpawnUnitsOnDeath() { var i = 0; while (i < guns.length) { if (guns[i].type == 24) { var posVector = new Vector(); var ObjRefTwo = eval ("this." + guns[i].name); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.game.SpawnEnemyAtLocation("Enemy_6", posVector); } i++; } } function LaunchShield(i) { var targetEnemy = _root.game.GetShieldTarget(_name); var returnValue; if (targetEnemy != "") { var ObjRef = energy_mc; ObjRef._visible = true; ObjRef.gotoAndPlay(1); var shieldCreated = _root.game.LaunchShieldEffect(_root[targetEnemy]._x, _root[targetEnemy]._y, targetEnemy, _name); guns[i].name = targetEnemy; _root[targetEnemy].InitiateShield(_name, shieldCreated); returnValue = true; } else { returnValue = false; } return(returnValue); } function GetNumShields() { return(arrShields.length); } function RemoveShieldsIfExist() { var _local3 = 0; while (_local3 < guns.length) { if (guns[_local3].type == 23) { if (guns[_local3].counter == -1) { _root[guns[_local3].name].DestroyShield(_name); } } _local3++; } _local3 = 0; while (_local3 < arrShields.length) { _root[arrShields[_local3].from].ShieldDestroyed(); _root.game.RemoveEffect(arrShields[_local3].name); arrShields.splice(_local3, 1); _local3--; _local3++; } } function InitiateShield(fromTarget, shieldName) { arrShields.push({name:shieldName, from:fromTarget}); } function ShieldDestroyed() { var ObjRef = energy_mc; ObjRef._visible = false; var i = 0; while (i < guns.length) { if (guns[i].type == 23) { guns[i].counter = 30; } i++; } } function DestroyShield(fromTarget) { var _local3 = 0; while (_local3 < arrShields.length) { if (arrShields[_local3].from == fromTarget) { _root.game.RemoveEffect(arrShields[_local3].name); arrShields.splice(_local3, 1); _local3--; } _local3++; } } function LaunchBomb(gunName) { var i = 0; while (i < guns.length) { if (guns[i].name == gunName) { var posVector = new Vector(); var ObjRef = eval ("this." + guns[i].name); var ObjRefTwo = eval (("this." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.game.DropBomb(posVector, numSpeed, guns[i].size, guns[i].damage); } i++; } } function ReceiveDamage(amountDamage, bulletName) { var returnValue = false; if (blnShieldIsOn == true) { amountDamage = 0; numLife = numLife - amountDamage; } else { numLife = numLife - amountDamage; } var i = 0; while (i < arrEvents.length) { if (((numLife <= arrEvents[i].triggerValue) && (arrEvents[i].hit == false)) || (arrEvents[i].triggerValue == -1)) { arrEvents[i].hit = true; if (arrEvents[i].custom == true) { customFunction1 = arrEvents[i].action; customFunction1(); } else if (arrEvents[i].action == "EVENT_Bubbles") { var bubbleVector = new Vector(); bubbleVector._x = _x; bubbleVector._y = _y; _root.DropBubbles(arrEvents[i].values[0], bubbleVector, arrEvents[i].values[1]); } else if (arrEvents[i].action == "EVENT_DropGun") { RemoveGun(arrEvents[i].values); } else if (arrEvents[i].action == "EVENT_SeekersDie") { var t = 0; while (t < arrSeekers.length) { _root[arrSeekers[t].name].Explode(); t++; } } } i++; } var i = 0; while (i < guns.length) { if (guns[i].type == 15) { if (guns[i].damage == 0) { var ObjRef = eval ("this." + guns[i].name); if (ObjRef.hitTest(_root[bulletName]._x, _root[bulletName]._y, true)) { ObjRef.inside.gotoAndPlay("hit"); var posVector = new Vector(); var ObjRefTwo = eval ("this." + guns[i].name); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRefTwo._parent.localToGlobal(pointTwo); var s = 0; while (s < 8) { var theta = Math.round(Math.random() * 360); var R = Math.round(Math.random() * (ObjRefTwo._width - 15)); posVector._x = (R * Math.cos(theta)) + pointTwo.x; posVector._y = (R * Math.sin(theta)) + pointTwo.y; _root.SpawnUnit("Enemy_Seeker", posVector, _name); s++; } guns[i].damage = 1; } } } i++; } if (numLife < 1) { returnValue = true; _root.ReportDeath(_name); removeMovieClip(); } else { gotoAndStop(numLife); } return(returnValue); } function RemoveGun(strName) { var _local2 = 0; while (_local2 < guns.length) { if (strName == guns[_local2].name) { guns.splice(_local2, 1); break; } _local2++; } } function GetPerfectAngleToHitTarget(fireX, fireY, target, velocity) { var _local4 = target._x - fireX; var _local8 = target._y - fireY; var _local6 = (_global.gravityConst * Math.pow(_local4, 2)) + ((2 * _local8) * Math.pow(velocity, 2)); var _local3 = Math.pow(velocity, 4) - (_global.gravityConst * _local6); if (_local3 < 0) { return(99999); } _local3 = Math.sqrt(_local3); var _local5 = Math.atan((Math.pow(velocity, 2) + _local3) / (_global.gravityConst * _local4)); var _local2 = (360 * _local5) / (Math.PI*2); if (_local2 < 0) { _local2 = -1 * (180 + _local2); } else if (_local2 >= 0) { _local2 = -1 * _local2; } return(_local2); } function GetDistance() { var _local4 = _x - _root.bg._x; var _local3 = _y - _root.bg._y; return(Math.sqrt((_local4 * _local4) + (_local3 * _local3))); } function SelectClosestTarget() { return(_root.game.GetClosestAlly(this)); } function TurnOff() { enemyOff = true; } function TurnOn() { enemyOff = false; } function RandNum(minVal, maxVal) { return(Math.round(Math.random() * (maxVal - minVal)) + minVal); } function Hit(varX, varY, enemyName) { } }
Symbol 1876 MovieClip [__Packages.Vector] Frame 0
class Vector { var _x, _y; function Vector () { _x = 0; _y = 0; } }
Symbol 1877 MovieClip [__Packages.Enemy_10] Frame 0
class Enemy_10 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_10 () { super(); } function ConfigureEnemy() { numLife = 150; numSpeed = 1; type = "Enemy_10"; deathType = "fall"; movementStyle = "boss"; goldWin = 250; expWin = 175; pointsWin = 400; guns.push({name:"gun_1", type:20, fireTimerMax:150, fireTimerMin:150, counter:400, speed:10, size:999, damage:10}); guns.push({name:"gun_2", type:20, fireTimerMax:150, fireTimerMin:150, counter:410, speed:10, size:999, damage:10}); guns.push({name:"gun_3", type:20, fireTimerMax:150, fireTimerMin:150, counter:420, speed:10, size:999, damage:10}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1.5}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:2}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:1}); damageZones.push({name:"zone4", effect:"none", frame:0, percentage:1}); } }
Symbol 1878 MovieClip [__Packages.Enemy_5] Frame 0
class Enemy_5 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, guns, damageZones, pointsWin; function Enemy_5 () { super(); } function ConfigureEnemy() { numLife = 10; numSpeed = 2.5; type = "Enemy_5"; deathType = "standard"; movementStyle = "drone"; goldWin = 150; expWin = 75; guns.push({name:"gun_1", type:13, fireTimerMax:150, fireTimerMin:90, counter:60, speed:10, size:100, damage:0.5}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1}); pointsWin = 250; } }
Symbol 1879 MovieClip [__Packages.BulletDrone] Frame 0
class BulletDrone extends MovieClip { var moveX, moveY, gravity, _damage, _protectedCounter, _explodeCounter, _holdMovement, _enemyProtected, _midX, _midY, _data, angle, _turretCameFrom, _mine, velocity, startX, startY, _x, _y, emitter, localToGlobal, removeCallback, _name, removeMovieClip, _width, _height; function BulletDrone () { super(); moveX = 0; moveY = 0; gravity = 0; _damage = 1; _protectedCounter = -1; _explodeCounter = -1; _holdMovement = false; _enemyProtected = ""; _midX = 0; _midY = 0; _data = 0; angle = 0; _turretCameFrom = ""; _mine = false; } function SetMovement(myX, myY) { moveX = myX; moveY = myY; } function SetGravityAndVelocity(myGravity, myVelocity) { gravity = -myGravity; velocity = myVelocity; } function SetGravity(myGravity) { gravity = myGravity; } function SetStart(myX, myY) { startX = myX; startY = myY; } function SetAngle(myAngle) { angle = myAngle; } function onEnterFrame() { if (_holdMovement == false) { _x = _x + moveX; _y = _y + moveY; moveY = moveY + gravity; var emitterRef = emitter; var point = new Object({x:emitterRef._x, y:emitterRef._y}); localToGlobal(point); _root.game.SmokeTrail(point.x, point.y); if (InBounds() == false) { removeCallback(_name); removeMovieClip(); } } } function InBounds() { var _local2 = true; if ((_x + (_width / 2)) < 0) { _local2 = false; } else if ((_x - (_width / 2)) > Stage.width) { _local2 = false; } else if ((_y - (_height / 2)) > Stage.height) { _local2 = false; } return(_local2); } function Hit(varX, varY, enemyName) { _root.game.DamageExplosionMedium(varX, varY, _damage); } }
Symbol 1880 MovieClip [__Packages.Enemy_2] Frame 0
class Enemy_2 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, pointsWin, damageZones; function Enemy_2 () { super(); } function ConfigureEnemy() { numLife = 5; numSpeed = 2; type = "Enemy_2"; deathType = "standard"; movementStyle = "drone"; goldWin = 75; expWin = 30; pointsWin = 200; damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1}); } }
Symbol 1881 MovieClip [__Packages.Bullet] Frame 0
class Bullet extends MovieClip { var moveX, moveY, gravity, _damage, _holdMovement, _x, _y, _rotation, removeCallback, _name, removeMovieClip, _width, _height; function Bullet () { super(); moveX = 0; moveY = 0; gravity = 0; _damage = 1; _holdMovement = false; } function SetMovement(myX, myY) { moveX = myX; moveY = myY; } function SetGravity(myGravity) { gravity = myGravity; } function onEnterFrame() { if (_holdMovement == false) { _x = _x + moveX; _y = _y + moveY; var _local3 = Math.atan2(moveY, moveX); var _local4 = (360 * _local3) / (Math.PI*2); _rotation = _local4; moveY = moveY + gravity; if (InBounds() == false) { _root.game.ReportBulletMiss(); removeCallback(_name); removeMovieClip(); } } } function InBounds() { var _local2 = true; if ((_x + (_width / 2)) < 0) { _local2 = false; } else if ((_x - (_width / 2)) > Stage.width) { _local2 = false; } else if ((_y - (_height / 2)) > Stage.height) { _local2 = false; } return(_local2); } }
Symbol 1882 MovieClip [__Packages.Debris] Frame 0
class Debris extends MovieClip { var moveX, moveY, gravity, _holdMovement, power, _rotation, _xscale, _yscale, _x, _y, removeCallback, _name, removeMovieClip, _width, _height; function Debris () { super(); moveX = 0; moveY = 0; gravity = 0; _holdMovement = false; power = 3; } function SetMovement(myX, myY) { moveX = myX; moveY = myY; } function SetGravity(myGravity) { gravity = myGravity; } function SetGravityAndRandomVector(myGravity) { gravity = myGravity; moveX = Math.round(Math.random() * (2 * power)) - power; moveY = Math.round(Math.random() * (2 * power)) - power; _rotation = Math.round(Math.random() * 360); _xscale = Math.round(Math.random() * 75) + 75; _yscale = _xscale; } function SetCasingDrop() { moveX = Math.round(Math.random() * 2) - 1; moveY = Math.round(Math.random() * 2) - 1; _xscale = 100; _yscale = 100; } function onEnterFrame() { if (_holdMovement == false) { _x = _x + moveX; _y = _y + moveY; moveY = moveY + gravity; if (InBounds() == false) { removeCallback(_name); removeMovieClip(); } } } function InBounds() { var _local2 = true; if ((_x + (_width / 2)) < 0) { _local2 = false; } else if ((_x - (_width / 2)) > Stage.width) { _local2 = false; } else if ((_y - (_height / 2)) > Stage.height) { _local2 = false; } return(_local2); } }
Symbol 1883 MovieClip [__Packages.Enemy_3] Frame 0
class Enemy_3 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, turnAroundBoundry, goldWin, expWin, guns, damageZones, pointsWin; function Enemy_3 () { super(); } function ConfigureEnemy() { numLife = 15; numSpeed = 1; type = "Enemy_3"; deathType = "standard"; movementStyle = "drone"; turnAroundBoundry = 115; goldWin = 150; expWin = 50; guns.push({name:"gun_1", type:13, fireTimerMax:130, fireTimerMin:70, counter:60, speed:10, size:100, damage:0.5}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1}); pointsWin = 250; } }
Symbol 1884 MovieClip [__Packages.Enemy_4] Frame 0
class Enemy_4 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, turnAroundBoundry, goldWin, expWin, guns, damageZones, pointsWin; function Enemy_4 () { super(); } function ConfigureEnemy() { numLife = 30; numSpeed = 1; type = "Enemy_4"; deathType = "standard"; movementStyle = "float"; turnAroundBoundry = 150; goldWin = 150; expWin = 50; guns.push({name:"gun_1", type:1, fireTimerMax:150, fireTimerMin:100, counter:60, speed:10, size:100, damage:2}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:2}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:1}); pointsWin = 250; } }
Symbol 1885 MovieClip [__Packages.BulletMachineGun] Frame 0
class BulletMachineGun extends MovieClip { var moveX, moveY, _damage, _holdMovement, _midX, _midY, _noTop, _turretCameFrom, _mine, _missile, _subBullet, _lastTime, _x, _y, removeCallback, _name, removeMovieClip, _width, _height; function BulletMachineGun () { super(); moveX = 0; moveY = 0; _damage = 1; _holdMovement = false; _midX = 0; _midY = 0; _noTop = false; _turretCameFrom = ""; _mine = false; _missile = false; _subBullet = false; _lastTime = -1; } function SetMovement(myX, myY) { moveX = myX; moveY = myY; } function onEnterFrame() { if (_holdMovement == false) { _midX = _x + (0.5 * moveX); _midY = _y + (0.5 * moveY); _x = _x + moveX; _y = _y + moveY; if (InBounds() == false) { if (_subBullet == false) { _root.game.ReportBulletMiss(); } removeCallback(_name); removeMovieClip(); } if (_lastTime > -1) { _lastTime--; if (_lastTime == 0) { removeCallback(_name); removeMovieClip(); } } } } function GetDistance() { var _local4 = _x - _root.bg._x; var _local3 = _y - _root.bg._y; return(Math.sqrt((_local4 * _local4) + (_local3 * _local3))); } function InBounds() { var _local2 = true; if ((_x + (_width / 2)) < 0) { _local2 = false; } else if ((_x - (_width / 2)) > Stage.width) { _local2 = false; } else if ((_y - (_height / 2)) > Stage.height) { _local2 = false; } if (_noTop == false) { if ((_y + (_height / 2)) < 0) { _local2 = false; } } return(_local2); } function Hit(varX, varY, enemyName) { _root.game.MachineGunHit(varX, varY); } }
Symbol 1886 MovieClip [__Packages.Enemy_6] Frame 0
class Enemy_6 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, turnAroundBoundry, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_6 () { super(); } function ConfigureEnemy() { numLife = 40; numSpeed = 2; type = "Enemy_6"; deathType = "standard"; movementStyle = "drone"; turnAroundBoundry = 70; goldWin = 150; expWin = 100; pointsWin = 300; guns.push({name:"gun_1", type:13, fireTimerMax:180, fireTimerMin:140, counter:140, speed:10, size:100, damage:0.5}); guns.push({name:"gun_2", type:13, fireTimerMax:180, fireTimerMin:140, counter:140, speed:10, size:100, damage:0.5}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0.3}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:1}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:2}); } }
Symbol 1887 MovieClip [__Packages.BulletMeteor] Frame 0
class BulletMeteor extends BulletMachineGun { var _xscale; function BulletMeteor () { super(); } function Hit(varX, varY, enemyName) { if (_xscale < 60) { _root.game.DamageExplosionSmall(varX, varY, 0); } else { _root.game.DamageExplosionMedium(varX, varY, 0); } } }
Symbol 1888 MovieClip [__Packages.Bomb] Frame 0
class Bomb extends BulletTargetable { function Bomb () { super(); } function Hit(varX, varY, enemyName) { _root.game.Explosion(varX, varY); } }
Symbol 1889 MovieClip [__Packages.Enemy_7] Frame 0
class Enemy_7 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, guns, damageZones, pointsWin; function Enemy_7 () { super(); } function ConfigureEnemy() { numLife = 15; numSpeed = 4; type = "Enemy_7"; deathType = "standard"; movementStyle = "plane"; goldWin = 100; expWin = 100; guns.push({name:"gun_1", type:19, fireTimerMax:0, fireTimerMin:0, counter:1, speed:7, size:100, damage:15}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1}); pointsWin = 250; } }
Symbol 1890 MovieClip [__Packages.Enemy_8] Frame 0
class Enemy_8 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, guns, damageZones; function Enemy_8 () { super(); } function ConfigureEnemy() { numLife = 120; numSpeed = 1; type = "Enemy_8"; deathType = "fall"; movementStyle = "plane"; goldWin = 200; expWin = 200; guns.push({name:"gun_1", type:13, fireTimerMax:80, fireTimerMin:60, counter:140, speed:10, size:100, damage:2}); guns.push({name:"gun_2", type:19, fireTimerMax:0, fireTimerMin:0, counter:1, speed:7, size:100, damage:15}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:2}); } }
Symbol 1891 MovieClip [__Packages.Enemy_20] Frame 0
class Enemy_20 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, guns, damageZones; function Enemy_20 () { super(); } function ConfigureEnemy() { numLife = 1200; numSpeed = 1; type = "Enemy_20"; deathType = "fall"; movementStyle = "boss"; goldWin = 4000; expWin = 1500; guns.push({name:"gun_1", type:13, fireTimerMax:120, fireTimerMin:70, counter:160, speed:10, size:100, damage:1}); guns.push({name:"gun_2", type:20, fireTimerMax:150, fireTimerMin:150, counter:160, speed:10, size:999, damage:4}); guns.push({name:"gun_3", type:20, fireTimerMax:150, fireTimerMin:150, counter:170, speed:10, size:999, damage:4}); guns.push({name:"gun_4", type:20, fireTimerMax:150, fireTimerMin:150, counter:180, speed:10, size:999, damage:4}); guns.push({name:"gun_5", type:20, fireTimerMax:150, fireTimerMin:150, counter:190, speed:10, size:999, damage:4}); guns.push({name:"gun_6", type:20, fireTimerMax:150, fireTimerMin:150, counter:200, speed:10, size:999, damage:4}); guns.push({name:"gun_7", type:20, fireTimerMax:150, fireTimerMin:150, counter:210, speed:10, size:999, damage:4}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:2.5}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:0.5}); damageZones.push({name:"zone4", effect:"none", frame:0, percentage:0.5}); damageZones.push({name:"zone5", effect:"none", frame:0, percentage:2}); damageZones.push({name:"zone6", effect:"none", frame:0, percentage:1}); } }
Symbol 1892 MovieClip [__Packages.Enemy_9] Frame 0
class Enemy_9 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, turnAroundBoundry, blnHasShield, shield, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_9 () { super(); } function ConfigureEnemy() { numLife = 45; numSpeed = 0.25; type = "Enemy_9"; deathType = "standard"; movementStyle = "drone"; turnAroundBoundry = 100; blnHasShield = true; var shieldRef = shield; shieldRef._visible = false; goldWin = 150; expWin = 100; pointsWin = 350; guns.push({name:"gun_1", type:13, fireTimerMax:130, fireTimerMin:70, counter:60, speed:10, size:100, damage:1}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1}); } }
Symbol 1893 MovieClip [__Packages.Enemy_11] Frame 0
class Enemy_11 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, turnAroundBoundry, blnTeleports, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_11 () { super(); } function ConfigureEnemy() { numLife = 40; numSpeed = 2; type = "Enemy_11"; deathType = "standard"; movementStyle = "drone"; turnAroundBoundry = 70; blnTeleports = true; goldWin = 300; expWin = 150; pointsWin = 350; guns.push({name:"gun_1", type:21, fireTimerMax:180, fireTimerMin:140, counter:140, speed:10, size:100, damage:1}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:2}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:0.3}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:0.3}); damageZones.push({name:"zone4", effect:"none", frame:0, percentage:0.3}); } }
Symbol 1894 MovieClip [__Packages.Enemy_12] Frame 0
class Enemy_12 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_12 () { super(); } function ConfigureEnemy() { numLife = 50; numSpeed = 1; type = "Enemy_12"; deathType = "standard"; movementStyle = "plane"; goldWin = 150; expWin = 100; pointsWin = 300; guns.push({name:"gun_1", type:13, fireTimerMax:80, fireTimerMin:50, counter:140, speed:10, size:100, damage:1}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:2}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:0.2}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:0.2}); damageZones.push({name:"zone4", effect:"none", frame:0, percentage:0.2}); } }
Symbol 1895 MovieClip [__Packages.Enemy_21] Frame 0
class Enemy_21 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, guns, damageZones; function Enemy_21 () { super(); } function ConfigureEnemy() { numLife = 2000; numSpeed = 1; type = "Enemy_21"; deathType = "fall"; movementStyle = "boss"; goldWin = 5000; expWin = 1500; guns.push({name:"gun_1", type:21, fireTimerMax:180, fireTimerMin:140, counter:140, speed:10, size:100, damage:1}); guns.push({name:"gun_2", type:21, fireTimerMax:180, fireTimerMin:140, counter:160, speed:10, size:100, damage:1}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:2}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:1}); } }
Symbol 1896 MovieClip [__Packages.BulletPlasmaHit] Frame 0
class BulletPlasmaHit extends BulletMachineGun { function BulletPlasmaHit () { super(); } function Hit(varX, varY, enemyName) { _root.game.PlasmaGunHit(varX, varY); } }
Symbol 1897 MovieClip [__Packages.Mine] Frame 0
class Mine extends MovieClip { var moveX, moveY, gravity, _damage, _enemy, _holdMovement, _orbital, _mine, _missile, centerX, centerY, rotateAngle, rotateSpeed, _creator, _x, _y, _width, _height; function Mine () { super(); moveX = 0; moveY = 0; gravity = 0; _damage = 1; _enemy = false; _holdMovement = false; _orbital = false; _mine = true; _missile = false; centerX = 0; centerY = 0; rotateAngle = 0; rotateSpeed = 0.1; } function SetMovement(myX, myY) { moveX = myX; moveY = myY; } function SetGravity(myGravity) { gravity = myGravity; } function ResetAngle(newAngle) { rotateAngle = (newAngle * Math.PI) / 180; } function SetCreator(newObject) { _creator = newObject; var _local2 = new Object({x:_creator.gun.emitter._x, y:_creator.gun.emitter._y}); _creator.gun.localToGlobal(_local2); centerX = _local2.x; centerY = _local2.y; } function onEnterFrame() { if (_holdMovement == false) { _x = _x + moveX; _y = _y + moveY; if (_orbital == true) { var _local2 = 40; var _local4 = (_local2 * Math.cos(rotateAngle)) + centerX; var _local3 = (_local2 * Math.sin(rotateAngle)) + centerY; rotateAngle = rotateAngle + rotateSpeed; if (rotateAngle > 360) { rotateAngle = 0; } _x = _local4; _y = _local3; } } } function InBounds() { var _local2 = true; if ((_x + (_width / 2)) < 0) { _local2 = false; } else if ((_x - (_width / 2)) > Stage.width) { _local2 = false; } else if ((_y - (_height / 2)) > Stage.height) { _local2 = false; } return(_local2); } function Hit(varX, varY, enemyName) { _root.game.DamageExplosionSmall(varX, varY, 0); } }
Symbol 1898 MovieClip [__Packages.BulletRemoteMissile] Frame 0
class BulletRemoteMissile extends MovieClip { var moveX, moveY, _damage, _holdMovement, _midX, _midY, _noTop, _turretCameFrom, _mine, _missile, avatarSpeed, _x, _y, _rotation, avatarAngleChange, emitter, localToGlobal, _width, _height; function BulletRemoteMissile () { super(); moveX = 0; moveY = 0; _damage = 1; _holdMovement = false; _midX = 0; _midY = 0; _noTop = false; _turretCameFrom = ""; _mine = false; _missile = true; avatarSpeed = 0; } function onEnterFrame() { if (_holdMovement == false) { var vecDirection = new Vector(); vecDirection._x = _root._xmouse - _x; vecDirection._y = _root._ymouse - _y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); var opposite = 0; if (myDegrees != _rotation) { if (_rotation >= 0) { opposite = _rotation - 180; if ((myDegrees < _rotation) && (myDegrees > opposite)) { avatarAngleChange = -2 * avatarSpeed; } else { avatarAngleChange = 2 * avatarSpeed; } } else { opposite = _rotation + 180; if ((myDegrees < opposite) && (myDegrees > _rotation)) { avatarAngleChange = 2 * avatarSpeed; } else { avatarAngleChange = -2 * avatarSpeed; } } } else { avatarAngleChange = 0; } var distance = Math.sqrt((vecDirection._x * vecDirection._x) + (vecDirection._y * vecDirection._y)); avatarSpeed = avatarSpeed + 0.25; if (avatarSpeed > 5) { avatarSpeed = 5; } _rotation = _rotation + avatarAngleChange; var moveVector = new Vector(); moveVector._x = (Math.cos((Math.PI * _rotation) / 180) * avatarSpeed) + _x; moveVector._y = (Math.sin((Math.PI * _rotation) / 180) * avatarSpeed) + _y; _midX = (Math.cos((Math.PI * _rotation) / 180) * (avatarSpeed * 0.5)) + _x; _midY = (Math.sin((Math.PI * _rotation) / 180) * (avatarSpeed * 0.5)) + _y; _x = moveVector._x; _y = moveVector._y; var emitterRef = emitter; var jetsPoint = new Object({x:emitterRef._x, y:emitterRef._y}); localToGlobal(jetsPoint); _root.game.Jets(jetsPoint.x, jetsPoint.y); } } function GetDistance() { var _local4 = _x - _root.bg._x; var _local3 = _y - _root.bg._y; return(Math.sqrt((_local4 * _local4) + (_local3 * _local3))); } function InBounds() { var _local2 = true; if ((_x + (_width / 2)) < 0) { _local2 = false; } else if ((_x - (_width / 2)) > Stage.width) { _local2 = false; } else if ((_y - (_height / 2)) > Stage.height) { _local2 = false; } if (_noTop == false) { if ((_y + (_height / 2)) < 0) { _local2 = false; } } return(_local2); } function Hit(varX, varY, enemyName) { _root.game.DamageExplosionSmall(varX, varY, _damage); } }
Symbol 1899 MovieClip [__Packages.Decoy] Frame 0
class Decoy extends MovieClip { var guns, arrEvents, damageZones, queueBullets, blnDestroyed, safetyTurn, numSpeed, fallingMomentum, blnHalt, numFramesToTurn, numAmountToTurn, minFramesToHoldTurning, holdMomentumTime, turnAroundBoundry, enemyOff, bufferX, bufferY, frameCount, maxLife, numLife, maxVelocity, momentum, velocity, type, deathType, movementStyle, blnControl, _x, _y, _name, removeMovieClip, _xscale; function Decoy () { super(); guns = new Array(); arrEvents = new Array(); damageZones = new Array(); queueBullets = new Array(); blnDestroyed = false; safetyTurn = false; numSpeed = 0.25; fallingMomentum = 0; blnHalt = false; numFramesToTurn = 0; numAmountToTurn = 0; minFramesToHoldTurning = 0; holdMomentumTime = 0; turnAroundBoundry = 50; enemyOff = false; bufferX = 0; bufferY = 0; frameCount = 0; Configure(); var _local3 = 0; while (_local3 < guns.length) { if ((guns[_local3].type == 13) || (guns[_local3].type == 21)) { queueBullets.push({gunName:guns[_local3].name, bulletsLeft:0, bulletCounter:0}); } _local3++; } maxLife = numLife; maxVelocity = numSpeed; momentum = new Vector(); velocity = new Vector(); velocity._x = 0; velocity._y = 0; } function Configure() { numLife = 5; numSpeed = 1; type = "Enemy_2"; deathType = "standard"; movementStyle = "drone"; } function SetHealth(newHealth) { numLife = (maxLife = newHealth); } function Activate() { blnControl = true; } function Deactivate() { blnControl = false; } function onEnterFrame() { if (!enemyOff) { Move(); OperateWeapons(); } } function TurnOff() { enemyOff = true; } function TurnOn() { enemyOff = false; } function Move() { if (!enemyOff) { if (movementStyle == "drone") { MovementDrone(); } else if (movementStyle == "control") { MovementControl(); } } } function SetNewLocation(newX, newY) { bufferX = newX; bufferY = newY; } function MovementControl() { if (blnControl == true) { var _local3 = new Vector(); _local3._x = _root._xmouse - _x; _local3._y = _root._ymouse - _y; } else { var _local3 = new Vector(); _local3._x = bufferX - _x; _local3._y = bufferY - _y; } var _local4 = Math.sqrt((_local3._x * _local3._x) + (_local3._y * _local3._y)); var _local6 = _local4; if ((_local4 < 5) && (blnControl == false)) { _root.game.ReportFriendlyLanding(_name); removeMovieClip(); } _local3._x = _local3._x / _local4; _local3._y = _local3._y / _local4; var _local5 = 0; if (Math.abs(_local4) > maxVelocity) { _local5 = 0.2; } else { _local5 = (0.2 * Math.abs(_local4)) / maxVelocity; } momentum._x = _local3._x * _local5; momentum._y = _local3._y * _local5; velocity._x = velocity._x + momentum._x; velocity._y = velocity._y + momentum._y; if (Math.abs(velocity._x) > maxVelocity) { velocity._x = (velocity._x / Math.abs(velocity._x)) * maxVelocity; } if (Math.abs(velocity._y) > maxVelocity) { velocity._y = (velocity._y / Math.abs(velocity._y)) * maxVelocity; } if ((velocity._x < 0) && (_xscale > 0)) { _xscale = -1 * _xscale; } else if ((velocity._x > 0) && (_xscale < 0)) { _xscale = -1 * _xscale; } _x = _x + velocity._x; _y = _y + velocity._y; } function MovementDrone() { var _local2 = false; frameCount++; if (frameCount == 2) { if ((bufferX != 0) || (bufferY != 0)) { _x = bufferX; _y = bufferY; bufferX = 0; bufferY = 0; } } if (_x <= turnAroundBoundry) { momentum._x = 0.1; _local2 = true; } if (_x >= (Stage.width - turnAroundBoundry)) { momentum._x = -0.1; _local2 = true; } if (_y <= turnAroundBoundry) { momentum._y = 0.1; _local2 = true; } if (_y >= (Stage.height - turnAroundBoundry)) { momentum._y = -0.1; _local2 = true; } if (_local2 == false) { if (holdMomentumTime < 1) { var _local3 = RandNum(0, 100); if (_local3 < 35) { momentum._y = -momentum._y; } holdMomentumTime = RandNum(60, 80); } else { holdMomentumTime--; } } else { holdMomentumTime = 0; } velocity._x = velocity._x + momentum._x; velocity._y = velocity._y + momentum._y; if ((velocity._x < 0) && (_xscale < 0)) { _xscale = -_xscale; } else if ((velocity._x > 0) && (_xscale > 0)) { _xscale = -_xscale; } if (Math.abs(velocity._x) > maxVelocity) { velocity._x = (velocity._x / Math.abs(velocity._x)) * maxVelocity; } if (Math.abs(velocity._y) > maxVelocity) { velocity._y = (velocity._y / Math.abs(velocity._y)) * maxVelocity; } _x = _x + velocity._x; _y = _y + velocity._y; } function ReportDamage(numDamage, damageX, damageY) { numLife = numLife - numDamage; if (numLife <= 0) { _root.game.ParticleExplosion(type, _x, _y); if (deathType == "standard") { _root.game.ReportFriendlyDeath(_name); blnDestroyed = true; removeMovieClip(); } } } function Apocalypse() { var _local2 = false; ReportDamage(999999, -50, -50); _local2 = true; return(_local2); } function RandNum(minVal, maxVal) { return(Math.round(Math.random() * (maxVal - minVal)) + minVal); } function OperateWeapons() { var i = 0; while (i < guns.length) { if (guns[i].type == 13) { var targetEnemy = _root.game.SelectClosestEnemyTarget(this); if (targetEnemy != undefined) { var mgIndex = -1; var t = 0; while (t < queueBullets.length) { if (queueBullets[t].gunName == guns[i].name) { mgIndex = t; break; } t++; } var ObjRef = eval ("this.hull." + guns[i].name); var point = {x:ObjRef._x, y:ObjRef._y}; _root[_name].localToGlobal(point); var startPoint = {x:_x, y:_y}; startPoint.x = startPoint.x + ObjRef._x; startPoint.y = startPoint.y + ObjRef._y; var vecDirection = new Vector(); vecDirection._x = targetEnemy._x - point.x; vecDirection._y = targetEnemy._y - point.y; var myRadians = Math.atan2(vecDirection._y, vecDirection._x); var myDegrees = ((360 * myRadians) / (Math.PI*2)); var shootAngle = myDegrees; if (_xscale > 0) { if (myDegrees > 0) { myDegrees = -1 * (180 + myDegrees); } else { myDegrees = 180 - myDegrees; } } ObjRef._rotation = myDegrees; if (guns[i].counter < 1) { var posVector = new Vector(); var ObjRefTwo = eval (("this.hull." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; queueBullets[t].bulletsLeft = 2; queueBullets[t].bulletCounter = 5; ObjRef.gotoAndPlay("shoot"); _root.game.FriendlyFireMachineGun(posVector, shootAngle, guns[i].speed, guns[i].size, guns[i].damage, "machinegun"); guns[i].counter = Math.round(Math.random() * (guns[i].fireTimerMax - guns[i].fireTimerMin)) + guns[i].fireTimerMin; } else { guns[i].counter--; } if (queueBullets[t].bulletsLeft > 0) { if (queueBullets[t].bulletCounter == 0) { var posVector = new Vector(); var ObjRefTwo = eval (("this.hull." + guns[i].name) + ".emitter"); var pointTwo = {x:ObjRefTwo._x, y:ObjRefTwo._y}; ObjRef.localToGlobal(pointTwo); posVector._x = pointTwo.x; posVector._y = pointTwo.y; _root.game.FriendlyFireMachineGun(posVector, shootAngle, guns[i].speed, guns[i].size, guns[i].damage, "machinegun"); queueBullets[t].bulletsLeft--; if (queueBullets[t].bulletsLeft > 0) { queueBullets[t].bulletCounter = 5; } else { ObjRef.gotoAndPlay("stop"); } } else { queueBullets[t].bulletCounter--; } } } } i++; } } }
Symbol 1900 MovieClip [__Packages.DecoyWGun] Frame 0
class DecoyWGun extends Decoy { var numLife, numSpeed, type, deathType, movementStyle, guns; function DecoyWGun () { super(); } function Configure() { numLife = 5; numSpeed = 1; type = "DecoyDrone"; deathType = "standard"; movementStyle = "drone"; guns.push({name:"gun_1", type:13, fireTimerMax:150, fireTimerMin:90, counter:60, speed:10, size:100, damage:0.5}); } }
Symbol 1901 MovieClip [__Packages.ControlUnitOne] Frame 0
class ControlUnitOne extends Decoy { var numLife, numSpeed, type, deathType, movementStyle; function ControlUnitOne () { super(); } function Configure() { numLife = 20; numSpeed = 1; type = "ControlUnit"; deathType = "standard"; movementStyle = "control"; } }
Symbol 1902 MovieClip [__Packages.Enemy_13] Frame 0
class Enemy_13 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, intPointXStop, RandNum, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_13 () { super(); } function ConfigureEnemy() { numLife = 200; numSpeed = 1; type = "Enemy_13"; deathType = "fall"; movementStyle = "miniboss"; intPointXStop = RandNum(380, 680); goldWin = 500; expWin = 150; pointsWin = 500; guns.push({name:"gun_1", type:22, fireTimerMax:240, fireTimerMin:150, counter:370, speed:3, size:999, damage:20}); guns.push({name:"gun_2", type:22, fireTimerMax:240, fireTimerMin:150, counter:340, speed:3, size:999, damage:20}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0.5}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:0.5}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:1}); } }
Symbol 1903 MovieClip [__Packages.Enemy_MonsterBullet] Frame 0
class Enemy_MonsterBullet extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, _bullet, _enemy, damageZones; function Enemy_MonsterBullet () { super(); } function ConfigureEnemy() { numLife = 4; numSpeed = 3; type = "Enemy_MonsterBullet"; deathType = "standard"; movementStyle = "MonsterBullet"; goldWin = 0; expWin = 0; _bullet = true; _enemy = true; damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1}); } function Hit(varX, varY, enemyName) { _root.game.DamageExplosionMedium(varX, varY, 0); } }
Symbol 1904 MovieClip [__Packages.Enemy_15] Frame 0
class Enemy_15 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_15 () { super(); } function ConfigureEnemy() { numLife = 15; numSpeed = 1; type = "Enemy_15"; deathType = "standard"; movementStyle = "plane"; goldWin = 75; expWin = 75; pointsWin = 200; guns.push({name:"gun_1", type:19, fireTimerMax:0, fireTimerMin:0, counter:1, speed:7, size:100, damage:15}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1}); } }
Symbol 1905 MovieClip [__Packages.Enemy_16] Frame 0
class Enemy_16 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, intPointXStop, RandNum, goldWin, expWin, pointsWin, damageZones; function Enemy_16 () { super(); } function ConfigureEnemy() { numLife = 30; numSpeed = 1; type = "Enemy_16"; deathType = "fall"; movementStyle = "miniboss"; intPointXStop = RandNum(380, 420); goldWin = 200; expWin = 100; pointsWin = 350; damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:1}); } }
Symbol 1906 MovieClip [__Packages.Enemy_17] Frame 0
class Enemy_17 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, intPointXStop, RandNum, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_17 () { super(); } function ConfigureEnemy() { numLife = 30; numSpeed = 1; type = "Enemy_17"; deathType = "standard"; movementStyle = "miniboss"; intPointXStop = RandNum(460, 680); goldWin = 175; expWin = 75; pointsWin = 350; guns.push({name:"gun_1", type:22, fireTimerMax:210, fireTimerMin:130, counter:280, speed:3, size:999, damage:20}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:1}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:1}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:0.5}); damageZones.push({name:"zone4", effect:"none", frame:0, percentage:0.5}); } }
Symbol 1907 MovieClip [__Packages.BulletAcid] Frame 0
class BulletAcid extends BulletTargetable { function BulletAcid () { super(); } function Hit(varX, varY, enemyName) { _root.game.AcidGunHit(varX, varY); } }
Symbol 1908 MovieClip [__Packages.BulletAcidDrop] Frame 0
class BulletAcidDrop extends BulletTargetable { function BulletAcidDrop () { super(); } function Hit(varX, varY, enemyName) { _root.game.AcidGunHit(varX, varY); } }
Symbol 1909 MovieClip [__Packages.BulletArtillery] Frame 0
class BulletArtillery extends BulletMachineGun { function BulletArtillery () { super(); } function Hit(varX, varY, enemyName) { var _local2 = Math.round(Math.random() * 100); if (_local2 < 60) { _root.game.DamageExplosionSmall(varX, varY, 0); } else { _root.game.DamageExplosionMedium(varX, varY, 0); } } }
Symbol 1910 MovieClip [__Packages.Enemy_19] Frame 0
class Enemy_19 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, intPointXStop, RandNum, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_19 () { super(); } function ConfigureEnemy() { numLife = 100; numSpeed = 1; type = "Enemy_19"; deathType = "fall"; movementStyle = "miniboss"; intPointXStop = RandNum(450, 680); goldWin = 450; expWin = 125; pointsWin = 450; guns.push({name:"gun_1", type:22, fireTimerMax:240, fireTimerMin:150, counter:370, speed:3, size:999, damage:20}); guns.push({name:"gun_2", type:22, fireTimerMax:240, fireTimerMin:150, counter:340, speed:3, size:999, damage:20}); guns.push({name:"gun_3", type:22, fireTimerMax:240, fireTimerMin:150, counter:370, speed:3, size:999, damage:20}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0.5}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:0.5}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:1}); damageZones.push({name:"zone4", effect:"none", frame:0, percentage:0.5}); damageZones.push({name:"zone5", effect:"none", frame:0, percentage:1}); } }
Symbol 1911 MovieClip [__Packages.Enemy_30] Frame 0
class Enemy_30 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, intPointXStop, RandNum, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_30 () { super(); } function ConfigureEnemy() { numLife = 30; numSpeed = 1; type = "Enemy_30"; deathType = "fall"; movementStyle = "miniboss"; intPointXStop = RandNum(340, 450); goldWin = 200; expWin = 100; pointsWin = 200; guns.push({name:"energy_mc", type:23, fireTimerMax:0, fireTimerMin:0, counter:-999, speed:0, size:0, damage:0}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0.4}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:1}); } }
Symbol 1912 MovieClip [__Packages.Enemy_31] Frame 0
class Enemy_31 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_31 () { super(); } function ConfigureEnemy() { numLife = 15; numSpeed = 2; type = "Enemy_31"; deathType = "standard"; movementStyle = "drone"; goldWin = 150; expWin = 75; pointsWin = 175; guns.push({name:"energy_mc", type:23, fireTimerMax:0, fireTimerMin:0, counter:120, speed:0, size:0, damage:0}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0.6}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:1}); } }
Symbol 1913 MovieClip [__Packages.Enemy_32] Frame 0
class Enemy_32 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, intPointXStop, RandNum, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_32 () { super(); } function ConfigureEnemy() { numLife = 125; numSpeed = 1; type = "Enemy_32"; deathType = "fall"; movementStyle = "miniboss"; intPointXStop = RandNum(450, 550); goldWin = 450; expWin = 150; pointsWin = 450; guns.push({name:"gun_1", type:22, fireTimerMax:240, fireTimerMin:150, counter:370, speed:3, size:999, damage:20}); guns.push({name:"gun_2", type:21, fireTimerMax:180, fireTimerMin:140, counter:160, speed:10, size:100, damage:1}); guns.push({name:"energy_mc", type:23, fireTimerMax:0, fireTimerMin:0, counter:80, speed:0, size:0, damage:0}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0.4}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:0.4}); damageZones.push({name:"zone6", effect:"none", frame:0, percentage:0.4}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:1.5}); damageZones.push({name:"zone4", effect:"none", frame:0, percentage:3}); damageZones.push({name:"zone5", effect:"none", frame:0, percentage:1}); damageZones.push({name:"zone7", effect:"none", frame:0, percentage:1}); } }
Symbol 1914 MovieClip [__Packages.Enemy_33] Frame 0
class Enemy_33 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, intPointXStop, RandNum, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_33 () { super(); } function ConfigureEnemy() { numLife = 150; numSpeed = 1; type = "Enemy_33"; deathType = "fall"; movementStyle = "miniboss"; intPointXStop = RandNum(492, 568); goldWin = 450; expWin = 175; pointsWin = 500; guns.push({name:"gun_1", type:22, fireTimerMax:240, fireTimerMin:200, counter:370, speed:3, size:999, damage:20}); guns.push({name:"gun_2", type:22, fireTimerMax:240, fireTimerMin:200, counter:450, speed:3, size:999, damage:20}); guns.push({name:"gun_3", type:22, fireTimerMax:240, fireTimerMin:200, counter:470, speed:3, size:999, damage:20}); guns.push({name:"spawn_1", type:24, fireTimerMax:0, fireTimerMin:0, counter:0, speed:0, size:0, damage:0}); guns.push({name:"spawn_2", type:24, fireTimerMax:0, fireTimerMin:0, counter:0, speed:0, size:0, damage:0}); guns.push({name:"spawn_3", type:24, fireTimerMax:0, fireTimerMin:0, counter:0, speed:0, size:0, damage:0}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0.4}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:0.4}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:0.4}); damageZones.push({name:"zone4", effect:"none", frame:0, percentage:2}); } }
Symbol 1915 MovieClip [__Packages.Enemy_34] Frame 0
class Enemy_34 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, intPointXStop, RandNum, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_34 () { super(); } function ConfigureEnemy() { numLife = 40; numSpeed = 1; type = "Enemy_34"; deathType = "fall"; movementStyle = "miniboss"; intPointXStop = RandNum(411, 651); goldWin = 250; expWin = 150; pointsWin = 200; guns.push({name:"gun_1", type:20, fireTimerMax:150, fireTimerMin:150, counter:200, speed:10, size:999, damage:10}); guns.push({name:"gun_2", type:20, fireTimerMax:150, fireTimerMin:150, counter:230, speed:10, size:999, damage:10}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0.4}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:0.4}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:1}); damageZones.push({name:"zone4", effect:"none", frame:0, percentage:1.5}); } }
Symbol 1916 MovieClip [__Packages.Enemy_22] Frame 0
class Enemy_22 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, turnAroundBoundry, blnTeleports, goldWin, expWin, pointsWin, guns, damageZones; function Enemy_22 () { super(); } function ConfigureEnemy() { numLife = 750; numSpeed = 2; type = "Enemy_22"; deathType = "fall"; movementStyle = "drone"; turnAroundBoundry = 70; blnTeleports = true; goldWin = 2000; expWin = 1500; pointsWin = 2000; guns.push({name:"gun_1", type:21, fireTimerMax:180, fireTimerMin:140, counter:140, speed:10, size:100, damage:1}); guns.push({name:"gun_2", type:21, fireTimerMax:180, fireTimerMin:140, counter:140, speed:10, size:100, damage:1}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0.3}); damageZones.push({name:"zone2", effect:"none", frame:0, percentage:0.8}); damageZones.push({name:"zone3", effect:"none", frame:0, percentage:1.2}); } }
Symbol 1917 MovieClip [__Packages.Enemy_18] Frame 0
class Enemy_18 extends Enemy { var numLife, numSpeed, type, deathType, movementStyle, intPointXStop, RandNum, goldWin, expWin, guns, damageZones, pointsWin; function Enemy_18 () { super(); } function ConfigureEnemy() { numLife = 30; numSpeed = 1; type = "Enemy_18"; deathType = "standard"; movementStyle = "ground"; intPointXStop = RandNum(380, 680); goldWin = 150; expWin = 75; guns.push({name:"gun_1", type:22, fireTimerMax:250, fireTimerMin:150, counter:280, speed:3, size:999, damage:20}); damageZones.push({name:"zone1", effect:"none", frame:0, percentage:0.5}); pointsWin = 350; } }
Symbol 1918 MovieClip [__Packages.DataEncrypter] Frame 0
class DataEncrypter { var roundsArray, shiftOffsets, Nb, Nk, Nr; function DataEncrypter (keySize, blockSize) { if (keySize != null) { this.keySize = keySize; } if (blockSize != null) { this.blockSize = blockSize; } roundsArray = [0, 0, 0, 0, [0, 0, 0, 0, 10, 0, 12, 0, 14], 0, [0, 0, 0, 0, 12, 0, 12, 0, 14], 0, [0, 0, 0, 0, 14, 0, 14, 0, 14]]; shiftOffsets = [0, 0, 0, 0, [0, 1, 2, 3], 0, [0, 1, 2, 3], 0, [0, 1, 3, 4]]; Nb = blockSize / 32; Nk = keySize / 32; Nr = roundsArray[Nk][Nb]; } function encrypt(src, key, mode) { var _local5 = new Array(); var _local6 = new Array(); var _local4 = blockSize / 8; if (mode == "CBC") { _local5 = getRandomBytes(_local4); } var _local7 = formatPlaintext(strToChars(src)); var _local8 = keyExpansion(strToChars(key)); var _local3 = 0; while (_local3 < (_local7.length / _local4)) { _local6 = _local7.slice(_local3 * _local4, (_local3 + 1) * _local4); if (mode == "CBC") { var _local2 = 0; while (_local2 < _local4) { _local6[_local2] = _local6[_local2] ^ _local5[(_local3 * _local4) + _local2]; _local2++; } } _local5 = _local5.concat(encryption(_local6, _local8)); _local3++; } return(charsToHex(_local5)); } function decrypt(src, key, mode) { var _local5 = new Array(); var _local7 = new Array(); var _local6 = hexToChars(src); var _local4 = blockSize / 8; var _local8 = keyExpansion(strToChars(key)); var _local3 = (_local6.length / _local4) - 1; while (_local3 > 0) { _local7 = decryption(_local6.slice(_local3 * _local4, (_local3 + 1) * _local4), _local8); if (mode == "CBC") { var _local2 = 0; while (_local2 < _local4) { _local5[((_local3 - 1) * _local4) + _local2] = _local7[_local2] ^ _local6[((_local3 - 1) * _local4) + _local2]; _local2++; } } else { _local5 = _local7.concat(_local5); } _local3--; } if (mode == "ECB") { _local5 = decryption(_local6.slice(0, _local4), _local8).concat(_local5); } return(charsToStr(_local5)); } function cyclicShiftLeft(src, pos) { var _local2 = src.slice(0, pos); src = src.slice(pos).concat(_local2); return(src); } function xtime(poly) { poly = poly << 1; return(((poly & 256) ? (poly ^ 283) : (poly))); } function mult_GF256(x, y) { var _local4 = 0; var _local2 = 1; while (_local2 < 256) { if (x & _local2) { _local4 = _local4 ^ y; } _local2 = _local2 * 2; y = xtime(y); } return(_local4); } function byteSub(state, dir) { if (dir == "encrypt") { var _local5 = SBox; } else { var _local5 = SBoxInverse; } var _local3 = 0; while (_local3 < 4) { var _local2 = 0; while (_local2 < Nb) { state[_local3][_local2] = _local5[state[_local3][_local2]]; _local2++; } _local3++; } } function shiftRow(state, dir) { var _local2 = 1; while (_local2 < 4) { if (dir == "encrypt") { state[_local2] = cyclicShiftLeft(state[_local2], shiftOffsets[Nb][_local2]); } else { state[_local2] = cyclicShiftLeft(state[_local2], Nb - shiftOffsets[Nb][_local2]); } _local2++; } } function mixColumn(state, dir) { var _local5 = new Array(); var _local2 = 0; while (_local2 < Nb) { var _local4 = 0; while (_local4 < 4) { if (dir == "encrypt") { _local5[_local4] = ((mult_GF256(state[_local4][_local2], 2) ^ mult_GF256(state[(_local4 + 1) % 4][_local2], 3)) ^ state[(_local4 + 2) % 4][_local2]) ^ state[(_local4 + 3) % 4][_local2]; } else { _local5[_local4] = ((mult_GF256(state[_local4][_local2], 14) ^ mult_GF256(state[(_local4 + 1) % 4][_local2], 11)) ^ mult_GF256(state[(_local4 + 2) % 4][_local2], 13)) ^ mult_GF256(state[(_local4 + 3) % 4][_local2], 9); } _local4++; } _local4 = 0; while (_local4 < 4) { state[_local4][_local2] = _local5[_local4]; _local4++; } _local2++; } } function addRoundKey(state, roundKey) { var _local2 = 0; while (_local2 < Nb) { state[0][_local2] = state[0][_local2] ^ (roundKey[_local2] & 255); state[1][_local2] = state[1][_local2] ^ ((roundKey[_local2] >> 8) & 255); state[2][_local2] = state[2][_local2] ^ ((roundKey[_local2] >> 16) & 255); state[3][_local2] = state[3][_local2] ^ ((roundKey[_local2] >> 24) & 255); _local2++; } } function keyExpansion(key) { var _local2 = 0; Nk = keySize / 32; Nb = blockSize / 32; var _local4 = new Array(); Nr = roundsArray[Nk][Nb]; var _local3 = 0; while (_local3 < Nk) { _local4[_local3] = ((key[4 * _local3] | (key[(4 * _local3) + 1] << 8)) | (key[(4 * _local3) + 2] << 16)) | (key[(4 * _local3) + 3] << 24); _local3++; } _local3 = Nk; while (_local3 < (Nb * (Nr + 1))) { _local2 = _local4[_local3 - 1]; if ((_local3 % Nk) == 0) { _local2 = (((SBox[(_local2 >> 8) & 255] | (SBox[(_local2 >> 16) & 255] << 8)) | (SBox[(_local2 >> 24) & 255] << 16)) | (SBox[_local2 & 255] << 24)) ^ Rcon[Math.floor(_local3 / Nk) - 1]; } else if ((Nk > 6) && ((_local3 % Nk) == 4)) { _local2 = (((SBox[(_local2 >> 24) & 255] << 24) | (SBox[(_local2 >> 16) & 255] << 16)) | (SBox[(_local2 >> 8) & 255] << 8)) | SBox[_local2 & 255]; } _local4[_local3] = _local4[_local3 - Nk] ^ _local2; _local3++; } return(_local4); } function Round(state, roundKey) { byteSub(state, "encrypt"); shiftRow(state, "encrypt"); mixColumn(state, "encrypt"); addRoundKey(state, roundKey); } function InverseRound(state, roundKey) { addRoundKey(state, roundKey); mixColumn(state, "decrypt"); shiftRow(state, "decrypt"); byteSub(state, "decrypt"); } function FinalRound(state, roundKey) { byteSub(state, "encrypt"); shiftRow(state, "encrypt"); addRoundKey(state, roundKey); } function InverseFinalRound(state, roundKey) { addRoundKey(state, roundKey); shiftRow(state, "decrypt"); byteSub(state, "decrypt"); } function encryption(block, expandedKey) { block = packBytes(block); addRoundKey(block, expandedKey); var _local2 = 1; while (_local2 < Nr) { Round(block, expandedKey.slice(Nb * _local2, Nb * (_local2 + 1))); _local2++; } FinalRound(block, expandedKey.slice(Nb * Nr)); return(unpackBytes(block)); } function decryption(block, expandedKey) { block = packBytes(block); InverseFinalRound(block, expandedKey.slice(Nb * Nr)); var _local2 = Nr - 1; while (_local2 > 0) { InverseRound(block, expandedKey.slice(Nb * _local2, Nb * (_local2 + 1))); _local2--; } addRoundKey(block, expandedKey); return(unpackBytes(block)); } function packBytes(octets) { var _local2 = new Array(); _local2[0] = new Array(); _local2[1] = new Array(); _local2[2] = new Array(); _local2[3] = new Array(); var _local1 = 0; while (_local1 < octets.length) { _local2[0][_local1 / 4] = octets[_local1]; _local2[1][_local1 / 4] = octets[_local1 + 1]; _local2[2][_local1 / 4] = octets[_local1 + 2]; _local2[3][_local1 / 4] = octets[_local1 + 3]; _local1 = _local1 + 4; } return(_local2); } function unpackBytes(packed) { var _local1 = new Array(); var _local2 = 0; while (_local2 < packed[0].length) { _local1[_local1.length] = packed[0][_local2]; _local1[_local1.length] = packed[1][_local2]; _local1[_local1.length] = packed[2][_local2]; _local1[_local1.length] = packed[3][_local2]; _local2++; } return(_local1); } function formatPlaintext(plaintext) { var _local3 = blockSize / 8; var _local2 = _local3 - (plaintext.length % _local3); while ((_local2 > 0) && (_local2 < _local3)) { plaintext[plaintext.length] = 0; _local2--; } return(plaintext); } function getRandomBytes(howMany) { var _local2 = new Array(); var _local1 = 0; while (_local1 < howMany) { _local2[_local1] = Math.round(Math.random() * 255); _local1++; } return(_local2); } function hexToChars(hex) { var _local3 = new Array(); var _local1 = ((hex.substr(0, 2) == "0x") ? 2 : 0); while (_local1 < hex.length) { _local3.push(parseInt(hex.substr(_local1, 2), 16)); _local1 = _local1 + 2; } return(_local3); } function charsToHex(chars) { var _local4 = new String(""); var _local3 = new Array("0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f"); var _local1 = 0; while (_local1 < chars.length) { _local4 = _local4 + (_local3[chars[_local1] >> 4] + _local3[chars[_local1] & 15]); _local1++; } return(_local4); } function charsToStr(chars) { var _local3 = new String(""); var _local1 = 0; while (_local1 < chars.length) { _local3 = _local3 + String.fromCharCode(chars[_local1]); _local1++; } return(_local3); } function strToChars(str) { var _local3 = new Array(); var _local1 = 0; while (_local1 < str.length) { _local3.push(str.charCodeAt(_local1)); _local1++; } return(_local3); } var Rcon = [1, 2, 4, 8, 16, 32, 64, 128, 27, 54, 108, 216, 171, 77, 154, 47, 94, 188, 99, 198, 151, 53, 106, 212, 179, 125, 250, 239, 197, 145]; var SBox = [99, 124, 119, 123, 242, 107, 111, 197, 48, 1, 103, 43, 254, 215, 171, 118, 202, 130, 201, 125, 250, 89, 71, 240, 173, 212, 162, 175, 156, 164, 114, 192, 183, 253, 147, 38, 54, 63, 247, 204, 52, 165, 229, 241, 113, 216, 49, 21, 4, 199, 35, 195, 24, 150, 5, 154, 7, 18, 128, 226, 235, 39, 178, 117, 9, 131, 44, 26, 27, 110, 90, 160, 82, 59, 214, 179, 41, 227, 47, 132, 83, 209, 0, 237, 32, 252, 177, 91, 106, 203, 190, 57, 74, 76, 88, 207, 208, 239, 170, 251, 67, 77, 51, 133, 69, 249, 2, 127, 80, 60, 159, 168, 81, 163, 64, 143, 146, 157, 56, 245, 188, 182, 218, 33, 16, 255, 243, 210, 205, 12, 19, 236, 95, 151, 68, 23, 196, 167, 126, 61, 100, 93, 25, 115, 96, 129, 79, 220, 34, 42, 144, 136, 70, 238, 184, 20, 222, 94, 11, 219, 224, 50, 58, 10, 73, 6, 36, 92, 194, 211, 172, 98, 145, 149, 228, 121, 231, 200, 55, 109, 141, 213, 78, 169, 108, 86, 244, 234, 101, 122, 174, 8, 186, 120, 37, 46, 28, 166, 180, 198, 232, 221, 116, 31, 75, 189, 139, 138, 112, 62, 181, 102, 72, 3, 246, 14, 97, 53, 87, 185, 134, 193, 29, 158, 225, 248, 152, 17, 105, 217, 142, 148, 155, 30, 135, 233, 206, 85, 40, 223, 140, 161, 137, 13, 191, 230, 66, 104, 65, 153, 45, 15, 176, 84, 187, 22]; var SBoxInverse = [82, 9, 106, 213, 48, 54, 165, 56, 191, 64, 163, 158, 129, 243, 215, 251, 124, 227, 57, 130, 155, 47, 255, 135, 52, 142, 67, 68, 196, 222, 233, 203, 84, 123, 148, 50, 166, 194, 35, 61, 238, 76, 149, 11, 66, 250, 195, 78, 8, 46, 161, 102, 40, 217, 36, 178, 118, 91, 162, 73, 109, 139, 209, 37, 114, 248, 246, 100, 134, 104, 152, 22, 212, 164, 92, 204, 93, 101, 182, 146, 108, 112, 72, 80, 253, 237, 185, 218, 94, 21, 70, 87, 167, 141, 157, 132, 144, 216, 171, 0, 140, 188, 211, 10, 247, 228, 88, 5, 184, 179, 69, 6, 208, 44, 30, 143, 202, 63, 15, 2, 193, 175, 189, 3, 1, 19, 138, 107, 58, 145, 17, 65, 79, 103, 220, 234, 151, 242, 207, 206, 240, 180, 230, 115, 150, 172, 116, 34, 231, 173, 53, 133, 226, 249, 55, 232, 28, 117, 223, 110, 71, 241, 26, 113, 29, 41, 197, 137, 111, 183, 98, 14, 170, 24, 190, 27, 252, 86, 62, 75, 198, 210, 121, 32, 154, 219, 192, 254, 120, 205, 90, 244, 31, 221, 168, 51, 136, 7, 199, 49, 177, 18, 16, 89, 39, 128, 236, 95, 96, 81, 127, 169, 25, 181, 74, 13, 45, 229, 122, 159, 147, 201, 156, 239, 160, 224, 59, 77, 174, 42, 245, 176, 200, 235, 187, 60, 131, 83, 153, 97, 23, 43, 4, 126, 186, 119, 214, 38, 225, 105, 20, 99, 85, 33, 12, 125]; var blockSize = 128; var keySize = 128; }
Symbol 1919 MovieClip [__Packages.StormWindsGame] Frame 0
#initclip if (!_global.StormWindsGame) { var _local1 = function () { _global.levelClose = false; _global.forceCampaignRestart = false; this.myLevelManager = new LevelManager(); this.turretData = new TurretManager(); this.mouseListener = new Object(); this.mouseListener.onMouseDown = function () { _root.game.ChargeGun(); }; this.mouseListener.onMouseUp = function () { _root.game.ShootGun(); }; this.mouseMenuListener = new Object(); this.mouseMenuListener.onMouseDown = function () { _root.game.PickUpGun(); }; this.mouseMenuListener.onMouseUp = function () { _root.game.DropGun(); }; this._money = new DataObject(); this._level = new DataObject(); this.beatOceanCampaign = new DataObject(); this.beatSkyCampaign = new DataObject(); this.beatPlainsCampaign = new DataObject(); this.beatPeaksCampaign = new DataObject(); this.beatMountainCampaign = new DataObject(); this.beatCityCampaign = new DataObject(); this.beatSouthCampaign = new DataObject(); this.beatDesertCampaign = new DataObject(); this.arrBullets = new Array(); this.arrEnemies = new Array(); this.arrAllies = new Array(); this.arrEffects = new Array(); this.arrSlots = new Array(); this.arrStorage = new Array(); this.arrDebrisParticles = new Array(); this.arrUpgradeButtons = new Array(); this.arrMineQueue = new Array(); this.arrShields = new Array(); this.arrFriendlies = new Array(); this.arrFriendliesQueue = new Array(); this.arrFriendliesDeaths = new Array(); this.arrArtillery = new Array(); this.challengeTimer = new Timer(); this.intBulletDepth = 10000; this.intStaticBulletDepth = 15050; this.intUnitDepth = 5000; this.effectDepth = 30000; this.particleDepth = 25000; this.rangeDepth = 40001; this.dblGravity = 0.2; _global.gravityConst = this.dblGravity; this.dblMinGunPower = 2; this.dblMaxGunPower = 12; this.dblPowerIncrement = 0.2; this.intLevelForMoreSlots = 99999 /* 0x01869F */; this.intLastLevel = 10; this.intLastDeluxeLevel = 10; this.intGunSelected = 0; this.dragGunName = "dragGun_40000"; this.dragGunDest = new Vector(); this.intPickedUp = 0; this.strPickUpType = ""; this.intPickUpSlot = 0; this.intRepairMax = 500; this.intRepair = 0; this.intSell = 0; this.blnAlertLock = false; this.blnGunInfoOpen = false; this.intKeyLock = 0; this.blnBreakIsDown = false; this.blnHoldDelete = false; this.intShakeDuration = 0; this.intShakeCounter = 0; this.intShakeStart = 0; this.vecScreenCoords = new Vector(); this.vecScreenCoords._x = _root.bg_mc._x; this.vecScreenCoords._y = _root.bg_mc._y; this.vecShieldStart = new Vector(); this.blnShieldSelect = false; this.intBulletsShot = 0; this.intBulletsMissed = 0; this._challengeUpgradeBonus = 0; this.blnMeteors = false; this.blnMeteorsInProgress = false; this.intMeteorCounter = 0; this.intMeteorMin = 0; this.intMeteorMax = 0; this.intMaxDamage = 0; this.intMeteorDuration = 0; this.intMeteorGun = 0; this.intMeteorVelocity = 1; this.intTimeDuration = 0; this.intArtilleryState = -1; this.intLightningMiss = 0; _root.power1._visible = false; _root.power2._visible = false; _root.power3._visible = false; _root.power4._visible = false; _root.power5._visible = false; _root.health1._visible = false; _root.health2._visible = false; _root.health3._visible = false; _root.health4._visible = false; _root.health5._visible = false; _root.load1._visible = false; _root.load2._visible = false; _root.load3._visible = false; _root.load4._visible = false; _root.load5._visible = false; _root.menu_mc._visible = false; _root.tutorial._visible = false; _root.waveMeter_mc._visible = false; _root.slot1hotkey_txt.text = ""; _root.slot2hotkey_txt.text = ""; _root.slot3hotkey_txt.text = ""; _root.slot4hotkey_txt.text = ""; _root.slot5hotkey_txt.text = ""; _root.avatar_gun1_mc._visible = false; _root.avatar_gun2_mc._visible = false; _root.avatar_gun3_mc._visible = false; _root.avatar_gun4_mc._visible = false; _root.avatar_gun5_mc._visible = false; _root.outline1._visible = false; _root.outline2._visible = false; _root.outline3._visible = false; _root.outline4._visible = false; _root.outline5._visible = false; _root.output_mc._visible = false; _root.flash_mc._visible = false; _root.doors._visible = false; _root.descriptionAnim_mc._visible = false; this.blnBreakMode = false; this.blnMouseActive = false; this.blnMenuMouseActive = false; this.blnDescription = false; this.blnFrameOne = true; this.curStatus = new DataObject(); this.curStatus.Set(0); this.intPoints = new PointCounter(); this.intPoints.SetStartPoints(0); this.intPoints.SetIncrement(3); this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.arrSlots.push({name:"select2", blnOpen:true, powerMeter:"power2", loadMeter:"load2", healthMeter:"health2", gunName:"avatar_gun2_mc", outline:"outline2"}); this.arrSlots.push({name:"select3", blnOpen:true, powerMeter:"power3", loadMeter:"load3", healthMeter:"health3", gunName:"avatar_gun3_mc", outline:"outline3"}); this.arrStorage.push({buttonName:"store0", iconName:"storeIcon0", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store1", iconName:"storeIcon1", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store2", iconName:"storeIcon2", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store3", iconName:"storeIcon3", blnInUse:false, gun:new GunData()}); if (this.IsAChallengeMission(_global.currentCampaign) == true) { this.SetupChallengeMission(); } else { this.LoadGame(_global.loadSlot); } if (this._level.Get() == 1) { this.StartTutorial(); } else { this.StartBreakMode(); } }; _global.StormWindsGame = _local1; var _local2 = _local1.prototype; _local2.Load = function () { }; _local2.FrameOne = function () { this.intSaveScreenEffectsDepth = _root.screenEffects_mc.getDepth(); this.intSaveFlashDepth = _root.flash_mc.getDepth(); this.intSaveOutputDepth = _root.output_mc.getDepth(); this.intSaveMenuDepth = _root.menu_mc.getDepth(); this.intSaveCoverDepth = _root.cover.getDepth(); this.intSaveWaveMeterDepth = _root.waveMeter_mc.getDepth(); _root.screenEffects_mc.swapDepths(99999); _root.screenEffects_mc._visible = false; _root.flash_mc.swapDepths(99997); _root.flash_mc.visible = false; _root.output_mc.swapDepths(100001); _root.menu_mc.swapDepths(100000); _root.cover.swapDepths(100002); _root.waveMeter_mc.swapDepths(99992); if (this.arrSlots.length > 3) { _root.extraSlots_mc.gotoAndPlay("show"); } }; _local2.Run = function () { if (this.blnFrameOne == true) { this.blnFrameOne = false; this.FrameOne(); } if (this.IsAChallengeMission(_global.currentCampaign) == true) { this.challengeTimer.Run(); } if (_global.gamePaused == false) { if (this.blnBreakMode == false) { this.AimGun(); this.DisplayCharge(); this.CheckBulletCollision(); this.CheckHotKeys(); this.ManageMeteors(); this.ManageTime(); this.ManageWaveMeter(); this.ManageArtillery(); if (this.intTimeDuration == 0) { this.myLevelManager.Run(); } } else { this.ShowAndHideDescription(); this.AnimateDroppedGun(); if (this.IsAChallengeMission(_global.currentCampaign) == false) { this.CheckCheats(); } } } else if (this.blnAlertLock == false) { if (this.intKeyLock == 0) { if (this.blnBreakMode == false) { if (Key.isDown(_global.pauseHotkey)) { var _local4 = SharedObject.getLocal("settings"); _local4.data.musicOn = _global.musicOn; _local4.data.soundOn = _global.soundOn; _local4.data.graphics = _global.graphics; _local4.data.hotKey1 = _global.hotKey1; _local4.data.hotKey2 = _global.hotKey2; _local4.data.hotKey3 = _global.hotKey3; _local4.data.hotKey4 = _global.hotKey4; _local4.data.hotKey5 = _global.hotKey5; _local4.flush(); _root.menu_mc.gotoAndPlay(16); this.intKeyLock = 15; } } } else { this.intKeyLock--; } } _global.myMusicPlayer.RunPlayer(); this.ManageShaking(); this.AnimateEffects(); this.DrawLines(); this.intPoints.Run(); if (this.IsAChallengeMission(_global.currentCampaign) == true) { this.UpdateTimerText(); } }; _local2.ManageWaveMeter = function () { _root.waveMeter_mc.inside._xscale = this.myLevelManager.GetWaveCompleted(); }; _local2.UpdateTimerText = function () { if (this.blnBreakMode == true) { _root.timer_txt.text = ""; } else { _root.timer_txt.text = this.challengeTimer.GetTimeString(); } _root.score_txt.text = this.intPoints.GetDisplayScore(); }; _local2.ChargeGun = function () { if (this.blnBreakMode == false) { var _local5 = -1; var _local4 = 0; while (_local4 < this.arrAllies.length) { if (_root[this.arrAllies[_local4].selectField].hitTest(_xmouse, _ymouse)) { if ((this.arrAllies[_local4].blnDestroyed == false) && (this.arrAllies[_local4].blnSelected == false)) { if (((this.arrAllies[_local4].type != 4) && (this.arrAllies[_local4].type != 8)) && (this.arrAllies[_local4].type != 9)) { this.arrAllies[_local4].blnSelected = true; _local5 = _local4; this.intGunSelected = _local4; } } break; } _local4++; } _local4 = 0; while (_local4 < this.arrAllies.length) { if ((_local4 != _local5) && (_local5 != -1)) { this.arrAllies[_local4].blnSelected = false; } this.arrAllies[_local4].power = 0; this.arrAllies[_local4].charging = false; _local4++; } if (_local5 == -1) { var _local7 = true; switch (this.arrAllies[this.intGunSelected].type) { case 2 : case 11 : case 12 : case 13 : case 14 : case 15 : case 16 : case 17 : case 18 : case 19 : case 20 : case 21 : case 23 : case 7 : case 3 : case 4 : case 8 : case 9 : _local7 = false; } if (_local7 == true) { var _local8 = _root[this.arrAllies[this.intGunSelected].powerMeter]; _local8._visible = true; _local8.inside._xscale = 0; } else if (this.arrAllies[this.intGunSelected].blnDestroyed == false) { if (((((this.arrAllies[this.intGunSelected].type == 2) || (this.arrAllies[this.intGunSelected].type == 19)) || (this.arrAllies[this.intGunSelected].type == 18)) || (this.arrAllies[this.intGunSelected].type == 11)) || (this.arrAllies[this.intGunSelected].type == 12)) { _root[this.arrAllies[this.intGunSelected].name].gun.barrel.gotoAndPlay("shoot"); if (this.arrAllies[this.intGunSelected].timer >= this.arrAllies[this.intGunSelected].timerReady) { this.ShootMachineGun(); } } else if (this.arrAllies[this.intGunSelected].type == 7) { this.ShootLightningGun(); } else if (this.arrAllies[this.intGunSelected].type == 3) { this.ShootSniperGun(); } else if (this.arrAllies[this.intGunSelected].type == 13) { this.ShootApocalypseGun(); } else if (this.arrAllies[this.intGunSelected].type == 15) { this.ShootTimeGun(); } else if (this.arrAllies[this.intGunSelected].type == 16) { this.ShootRemoteMissile(); } else if (this.arrAllies[this.intGunSelected].type == 17) { this.StartShieldSelect(); } else if (this.arrAllies[this.intGunSelected].type == 21) { var _local3 = 0; while (_local3 < this.arrFriendlies.length) { if (this.arrFriendlies[_local3].creator == this.arrAllies[this.intGunSelected].name) { _root[this.arrFriendlies[_local3].name].gun_1.gotoAndPlay("shoot"); if (this.arrAllies[this.intGunSelected].timer >= this.arrAllies[this.intGunSelected].timerReady) { this.ShootControllableMachineGun(); } break; } _local3++; } } } this.arrAllies[this.intGunSelected].charging = true; } else { if (this.arrAllies[this.intGunSelected].type == 12) { _local4 = 0; while (_local4 < this.arrAllies.length) { if (this.arrAllies[_local4].type == 12) { _root[this.arrAllies[_local4].name].gun.radio_mc._visible = true; } _local4++; } } else { _local4 = 0; while (_local4 < this.arrAllies.length) { if (this.arrAllies[_local4].type == 12) { _root[this.arrAllies[_local4].name].gun.radio_mc._visible = false; } _local4++; } } if (this.intArtilleryState != -1) { if (this.intArtilleryState != this.intGunSelected) { this.RemoveRangeIndicator(); } } if (this.arrAllies[this.intGunSelected].type == 21) { var _local6 = -1; _local4 = 0; while (_local4 < this.arrFriendlies.length) { if (this.arrAllies[this.intGunSelected].name == this.arrFriendlies[_local4].creator) { _local6 = _local4; break; } _local4++; } if (_local6 == -1) { this.SpawnControllableUnit(this.intGunSelected); } else { _root[this.arrFriendlies[_local6].name].Activate(); } } _local4 = 0; while (_local4 < this.arrAllies.length) { if ((this.arrAllies[_local4].type == 21) && (_local4 != this.intGunSelected)) { var _local3 = 0; while (_local3 < this.arrFriendlies.length) { if (this.arrAllies[_local4].name == this.arrFriendlies[_local3].creator) { _root[this.arrFriendlies[_local3].name].Deactivate(); break; } _local3++; } } _local4++; } this.GunSelected(_root[this.arrAllies[this.intGunSelected].name]._x, _root[this.arrAllies[this.intGunSelected].name]._y); } } }; _local2.CheckHotKeys = function () { if (this.intKeyLock == 0) { var _local7 = -1; if (Key.isDown(_global.pauseHotkey)) { if (_global.gamePaused == true) { this.UnPauseGame(); this.intKeyLock = 15; } else { this.PauseGame(); this.StartMenu(); this.intKeyLock = 15; } } if (Key.isDown(_global.hotKey1)) { _local7 = 1; } else if (Key.isDown(_global.hotKey2)) { _local7 = 2; } else if (Key.isDown(_global.hotKey3)) { _local7 = 3; } else if (Key.isDown(_global.hotKey4)) { if (this.arrSlots.length > 3) { _local7 = 4; } } else if (Key.isDown(_global.hotKey5)) { if (this.arrSlots.length > 3) { _local7 = 5; } } if (_local7 != -1) { this.intKeyLock = 15; _local7 = _local7 - 1; var _local6 = -1; var _local5 = 0; while (_local5 < this.arrAllies.length) { if (this.arrSlots[_local7].gunName == this.arrAllies[_local5].name) { _local6 = _local5; break; } _local5++; } if (_local6 != -1) { if ((this.intGunSelected != _local6) && (this.arrAllies[_local6].blnDestroyed == false)) { if (((this.arrAllies[_local5].type != 4) && (this.arrAllies[_local5].type != 8)) && (this.arrAllies[_local5].type != 9)) { if (((((this.arrAllies[this.intGunSelected].type == 2) || (this.arrAllies[this.intGunSelected].type == 11)) || (this.arrAllies[this.intGunSelected].type == 12)) || (this.arrAllies[_local5].type == 18)) || (this.arrAllies[this.intGunSelected].type == 19)) { _root[this.arrAllies[this.intGunSelected].name].gun.barrel.gotoAndStop("stop"); _global.SoundManager.StopMachineGunSound(); } else if (this.arrAllies[this.intGunSelected].type == 21) { var _local4 = 0; while (_local4 < this.arrFriendlies.length) { if (this.arrFriendlies[_local4].creator == this.arrAllies[this.intGunSelected].name) { _root[this.arrFriendlies[_local4].name].gun_1.gotoAndStop("stop"); break; } _local4++; } } _root[this.arrAllies[this.intGunSelected].powerMeter]._visible = false; _local5 = 0; while (_local5 < this.arrAllies.length) { if (_local5 != _local6) { this.arrAllies[_local5].blnSelected = false; } else { this.arrAllies[_local5].blnSelected = true; } this.arrAllies[_local5].power = 0; this.arrAllies[_local5].charging = false; _local5++; } this.intGunSelected = _local6; this.GunSelected(_root[this.arrAllies[this.intGunSelected].name]._x, _root[this.arrAllies[this.intGunSelected].name]._y); if (this.arrAllies[this.intGunSelected].type == 12) { _local5 = 0; while (_local5 < this.arrAllies.length) { if (this.arrAllies[_local5].type == 12) { _root[this.arrAllies[_local5].name].gun.radio_mc._visible = true; } _local5++; } } else { _local5 = 0; while (_local5 < this.arrAllies.length) { if (this.arrAllies[_local5].type == 12) { _root[this.arrAllies[_local5].name].gun.radio_mc._visible = false; } _local5++; } } if (this.arrAllies[this.intGunSelected].type == 21) { var _local8 = -1; _local5 = 0; while (_local5 < this.arrFriendlies.length) { if (this.arrAllies[this.intGunSelected].name == this.arrFriendlies[_local5].creator) { _local8 = _local5; break; } _local5++; } if (_local8 == -1) { this.SpawnControllableUnit(this.intGunSelected); } else { _root[this.arrFriendlies[_local8].name].Activate(); } } _local5 = 0; while (_local5 < this.arrAllies.length) { if ((this.arrAllies[_local5].type == 21) && (_local5 != this.intGunSelected)) { var _local4 = 0; while (_local4 < this.arrFriendlies.length) { if (this.arrAllies[_local5].name == this.arrFriendlies[_local4].creator) { _root[this.arrFriendlies[_local4].name].Deactivate(); break; } _local4++; } } _local5++; } if (this.intArtilleryState != -1) { if (this.intArtilleryState != this.intGunSelected) { this.RemoveRangeIndicator(); } } if (this.arrAllies[this.intGunSelected].type == 23) { this.CreateRangeIndicator(); } } } } } } else { this.intKeyLock--; } }; _local2.CheckCheats = function () { if (this.intKeyLock == 0) { if (_global.cheatsEnabled.Get() == -1) { if (_global.var1.Get() != -1) { if ((Key.isDown(17) && (Key.isDown(16))) && (Key.isDown(83))) { this.intKeyLock = 15; if (this._level.Get() < 10) { this._level.Set(this._level.Get() + 1); } _root.icoOut.ico1.UpdateLevel(); } else if ((Key.isDown(17) && (Key.isDown(16))) && (Key.isDown(66))) { this.intKeyLock = 15; if (this._level.Get() > 1) { this._level.Set(this._level.Get() - 1); } _root.icoOut.ico1.UpdateLevel(); } else if ((Key.isDown(17) && (Key.isDown(16))) && (Key.isDown(67))) { this.intKeyLock = 15; _global.cheatCheapGuns.mSet(1254367); } else if ((Key.isDown(17) && (Key.isDown(16))) && (Key.isDown(85))) { this.intKeyLock = 15; _global.cheatUpgrades.mSet(1254367); var _local4 = 0; while (_local4 < this.arrAllies.length) { this.arrAllies[_local4].intPoints = this.arrAllies[_local4].intPoints + 2; _local4++; } if (this.blnGunInfoOpen == true) { _root.menu_mc.inside.points_txt.text = this.arrAllies[this.intInfoGun].intPoints; } } else if ((Key.isDown(17) && Key.isDown(16)) && Key.isDown(76)) { this.intKeyLock = 15; _global.cheatUnlock.mSet(1254367); } else if ((Key.isDown(17) && Key.isDown(16)) && Key.isDown(77)) { this.intKeyLock = 15; _global.cheatUnlock.mSet(1254367); this.MarkLevelAsComplete(); } } } } else { this.intKeyLock--; } }; _local2.DisplayCharge = function () { var _local8 = true; switch (this.arrAllies[this.intGunSelected].type) { case 2 : case 11 : case 12 : case 13 : case 14 : case 15 : case 16 : case 17 : case 18 : case 19 : case 20 : case 21 : case 23 : case 7 : case 3 : _local8 = false; } if (this.arrAllies[this.intGunSelected].charging == true) { if (_local8 == true) { this.arrAllies[this.intGunSelected].power = this.arrAllies[this.intGunSelected].power + this.arrAllies[this.intGunSelected].chargeRate; if (this.arrAllies[this.intGunSelected].power > this.arrAllies[this.intGunSelected].chargeMax) { this.arrAllies[this.intGunSelected].power = this.arrAllies[this.intGunSelected].chargeMax; } _root[this.arrAllies[this.intGunSelected].powerMeter].inside._xscale = (this.arrAllies[this.intGunSelected].power / this.arrAllies[this.intGunSelected].chargeMax) * 100; if (this.arrAllies[this.intGunSelected].type == 10) { if (this.arrAllies[this.intGunSelected].power == this.arrAllies[this.intGunSelected].chargeMax) { if (this.arrAllies[this.intGunSelected].timer >= this.arrAllies[this.intGunSelected].timerReady) { if (this.blnMeteorsInProgress == false) { this.ShootMeteorGun(); } } } } } else if (((((this.arrAllies[this.intGunSelected].type == 2) || (this.arrAllies[this.intGunSelected].type == 19)) || (this.arrAllies[this.intGunSelected].type == 18)) || (this.arrAllies[this.intGunSelected].type == 11)) || (this.arrAllies[this.intGunSelected].type == 12)) { if (this.arrAllies[this.intGunSelected].timer >= this.arrAllies[this.intGunSelected].timerReady) { this.ShootMachineGun(); } } else if (this.arrAllies[this.intGunSelected].type == 21) { if (this.arrAllies[this.intGunSelected].timer >= this.arrAllies[this.intGunSelected].timerReady) { this.ShootControllableMachineGun(); } } } var _local3 = 0; while (_local3 < this.arrAllies.length) { if (this.arrAllies[_local3].blnDestroyed == false) { if (this.arrAllies[_local3].timer == this.arrAllies[_local3].timerReady) { } else { this.arrAllies[_local3].timer = this.arrAllies[_local3].timer + this.arrAllies[_local3].timerRate; if (this.arrAllies[_local3].type == 16) { if ((this.arrAllies[_local3].timerReady - this.arrAllies[_local3].timer) == 38) { _root[this.arrAllies[_local3].name].gun.gotoAndPlay("reload"); } } if (this.arrAllies[_local3].timer >= this.arrAllies[_local3].timerReady) { this.arrAllies[_local3].timer = this.arrAllies[_local3].timerReady; _root[this.arrAllies[_local3].loadMeter].gotoAndPlay(2); if (this.arrAllies[_local3].type == 14) { var _local6 = 0; var _local4 = 0; while (_local4 < this.arrBullets.length) { if (_root[this.arrBullets[_local4]]._mine == true) { if (_root[this.arrBullets[_local4]]._creator._name == this.arrAllies[_local3].name) { _local6++; } } _local4++; } _local6++; var _local5 = 0; var _local7 = Math.round(360 / _local6); _local4 = 0; while (_local4 < this.arrBullets.length) { if (_root[this.arrBullets[_local4]]._mine == true) { if (_root[this.arrBullets[_local4]]._creator._name == this.arrAllies[_local3].name) { _root[this.arrBullets[_local4]].ResetAngle(_local5); _local5 = _local5 + _local7; } } _local4++; } this.SpawnMine(_root[this.arrAllies[_local3].name], this.arrAllies[_local3].damage, true, _local5); _local4 = 0; while (_local4 < this.arrMineQueue.length) { if ((this.arrMineQueue[_local4].name = this.arrAllies[_local3].name)) { if (this.arrMineQueue[_local4].num > 1) { this.arrMineQueue[_local4].num--; this.arrAllies[_local3].timer = 0; _root[this.arrAllies[_local3].loadMeter].gotoAndPlay(1); } else { this.arrMineQueue.splice(_local4, 1); _local4--; } break; } _local4++; } } if (this.arrAllies[_local3].type == 20) { _root[this.arrAllies[_local3].name].gun.barrel.gotoAndPlay("shoot"); } } else { _root[this.arrAllies[_local3].loadMeter].inside._xscale = (this.arrAllies[_local3].timer / this.arrAllies[_local3].timerReady) * 100; } } } _local3++; } }; _local2.UpdateGunHealth = function (gunHit) { if (this.arrAllies[gunHit].blnDestroyed == false) { if (this.arrAllies[gunHit].damageTaken > this.arrAllies[gunHit].totalLife) { this.arrAllies[gunHit].damageTaken = this.arrAllies[gunHit].totalLife; } if (this.arrAllies[gunHit].damageTaken == this.arrAllies[gunHit].totalLife) { if (gunHit == this.intGunSelected) { _global.SoundManager.StopMachineGunSound(); } if (this.arrAllies[gunHit].saveType == 17) { var _local4 = 0; while (_local4 < this.arrShields.length) { if (this.arrShields[_local4].from == this.arrAllies[gunHit].name) { this.RemoveEffect(this.arrShields[_local4].name); this.arrShields.splice(_local4, 1); _local4--; } _local4++; } } this.arrAllies[gunHit].blnDestroyed = true; this.arrAllies[gunHit].type = 40; _root[this.arrAllies[gunHit].name].gotoAndPlay(40); this.arrAllies[gunHit].timer = 0; _root[this.arrAllies[gunHit].loadMeter].gotoAndStop(1); _root[this.arrAllies[gunHit].loadMeter].inside._xscale = 0; this.UpdateBuffs(); if (this.CheckLoseConditions() == true) { this.Lose(); } } _root[this.arrAllies[gunHit].healthMeter].inside._xscale = ((this.arrAllies[gunHit].totalLife - this.arrAllies[gunHit].damageTaken) / this.arrAllies[gunHit].totalLife) * 100; } else if (_root[this.arrAllies[gunHit].healthMeter].inside._xscale != 0) { this.arrAllies[gunHit].damageTaken = this.arrAllies[gunHit].totalLife; _root[this.arrAllies[gunHit].healthMeter].inside._xscale = 0; this.arrAllies[gunHit].timer = 0; _root[this.arrAllies[gunHit].loadMeter].gotoAndStop(1); _root[this.arrAllies[gunHit].loadMeter].inside._xscale = 0; } }; _local2.ReportBulletMiss = function () { this.intBulletsMissed++; }; _local2.ShootGun = function () { if (this.blnBreakMode == false) { var _local8 = true; switch (this.arrAllies[this.intGunSelected].type) { case 2 : case 11 : case 12 : case 13 : case 14 : case 15 : case 16 : case 17 : case 18 : case 19 : case 20 : case 21 : case 23 : case 7 : case 3 : case 4 : case 8 : case 9 : case 10 : _local8 = false; } if (_local8 == true) { if (this.arrAllies[this.intGunSelected].charging == true) { if (this.arrAllies[this.intGunSelected].timer == this.arrAllies[this.intGunSelected].timerReady) { var thisRef = this; var _local5 = "avatarBullet_" + this.intBulletDepth; var _local9 = new Vector(); var _local6 = _root[this.arrAllies[this.intGunSelected].name].gun; var _local12 = (Math.PI * _local6.barrel._rotation) / 180; var _local10 = this.arrAllies[this.intGunSelected].power + this.dblMinGunPower; _local9._x = Math.cos((Math.PI * _local6.barrel._rotation) / 180) * (this.arrAllies[this.intGunSelected].power + this.dblMinGunPower); _local9._y = Math.sin((Math.PI * _local6.barrel._rotation) / 180) * (this.arrAllies[this.intGunSelected].power + this.dblMinGunPower); var _local7 = {x:_local6.barrel.emitter._x, y:_local6.barrel.emitter._y}; _local6.barrel.localToGlobal(_local7); this.turretData.SetInternalData(this.arrAllies[this.intGunSelected].type, this.arrAllies[this.intGunSelected].exp); this.intBulletsShot++; if (this.arrAllies[this.intGunSelected].type == 6) { _root.attachMovie("fireBullet", _local5, this.intBulletDepth); _root[_local5]._data = this.arrAllies[this.intGunSelected].numBullets; _global.SoundManager.PlaySound("FlameTurretFire"); } else if (this.arrAllies[this.intGunSelected].type == 22) { _root.attachMovie("bulletAcid", _local5, this.intBulletDepth); _root[_local5]._data = this.arrAllies[this.intGunSelected].range; _root[_local5]._acidCounter = this.arrAllies[this.intGunSelected].data; _global.SoundManager.PlaySound("FlameTurretFire"); } else if (this.arrAllies[this.intGunSelected].type == 5) { _root.attachMovie("bullet2", _local5, this.intBulletDepth); _root[_local5]._explodeCounter = this.RandNum(25, 40); _root[_local5]._data = this.arrAllies[this.intGunSelected].numBullets; _global.SoundManager.PlaySound("HeavyCannonFire"); } else { _root.attachMovie("bullet2", _local5, this.intBulletDepth); _global.SoundManager.PlaySound("HeavyCannonFire"); } _root[_local5]._x = _local7.x; _root[_local5]._y = _local7.y; _root[_local5].SetGravityAndVelocity(this.dblGravity, _local10); _root[_local5].SetAngle(_local12); _root[_local5].SetStart(_root[_local5]._x, _root[_local5]._y); _root[_local5]._enemy = false; _root[_local5]._damage = this.arrAllies[this.intGunSelected].damage; _root[_local5]._rotation = _local6.barrel._rotation; this.arrAllies[this.intGunSelected].timer = 0; _root[this.arrAllies[this.intGunSelected].loadMeter].gotoAndStop(1); this.intBulletDepth++; if (this.intBulletDepth >= 15000) { this.intBulletDepth = 10000; } this.arrBullets.push(_local5); _root[_local5].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; } this.arrAllies[this.intGunSelected].charging = false; var _local11 = _root[this.arrAllies[this.intGunSelected].powerMeter]; _local11._visible = false; } } else if (((((this.arrAllies[this.intGunSelected].type == 2) || (this.arrAllies[this.intGunSelected].type == 18)) || (this.arrAllies[this.intGunSelected].type == 19)) || (this.arrAllies[this.intGunSelected].type == 11)) || (this.arrAllies[this.intGunSelected].type == 12)) { this.arrAllies[this.intGunSelected].charging = false; _root[this.arrAllies[this.intGunSelected].name].gun.barrel.gotoAndStop("stop"); _global.SoundManager.StopMachineGunSound(); } else if (this.arrAllies[this.intGunSelected].type == 10) { this.arrAllies[this.intGunSelected].charging = false; var _local11 = _root[this.arrAllies[this.intGunSelected].powerMeter]; _local11._visible = false; } else if (this.arrAllies[this.intGunSelected].type == 17) { this.EndShieldSelect(); } else if (this.arrAllies[this.intGunSelected].type == 21) { var _local4 = 0; while (_local4 < this.arrFriendlies.length) { if (this.arrFriendlies[_local4].creator == this.arrAllies[this.intGunSelected].name) { _root[this.arrFriendlies[_local4].name].gun_1.gotoAndStop("stop"); this.arrAllies[this.intGunSelected].charging = false; break; } _local4++; } } else if (this.arrAllies[this.intGunSelected].type == 23) { if (this.blnBreakMode == false) { if (this.arrAllies[this.intGunSelected].timer == this.arrAllies[this.intGunSelected].timerReady) { if (this.intArtilleryState == -1) { this.CreateRangeIndicator(); } else { this.ShootArtillery(); } } } } } }; _local2.ManageArtillery = function () { var _local2 = 0; while (_local2 < this.arrArtillery.length) { this.arrArtillery[_local2].nextBulletCounter--; if (this.arrArtillery[_local2].nextBulletCounter == 0) { var _local3 = this.RandNum(this.arrArtillery[_local2].xMin, this.arrArtillery[_local2].xMax); this.ShootArtilleryBullet(_local3, this.arrArtillery[_local2].speed, this.arrArtillery[_local2].damage); this.arrArtillery[_local2].bulletsLeft--; if (this.arrArtillery[_local2].bulletsLeft == 0) { this.arrArtillery.splice(_local2, 1); _local2--; } else { this.arrArtillery[_local2].nextBulletCounter = this.RandNum(2, 12); } } _local2++; } }; _local2.ShootArtilleryBullet = function (xLoc, fallSpeed, doDamage) { var _local5 = 50; var thisRef = this; var _local3 = "avatarBullet_" + this.intBulletDepth; var _local4 = new Vector(); var _local7 = (Math.PI * _local5) / 180; var _local6 = fallSpeed; _local4 = new Vector(); _local4._x = Math.cos((Math.PI * _local5) / 180) * _local6; _local4._y = Math.sin((Math.PI * _local5) / 180) * _local6; _root.attachMovie("artillery", _local3, this.intBulletDepth); _root[_local3]._x = xLoc; _root[_local3]._y = -5; _root[_local3]._noTop = true; _root[_local3].SetMovement(_local4._x, _local4._y); _root[_local3]._enemy = false; _root[_local3]._damage = doDamage; this.intBulletDepth++; if (this.intBulletDepth >= 15000) { this.intBulletDepth = 10000; } this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; }; _local2.ShootArtillery = function () { this.RemoveRangeIndicator(); this.turretData.SetInternalData(23, this.arrAllies[this.intGunSelected].exp); var _local3 = new Vector(); _local3._x = 0.642787609686539 * this.turretData.GetBulletSpeed(); _local3._y = 0.766044443118978 * this.turretData.GetBulletSpeed(); var _local5 = _local3._y / _local3._x; var _local6 = _root._ymouse - (_local5 * _root._xmouse); var _local4 = (-5 - _local6) / _local5; var _local8 = _local4 - (this.arrAllies[this.intGunSelected].range / 2); var _local7 = _local4 + (this.arrAllies[this.intGunSelected].range / 2); this.arrArtillery.push({damage:this.arrAllies[this.intGunSelected].damage, bulletsLeft:this.arrAllies[this.intGunSelected].numBullets, xMin:_local8, xMax:_local7, nextBulletCounter:30, speed:this.turretData.GetBulletSpeed()}); this.arrAllies[this.intGunSelected].timer = 0; _root[this.arrAllies[this.intGunSelected].loadMeter].gotoAndStop(1); }; _local2.CreateRangeIndicator = function () { this.intArtilleryState = this.intGunSelected; _root.attachMovie("rangeIndicator", "range", this.rangeDepth); _root.range._x = _root._xmouse; _root.range._y = _root._ymouse; _root.range._width = this.arrAllies[this.intGunSelected].range; _root.range.startDrag(); }; _local2.RemoveRangeIndicator = function () { this.intArtilleryState = -1; _root.range.stopDrag(); _root.range.removeMovieClip(); }; _local2.SpawnMine = function (gunRef, myDamage, orbital, setAngle) { var thisRef = this; var _local3 = "avatarMine_" + this.intStaticBulletDepth; _root.attachMovie("orbitalMine", _local3, this.intStaticBulletDepth); _root[_local3]._x = gunRef._x; _root[_local3]._y = gunRef._y; _root[_local3]._enemy = false; _root[_local3]._damage = myDamage; _root[_local3]._orbital = orbital; _root[_local3].SetCreator(gunRef); _root[_local3].ResetAngle(setAngle); this.intStaticBulletDepth++; if (this.intStaticBulletDepth >= 20000) { this.intStaticBulletDepth = 15050; } this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; }; _local2.StartMines = function () { var _local3 = 0; while (_local3 < this.arrAllies.length) { if (this.arrAllies[_local3].type == 14) { var _local5 = 0; var _local6 = Math.round(360 / this.arrAllies[_local3].numBullets); var _local4 = 0; while (_local4 < this.arrAllies[_local3].numBullets) { this.SpawnMine(_root[this.arrAllies[_local3].name], this.arrAllies[_local3].damage, true, _local5); _local5 = _local5 + _local6; _local4++; } } _local3++; } }; _local2.DestroyMines = function () { var _local3 = 0; while (_local3 < this.arrBullets.length) { if (_root[this.arrBullets[_local3]]._mine == true) { _root[this.arrBullets[_local3]].removeMovieClip(); this.arrBullets.splice(_local3, 1); _local3--; } _local3++; } }; _local2.ReportMineDestroyed = function (gunName) { var _local4 = 0; while (_local4 < this.arrAllies.length) { if (this.arrAllies[_local4].name == gunName) { if (this.arrAllies[_local4].timer == this.arrAllies[_local4].timerReady) { this.arrAllies[_local4].timer = 0; _root[this.arrAllies[_local4].loadMeter].gotoAndStop(1); } var _local5 = false; var _local3 = 0; while (_local3 < this.arrMineQueue.length) { if ((this.arrMineQueue[_local3].name = gunName)) { this.arrMineQueue[_local3].num++; _local5 = true; break; } _local3++; } if (_local5 == false) { this.arrMineQueue.push({name:gunName, num:1}); } break; } _local4++; } }; _local2.StartDecoys = function () { var _local3 = 0; while (_local3 < this.arrAllies.length) { if (this.arrAllies[_local3].type == 20) { _root[this.arrAllies[_local3].name].gun.barrel.gotoAndPlay("shoot"); var _local4 = this.arrAllies[_local3].numBullets - 1; if (_local4 > 0) { this.arrFriendliesQueue.push({name:this.arrAllies[_local3].name, num:_local4}); } } _local3++; } }; _local2.SpawnDecoy = function (gunRef) { var _local5 = -1; var _local7 = false; var _local6; var _local3 = 0; while (_local3 < this.arrAllies.length) { if (this.arrAllies[_local3].name == gunRef._name) { _local6 = this.arrAllies[_local3].data; _local5 = _local3; _local7 = true; break; } _local3++; } var _local8 = "friendly_" + this.intStaticBulletDepth; if (_local6 == 1) { _root.attachMovie("decoyWGun", _local8, this.intStaticBulletDepth); } else { _root.attachMovie("decoy", _local8, this.intStaticBulletDepth); } var _local9 = new Object({x:gunRef.gun.barrel.emitter._x, y:gunRef.gun.barrel.emitter._y}); gunRef.gun.barrel.localToGlobal(_local9); _root[_local8].SetHealth(this.arrAllies[_local5].range); _root[_local8].SetNewLocation(_local9.x, _local9.y); this.intStaticBulletDepth++; if (this.intStaticBulletDepth >= 20000) { this.intStaticBulletDepth = 15050; } this.arrFriendlies.push({name:_local8, stay:false, creator:gunRef._name}); _local3 = 0; while (_local3 < this.arrFriendliesQueue.length) { if (this.arrFriendliesQueue[_local3].name == gunRef._name) { this.arrAllies[_local5].timer = 0; _root[this.arrAllies[_local5].loadMeter].gotoAndStop(1); if (this.arrFriendliesQueue[_local3].num > 1) { this.arrFriendliesQueue[_local3].num--; } else { this.arrFriendliesQueue.splice(_local3, 1); _local3--; } break; } _local3++; } }; _local2.SpawnControllableUnit = function (allyIndex) { var _local4 = true; var _local3 = 0; while (_local3 < this.arrFriendliesDeaths.length) { if (this.arrFriendliesDeaths[_local3] == this.arrAllies[allyIndex].name) { _local4 = false; break; } _local3++; } if (_local4 == true) { var _local7 = _root[this.arrAllies[allyIndex].name]; var _local5 = "friendly_" + this.intStaticBulletDepth; _root.attachMovie("controlUnitOne", _local5, this.intStaticBulletDepth); var _local8 = new Object({x:_local7.gun.emitter._x, y:_local7.gun.emitter._y}); _local7.gun.localToGlobal(_local8); _root[_local5]._x = _local8.x; _root[_local5]._y = _local8.y; _root[_local5].SetNewLocation(_local8.x, _local8.y); _root[_local5].Activate(); _local7.gun.gotoAndStop("shoot"); this.intStaticBulletDepth++; if (this.intStaticBulletDepth >= 20000) { this.intStaticBulletDepth = 15050; } this.arrFriendlies.push({name:_local5, stay:false, creator:_local7._name}); } }; _local2.ReleaseDecoy = function (myName) { if (this.blnBreakMode == false) { this.SpawnDecoy(_root[myName]); } }; _local2.ReportFriendlyDeath = function (objName) { var _local2 = 0; while (_local2 < this.arrFriendlies.length) { if (this.arrFriendlies[_local2].name == objName) { this.arrFriendliesDeaths.push(this.arrFriendlies[_local2].creator); this.arrFriendlies.splice(_local2, 1); break; } _local2++; } }; _local2.ReportFriendlyLanding = function (objName) { var _local4 = 0; while (_local4 < this.arrFriendlies.length) { if (this.arrFriendlies[_local4].name == objName) { var _local3 = 0; while (_local3 < this.arrAllies.length) { if (this.arrAllies[_local3].name == this.arrFriendlies[_local4].creator) { _root[this.arrAllies[_local3].name].gun.gotoAndStop("stop"); break; } _local3++; } this.arrFriendlies.splice(_local4, 1); break; } _local4++; } }; _local2.ShootApocalypseGun = function () { if (this.blnBreakMode == false) { if (this.arrAllies[this.intGunSelected].timer == this.arrAllies[this.intGunSelected].timerReady) { this.FlashScreen(); var _local6 = _root[this.arrAllies[this.intGunSelected].name].gun; var _local7 = new Object({x:_local6.emitter._x, y:_local6.emitter._y}); _local6.localToGlobal(_local7); var _local5 = new Vector(); _local5._x = _local7.x; _local5._y = _local7.y; this.CreateEffect("apocalypseEffect", _local5, false, "", ""); this.ShakeScreen(30); var _local4 = false; var _local3 = 0; while (_local3 < this.arrEnemies.length) { _local4 = _root[this.arrEnemies[_local3]].Apocalypse(); if (_local4 == true) { _local3--; } _local3++; } _local3 = 0; while (_local3 < this.arrFriendlies.length) { if (_root[this.arrFriendlies[_local3].name].Apocalypse()) { _local3--; } _local3++; } this.arrAllies[this.intGunSelected].timer = 0; _root[this.arrAllies[this.intGunSelected].loadMeter].gotoAndStop(1); } } }; _local2.ShootControllableMachineGun = function () { if (this.blnBreakMode == false) { var thisRef = this; var _local4 = "avatarBullet_" + this.intBulletDepth; var _local9 = new Vector(); var _local6 = -1; var _local3 = 0; while (_local3 < this.arrFriendlies.length) { if (this.arrFriendlies[_local3].creator == this.arrAllies[this.intGunSelected].name) { _local6 = _local3; break; } _local3++; } if (_local6 != -1) { var _local5 = _root[this.arrFriendlies[_local3].name]; var _local10 = new Object({x:_local5.gun_1._x, y:_local5.gun_1._y}); _local5.localToGlobal(_local10); var _local8 = new Vector(); _local8._x = _xmouse - _local10.x; _local8._y = _ymouse - _local10.y; var _local14 = Math.atan2(_local8._y, _local8._x); var _local7 = (360 * _local14) / (Math.PI*2); var _local11 = _local7; if (_local5._xscale < 0) { if (_local7 < 0) { _local7 = -1 * (180 + _local7); } else { _local7 = 180 - _local7; } } _local5.gun_1._rotation = _local7; this.turretData.SetInternalData(this.arrAllies[this.intGunSelected].type, this.arrAllies[this.intGunSelected].exp); var _local16 = _root[this.arrAllies[this.intGunSelected].name].gun; var _local15 = _local14; var _local13 = this.turretData.GetBulletSpeed(); _local9._x = Math.cos((Math.PI * _local11) / 180) * _local13; _local9._y = Math.sin((Math.PI * _local11) / 180) * _local13; var _local20; var _local19; var _local12; _local12 = {x:_local5.gun_1.emitter._x, y:_local5.gun_1.emitter._y}; _local5.gun_1.localToGlobal(_local12); _root.attachMovie("bulletMachine", _local4, this.intBulletDepth); _root[_local4]._x = _local12.x; _root[_local4]._y = _local12.y; _root[_local4].SetMovement(_local9._x, _local9._y); _root[_local4]._enemy = false; _root[_local4]._damage = this.arrAllies[this.intGunSelected].damage; _root[_local4]._rotation = _local11; this.intBulletsShot++; this.intBulletDepth++; if (this.intBulletDepth >= 15000) { this.intBulletDepth = 10000; } this.arrBullets.push(_local4); _root[_local4].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; this.arrAllies[this.intGunSelected].timer = 0; _root[this.arrAllies[this.intGunSelected].loadMeter].gotoAndStop(1); } } }; _local2.ShootMachineGun = function () { if (this.blnBreakMode == false) { var thisRef = this; var _local4 = "avatarBullet_" + this.intBulletDepth; var _local8 = new Vector(); this.turretData.SetInternalData(this.arrAllies[this.intGunSelected].type, this.arrAllies[this.intGunSelected].exp); var _local5 = _root[this.arrAllies[this.intGunSelected].name].gun; var _local10 = (Math.PI * _local5.barrel._rotation) / 180; var _local9 = this.turretData.GetBulletSpeed(); _local8._x = Math.cos((Math.PI * _local5.barrel._rotation) / 180) * _local9; _local8._y = Math.sin((Math.PI * _local5.barrel._rotation) / 180) * _local9; var _local12; var _local11; var _local7; if ((((this.arrAllies[this.intGunSelected].type == 2) || (this.arrAllies[this.intGunSelected].type == 19)) || (this.arrAllies[this.intGunSelected].type == 12)) || (this.arrAllies[this.intGunSelected].type == 18)) { _local7 = {x:_local5.barrel.emitter._x, y:_local5.barrel.emitter._y}; _local5.barrel.localToGlobal(_local7); } else if (this.arrAllies[this.intGunSelected].type == 11) { _local12 = {x:_local5.barrel.top.emitter._x, y:_local5.barrel.top.emitter._y}; _local5.barrel.top.localToGlobal(_local12); _local11 = {x:_local5.barrel.bottom.emitter._x, y:_local5.barrel.bottom.emitter._y}; _local5.barrel.bottom.localToGlobal(_local11); } if (this.arrAllies[this.intGunSelected].type == 12) { _root.attachMovie("bulletPlasma", _local4, this.intBulletDepth); } else if (this.arrAllies[this.intGunSelected].type == 18) { _root.attachMovie("bulletRail", _local4, this.intBulletDepth); _global.SoundManager.PlayMachineGunSound("machinegun"); } else if (this.arrAllies[this.intGunSelected].type == 19) { _root.attachMovie("bulletFlamethrower", _local4, this.intBulletDepth); _root[_local4]._lastTime = 30; } else { _root.attachMovie("bulletMachine", _local4, this.intBulletDepth); _global.SoundManager.PlayMachineGunSound("machinegun"); } if (this.arrAllies[this.intGunSelected].type == 11) { _root[_local4]._x = _local12.x; _root[_local4]._y = _local12.y; } else { _root[_local4]._x = _local7.x; _root[_local4]._y = _local7.y; } _root[_local4].SetMovement(_local8._x, _local8._y); _root[_local4]._enemy = false; _root[_local4]._damage = this.arrAllies[this.intGunSelected].damage; _root[_local4]._rotation = _local5.barrel._rotation; this.intBulletsShot++; this.intBulletDepth++; if (this.intBulletDepth >= 15000) { this.intBulletDepth = 10000; } this.arrBullets.push(_local4); _root[_local4].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; if (this.arrAllies[this.intGunSelected].type == 11) { this.intBulletsShot++; _local4 = "avatarBullet_" + this.intBulletDepth; _root.attachMovie("bulletMachine", _local4, this.intBulletDepth); _root[_local4]._x = _local11.x; _root[_local4]._y = _local11.y; _root[_local4].SetMovement(_local8._x, _local8._y); _root[_local4]._enemy = false; _root[_local4]._damage = this.arrAllies[this.intGunSelected].damage; _root[_local4]._rotation = _local5.barrel._rotation; this.intBulletDepth++; if (this.intBulletDepth >= 15000) { this.intBulletDepth = 10000; } this.arrBullets.push(_local4); _root[_local4].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; } else if (this.arrAllies[this.intGunSelected].type == 12) { var _local6 = 0; while (_local6 < this.arrAllies.length) { if (_local6 != this.intGunSelected) { if (this.arrAllies[_local6].type == 12) { _local5 = _root[this.arrAllies[_local6].name].gun; _local7 = {x:_local5.barrel.emitter._x, y:_local5.barrel.emitter._y}; _local5.barrel.localToGlobal(_local7); _local4 = "avatarBullet_" + this.intBulletDepth; _root.attachMovie("bulletPlasma", _local4, this.intBulletDepth); _root[_local4]._x = _local7.x; _root[_local4]._y = _local7.y; _local10 = (Math.PI * _local5.barrel._rotation) / 180; _local8._x = Math.cos((Math.PI * _local5.barrel._rotation) / 180) * _local9; _local8._y = Math.sin((Math.PI * _local5.barrel._rotation) / 180) * _local9; _root[_local4].SetMovement(_local8._x, _local8._y); _root[_local4]._enemy = false; _root[_local4]._damage = this.arrAllies[_local6].damage; _root[_local4]._rotation = _local5.barrel._rotation; this.intBulletDepth++; if (this.intBulletDepth >= 15000) { this.intBulletDepth = 10000; } this.arrBullets.push(_local4); _root[_local4].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; } } _local6++; } } else if (this.arrAllies[this.intGunSelected].type == 18) { _local7 = {x:_local5.barrel.shells._x, y:_local5.barrel.shells._y}; _local5.barrel.localToGlobal(_local7); this.ParticleExplosion("casing", _local7.x, _local7.y); } this.arrAllies[this.intGunSelected].timer = 0; _root[this.arrAllies[this.intGunSelected].loadMeter].gotoAndStop(1); } }; _local2.ShootSniperGun = function () { if (this.blnBreakMode == false) { if (this.arrAllies[this.intGunSelected].timer == this.arrAllies[this.intGunSelected].timerReady) { _global.SoundManager.PlaySound("SniperCannonFire"); var _local6; var _local5; var _local11 = _root[this.arrAllies[this.intGunSelected].name].gun; var _local10 = new Vector(); var _local14 = (Math.PI * _local11.barrel._rotation) / 180; var _local13 = 3; _local10._x = Math.cos((Math.PI * _local11.barrel._rotation) / 180) * _local13; _local10._y = Math.sin((Math.PI * _local11.barrel._rotation) / 180) * _local13; var _local12 = {x:_local11.barrel.emitter._x, y:_local11.barrel.emitter._y}; _local11.barrel.localToGlobal(_local12); _local6 = _local12.x; _local5 = _local12.y; var _local8 = false; var _local9 = 0; while (_local9 < 500) { _local6 = _local6 + _local10._x; _local5 = _local5 + _local10._y; if ((_local6 > Stage.width) || (_local6 < 0)) { _local8 = false; break; } if ((_local5 > Stage.height) || (_local5 < 0)) { _local8 = false; break; } var _local4 = 0; while (_local4 < this.arrEnemies.length) { if (_root[this.arrEnemies[_local4]].hull.hitTest(_local6, _local5, true)) { var _local7 = this.arrAllies[this.intGunSelected].damage; _root[this.arrEnemies[_local4]].ReportDamage(_local7, _local6, _local5); this.Explosion(_local6, _local5); _local8 = true; break; } _local4++; } if (_local8 == true) { break; } _local9++; } if (_local8 == false) { this.AlertMiss(); } _local11.barrel.gotoAndPlay("shoot"); this.arrAllies[this.intGunSelected].timer = 0; _root[this.arrAllies[this.intGunSelected].loadMeter].gotoAndStop(1); } } }; _local2.ShootLightningGun = function () { if (this.blnBreakMode == false) { if (this.arrAllies[this.intGunSelected].timer == this.arrAllies[this.intGunSelected].timerReady) { var _local25 = false; var _local16 = 0; while (_local16 < this.arrEnemies.length) { if (_root[this.arrEnemies[_local16]].hull.hitTest(_xmouse, _ymouse, false)) { _global.SoundManager.PlaySound("LightningGun"); _local25 = true; this.intLightningMiss = 0; var _local4 = new Array(); var _local8 = 0; while (_local8 < this.arrEnemies.length) { if (_local8 != _local16) { _local4.push({name:this.arrEnemies[_local8], hit:false}); } _local8++; } var _local18 = _root[this.arrAllies[this.intGunSelected].name].gun; var _local19 = {x:_local18.barrel.emitter._x, y:_local18.barrel.emitter._y}; _local18.barrel.localToGlobal(_local19); this.Lightning(_local19.x, _local19.y, _xmouse, _ymouse); var _local12 = this.arrAllies[this.intGunSelected].damage; this.ParticleExplosion("spark", _xmouse, _ymouse); _root[this.arrEnemies[_local16]].ReportDamage(_local12, _xmouse, _ymouse); this.turretData.SetInternalData(7, this.arrAllies[this.intGunSelected].exp); var _local22 = this.arrAllies[this.intGunSelected].numBullets; var _local17 = this.arrAllies[this.intGunSelected].data; _local12 = Math.round(_local12 * _local17); var _local14; var _local6; var _local7 = _xmouse; var _local13 = _ymouse; var _local10 = 0; var _local9 = 0; var _local11 = 0; var _local15 = 0; while (_local15 < _local22) { _local14 = 99999999 /* 0x5F5E0FF */; _local6 = -1; var _local5 = 0; while (_local5 < _local4.length) { if (_local4[_local5].hit == false) { _local10 = _root[_local4[_local5].name]._x - _local7; _local9 = _root[_local4[_local5].name]._y - _local7; _local11 = Math.sqrt((_local10 * _local10) + (_local9 * _local9)); if (_local11 < _local14) { _local14 = _local11; _local6 = _local5; } } _local5++; } if (_local6 == -1) { break; } this.Lightning(_local7, _local13, _root[_local4[_local6].name]._x, _root[_local4[_local6].name]._y); _local7 = _root[_local4[_local6].name]._x; _local13 = _root[_local4[_local6].name]._y; _local4[_local6].hit = true; this.ParticleExplosion("spark", _local7, _local13); _root[_local4[_local6].name].ReportDamage(_local12, _local7, _local13); _local12 = Math.round(_local12 * _local17); _local15++; } this.FlashScreen(); this.arrAllies[this.intGunSelected].timer = 0; _root[this.arrAllies[this.intGunSelected].loadMeter].gotoAndStop(1); break; } _local16++; } if (_local25 == false) { this.intLightningMiss++; if (this.intLightningMiss >= 2) { this.intLightningMiss = 0; this.AlertLightning(); } } } } }; _local2.ShootTimeGun = function () { if (this.arrAllies[this.intGunSelected].timer >= this.arrAllies[this.intGunSelected].timerReady) { if (this.intTimeDuration == 0) { this.intTimeDuration = this.arrAllies[this.intGunSelected].data; _root.screenEffects_mc._visible = true; _root.screenEffects_mc.gotoAndStop(2); _root.screenEffects_mc.inside_mc.gotoAndPlay("start"); var _local3 = 0; while (_local3 < this.arrEnemies.length) { _root[this.arrEnemies[_local3]].SetTimeStatus(0); _local3++; } this.arrAllies[this.intGunSelected].timer = 0; _root[this.arrAllies[this.intGunSelected].loadMeter].gotoAndStop(1); } } }; _local2.ManageTime = function () { if (this.intTimeDuration > 0) { this.intTimeDuration--; if (this.intTimeDuration == 0) { var _local3 = 0; while (_local3 < this.arrEnemies.length) { _root[this.arrEnemies[_local3]].SetTimeStatus(1); _local3++; } _root.screenEffects_mc.inside_mc.gotoAndPlay("stop"); } } }; _local2.ShootRemoteMissile = function () { if (this.blnBreakMode == false) { if (this.arrAllies[this.intGunSelected].timer >= this.arrAllies[this.intGunSelected].timerReady) { var _local4 = _root[this.arrAllies[this.intGunSelected].name].gun; var _local5 = new Object({x:_local4.emitter._x, y:_local4.emitter._y}); _local4.localToGlobal(_local5); var thisRef = this; var _local3 = "avatarBullet_" + this.intBulletDepth; _root.attachMovie("remoteMissile", _local3, this.intBulletDepth); _root[_local3]._x = _local5.x; _root[_local3]._y = _local5.y; _root[_local3]._enemy = false; _root[_local3]._damage = this.arrAllies[this.intGunSelected].damage; _root[_local3]._rotation = -45; this.intBulletDepth++; if (this.intBulletDepth >= 15000) { this.intBulletDepth = 10000; } this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; this.arrAllies[this.intGunSelected].timer = 0; _root[this.arrAllies[this.intGunSelected].loadMeter].gotoAndStop(1); _local4.gotoAndStop("fired"); } } }; _local2.ShootMeteorGun = function () { _root[this.arrAllies[this.intGunSelected].name].gun.gotoAndPlay("shoot"); this.arrAllies[this.intGunSelected].timer = 0; _root[this.arrAllies[this.intGunSelected].loadMeter].gotoAndStop(1); this.arrAllies[this.intGunSelected].charging = false; this.blnMeteorsInProgress = true; this.intMeteorGun = this.intGunSelected; }; } else { // unexpected jump } _local2.StartMeteors = function () { this.blnMeteors = true; this.turretData.SetInternalData(10, this.arrAllies[this.intMeteorGun].exp); this.intMeteorVelocity = this.turretData.GetBulletSpeed(); this.intMeteorMin = this.arrAllies[this.intMeteorGun].numBullets - this.arrAllies[this.intMeteorGun].range; this.intMeteorMax = this.arrAllies[this.intMeteorGun].numBullets + this.arrAllies[this.intMeteorGun].range; this.intMeteorCounter = 10; this.intMaxDamage = this.arrAllies[this.intMeteorGun].damage; this.intMeteorDuration = this.arrAllies[this.intMeteorGun].data; this.ShakeScreen(this.arrAllies[this.intMeteorGun].data); }; _local2.ManageMeteors = function () { if (this.blnMeteors == true) { if (this.intMeteorDuration > 0) { if (this.intMeteorCounter <= 0) { this.ShootMeteor(); this.intMeteorCounter = this.RandNum(this.intMeteorMin, this.intMeteorMax); } else { this.intMeteorCounter--; } this.intMeteorDuration--; } else { this.blnMeteors = false; this.blnMeteorsInProgress = false; _root[this.arrAllies[this.intMeteorGun].name].gun.gotoAndPlay("close"); } } }; _local2.ShootMeteor = function () { var _local4 = 50; var thisRef = this; var _local3 = "avatarBullet_" + this.intBulletDepth; var _local5 = new Vector(); var _local7 = (Math.PI * _local4) / 180; var _local6 = this.intMeteorVelocity; _local5._x = Math.cos((Math.PI * _local4) / 180) * _local6; _local5._y = Math.sin((Math.PI * _local4) / 180) * _local6; _root.attachMovie("meteor", _local3, this.intBulletDepth); _root[_local3]._x = this.RandNum(0, 600); _root[_local3]._y = -25; _root[_local3]._noTop = true; _root[_local3].SetMovement(_local5._x, _local5._y); _root[_local3]._xscale = this.RandNum(30, 100); _root[_local3]._yscale = _root[_local3]._xscale; _root[_local3]._enemy = false; _root[_local3]._damage = Math.round(this.intMaxDamage * (_root[_local3]._xscale / 100)); _root[_local3]._rotation = _local4; this.intBulletDepth++; if (this.intBulletDepth >= 15000) { this.intBulletDepth = 10000; } this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; }; _local2.UpdateBuffs = function () { var _local12 = 0; var _local8 = 0; var _local7 = 0; var _local2 = 0; while (_local2 < this.arrAllies.length) { this.turretData.SetInternalData(this.arrAllies[_local2].type, this.arrAllies[_local2].exp); this.arrAllies[_local2].data = this.turretData.GetData(); this.arrAllies[_local2].numBullets = this.turretData.GetNumBullets(); this.arrAllies[_local2].range = this.turretData.GetRange(); var _local3 = 0; while (_local3 < this.arrAllies[_local2].arrUpgrades.length) { if (this.arrAllies[_local2].arrUpgrades[_local3].type == 4) { this.arrAllies[_local2].data = this.arrAllies[_local2].data + this.arrAllies[_local2].arrUpgrades[_local3].value; } else if (this.arrAllies[_local2].arrUpgrades[_local3].secondType == 4) { this.arrAllies[_local2].data = this.arrAllies[_local2].data + this.arrAllies[_local2].arrUpgrades[_local3].secondValue; } if (this.arrAllies[_local2].arrUpgrades[_local3].type == 5) { this.arrAllies[_local2].numBullets = this.arrAllies[_local2].numBullets + this.arrAllies[_local2].arrUpgrades[_local3].value; } else if (this.arrAllies[_local2].arrUpgrades[_local3].secondType == 5) { this.arrAllies[_local2].numBullets = this.arrAllies[_local2].numBullets + this.arrAllies[_local2].arrUpgrades[_local3].secondValue; } if (this.arrAllies[_local2].arrUpgrades[_local3].type == 6) { this.arrAllies[_local2].range = this.arrAllies[_local2].range + this.arrAllies[_local2].arrUpgrades[_local3].value; } else if (this.arrAllies[_local2].arrUpgrades[_local3].secondType == 6) { this.arrAllies[_local2].range = this.arrAllies[_local2].range + this.arrAllies[_local2].arrUpgrades[_local3].secondValue; } _local3++; } _local2++; } _local2 = 0; while (_local2 < this.arrAllies.length) { if (((this.arrAllies[_local2].type == 4) || (this.arrAllies[_local2].type == 8)) || (this.arrAllies[_local2].type == 9)) { if (this.arrAllies[_local2].blnDestroyed == false) { if (this.arrAllies[_local2].type == 4) { _local12 = _local12 + this.arrAllies[_local2].data; } else if (this.arrAllies[_local2].type == 8) { _local8 = _local8 + this.arrAllies[_local2].data; } else if (this.arrAllies[_local2].type == 9) { _local7 = _local7 + this.arrAllies[_local2].data; } } } _local2++; } _local7 = 1 - _local7; if (_local7 < 0.25) { _local7 = 0.25; } _local2 = 0; while (_local2 < this.arrAllies.length) { if (this.arrAllies[_local2].type != 4) { if (this.arrAllies[_local2].blnDestroyed == false) { this.turretData.SetInternalData(this.arrAllies[_local2].type, this.arrAllies[_local2].exp); var _local4 = 0; var _local6 = 0; var _local5 = 0; var _local3 = 0; while (_local3 < this.arrAllies[_local2].arrUpgrades.length) { if (this.arrAllies[_local2].arrUpgrades[_local3].type == 1) { _local4 = _local4 + this.arrAllies[_local2].arrUpgrades[_local3].value; } else if (this.arrAllies[_local2].arrUpgrades[_local3].secondType == 1) { _local4 = _local4 + this.arrAllies[_local2].arrUpgrades[_local3].secondValue; } if (this.arrAllies[_local2].arrUpgrades[_local3].type == 2) { _local6 = _local6 + this.arrAllies[_local2].arrUpgrades[_local3].value; } else if (this.arrAllies[_local2].arrUpgrades[_local3].secondType == 2) { _local6 = _local6 + this.arrAllies[_local2].arrUpgrades[_local3].secondValue; } if (this.arrAllies[_local2].arrUpgrades[_local3].type == 3) { _local5 = _local5 + this.arrAllies[_local2].arrUpgrades[_local3].value; } else if (this.arrAllies[_local2].arrUpgrades[_local3].secondType == 3) { _local5 = _local5 + this.arrAllies[_local2].arrUpgrades[_local3].secondValue; } _local3++; } _local4 = _local4 + this.turretData.GetDamage(); _local6 = _local6 + this.turretData.GetLife(); _local5 = _local5 + this.turretData.GetReloadMax(); var _local11 = _local6 + Math.round(_local6 * _local12); this.arrAllies[_local2].totalLife = _local11; var _local10 = _local4 + Math.round(_local4 * _local8); this.arrAllies[_local2].damage = _local10; var _local9 = Math.round(_local5 * _local7); this.arrAllies[_local2].timerReady = _local9; } } this.UpdateGunHealth(_local2); _local2++; } }; _local2.EnemyFire = function (emitterPos, direction, speed, size, damage, bulletType) { var thisRef = this; var _local3 = "enemyBullet_" + this.intBulletDepth; var _local4 = new Vector(); var _local7 = (Math.PI * direction) / 180; var _local5 = speed; _local4._x = Math.cos((Math.PI * direction) / 180) * speed; _local4._y = Math.sin((Math.PI * direction) / 180) * speed; _root.attachMovie("bullet2", _local3, this.intBulletDepth); _root[_local3]._x = emitterPos._x; _root[_local3]._y = emitterPos._y; _root[_local3]._xscale = size; _root[_local3]._yscale = size; _root[_local3].SetGravityAndVelocity(this.dblGravity, _local5); _root[_local3].SetAngle(_local7); _root[_local3].SetStart(_root[_local3]._x, _root[_local3]._y); _root[_local3]._damage = damage; _root[_local3]._enemy = true; this.intBulletDepth++; if (this.intBulletDepth >= 15000) { this.intBulletDepth = 10000; } this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; }; _local2.EnemyFireBulletEnemy = function (emitterPos, direction, speed, size, damage, bulletType) { var thisRef = this; var _local4 = new Vector(); var _local3 = "enemy_" + this.intUnitDepth; _root.attachMovie(bulletType, _local3, this.intUnitDepth); var _local8 = (Math.PI * direction) / 180; var _local7 = speed; _local4._x = Math.cos((Math.PI * direction) / 180) * speed; _local4._y = Math.sin((Math.PI * direction) / 180) * speed; _root[_local3]._x = emitterPos._x; _root[_local3]._y = emitterPos._y; _root[_local3]._bullet = true; _root[_local3]._rotation = direction; _root[_local3]._damage = damage; _root[_local3]._enemy = true; _root[_local3].SetMovement(_local4._x, _local4._y); this.arrEnemies.push(_local3); _root[_local3].removeCallback = function (thisName) { thisRef.RemoveEnemy(thisName); }; this.intUnitDepth++; if (this.intUnitDepth > 7000) { this.intUnitDepth = 5000; } }; _local2.DroneDeath = function (xScale, startX, startY, velX, velY) { var thisRef = this; var _local3 = "deadDrone" + this.intBulletDepth; _root.attachMovie("droneDestroyed", _local3, this.intBulletDepth); _root[_local3]._x = startX; _root[_local3]._y = startY; _root[_local3]._xscale = xScale; _root[_local3].SetMovement(velX, velY); _root[_local3].SetGravity(this.dblGravity); _root[_local3]._damage = 35; _root[_local3]._enemy = false; this.intBulletDepth++; if (this.intBulletDepth >= 15000) { this.intBulletDepth = 10000; } this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; }; _local2.DropBomb = function (emitterPos, speed, size, damage) { var thisRef = this; var _local3 = "enemyBullet_" + this.intBulletDepth; var _local5 = new Vector(); var _local4 = 180; var _local8 = (Math.PI * _local4) / 180; var _local6 = speed; _local5._x = Math.cos((Math.PI * _local4) / 180) * speed; _local5._y = Math.sin((Math.PI * _local4) / 180) * speed; _root.attachMovie("bomb", _local3, this.intBulletDepth); _root[_local3]._x = emitterPos._x; _root[_local3]._y = emitterPos._y; _root[_local3]._xscale = size; _root[_local3]._yscale = size; _root[_local3].SetGravityAndVelocity(this.dblGravity, _local6); _root[_local3].SetAngle(_local8); _root[_local3].SetStart(_root[_local3]._x, _root[_local3]._y); _root[_local3]._damage = damage; _root[_local3]._enemy = true; this.intBulletDepth++; this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; }; _local2.EnemyFireMachineGun = function (emitterPos, direction, speed, size, damage, bulletType) { var thisRef = this; var _local3 = "enemyBullet_" + this.intBulletDepth; var _local4 = new Vector(); _local4._x = Math.cos((Math.PI * direction) / 180) * speed; _local4._y = Math.sin((Math.PI * direction) / 180) * speed; _root.attachMovie("bulletMachine", _local3, this.intBulletDepth); _root[_local3]._x = emitterPos._x; _root[_local3]._y = emitterPos._y; _root[_local3].SetMovement(_local4._x, _local4._y); _root[_local3]._damage = damage; _root[_local3]._enemy = true; _root[_local3]._rotation = direction; this.intBulletDepth++; this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; }; _local2.FriendlyFireMachineGun = function (emitterPos, direction, speed, size, damage, bulletType) { var thisRef = this; var _local3 = "friendlyBullet_" + this.intBulletDepth; var _local4 = new Vector(); _local4._x = Math.cos((Math.PI * direction) / 180) * speed; _local4._y = Math.sin((Math.PI * direction) / 180) * speed; _root.attachMovie("bulletMachine", _local3, this.intBulletDepth); _root[_local3]._x = emitterPos._x; _root[_local3]._y = emitterPos._y; _root[_local3].SetMovement(_local4._x, _local4._y); _root[_local3]._subBullet = true; _root[_local3]._damage = damage; _root[_local3]._enemy = false; _root[_local3]._rotation = direction; this.intBulletDepth++; this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; }; _local2.RemoveBullet = function (strName) { var _local2 = 0; while (_local2 < this.arrBullets.length) { if (strName == this.arrBullets[_local2]) { this.arrBullets.splice(_local2, 1); break; } _local2++; } }; _local2.AimGun = function () { if (((this.arrAllies[this.intGunSelected].type != 7) && (this.arrAllies[this.intGunSelected].type != 20)) && (this.arrAllies[this.intGunSelected].type != 21)) { var _local5 = _root[this.arrAllies[this.intGunSelected].name].gun; var _local10 = new Object({x:_local5.barrel._x, y:_local5.barrel._y}); _root[this.arrAllies[this.intGunSelected].name].gun.localToGlobal(_local10); var _local9 = new Vector(); _local9._x = _xmouse - _local10.x; _local9._y = _ymouse - _local10.y; var _local11 = Math.atan2(_local9._y, _local9._x); var _local7 = (360 * _local11) / (Math.PI*2); if ((this.arrAllies[this.intGunSelected].type != 11) && (this.arrAllies[this.intGunSelected].type != 12)) { if (_local7 > 15) { _local7 = 15; } else if (_local7 < -130) { _local7 = -130; } } else if (this.arrAllies[this.intGunSelected].type == 12) { if (_local7 > 35) { _local7 = 35; } else if (_local7 < -130) { _local7 = -130; } } _local5.barrel._rotation = _local7; if (this.arrAllies[this.intGunSelected].type == 12) { var _local3 = 0; while (_local3 < this.arrAllies.length) { if (_local3 != this.intGunSelected) { if (this.arrAllies[_local3].type == 12) { _local5 = _root[this.arrAllies[_local3].name].gun; _local10 = new Object({x:_local5.barrel._x, y:_local5.barrel._y}); _root[this.arrAllies[_local3].name].gun.localToGlobal(_local10); _local9._x = _xmouse - _local10.x; _local9._y = _ymouse - _local10.y; _local11 = Math.atan2(_local9._y, _local9._x); _local7 = (360 * _local11) / (Math.PI*2); if (_local7 > 35) { _local7 = 35; } else if (_local7 < -130) { _local7 = -130; } _local5.barrel._rotation = _local7; } } _local3++; } } } else if (this.arrAllies[this.intGunSelected].type == 21) { var _local6 = -1; var _local4 = 0; while (_local4 < this.arrFriendlies.length) { if (this.arrFriendlies[_local4].creator == this.arrAllies[this.intGunSelected].name) { _local6 = _local4; break; } _local4++; } if (_local6 != -1) { var _local8 = _root[this.arrFriendlies[_local4].name]; var _local10 = new Object({x:_local8.gun_1._x, y:_local8.gun_1._y}); _local8.localToGlobal(_local10); var _local9 = new Vector(); _local9._x = _xmouse - _local10.x; _local9._y = _ymouse - _local10.y; var _local11 = Math.atan2(_local9._y, _local9._x); var _local7 = (360 * _local11) / (Math.PI*2); var _local12 = _local7; if (_local8._xscale < 0) { if (_local7 < 0) { _local7 = -1 * (180 + _local7); } else { _local7 = 180 - _local7; } } _local8.gun_1._rotation = _local7; } } }; _local2.DealSplashDamageToEnemies = function (sourceX, sourceY, maxDistance, maxDamage) { if ((maxDistance != 0) && (maxDistance != undefined)) { var _local4 = 0; var _local7 = 0; var _local6 = 0; var _local9 = 0; var _local8 = 0; var _local3 = 0; while (_local3 < this.arrEnemies.length) { _local7 = _root[this.arrEnemies[_local3]]._x - sourceX; _local6 = _root[this.arrEnemies[_local3]]._y - sourceY; _local4 = Math.sqrt((_local7 * _local7) + (_local6 + _local6)); if (_root[this.arrEnemies[_local3]]._width > _root[this.arrEnemies[_local3]]._height) { _local4 = _local4 - ((_root[this.arrEnemies[_local3]]._width / 2) * 0.75); } else { _local4 = _local4 - ((_root[this.arrEnemies[_local3]]._height / 2) * 0.75); } if (_local4 <= maxDistance) { _local9 = (maxDistance - _local4) / maxDistance; _local8 = Math.round(maxDamage * _local9); _root[this.arrEnemies[_local3]].ReportDamage(_local8, _root[this.arrEnemies[_local3]]._x, _root[this.arrEnemies[_local3]]._y); } _local3++; } } }; _local2.CheckBulletCollision = function () { var _local4 = false; var _local3 = 0; while (_local3 < this.arrBullets.length) { if (_root[this.arrBullets[_local3]]._enemy == false) { var _local5 = 0; while (_local5 < this.arrEnemies.length) { _local4 = _root[this.arrEnemies[_local5]].DetectHit(this.arrBullets[_local3]); if (_local4 == true) { _local3--; break; } _local5++; } } else { if (_root[this.arrBullets[_local3]]._mine == false) { var _local9 = false; var _local5 = 0; while (_local5 < this.arrAllies.length) { if (this.arrAllies[_local5].blnDestroyed == false) { if ((Math.abs(_root[this.arrBullets[_local3]]._x - _root[this.arrAllies[_local5].name]._x) < 50) && (Math.abs(_root[this.arrBullets[_local3]]._y - _root[this.arrAllies[_local5].name]._y) < 50)) { _local4 = _root[this.arrAllies[_local5].name].hitTest(_root[this.arrBullets[_local3]]._x, _root[this.arrBullets[_local3]]._y, true); if (_local4 == true) { var _local7 = 0; var _local6 = 0; while (_local6 < this.arrShields.length) { if (this.arrShields[_local6].to == this.arrAllies[_local5].name) { this.ShieldHit(_root[this.arrBullets[_local3]]._x, _root[this.arrBullets[_local3]]._y); _local7 = _local7 + this.arrShields[_local6].power; } _local6++; } _local7 = 1 - _local7; var _local8 = Math.round(_root[this.arrBullets[_local3]]._damage * _local7); if ((_local7 < 1) && (_root[this.arrBullets[_local3]]._damage <= 1)) { _local8 = 0; } this.arrAllies[_local5].damageTaken = this.arrAllies[_local5].damageTaken + _local8; this.UpdateGunHealth(_local5); _root[this.arrBullets[_local3]].Hit(_root[this.arrBullets[_local3]]._x, _root[this.arrBullets[_local3]]._y, "HitTurret1"); _root[this.arrBullets[_local3]].removeMovieClip(); _local9 = true; } else { _local4 = _root[this.arrAllies[_local5].name].hitTest(_root[this.arrBullets[_local3]]._midX, _root[this.arrBullets[_local3]]._midY, true); if (_local4 == true) { var _local7 = 0; var _local6 = 0; while (_local6 < this.arrShields.length) { if (this.arrShields[_local6].to == this.arrAllies[_local5].name) { this.ShieldHit(_root[this.arrBullets[_local3]]._midX, _root[this.arrBullets[_local3]]._midY); _local7 = _local7 + this.arrShields[_local6].power; } _local6++; } _local7 = 1 - _local7; var _local8 = Math.round(_root[this.arrBullets[_local3]]._damage * _local7); if ((_local7 < 1) && (_root[this.arrBullets[_local3]]._damage <= 1)) { _local8 = 0; } this.arrAllies[_local5].damageTaken = this.arrAllies[_local5].damageTaken + _local8; this.UpdateGunHealth(_local5); _root[this.arrBullets[_local3]].Hit(_root[this.arrBullets[_local3]]._midX, _root[this.arrBullets[_local3]]._midY, "HitTurret2"); _root[this.arrBullets[_local3]].removeMovieClip(); _local9 = true; } } } } _local5++; } } if (_local9 == false) { var _local5 = 0; while (_local5 < this.arrFriendlies.length) { _local4 = _root[this.arrFriendlies[_local5].name].hitTest(_root[this.arrBullets[_local3]]._x, _root[this.arrBullets[_local3]]._y, true); if (_local4 == true) { _root[this.arrFriendlies[_local5].name].ReportDamage(_root[this.arrBullets[_local3]]._damage, _root[this.arrBullets[_local3]]._x, _root[this.arrBullets[_local3]]._y); _root[this.arrBullets[_local3]].Hit(_root[this.arrBullets[_local3]]._x, _root[this.arrBullets[_local3]]._y, "HitFriendly"); _root[this.arrBullets[_local3]].removeMovieClip(); var _local9 = true; } else { _local4 = _root[this.arrFriendlies[_local5].name].hitTest(_root[this.arrBullets[_local3]]._midX, _root[this.arrBullets[_local3]]._midY, true); if (_local4 == true) { _root[this.arrFriendlies[_local5].name].ReportDamage(_root[this.arrBullets[_local3]]._damage, _root[this.arrBullets[_local3]]._midX, _root[this.arrBullets[_local3]]._midY); _root[this.arrBullets[_local3]].Hit(_root[this.arrBullets[_local3]]._midX, _root[this.arrBullets[_local3]]._midY, "HitFriendly"); _root[this.arrBullets[_local3]].removeMovieClip(); var _local9 = true; } } _local5++; } } if (_local9 == true) { this.arrBullets.splice(_local3, 1); _local3--; } } _local3++; } _local3 = 0; while (_local3 < this.arrEnemies.length) { if ((_root[this.arrEnemies[_local3]]._bullet == true) && (_root[this.arrEnemies[_local3]]._enemy == true)) { var _local9 = false; var _local5 = 0; while (_local5 < this.arrAllies.length) { if (this.arrAllies[_local5].blnDestroyed == false) { _local4 = _root[this.arrAllies[_local5].name].hitTest(_root[this.arrEnemies[_local3]]._x, _root[this.arrEnemies[_local3]]._y, true); if (_local4 == true) { var _local7 = 0; var _local6 = 0; while (_local6 < this.arrShields.length) { if (this.arrShields[_local6].to == this.arrAllies[_local5].name) { this.ShieldHit(_root[this.arrEnemies[_local3]]._x, _root[this.arrEnemies[_local3]]._y); _local7 = _local7 + this.arrShields[_local6].power; } _local6++; } _local7 = 1 - _local7; var _local8 = Math.round(_root[this.arrEnemies[_local3]]._damage * _local7); if ((_local7 > 0) && (_root[this.arrEnemies[_local3]]._damage <= 1)) { _local8 = 0; } this.arrAllies[_local5].damageTaken = this.arrAllies[_local5].damageTaken + _local8; this.UpdateGunHealth(_local5); _root[this.arrEnemies[_local3]].Hit(_root[this.arrEnemies[_local3]]._x, _root[this.arrEnemies[_local3]]._y, "EnemyHit"); _root[this.arrEnemies[_local3]].Cleanup(); _root[this.arrEnemies[_local3]].removeMovieClip(); this.arrEnemies.splice(_local3, 1); _local3--; _local9 = true; if (this.arrEnemies.length == 0) { if (this.myLevelManager.GetEnemiesLeft() < 1) { this.FinishLevel(); } } } } _local5++; } } _local3++; } }; _local2.Explosion = function (xloc, yloc) { var _local3 = new Vector(); _local3._x = xloc; _local3._y = yloc; this.CreateEffect("explosion_2", _local3, false, "", ""); _global.SoundManager.PlaySound("ShellHit"); }; _local2.GunSmoke = function (xloc, yloc) { var _local2 = new Vector(); _local2._x = xloc; _local2._y = yloc; this.CreateEffect("gunsmoke", _local2, false, "", ""); }; _local2.LaunchShieldEffect = function (xloc, yloc, to, from) { var _local2 = new Vector(); _local2._x = xloc; _local2._y = yloc; return(this.CreateEffect("shield", _local2, true, to, from)); }; _local2.ShieldHit = function (xloc, yloc) { var _local2 = new Vector(); _local2._x = xloc; _local2._y = yloc; this.CreateEffect("shieldHit", _local2, false, "", ""); }; _local2.MachineGunHit = function (xloc, yloc) { var _local3 = new Vector(); _local3._x = xloc; _local3._y = yloc; _root[this.CreateEffect("machineGunHit", _local3, false, "", "")]._rotation = this.RandNum(0, 360); }; _local2.PlasmaGunHit = function (xloc, yloc) { var _local3 = new Vector(); _local3._x = xloc; _local3._y = yloc; _root[this.CreateEffect("plasmaGunHit", _local3, false, "", "")]._rotation = this.RandNum(0, 360); }; _local2.AcidGunHit = function (xloc, yloc) { var _local3 = new Vector(); _local3._x = xloc; _local3._y = yloc; _root[this.CreateEffect("acidGunHit", _local3, false, "", "")]._rotation = this.RandNum(0, 360); }; _local2.Jets = function (xloc, yloc) { var _local2 = new Vector(); _local2._x = xloc; _local2._y = yloc; this.CreateEffect("jets", _local2, false, "", ""); }; _local2.SmokeTrail = function (xloc, yloc) { var _local2 = new Vector(); _local2._x = xloc; _local2._y = yloc; this.CreateEffect("smoketrail", _local2, false, "", ""); }; _local2.GunSelected = function (xloc, yloc) { var _local2 = new Vector(); _local2._x = xloc; _local2._y = yloc; this.CreateEffect("selectGun", _local2, false, "", ""); }; _local2.StarBurst = function (xloc, yloc) { var _local2 = new Vector(); _local2._x = xloc; _local2._y = yloc; this.CreateEffect("starBurst", _local2, false, "", ""); }; _local2.Teleport = function (xloc, yloc) { var _local2 = new Vector(); _local2._x = xloc; _local2._y = yloc; this.CreateEffect("teleport", _local2, false, "", ""); }; _local2.TeleportAppear = function (xloc, yloc) { var _local2 = new Vector(); _local2._x = xloc; _local2._y = yloc; this.CreateEffect("teleportAppear", _local2, false, "", ""); }; _local2.SellAnimation = function (xloc, yloc) { var _local2 = new Vector(); _local2._x = xloc; _local2._y = yloc; this.CreateEffect("sellAnimation", _local2, false, "", ""); }; _local2.AlertLightning = function () { var _local2 = new Vector(); _local2._x = 187; _local2._y = 11; this.CreateEffect("alertLightning", _local2, false, "", ""); }; _local2.AlertMiss = function () { var _local2 = new Vector(); _local2._x = 296; _local2._y = 11; this.CreateEffect("alertMiss", _local2, false, "", ""); }; _local2.AlertStart = function () { var _local2 = new Vector(); _local2._x = 184; _local2._y = 11; this.CreateEffect("alertStart", _local2, false, "", ""); }; _local2.CreateEffect = function (effectName, effectLocation, lockLocation, lockTarget, lockRotateTarget) { var _local3 = "effect_" + this.effectDepth; _root.attachMovie(effectName, _local3, this.effectDepth); _root[_local3]._x = effectLocation._x; _root[_local3]._y = effectLocation._y; this.arrEffects.push({name:_local3, locked:lockLocation, target:lockTarget, rotate:lockRotateTarget}); this.effectDepth++; if (this.effectDepth > 35000) { this.effectDepth = 30000; } return(_local3); }; _local2.AwardPoints = function (xloc, yloc, goldWon, expWon, enemyType, pointsWon) { if (((enemyType == "Enemy_20") || (enemyType == "Enemy_21")) || (enemyType == "Enemy_22")) { this.myLevelManager.BossDead(); } this.curStatus.Set(this.curStatus.Get() + pointsWon); this.intPoints.SetScore(this.curStatus.Get()); var _local4 = new Vector(); _local4._x = xloc; _local4._y = yloc; var _local5 = this.CreateEffect("award", _local4, false, "", ""); _root[_local5].textClip_mc.gold_txt.text = goldWon + " G"; _root[_local5].textClip_mc.exp_txt.text = expWon + " Exp"; var _local6 = 0; var _local3 = 0; while (_local3 < this.arrAllies.length) { if (this.arrAllies[_local3].blnDestroyed == false) { _local6++; } _local3++; } var _local8 = Math.round(expWon / _local6); var _local7 = false; _local3 = 0; while (_local3 < this.arrAllies.length) { if (this.arrAllies[_local3].blnDestroyed == false) { this.arrAllies[_local3].exp = this.arrAllies[_local3].exp + _local8; this.turretData.SetInternalData(this.arrAllies[_local3].type, this.arrAllies[_local3].exp); if (this.turretData.GetLevel() != this.arrAllies[_local3].intLevel) { this.arrAllies[_local3].intLevel = this.turretData.GetLevel(); _local7 = true; _local4 = new Vector(); _local4._x = _root[this.arrAllies[_local3].name]._x; _local4._y = _root[this.arrAllies[_local3].name]._y - 10; this.arrAllies[_local3].intPoints = this.arrAllies[_local3].intPoints + 2; _local5 = this.CreateEffect("levelUp", _local4, false, "", ""); _root[_local5].textClip_mc.level_txt.text = ("Level " + this.arrAllies[_local3].intLevel) + "!"; } } _local3++; } if (_local7 == true) { this.UpdateGunStats(); this.UpdateBuffs(); } this._money.Set(this._money.Get() + goldWon); }; _local2.UpdateGunStats = function () { var _local2 = 0; while (_local2 < this.arrAllies.length) { _local2++; } }; _local2.AwardDamage = function (xloc, yloc, damageWon) { var _local3 = new Vector(); _local3._x = xloc; _local3._y = yloc; var _local4 = this.CreateEffect("award2", _local3, false, "", ""); _root[_local4].textClip_mc.damage_txt.text = damageWon + ""; }; _local2.CleanEffects = function () { var _local3 = 0; while (_local3 < this.arrEffects.length) { _root[this.arrEffects[_local3].name].removeMovieClip(); _local3++; } delete this.arrEffects; this.arrEffects = new Array(); }; _local2.RemoveEffect = function (strName) { var _local3 = 0; while (_local3 < this.arrEffects.length) { if (strName == this.arrEffects[_local3].name) { _root[this.arrEffects[_local3].name].removeMovieClip(); this.arrEffects.splice(_local3, 1); break; } _local3++; } }; _local2.AnimateEffects = function () { var _local3 = 0; while (_local3 < this.arrEffects.length) { if (this.arrEffects[_local3].locked == true) { _root[this.arrEffects[_local3].name]._x = _root[this.arrEffects[_local3].target]._x; _root[this.arrEffects[_local3].name]._y = _root[this.arrEffects[_local3].target]._y; } if (this.arrEffects[_local3].rotate != "") { var _local4 = new Vector(); _local4._x = _root[this.arrEffects[_local3].name]._x; _local4._y = _root[this.arrEffects[_local3].name]._y; var _local5 = new Vector(); _local5._x = _root[this.arrEffects[_local3].rotate]._x - _local4._x; _local5._y = _root[this.arrEffects[_local3].rotate]._y - _local4._y; var _local6 = Math.atan2(_local5._y, _local5._x); var _local7 = (360 * _local6) / (Math.PI*2); _root[this.arrEffects[_local3].name]._rotation = _local7; } _local3++; } }; _local2.GetClosestAlly = function (selectedUnit) { var _local5 = 0; var _local4 = 0; var _local6 = 0; var _local7 = 9999999999999; var _local9 = -1; var _local10; var _local3 = 0; while (_local3 < this.arrAllies.length) { if (this.arrAllies[_local3].blnDestroyed == false) { _local5 = selectedUnit._x - _root[this.arrAllies[_local3].name]._x; _local4 = selectedUnit._y - _root[this.arrAllies[_local3].name]._y; _local6 = Math.sqrt((_local5 * _local5) + (_local4 * _local4)); if (_local6 < _local7) { _local7 = _local6; _local9 = _local3; } } _local3++; } _local10 = _root[this.arrAllies[_local9].name]; _local9 = -1; _local3 = 0; while (_local3 < this.arrFriendlies.length) { _local5 = selectedUnit._x - _root[this.arrFriendlies[_local3].name]._x; _local4 = selectedUnit._y - _root[this.arrFriendlies[_local3].name]._y; _local6 = Math.sqrt((_local5 * _local5) + (_local4 * _local4)); if (_local6 < _local7) { _local7 = _local6; _local9 = _local3; } _local3++; } if (_local9 > -1) { _local10 = _root[this.arrFriendlies[_local9].name]; } return(_local10); }; _local2.SelectClosestEnemyTarget = function (selectedUnit) { var _local5 = 0; var _local4 = 0; var _local6 = 0; var _local7 = 9999999999999; var _local9 = -1; var _local10; var _local3 = 0; while (_local3 < this.arrEnemies.length) { if (_root[this.arrEnemies[_local3]].blnDestroyed == false) { _local5 = selectedUnit._x - _root[this.arrEnemies[_local3]]._x; _local4 = selectedUnit._y - _root[this.arrEnemies[_local3]]._y; _local6 = Math.sqrt((_local5 * _local5) + (_local4 * _local4)); if (_local6 < _local7) { _local7 = _local6; _local9 = _local3; } } _local3++; } _local10 = _root[this.arrEnemies[_local9]]; return(_local10); }; _local2.GetRandomAlly = function () { var _local5; var _local4 = this.arrAllies.slice(); var _local3 = 0; while (_local3 < _local4.length) { if (_local4[_local3].blnDestroyed == true) { _local4.splice(_local3, 1); _local3--; } _local3++; } var _local7 = _local4.length + this.arrFriendlies.length; var _local6 = this.RandNum(1, _local7); if (_local6 <= _local4.length) { var _local8 = this.RandNum(0, _local4.length - 1); _local3 = 0; while (_local3 < this.arrAllies.length) { if (_local4[_local8].name == this.arrAllies[_local3].name) { _local8 = _local3; _local5 = _root[this.arrAllies[_local8].name]; break; } _local3++; } } else { var _local8 = this.RandNum(0, this.arrFriendlies.length - 1); _local5 = _root[this.arrFriendlies[_local8].name]; } return(_local5); }; _local2.GetRandomAllyBelow = function (varTest) { var _local3 = this.arrAllies.slice(); var _local4 = 0; while (_local4 < _local3.length) { if (_root[_local3[_local4].name]._y < varTest) { _local3.splice(_local4, 1); _local4--; } else if (_local3[_local4].blnDestroyed == true) { _local3.splice(_local4, 1); _local4--; } _local4++; } var _local5 = this.RandNum(0, _local3.length - 1); _local4 = 0; while (_local4 < this.arrAllies.length) { if (_local3[_local5].name == this.arrAllies[_local4].name) { _local5 = _local4; break; } _local4++; } return(_root[this.arrAllies[_local5].name]); }; _local2.StartMouse = function () { if (this.blnMouseActive == false) { Mouse.addListener(this.mouseListener); this.blnMouseActive = true; } }; _local2.StopMouse = function () { if (this.blnMouseActive == true) { Mouse.removeListener(this.mouseListener); this.blnMouseActive = false; } }; _local2.StopMenuMouse = function () { if (this.blnMenuMouseActive == true) { Mouse.removeListener(this.mouseMenuListener); this.blnMenuMouseActive = false; } }; _local2.StartMenuMouse = function () { if (this.blnMenuMouseActive == false) { Mouse.addListener(this.mouseMenuListener); this.blnMenuMouseActive = true; } }; _local2.UpdateStorageSlots = function () { var i = 0; while (i < this.arrStorage.length) { var clipRef = eval ("_root.icoOut.ico1." + this.arrStorage[i].iconName); if (this.arrStorage[i].blnInUse == false) { clipRef._visible = false; } else { clipRef._visible = true; clipRef.gotoAndStop(this.arrStorage[i].gun.type); } i++; } }; _local2.CreateExtraSlots = function () { _root.extraSlots_mc.gotoAndPlay("show"); this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); this.arrSlots.push({name:"select5", blnOpen:true, powerMeter:"power5", loadMeter:"load5", healthMeter:"health5", gunName:"avatar_gun5_mc", outline:"outline5"}); }; _local2.StartBreakMode = function () { this.StopMouse(); this.StartMenuMouse(); this.HideMeters(); this.HaltShaking(); this.HideHotkeyTips(); this.StopAllGuns(); this.blnBreakMode = true; this.challengeTimer.Pause(); _root.icoOut.gotoAndPlay("show"); delete this.arrFriendliesDeaths; this.arrFriendliesDeaths = new Array(); var clipRef; var i = 0; while (i < this.arrSlots.length) { _root[this.arrSlots[i].outline]._visible = true; _root[this.arrSlots[i].outline].gotoAndPlay(1); var gunFound = -1; clipRef = eval (("_root." + this.arrSlots[i].outline) + ".turretButton_mc"); var t = 0; while (t < this.arrAllies.length) { if (this.arrAllies[t].name == this.arrSlots[i].gunName) { if (this.arrAllies[t].intLevel < 10) { clipRef.level_txt.text = "0" + this.arrAllies[t].intLevel; } else { clipRef.level_txt.text = "" + this.arrAllies[t].intLevel; } if (this.arrAllies[t].intLevel == 0) { clipRef.more_mc._visible = false; clipRef.inside_mc._visible = false; clipRef.border_mc._visible = false; } else { clipRef.more_mc._visible = true; clipRef.inside_mc._visible = true; clipRef.border_mc._visible = true; clipRef.inside_mc._xscale = this.turretData.GetExpPercentage(this.arrAllies[t].exp); } gunFound = t; break; } t++; } if (gunFound == -1) { clipRef.more_mc._visible = false; clipRef.inside_mc._visible = false; clipRef.border_mc._visible = false; } i++; } _global.ResumeSong = "recharge"; if (_global.musicOn == true) { _global.myMusicPlayer.SetMaxVolume(18); _global.myMusicPlayer.SetTrack("recharge"); _global.myMusicPlayer.PlayWithCrossFade(8); } }; _local2.UpdateSlotInfo = function (slotIndex) { var _local5 = -1; var _local3 = 0; while (_local3 < this.arrAllies.length) { if (this.arrAllies[_local3].name == this.arrSlots[slotIndex].gunName) { _root[this.arrSlots[slotIndex].outline].updateLevel = this.arrAllies[_local3].intLevel; _root[this.arrSlots[slotIndex].outline].gotoAndPlay("refresh"); _root[this.arrSlots[slotIndex].outline].updateExp = this.turretData.GetExpPercentage(this.arrAllies[_local3].exp); _local5 = _local3; break; } _local3++; } if (_local5 == -1) { _root[this.arrSlots[slotIndex].outline].updateLevel = 0; _root[this.arrSlots[slotIndex].outline].updateExp = 0; _root[this.arrSlots[slotIndex].outline].gotoAndPlay("refresh"); } }; _local2.CloseBreakMode = function () { if ((this.CheckLoseConditions() == false) || (this.blnAlertLock == true)) { if (this.intPickedUp != 2) { this.StopMenuMouse(); this.StartMouse(); this.challengeTimer.UnPause(); this.blnBreakMode = false; _root.icoOut.gotoAndPlay("hide"); var _local4 = 0; while (_local4 < this.arrSlots.length) { _root[this.arrSlots[_local4].outline]._visible = false; _local4++; } var _local5 = 0; _local4 = 0; while (_local4 < this.arrAllies.length) { if (_root[this.arrAllies[_local4].blnSelected] == true) { _local5++; } _local4++; } if (_local5 > 1) { _local4 = 0; while (_local4 < this.arrAllies.length) { _root[this.arrAllies[_local4].blnSelected] = false; _local4++; } _local5 = 0; } if (_local5 == 0) { _root[this.arrAllies[0].blnSelected] = true; this.intGunSelected = 0; _local4 = 1; while (_local4 < this.arrAllies.length) { _root[this.arrAllies[_local4].blnSelected] = false; _local4++; } } if (this.arrAllies[this.intGunSelected].type == 12) { _local4 = 0; while (_local4 < this.arrAllies.length) { if (this.arrAllies[_local4].type == 12) { _root[this.arrAllies[_local4].name].gun.radio_mc._visible = true; } _local4++; } } this.SetupMeters(); this.DisplayHotkeyTips(); this.RepairGunsInStorage(); this.myLevelManager.UpdateLevel(this._level.Get(), _global.currentCampaign); this.myLevelManager.Start(); if (this.IsAChallengeMission(_global.currentCampaign) == true) { this.myLevelManager.GenerateChallengeLevel(); } this.StartMines(); this.StartDecoys(); if ((this._level.Get() == 10) || (this._level.Get() == 35)) { _global.ResumeSong = "bossIntro"; if (_global.musicOn == true) { _global.myMusicPlayer.SetTrack(_global.ResumeSong); _global.myMusicPlayer.SetMaxVolume(70); _global.myMusicPlayer.PlayWithCrossFade(4); } } else { _global.ResumeSong = "main"; if (_global.musicOn == true) { _global.myMusicPlayer.SetTrack(_global.ResumeSong); _global.myMusicPlayer.SetMaxVolume(60); _global.myMusicPlayer.PlayWithCrossFade(4); } } } } else if ((this.CheckLoseConditions() == true) && (this.blnAlertLock == false)) { this.AlertStart(); } }; _local2.StopAllGuns = function () { var _local6 = 0; while (_local6 < this.arrAllies.length) { if (((((this.arrAllies[_local6].type == 2) || (this.arrAllies[this.intGunSelected].type == 19)) || (this.arrAllies[_local6].type == 11)) || (this.arrAllies[_local6].type == 12)) || (this.arrAllies[_local6].type == 18)) { _root[this.arrAllies[_local6].name].gun.barrel.gotoAndStop("stop"); _global.SoundManager.StopMachineGunSound(); } else if (this.arrAllies[_local6].type == 10) { if (this.blnMeteorsInProgress) { _root[this.arrAllies[_local6].name].gun.gotoAndPlay("close"); this.blnMeteorsInProgress = false; this.blnMeteors = false; this.intMeteorDuration = 0; } } else if (this.arrAllies[this.intGunSelected].type == 21) { var _local4 = 0; while (_local4 < this.arrFriendlies.length) { if (this.arrFriendlies[_local4].creator == this.arrAllies[this.intGunSelected].name) { _root[this.arrFriendlies[_local4].name].gun_1.gotoAndStop("stop"); break; } _local4++; } } if (this.arrAllies[_local6].type == 12) { _root[this.arrAllies[_local6].name].gun.radio_mc._visible = false; } if (this.arrAllies[_local6].type == 17) { _root[this.arrAllies[_local6].name].gun.energy_mc._visible = false; } var _local5 = 0; while (_local5 < this.arrShields.length) { this.RemoveEffect(this.arrShields[_local5].name); _local5++; } delete this.arrShields; this.arrShields = new Array(); delete this.arrMineQueue; this.arrMineQueue = new Array(); delete this.arrArtillery; this.arrArtillery = new Array(); _local6++; } var _local7 = 0; while (_local7 < this.arrFriendlies.length) { if (this.arrFriendlies[_local7].stay == false) { _local6 = 0; while (_local6 < this.arrAllies.length) { if (this.arrAllies[_local6].name == this.arrFriendlies[_local7].creator) { _root[this.arrAllies[_local6].name].gun.gotoAndStop("stop"); break; } _local6++; } _root[this.arrFriendlies[_local7].name].removeMovieClip(); this.arrFriendlies.splice(_local7, 1); _local7--; } _local7++; } _local7 = 0; while (_local7 < this.arrFriendliesDeaths.length) { _local6 = 0; while (_local6 < this.arrAllies.length) { if (this.arrAllies[_local6].name == this.arrFriendliesDeaths[_local7]) { if (this.arrAllies[_local6].type == 21) { _root[this.arrAllies[_local6].name].gun.gotoAndStop("stop"); break; } } _local6++; } _local7++; } this.DestroyMines(); _local6 = 0; while (_local6 < this.arrBullets.length) { if (_root[this.arrBullets[_local6]]._missile == true) { _root[this.arrBullets[_local6]].removeMovieClip(); this.arrBullets.splice(_local6, 1); _local6--; } _local6++; } }; _local2.SetupGun = function (myType, mySlotName, startUP) { this.dragType = myType; var _local2 = new GunData(); var _local3 = 0; while (_local3 < this.arrSlots.length) { if (this.arrSlots[_local3].name == mySlotName) { this.arrSlots[_local3].blnOpen = false; this.turretData.SetInternalData(this.dragType, 0); _local2 = new GunData(); _local2.name = this.arrSlots[_local3].gunName; _local2.timer = this.turretData.GetReloadMax(); _local2.timerReady = this.turretData.GetReloadMax(); _local2.timerRate = this.turretData.GetReloadRate(); _local2.power = 0; _local2.chargeRate = this.turretData.GetChargeRate(); _local2.chargeMax = this.turretData.GetChargeMax(); _local2.blnSelected = false; _local2.powerMeter = this.arrSlots[_local3].powerMeter; _local2.loadMeter = this.arrSlots[_local3].loadMeter; _local2.healthMeter = this.arrSlots[_local3].healthMeter; _local2.intLevel = 1; _local2.charging = false; _local2.selectField = this.arrSlots[_local3].name; _local2.type = this.dragType; _local2.exp = 0; _local2.damage = this.turretData.GetDamage(); _local2.damageTaken = 0; _local2.totalLife = this.turretData.GetLife(); _local2.saveType = this.dragType; _local2.blnDestroyed = false; _local2.intPoints = startUP + this._challengeUpgradeBonus; _local2.data = this.turretData.GetData(); _local2.numBullets = this.turretData.GetNumBullets(); _local2.range = this.turretData.GetRange(); this.arrAllies.push(_local2); } _local3++; } }; _local2.SetupUpgrade = function (mySlot, myUpgrade) { var _local6 = ""; var _local4 = 0; while (_local4 < this.arrSlots.length) { if (this.arrSlots[_local4].name == mySlot) { _local6 = this.arrSlots[_local4].gunName; break; } _local4++; } _local4 = 0; while (_local4 < this.arrSlots.length) { if (this.arrAllies[_local4].name == _local6) { var _local3 = this.turretData.GetUpgrades(this.arrAllies[_local4].saveType); var _local2 = 0; while (_local2 < _local3.length) { if (_local3[_local2].id == myUpgrade) { this.arrAllies[_local4].arrUpgrades.push(_local3[_local2]); break; } _local2++; } break; } _local4++; } }; _local2.IsAChallengeMission = function (myCampaign) { var _local1 = false; if (myCampaign == "challenge1_bt") { _local1 = true; } else if (myCampaign == "challenge2_bt") { _local1 = true; } else if (myCampaign.substr(0, 9) == "challenge") { _local1 = true; } return(_local1); }; // unexpected jump // unexpected jump _local2.SetupChallengeMission = function () { var _local5 = SharedObject.getLocal(_global.loadSlot); this._name = _local5.data.strName; this._difficulty = _local5.data.strDifficulty; if (this._name == undefined) { this._name = _global.currentProfile.strName; this._difficulty = _global.currentProfile.strDifficulty; this.beatOceanCampaign.Load(_global.currentProfile.data5); this.beatSkyCampaign.Load(_global.currentProfile.data6); this.beatPlainsCampaign.Load(_global.currentProfile.data7); this.beatPeaksCampaign.Load(_global.currentProfile.data8); this.beatMountainCampaign.Load(_global.currentProfile.data9); this.beatCityCampaign.Load(_global.currentProfile.data10); this.beatSouthCampaign.Load(_global.currentProfile.data11); this.beatDesertCampaign.Load(_global.currentProfile.data18); if (_global.cheatsEnabled.Get() != -1) { _global.cheatsEnabled.Load(_global.currentProfile.data12); } } else { this.beatOceanCampaign.Load(_local5.data.data5); this.beatSkyCampaign.Load(_local5.data.data6); this.beatPlainsCampaign.Load(_local5.data.data7); this.beatPeaksCampaign.Load(_local5.data.data8); this.beatMountainCampaign.Load(_local5.data.data9); this.beatCityCampaign.Load(_local5.data.data10); this.beatSouthCampaign.Load(_local5.data.data11); this.beatDesertCampaign.Load(_local5.data.data18); if (_global.cheatsEnabled.Get() != -1) { _global.cheatsEnabled.Load(_local5.data.data12); } } this._campaign = _global.currentCampaign; this._level.Set(1); this._difficulty = "Challenge"; delete this.arrAllies; delete this.arrStorage; delete this.arrSlots; this.arrStorage = new Array(); this.arrStorage.push({buttonName:"store0", iconName:"storeIcon0", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store1", iconName:"storeIcon1", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store2", iconName:"storeIcon2", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store3", iconName:"storeIcon3", blnInUse:false, gun:new GunData()}); this.arrSlots = new Array(); this.arrAllies = new Array(); if (_global.currentCampaign == "challenge1_bt") { this._money.Set(0); this._level.Set(1); this._challengeUpgradeBonus = 0; this.intLastDeluxeLevel = 1; this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.SetupGun(1, "select1", 0); this.SetupUpgrade("select1", 101); this.challengeTimer.Start(); } else if (_global.currentCampaign == "challenge2_bt") { this._money.Set(60000); this._level.Set(1); this._challengeUpgradeBonus = 15; this.intLastDeluxeLevel = 1; this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.arrSlots.push({name:"select2", blnOpen:true, powerMeter:"power2", loadMeter:"load2", healthMeter:"health2", gunName:"avatar_gun2_mc", outline:"outline2"}); this.arrSlots.push({name:"select3", blnOpen:true, powerMeter:"power3", loadMeter:"load3", healthMeter:"health3", gunName:"avatar_gun3_mc", outline:"outline3"}); this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); this.arrSlots.push({name:"select5", blnOpen:true, powerMeter:"power5", loadMeter:"load5", healthMeter:"health5", gunName:"avatar_gun5_mc", outline:"outline5"}); this.challengeTimer.Start(); } else if (_global.currentCampaign == "challenge3_bt") { this._money.Set(15000); this._level.Set(1); this._challengeUpgradeBonus = 10; this.intLastDeluxeLevel = 1; this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.arrSlots.push({name:"select2", blnOpen:true, powerMeter:"power2", loadMeter:"load2", healthMeter:"health2", gunName:"avatar_gun2_mc", outline:"outline2"}); this.arrSlots.push({name:"select3", blnOpen:true, powerMeter:"power3", loadMeter:"load3", healthMeter:"health3", gunName:"avatar_gun3_mc", outline:"outline3"}); this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); this.arrSlots.push({name:"select5", blnOpen:true, powerMeter:"power5", loadMeter:"load5", healthMeter:"health5", gunName:"avatar_gun5_mc", outline:"outline5"}); this.SetupGun(16, "select2", 0); this.SetupGun(9, "select5", 0); this.challengeTimer.Start(); } else if (_global.currentCampaign == "challenge4_bt") { this._money.Set(0); this._level.Set(1); this._challengeUpgradeBonus = 0; this.intLastDeluxeLevel = 1; this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.SetupGun(22, "select1", 10); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2203); this.SetupUpgrade("select1", 2202); this.SetupUpgrade("select1", 2202); this.SetupUpgrade("select1", 2202); this.SetupUpgrade("select1", 2202); this.SetupUpgrade("select1", 2202); this.challengeTimer.Start(); } else if (_global.currentCampaign == "challenge5_bt") { this._money.Set(10000); this._level.Set(1); this._challengeUpgradeBonus = 10; this.intLastDeluxeLevel = 1; this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.arrSlots.push({name:"select2", blnOpen:true, powerMeter:"power2", loadMeter:"load2", healthMeter:"health2", gunName:"avatar_gun2_mc", outline:"outline2"}); this.arrSlots.push({name:"select3", blnOpen:true, powerMeter:"power3", loadMeter:"load3", healthMeter:"health3", gunName:"avatar_gun3_mc", outline:"outline3"}); this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); this.SetupGun(8, "select1", 0); this.SetupGun(5, "select2", 0); this.SetupGun(5, "select3", 0); this.SetupGun(5, "select4", 0); this.SetupUpgrade("select2", 503); this.SetupUpgrade("select2", 503); this.SetupUpgrade("select2", 503); this.SetupUpgrade("select2", 503); this.SetupUpgrade("select2", 503); this.SetupUpgrade("select2", 503); this.SetupUpgrade("select2", 501); this.SetupUpgrade("select2", 501); this.SetupUpgrade("select2", 501); this.SetupUpgrade("select2", 501); this.SetupUpgrade("select2", 504); this.SetupUpgrade("select2", 504); this.SetupUpgrade("select3", 503); this.SetupUpgrade("select3", 503); this.SetupUpgrade("select3", 503); this.SetupUpgrade("select3", 503); this.SetupUpgrade("select3", 503); this.SetupUpgrade("select3", 503); this.SetupUpgrade("select3", 501); this.SetupUpgrade("select3", 501); this.SetupUpgrade("select3", 501); this.SetupUpgrade("select3", 501); this.SetupUpgrade("select3", 504); this.SetupUpgrade("select3", 504); this.SetupUpgrade("select4", 503); this.SetupUpgrade("select4", 503); this.SetupUpgrade("select4", 503); this.SetupUpgrade("select4", 503); this.SetupUpgrade("select4", 503); this.SetupUpgrade("select4", 503); this.SetupUpgrade("select4", 501); this.SetupUpgrade("select4", 501); this.SetupUpgrade("select4", 501); this.SetupUpgrade("select4", 501); this.SetupUpgrade("select4", 504); this.SetupUpgrade("select4", 504); this.challengeTimer.Start(); } else if (_global.currentCampaign == "challenge6_bt") { this._money.Set(12000); this._level.Set(1); this._challengeUpgradeBonus = 0; this.intLastDeluxeLevel = 1; this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.arrSlots.push({name:"select2", blnOpen:true, powerMeter:"power2", loadMeter:"load2", healthMeter:"health2", gunName:"avatar_gun2_mc", outline:"outline2"}); this.arrSlots.push({name:"select3", blnOpen:true, powerMeter:"power3", loadMeter:"load3", healthMeter:"health3", gunName:"avatar_gun3_mc", outline:"outline3"}); this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); this.SetupGun(23, "select1", 12); this.SetupGun(23, "select3", 12); this.SetupUpgrade("select1", 2303); this.SetupUpgrade("select1", 2303); this.SetupUpgrade("select1", 2303); this.SetupUpgrade("select1", 2303); this.SetupUpgrade("select1", 2303); this.SetupUpgrade("select1", 2303); this.SetupUpgrade("select3", 2303); this.SetupUpgrade("select3", 2303); this.SetupUpgrade("select3", 2303); this.SetupUpgrade("select3", 2303); this.SetupUpgrade("select3", 2303); this.SetupUpgrade("select3", 2303); this.challengeTimer.Start(); } else if (_global.currentCampaign == "challenge7_bt") { this._money.Set(85000); this._level.Set(1); this._challengeUpgradeBonus = 15; this.intLastDeluxeLevel = 1; this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.arrSlots.push({name:"select2", blnOpen:true, powerMeter:"power2", loadMeter:"load2", healthMeter:"health2", gunName:"avatar_gun2_mc", outline:"outline2"}); this.arrSlots.push({name:"select3", blnOpen:true, powerMeter:"power3", loadMeter:"load3", healthMeter:"health3", gunName:"avatar_gun3_mc", outline:"outline3"}); this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); this.arrSlots.push({name:"select5", blnOpen:true, powerMeter:"power5", loadMeter:"load5", healthMeter:"health5", gunName:"avatar_gun5_mc", outline:"outline5"}); this.challengeTimer.Start(); } else if (_global.currentCampaign == "challenge8_bt") { this._money.Set(25000); this._level.Set(1); this._challengeUpgradeBonus = 20; this.intLastDeluxeLevel = 1; this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.arrSlots.push({name:"select2", blnOpen:true, powerMeter:"power2", loadMeter:"load2", healthMeter:"health2", gunName:"avatar_gun2_mc", outline:"outline2"}); this.arrSlots.push({name:"select3", blnOpen:true, powerMeter:"power3", loadMeter:"load3", healthMeter:"health3", gunName:"avatar_gun3_mc", outline:"outline3"}); this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); this.challengeTimer.Start(); } else if (_global.currentCampaign == "challenge9_bt") { this._money.Set(75000); this._level.Set(1); this._challengeUpgradeBonus = 15; this.intLastDeluxeLevel = 1; this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.arrSlots.push({name:"select2", blnOpen:true, powerMeter:"power2", loadMeter:"load2", healthMeter:"health2", gunName:"avatar_gun2_mc", outline:"outline2"}); this.arrSlots.push({name:"select3", blnOpen:true, powerMeter:"power3", loadMeter:"load3", healthMeter:"health3", gunName:"avatar_gun3_mc", outline:"outline3"}); this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); this.challengeTimer.Start(); } var _local4 = 0; while (_local4 < this.arrAllies.length) { _root[this.arrAllies[_local4].name]._visible = true; _root[this.arrAllies[_local4].name].gotoAndStop(this.arrAllies[_local4].type); _local4++; } }; _local2.GetChallengeTitle = function () { var _local2 = 0; while (_local2 < _global.Challenges.length) { if (_global.Challenges[_local2].strButton == _global.currentCampaign) { return(_global.Challenges[_local2].strTitle); } _local2++; } }; _local2.GetChallengeDescription = function () { var _local2 = 0; while (_local2 < _global.Challenges.length) { if (_global.Challenges[_local2].strButton == _global.currentCampaign) { return(_global.Challenges[_local2].strDescription); } _local2++; } }; _local2.GetChallengeURL = function () { var _local3 = 0; while (_local3 < _global.Challenges.length) { if (_global.Challenges[_local3].strButton == this.savedChallenge) { return(_global.Challenges[_local3].url); } _local3++; } }; _local2.LoadGame = function (intSlot) { var _local5 = SharedObject.getLocal(_global.loadSlot); this._money.Load(_local5.data.data1); this._name = _local5.data.strName; this._challengeUpgradeBonus = 0; if (this._name != undefined) { this._level.Load(_local5.data.data2); this._difficulty = _local5.data.strDifficulty; this._campaign = _local5.data.strCampaign; if (_global.currentCampaign != this._campaign) { this._level.Set(1); this._campaign = _global.currentCampaign; } if (_global.forceCampaignRestart == true) { this._level.Set(1); _global.forceCampaignRestart = false; } this.beatOceanCampaign.Load(_local5.data.data5); this.beatSkyCampaign.Load(_local5.data.data6); this.beatPlainsCampaign.Load(_local5.data.data7); this.beatPeaksCampaign.Load(_local5.data.data8); this.beatMountainCampaign.Load(_local5.data.data9); this.beatCityCampaign.Load(_local5.data.data10); this.beatSouthCampaign.Load(_local5.data.data11); this.beatDesertCampaign.Load(_local5.data.data18); if (_global.cheatsEnabled.Get() != -1) { _global.cheatsEnabled.Load(_local5.data.data12); } delete this.arrAllies; delete this.arrStorage; delete this.arrSlots; var _local8 = new DataObject(); var _local9 = new DataObject(); var _local10 = new DataObject(); var _local6 = new DataObject(); var _local7 = new DataObject(); _local8.Load(_local5.data.data13); _local9.Load(_local5.data.data14); _local10.Load(_local5.data.data15); _local6.Load(_local5.data.data16); _local7.Load(_local5.data.data17); if (this._level.Get() > 1) { this.arrStorage = _local5.data.arrStorage; this.arrSlots = _local5.data.arrSlots; this.arrAllies = _local5.data.arrAllies; if (this.arrAllies.length > 0) { if (_local8.Get() != this.arrAllies[0].intPoints) { this.arrAllies[0].intPoints = 0; } } if (this.arrAllies.length > 1) { if (_local9.Get() != this.arrAllies[1].intPoints) { this.arrAllies[1].intPoints = 0; } } if (this.arrAllies.length > 2) { if (_local10.Get() != this.arrAllies[2].intPoints) { this.arrAllies[2].intPoints = 0; } } if (this.arrAllies.length > 3) { if (_local6.Get() != this.arrAllies[3].intPoints) { this.arrAllies[3].intPoints = 0; } } if (this.arrAllies.length > 4) { if (_local7.Get() != this.arrAllies[4].intPoints) { this.arrAllies[4].intPoints = 0; } } } else { if (_global.currentCampaign == "ocean_bt") { _global.startMoney = 2500; } else if (_global.currentCampaign == "peaks_bt") { _global.startMoney = 7500; } else if (_global.currentCampaign == "plains_bt") { _global.startMoney = 10000; } else if (_global.currentCampaign == "pass_bt") { _global.startMoney = 10000; } else if (_global.currentCampaign == "city_bt") { _global.startMoney = 15000; } else if (_global.currentCampaign == "desert_bt") { _global.startMoney = 15000; } else if (_global.currentCampaign == "sky_bt") { _global.startMoney = 15000; } else if (_global.currentCampaign == "south_bt") { _global.startMoney = 30000; } if (_global.currentCampaign == "ocean_bt") { this._difficulty = "Easy"; } else if (_global.currentCampaign == "peaks_bt") { this._difficulty = "Normal"; } else if (_global.currentCampaign == "plains_bt") { this._difficulty = "Normal"; } else if (_global.currentCampaign == "pass_bt") { this._difficulty = "Normal"; } else if (_global.currentCampaign == "city_bt") { this._difficulty = "Hard"; } else if (_global.currentCampaign == "desert_bt") { this._difficulty = "Hard"; } else if (_global.currentCampaign == "sky_bt") { this._difficulty = "Hard"; } else if (_global.currentCampaign == "south_bt") { this._difficulty = "Insane"; } this._money.Set(_global.startMoney + (this.GetNumCampaignsWon() * 5000)); this.arrAllies = new Array(); this.arrStorage = new Array(); this.arrStorage.push({buttonName:"store0", iconName:"storeIcon0", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store1", iconName:"storeIcon1", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store2", iconName:"storeIcon2", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store3", iconName:"storeIcon3", blnInUse:false, gun:new GunData()}); this.arrSlots = new Array(); this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.arrSlots.push({name:"select2", blnOpen:true, powerMeter:"power2", loadMeter:"load2", healthMeter:"health2", gunName:"avatar_gun2_mc", outline:"outline2"}); this.arrSlots.push({name:"select3", blnOpen:true, powerMeter:"power3", loadMeter:"load3", healthMeter:"health3", gunName:"avatar_gun3_mc", outline:"outline3"}); if ((((_global.currentCampaign == "peaks_bt") || (_global.currentCampaign == "ocean_bt")) || (_global.currentCampaign == "pass_bt")) || (_global.currentCampaign == "plains_bt")) { this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); } else if ((((_global.currentCampaign == "south_bt") || (_global.currentCampaign == "city_bt")) || (_global.currentCampaign == "sky_bt")) || (_global.currentCampaign == "desert_bt")) { this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); this.arrSlots.push({name:"select5", blnOpen:true, powerMeter:"power5", loadMeter:"load5", healthMeter:"health5", gunName:"avatar_gun5_mc", outline:"outline5"}); } } } else { this._money.Load(_global.currentProfile.data1); this._name = _global.currentProfile.strName; this._level.Load(_global.currentProfile.data2); this._difficulty = _global.currentProfile.strDifficulty; this._campaign = _global.currentProfile.strCampaign; if (_global.currentCampaign != this._campaign) { this._level.Set(1); this._money.Set(_global.startMoney); this._campaign = _global.currentCampaign; } if (_global.forceCampaignRestart == true) { this._level.Set(1); _global.forceCampaignRestart = false; } this.beatOceanCampaign.Load(_global.currentProfile.data5); this.beatSkyCampaign.Load(_global.currentProfile.data6); this.beatPlainsCampaign.Load(_global.currentProfile.data7); this.beatPeaksCampaign.Load(_global.currentProfile.data8); this.beatMountainCampaign.Load(_global.currentProfile.data9); this.beatCityCampaign.Load(_global.currentProfile.data10); this.beatSouthCampaign.Load(_global.currentProfile.data11); this.beatDesertCampaign.Load(_global.currentProfile.data18); if (_global.cheatsEnabled.Get() != -1) { _global.cheatsEnabled.Load(_global.currentProfile.data12); } if (this._level.Get() > 1) { this.arrStorage = _global.currentProfile.arrStorage; this.arrSlots = _global.currentProfile.arrSlots; this.arrAllies = _global.currentProfile.arrAllies; } else { if (_global.currentCampaign == "ocean_bt") { _global.startMoney = 2500; } else if (_global.currentCampaign == "peaks_bt") { _global.startMoney = 7500; } else if (_global.currentCampaign == "plains_bt") { _global.startMoney = 10000; } else if (_global.currentCampaign == "pass_bt") { _global.startMoney = 10000; } else if (_global.currentCampaign == "city_bt") { _global.startMoney = 15000; } else if (_global.currentCampaign == "desert_bt") { _global.startMoney = 15000; } else if (_global.currentCampaign == "sky_bt") { _global.startMoney = 15000; } else if (_global.currentCampaign == "south_bt") { _global.startMoney = 30000; } if (_global.currentCampaign == "ocean_bt") { this._difficulty = "Easy"; } else if (_global.currentCampaign == "peaks_bt") { this._difficulty = "Normal"; } else if (_global.currentCampaign == "plains_bt") { this._difficulty = "Normal"; } else if (_global.currentCampaign == "pass_bt") { this._difficulty = "Normal"; } else if (_global.currentCampaign == "city_bt") { this._difficulty = "Hard"; } else if (_global.currentCampaign == "desert_bt") { this._difficulty = "Hard"; } else if (_global.currentCampaign == "sky_bt") { this._difficulty = "Hard"; } else if (_global.currentCampaign == "south_bt") { this._difficulty = "Insane"; } this._money.Set(_global.startMoney + (this.GetNumCampaignsWon() * 5000)); this.arrAllies = new Array(); this.arrStorage = new Array(); this.arrStorage.push({buttonName:"store0", iconName:"storeIcon0", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store1", iconName:"storeIcon1", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store2", iconName:"storeIcon2", blnInUse:false, gun:new GunData()}); this.arrStorage.push({buttonName:"store3", iconName:"storeIcon3", blnInUse:false, gun:new GunData()}); this.arrSlots = new Array(); this.arrSlots.push({name:"select1", blnOpen:true, powerMeter:"power1", loadMeter:"load1", healthMeter:"health1", gunName:"avatar_gun1_mc", outline:"outline1"}); this.arrSlots.push({name:"select2", blnOpen:true, powerMeter:"power2", loadMeter:"load2", healthMeter:"health2", gunName:"avatar_gun2_mc", outline:"outline2"}); this.arrSlots.push({name:"select3", blnOpen:true, powerMeter:"power3", loadMeter:"load3", healthMeter:"health3", gunName:"avatar_gun3_mc", outline:"outline3"}); if ((((_global.currentCampaign == "peaks_bt") || (_global.currentCampaign == "ocean_bt")) || (_global.currentCampaign == "pass_bt")) || (_global.currentCampaign == "plains_bt")) { this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); } else if ((((_global.currentCampaign == "south_bt") || (_global.currentCampaign == "city_bt")) || (_global.currentCampaign == "sky_bt")) || (_global.currentCampaign == "desert_bt")) { this.arrSlots.push({name:"select4", blnOpen:true, powerMeter:"power4", loadMeter:"load4", healthMeter:"health4", gunName:"avatar_gun4_mc", outline:"outline4"}); this.arrSlots.push({name:"select5", blnOpen:true, powerMeter:"power5", loadMeter:"load5", healthMeter:"health5", gunName:"avatar_gun5_mc", outline:"outline5"}); } } } var _local4 = 0; while (_local4 < this.arrAllies.length) { _root[this.arrAllies[_local4].name]._visible = true; _root[this.arrAllies[_local4].name].gotoAndStop(this.arrAllies[_local4].type); _local4++; } }; _local2.StartTutorial = function () { this.PauseGame(); this.blnAlertLock = true; _root.tutorial._visible = true; _root.tutorial.gotoAndPlay(1); }; _local2.EndTutorial = function () { this.UnPauseGame(); this.blnAlertLock = false; _root.tutorial._visible = false; }; _local2.EndTutorialAndStart = function () { this.StartBreakMode(); this.UnPauseGame(); this.blnAlertLock = false; _root.tutorial._visible = false; }; _local2.SlideScreenUp = function () { this.CloseBreakMode(); this.PauseGame(); }; _local2.SlideScreenDown = function () { this.StartBreakMode(); this.PauseGame(); }; _local2.PauseGame = function () { _global.gamePaused = true; var _local5 = 0; while (_local5 < this.arrBullets.length) { _root[this.arrBullets[_local5]]._holdMovement = true; _local5++; } _local5 = 0; while (_local5 < this.arrEnemies.length) { _root[this.arrEnemies[_local5]].TurnOff(); _local5++; } _local5 = 0; while (_local5 < this.arrFriendlies.length) { _root[this.arrFriendlies[_local5].name].TurnOff(); _local5++; } if (this.blnBreakMode == true) { this.StopMenuMouse(); } else { this.StopMouse(); } this.challengeTimer.Pause(); _local5 = 0; while (_local5 < this.arrAllies.length) { if (((((this.arrAllies[_local5].type == 2) || (this.arrAllies[_local5].type == 11)) || (this.arrAllies[_local5].type == 12)) || (this.arrAllies[_local5].type == 18)) || (this.arrAllies[this.intGunSelected].type == 19)) { if (this.arrAllies[_local5].charging == true) { this.arrAllies[_local5].charging = false; _root[this.arrAllies[_local5].name].gun.barrel.gotoAndStop("stop"); _global.SoundManager.StopMachineGunSound(); } } else if (this.arrAllies[this.intGunSelected].type == 21) { var _local4 = 0; while (_local4 < this.arrFriendlies.length) { if (this.arrFriendlies[_local4].creator == this.arrAllies[this.intGunSelected].name) { _root[this.arrFriendlies[_local4].name].gun_1.gotoAndStop("stop"); this.arrAllies[this.intGunSelected].charging = false; break; } _local4++; } } _local5++; } }; _local2.UnPauseGame = function () { _global.gamePaused = false; var _local4 = 0; while (_local4 < this.arrBullets.length) { _root[this.arrBullets[_local4]]._holdMovement = false; _local4++; } _local4 = 0; while (_local4 < this.arrEnemies.length) { _root[this.arrEnemies[_local4]].TurnOn(); _local4++; } _local4 = 0; while (_local4 < this.arrFriendlies.length) { _root[this.arrFriendlies[_local4].name].TurnOn(); _local4++; } this.challengeTimer.UnPause(); if (this.blnBreakMode == true) { this.StartMenuMouse(); } else { this.StartMouse(); } }; _local2.ResetGame = function () { if (this.blnBreakMode == false) { this.StopAllGuns(); var _local4 = 0; while (_local4 < this.arrBullets.length) { _root[this.arrBullets[_local4]].removeMovieClip(); _local4++; } _local4 = 0; while (_local4 < this.arrEnemies.length) { _root[this.arrEnemies[_local4]].Cleanup(); _root[this.arrEnemies[_local4]].removeMovieClip(); _local4++; } _local4 = 0; while (_local4 < this.arrFriendlies.length) { _root[this.arrFriendlies[_local4].name].removeMovieClip(); _local4++; } delete this.arrBullets; this.arrBullets = new Array(); delete this.arrEnemies; this.arrEnemies = new Array(); delete this.arrFriendlies; this.arrFriendlies = new Array(); _local4 = 0; while (_local4 < this.arrAllies.length) { _root[this.arrAllies[_local4].name]._visible = false; _local4++; } _global.gamePaused = false; this.curStatus.Set(0); this.intPoints.SetStartPoints(0); _root.score_txt.text = 0; this.intBulletsShot = 0; this.intBulletsMissed = 0; if (this.IsAChallengeMission(_global.currentCampaign) == true) { this.SetupChallengeMission(); } else { this.LoadGame(_global.loadSlot); } this.StartBreakMode(); } }; _local2.ResetCampaign = function () { if (this.blnBreakMode == false) { _global.forceCampaignRestart = true; this.ResetGame(); } }; _local2.CloseGame = function () { var _local4 = 0; while (_local4 < this.arrBullets.length) { _root[this.arrBullets[_local4]].removeMovieClip(); _local4++; } _local4 = 0; while (_local4 < this.arrEnemies.length) { _root[this.arrEnemies[_local4]].Cleanup(); _root[this.arrEnemies[_local4]].removeMovieClip(); _local4++; } _local4 = 0; while (_local4 < this.arrFriendlies.length) { _root[this.arrFriendlies[_local4].name].removeMovieClip(); _local4++; } delete this.arrBullets; this.arrBullets = new Array(); delete this.arrEnemies; this.arrEnemies = new Array(); delete this.arrFriendlies; this.arrFriendlies = new Array(); _root.screenEffects_mc.swapDepths(this.intSaveScreenEffectsDepth); _root.flash_mc.swapDepths(this.intSaveFlashDepth); _root.output_mc.swapDepths(this.intSaveOutputDepth); _root.menu_mc.swapDepths(this.intSaveMenuDepth); _root.cover.swapDepths(this.intSaveCoverDepth); _root.waveMeter_mc.swapDepths(this.intSaveWaveMeterDepth); this.StopMouse(); this.StopMenuMouse(); _root.doors._visible = true; _global.levelClose = true; _root.doors.gotoAndPlay("closing"); }; _local2.WonGame = function () { if (_global.currentCampaign == "ocean_bt") { this.beatOceanCampaign.Set(872406); } else if (_global.currentCampaign == "peaks_bt") { this.beatPeaksCampaign.Set(872406); } else if (_global.currentCampaign == "plains_bt") { this.beatPlainsCampaign.Set(872406); } else if (_global.currentCampaign == "pass_bt") { this.beatMountainCampaign.Set(872406); } else if (_global.currentCampaign == "city_bt") { this.beatCityCampaign.Set(872406); } else if (_global.currentCampaign == "sky_bt") { this.beatSkyCampaign.Set(872406); } else if (_global.currentCampaign == "south_bt") { this.beatSouthCampaign.Set(872406); } else if (_global.currentCampaign == "desert_bt") { this.beatDesertCampaign.Set(445973); } this._level.Set(1); _global.currentCampaign = "none"; this.SaveGame(); }; _local2.CheckLoseConditions = function () { var _local3 = true; var _local2 = 0; while (_local2 < this.arrAllies.length) { if (this.arrAllies[_local2].blnDestroyed == false) { if (((this.arrAllies[_local2].type != 4) && (this.arrAllies[_local2].type != 8)) && (this.arrAllies[_local2].type != 9)) { _local3 = false; } } _local2++; } return(_local3); }; _local2.Lose = function () { _root.output_mc._visible = true; this.savedChallenge = _global.currentCampaign; if (this.IsAChallengeMission(_global.currentCampaign) == true) { _root.output_mc.gotoAndPlay("LoseChallenge"); } else { _root.output_mc.gotoAndPlay("lose"); } this.HaltShaking(); this.PauseGame(); }; _local2.MenuPressed = function () { if (_global.gamePaused == true) { } else { this.PauseGame(); this.StartMenu(); } }; _local2.StartMenu = function () { _root.menu_mc._visible = true; _root.menu_mc.gotoAndPlay(1); }; _local2.CloseMenu = function () { _root.menu_mc._visible = false; this.UnPauseGame(); }; _local2.HideMeters = function () { _root.waveMeter_mc._visible = false; var _local3 = 0; while (_local3 < this.arrSlots.length) { _root[this.arrSlots[_local3].powerMeter]._visible = false; _root[this.arrSlots[_local3].loadMeter]._visible = false; _root[this.arrSlots[_local3].healthMeter]._visible = false; _local3++; } }; _local2.SetupMeters = function () { this.UpdateBuffs(); _root.waveMeter_mc._visible = true; _root.waveMeter_mc.inside._xscale = 0; var _local3 = 0; while (_local3 < this.arrAllies.length) { _root[this.arrAllies[_local3].healthMeter]._visible = true; this.UpdateGunHealth(_local3); _root[this.arrAllies[_local3].loadMeter]._visible = true; if (this.arrAllies[_local3].blnDestroyed == false) { this.arrAllies[_local3].timer = this.arrAllies[_local3].timerReady; _root[this.arrAllies[_local3].loadMeter].gotoAndPlay(2); } _local3++; } }; _local2.PickUpGun = function () { if (this.intPickedUp != 0) { return(undefined); } var hitFlag = false; if (_root.newGun_mc.hitTest(_xmouse, _ymouse, false)) { this.dragType = Number(_root.icoOut.ico1.GetTurretType().substr(6, 2)); this.CreateDragGun(this.dragType); this.dragGunDest._x = (_root.newGun_mc._x - 5) + (_root.newGun_mc._width / 2); this.dragGunDest._y = _root.newGun_mc._y + (_root.newGun_mc._height / 2); _root[this.dragGunName].startDrag(true); _root.icoOut.ico1.turret_transition.gotoAndStop("hide"); this.intPickedUp = 1; this.strPickUpType = "buy"; hitFlag = true; } if (hitFlag == false) { var i = 0; while (i < this.arrStorage.length) { if (this.arrStorage[i].blnInUse == true) { if (_root[this.arrStorage[i].buttonName].hitTest(_xmouse, _ymouse, false)) { this.dragType = Number(this.arrStorage[i].gun.type); this.CreateDragGun(this.dragType); var clipRef = eval ("_root.icoOut.ico1." + this.arrStorage[i].iconName); var pointObj = new Object({x:clipRef._x, y:clipRef._y}); _root.icoOut.ico1.localToGlobal(pointObj); this.dragGunDest._x = pointObj.x; this.dragGunDest._y = pointObj.y; clipRef._visible = false; _root[this.dragGunName].startDrag(true); this.intPickedUp = 1; this.strPickUpType = "storage"; this.intPickUpSlot = i; this.UpdateRepairSell(false, this.arrStorage[i].gun.type, this.arrStorage[i].gun.totalLife, this.arrStorage[i].gun.damageTaken, this.arrStorage[i].gun.saveType); hitFlag = true; break; } } i++; } } if (hitFlag == false) { var i = 0; while (i < this.arrSlots.length) { if (this.arrSlots[i].blnOpen == false) { if (_root[this.arrSlots[i].name].hitTest(_xmouse, _ymouse, false)) { var selectedGun = -1; var p = 0; while (p < this.arrAllies.length) { if (this.arrAllies[p].name == this.arrSlots[i].gunName) { selectedGun = p; break; } p++; } this.dragType = Number(this.arrAllies[selectedGun].type); this.CreateDragGun(this.dragType); this.dragGunDest._x = _root[this.arrSlots[i].gunName]._x; this.dragGunDest._y = _root[this.arrSlots[i].gunName]._y; _root[this.arrSlots[i].gunName]._visible = false; _root[this.dragGunName].startDrag(true); this.intPickedUp = 1; this.strPickUpType = "slot"; this.intPickUpSlot = i; this.UpdateRepairSell(false, this.arrAllies[selectedGun].type, this.arrAllies[selectedGun].totalLife, this.arrAllies[selectedGun].damageTaken, this.arrAllies[selectedGun].saveType); hitFlag = true; return; } } i++; } } }; _local2.DropGun = function () { if (this.intPickedUp == 1) { var blnHit = false; this.intAutoMoveCounter = 0; var blnValid = true; var tempGun; if (this.strPickUpType == "buy") { if (this._money.Get() < _root.icoOut.ico1.GetTurretCost()) { blnValid = false; } } if (blnValid == true) { var i = 0; while (i < this.arrSlots.length) { if (_root[this.arrSlots[i].name].hitTest(_xmouse, _ymouse, false)) { if (this.arrSlots[i].blnOpen == true) { _root[this.dragGunName].stopDrag(); _root[this.dragGunName].removeMovieClip(); _root[this.arrSlots[i].gunName]._visible = true; _root[this.arrSlots[i].gunName].gotoAndStop(this.dragType); if (this.strPickUpType == "storage") { this.arrStorage[this.intPickUpSlot].blnInUse = false; this.turretData.SetInternalData(this.dragType, this.arrStorage[this.intPickUpSlot].gun.exp); this.arrStorage[this.intPickUpSlot].gun.name = this.arrSlots[i].gunName; this.arrStorage[this.intPickUpSlot].gun.powerMeter = this.arrSlots[i].powerMeter; this.arrStorage[this.intPickUpSlot].gun.loadMeter = this.arrSlots[i].loadMeter; this.arrStorage[this.intPickUpSlot].gun.healthMeter = this.arrSlots[i].healthMeter; this.arrStorage[this.intPickUpSlot].gun.selectField = this.arrSlots[i].name; this.arrAllies.push(this.arrStorage[this.intPickUpSlot].gun); this.UpdateSlotInfo(i); } else if (this.strPickUpType == "buy") { this._money.Set(this._money.Get() - _root.icoOut.ico1.GetTurretCost()); _root.icoOut.ico1.UpdateGold(); _root.icoOut.ico1.turret_transition.gotoAndStop(("turret" + this.dragType) + "_APPEAR"); this.turretData.SetInternalData(this.dragType, 0); tempGun = new GunData(); tempGun.name = this.arrSlots[i].gunName; tempGun.timer = this.turretData.GetReloadMax(); tempGun.timerReady = this.turretData.GetReloadMax(); tempGun.timerRate = this.turretData.GetReloadRate(); tempGun.power = 0; tempGun.chargeRate = this.turretData.GetChargeRate(); tempGun.chargeMax = this.turretData.GetChargeMax(); tempGun.blnSelected = false; tempGun.powerMeter = this.arrSlots[i].powerMeter; tempGun.loadMeter = this.arrSlots[i].loadMeter; tempGun.healthMeter = this.arrSlots[i].healthMeter; tempGun.intLevel = 1; tempGun.charging = false; tempGun.selectField = this.arrSlots[i].name; tempGun.type = this.dragType; tempGun.exp = 0; tempGun.damage = this.turretData.GetDamage(); tempGun.damageTaken = 0; tempGun.totalLife = this.turretData.GetLife(); tempGun.saveType = this.dragType; tempGun.blnDestroyed = false; tempGun.intPoints = (0 + (this.GetNumCampaignsWon() * 2)) + this._challengeUpgradeBonus; tempGun.data = this.turretData.GetData(); tempGun.numBullets = this.turretData.GetNumBullets(); tempGun.range = this.turretData.GetRange(); this.arrAllies.push(tempGun); this.UpdateSlotInfo(i); } else if (this.strPickUpType == "slot") { this.arrSlots[this.intPickUpSlot].blnOpen = true; var deleteGun = -1; var t = 0; while (t < this.arrAllies.length) { if (this.arrAllies[t].name == this.arrSlots[this.intPickUpSlot].gunName) { deleteGun = t; break; } t++; } this.turretData.SetInternalData(this.arrAllies[deleteGun].type, this.arrAllies[deleteGun].exp); tempGun = this.arrAllies[deleteGun]; tempGun.name = this.arrSlots[i].gunName; tempGun.powerMeter = this.arrSlots[i].powerMeter; tempGun.loadMeter = this.arrSlots[i].loadMeter; tempGun.healthMeter = this.arrSlots[i].healthMeter; tempGun.selectField = this.arrSlots[i].name; this.arrAllies.push(tempGun); this.UpdateSlotInfo(i); this.UpdateSlotInfo(this.intPickUpSlot); if (deleteGun != -1) { this.arrAllies.splice(deleteGun, 1); } } this.arrSlots[i].blnOpen = false; this.intPickedUp = 0; blnHit = true; break; } var selectedStorage = -1; var j = 0; while (j < this.arrStorage.length) { if (this.arrStorage[j].blnInUse == false) { selectedStorage = j; break; } j++; } if (this.strPickUpType == "storage") { selectedStorage = this.intPickUpSlot; } if (this.strPickUpType == "slot") { if (this.intPickUpSlot == i) { selectedStorage = -1; } } if (selectedStorage == -1) { _root[this.dragGunName].stopDrag(); this.intPickedUp = 2; blnHit = true; break; } var selectedGun = -1; var p = 0; while (p < this.arrAllies.length) { if (this.arrAllies[p].name == this.arrSlots[i].gunName) { selectedGun = p; break; } p++; } if (this.strPickUpType == "buy") { this._money.Set(this._money.Get() - _root.icoOut.ico1.GetTurretCost()); _root.icoOut.ico1.UpdateGold(); this.arrStorage[selectedStorage].blnInUse = true; this.arrStorage[selectedStorage].gun = this.arrAllies[selectedGun]; this.turretData.SetInternalData(this.dragType, 0); delete this.arrAllies[selectedGun]; this.arrAllies.splice(selectedGun, 1); tempGun = new GunData(); tempGun.name = this.arrSlots[i].gunName; tempGun.timer = this.turretData.GetReloadMax(); tempGun.timerReady = this.turretData.GetReloadMax(); tempGun.timerRate = this.turretData.GetReloadRate(); tempGun.power = 0; tempGun.chargeRate = this.turretData.GetChargeRate(); tempGun.chargeMax = this.turretData.GetChargeMax(); tempGun.blnSelected = false; tempGun.powerMeter = this.arrSlots[i].powerMeter; tempGun.loadMeter = this.arrSlots[i].loadMeter; tempGun.healthMeter = this.arrSlots[i].healthMeter; tempGun.intLevel = 1; tempGun.charging = false; tempGun.selectField = this.arrSlots[i].name; tempGun.type = this.dragType; tempGun.exp = 0; tempGun.damage = this.turretData.GetDamage(); tempGun.damageTaken = 0; tempGun.totalLife = this.turretData.GetLife(); tempGun.saveType = this.dragType; tempGun.blnDestroyed = false; tempGun.intPoints = (0 + (this.GetNumCampaignsWon() * 2)) + this._challengeUpgradeBonus; tempGun.data = this.turretData.GetData(); tempGun.numBullets = this.turretData.GetNumBullets(); tempGun.range = this.turretData.GetRange(); this.arrAllies.push(tempGun); this.UpdateSlotInfo(i); } else if (this.strPickUpType == "storage") { tempGun = this.arrStorage[selectedStorage].gun; this.arrStorage[selectedStorage].blnInUse = true; this.arrStorage[selectedStorage].gun = this.arrAllies[selectedGun]; tempGun.name = this.arrSlots[i].gunName; tempGun.powerMeter = this.arrSlots[i].powerMeter; tempGun.loadMeter = this.arrSlots[i].loadMeter; tempGun.healthMeter = this.arrSlots[i].healthMeter; tempGun.selectField = this.arrSlots[i].name; this.arrAllies[selectedGun] = tempGun; this.UpdateSlotInfo(i); } else if (this.strPickUpType == "slot") { var otherGun = -1; var p = 0; while (p < this.arrAllies.length) { if (this.arrAllies[p].name == this.arrSlots[this.intPickUpSlot].gunName) { otherGun = p; break; } p++; } this.arrStorage[selectedStorage].blnInUse = true; this.arrStorage[selectedStorage].gun = this.arrAllies[selectedGun]; this.turretData.SetInternalData(this.dragType, this.arrAllies[this.intPickUpSlot].exp); this.arrAllies[selectedGun] = this.arrAllies[otherGun]; this.arrAllies[selectedGun].name = this.arrSlots[i].gunName; this.arrAllies[selectedGun].powerMeter = this.arrSlots[i].powerMeter; this.arrAllies[selectedGun].loadMeter = this.arrSlots[i].loadMeter; this.arrAllies[selectedGun].healthMeter = this.arrSlots[i].healthMeter; this.arrAllies[selectedGun].selectField = this.arrSlots[i].name; this.arrSlots[this.intPickUpSlot].blnOpen = true; delete this.arrAllies[otherGun]; if (otherGun != -1) { this.arrAllies.splice(otherGun, 1); } this.UpdateSlotInfo(i); this.UpdateSlotInfo(this.intPickUpSlot); } _root[this.dragGunName].gotoAndStop(this.arrStorage[selectedStorage].gun.type); _root[this.dragGunName].stopDrag(); this.intPickedUp = 2; var clipRef = eval ("_root.icoOut.ico1." + this.arrStorage[selectedStorage].iconName); var pointObj = new Object({x:clipRef._x, y:clipRef._y}); _root.icoOut.ico1.localToGlobal(pointObj); this.dragGunDest._x = pointObj.x; this.dragGunDest._y = pointObj.y; _root[this.arrSlots[i].gunName]._visible = true; _root[this.arrSlots[i].gunName].gotoAndStop(this.dragType); if (this.strPickUpType == "buy") { _root.icoOut.ico1.turret_transition.gotoAndStop(("turret" + this.dragType) + "_APPEAR"); } this.strPickUpType = "storage"; this.intPickUpSlot = selectedStorage; blnHit = true; break; } i++; } var i = 0; while (i < this.arrStorage.length) { if (_root[this.arrStorage[i].buttonName].hitTest(_xmouse, _ymouse, false)) { if (this.arrStorage[i].blnInUse == false) { if (this.strPickUpType == "storage") { this.arrStorage[this.intPickUpSlot].blnInUse = false; this.arrStorage[i].blnInUse = true; this.arrStorage[i].gun = this.arrStorage[this.intPickUpSlot].gun; } else if (this.strPickUpType == "buy") { this._money.Set(this._money.Get() - _root.icoOut.ico1.GetTurretCost()); _root.icoOut.ico1.UpdateGold(); _root.icoOut.ico1.turret_transition.gotoAndStop(("turret" + this.dragType) + "_APPEAR"); this.arrStorage[i].blnInUse = true; tempGun = new GunData(); tempGun.name = this.arrSlots[i].gunName; tempGun.timer = this.turretData.GetReloadMax(); tempGun.timerReady = this.turretData.GetReloadMax(); tempGun.timerRate = this.turretData.GetReloadRate(); tempGun.power = 0; tempGun.chargeRate = this.turretData.GetChargeRate(); tempGun.chargeMax = this.turretData.GetChargeMax(); tempGun.blnSelected = false; tempGun.powerMeter = this.arrSlots[i].powerMeter; tempGun.loadMeter = this.arrSlots[i].loadMeter; tempGun.healthMeter = this.arrSlots[i].healthMeter; tempGun.intLevel = 1; tempGun.charging = false; tempGun.selectField = this.arrSlots[i].name; tempGun.type = this.dragType; tempGun.exp = 0; tempGun.damage = this.turretData.GetDamage(); tempGun.damageTaken = 0; tempGun.totalLife = this.turretData.GetLife(); tempGun.saveType = this.dragType; tempGun.blnDestroyed = false; tempGun.intPoints = 0 + (this.GetNumCampaignsWon() * 2); tempGun.data = this.turretData.GetData(); tempGun.numBullets = this.turretData.GetNumBullets(); tempGun.range = this.turretData.GetRange(); this.arrStorage[i].gun = tempGun; } else if (this.strPickUpType == "slot") { this.arrSlots[this.intPickUpSlot].blnOpen = true; var deleteGun = -1; var t = 0; while (t < this.arrAllies.length) { if (this.arrAllies[t].name == this.arrSlots[this.intPickUpSlot].gunName) { deleteGun = t; break; } t++; } this.arrStorage[i].blnInUse = true; this.arrStorage[i].gun = this.arrAllies[deleteGun]; if (deleteGun != -1) { this.arrAllies.splice(deleteGun, 1); } this.UpdateSlotInfo(this.intPickUpSlot); } var clipRef = eval ("_root.icoOut.ico1." + this.arrStorage[i].iconName); clipRef.gotoAndStop(this.arrStorage[i].gun.type); clipRef._visible = true; _root[this.dragGunName].stopDrag(); _root[this.dragGunName].removeMovieClip(); this.intPickedUp = 0; blnHit = true; break; } _root[this.dragGunName].stopDrag(); this.intPickedUp = 2; blnHit = true; break; } i++; } if (_root.repair.hitTest(_xmouse, _ymouse, false)) { if (((this._money.Get() >= this.intRepair) && (this.intRepair != 0)) && (this.strPickUpType != "buy")) { this._money.Set(this._money.Get() - this.intRepair); _root.icoOut.ico1.UpdateGold(); if (this.strPickUpType == "storage") { this.StarBurst(_root[this.dragGunName]._x, _root[this.dragGunName]._y); this.arrStorage[this.intPickUpSlot].gun.damageTaken = 0; this.arrStorage[this.intPickUpSlot].gun.type = this.arrStorage[this.intPickUpSlot].gun.saveType; this.arrStorage[this.intPickUpSlot].gun.blnDestroyed = false; _root[this.dragGunName].gotoAndStop(this.arrStorage[this.intPickUpSlot].gun.type); } else if (this.strPickUpType == "slot") { var repairGun = -1; var t = 0; while (t < this.arrAllies.length) { if (this.arrAllies[t].name == this.arrSlots[this.intPickUpSlot].gunName) { repairGun = t; break; } t++; } this.StarBurst(_root[this.dragGunName]._x, _root[this.dragGunName]._y); this.arrAllies[repairGun].damageTaken = 0; this.arrAllies[repairGun].type = this.arrAllies[repairGun].saveType; this.arrAllies[repairGun].blnDestroyed = false; _root[this.dragGunName].gotoAndStop(this.arrAllies[repairGun].type); } this.intAutoMoveCounter = 35; this.intPickedUp = 2; _root[this.dragGunName].stopDrag(); blnHit = true; } } if (_root.sell.hitTest(_xmouse, _ymouse, false)) { if (this.strPickUpType != "buy") { _global.gamePaused = true; this.blnAlertLock = true; blnHit = true; _root[this.dragGunName].stopDrag(); _root.menu_mc._visible = true; this.blnHoldDelete = false; _root.menu_mc.gotoAndPlay("confirm"); } } } if (blnHit == false) { this.intPickedUp = 2; _root[this.dragGunName].stopDrag(); } this.UpdateRepairSell(true, 0, 0, 0, 0); } }; _local2.OpenTurretInfo = function (outlineName) { if (this.intPickedUp == 0) { var p = 0; while (p < this.arrSlots.length) { if (this.arrSlots[p].outline == outlineName) { var i = 0; while (i < this.arrAllies.length) { if (this.arrAllies[i].name == this.arrSlots[p].gunName) { this.intInfoGun = i; this.PauseGame(); this.blnAlertLock = true; this.blnGunInfoOpen = true; _root.menu_mc._visible = true; _root.menu_mc.gotoAndPlay("info"); _root.menu_mc.inside.gunIcon_mc.gotoAndStop(this.arrAllies[i].saveType); _root.menu_mc.inside.name_txt.text = this.GetGunName(this.arrAllies[i].saveType); _root.menu_mc.inside.info_txt.text = this.GetGunDescription(this.arrAllies[i].saveType); _root.menu_mc.inside.level_txt.text = this.arrAllies[i].intLevel; _root.menu_mc.inside.points_txt.text = this.arrAllies[i].intPoints; this.UpdateInfoStats(i); var t = 0; while (t < this.arrUpgradeButtons.length) { eval ("_root.menu_mc.inside." + this.arrUpgradeButtons[t]).removeMovieClip(); t++; } delete this.arrUpgradeButtons; this.arrUpgradeButtons = new Array(); var intUpgradeButtonDepth = 1; var arrUpgradesPossible = this.turretData.GetUpgrades(this.arrAllies[i].saveType); var startX = 408; var startY = 139.9; var strButtonName; var buttonRef; var p = 0; while (p < arrUpgradesPossible.length) { strButtonName = arrUpgradesPossible[p].id + "_mc"; _root.menu_mc.inside.attachMovie(arrUpgradesPossible[p].icon, strButtonName, intUpgradeButtonDepth); buttonRef = eval ("_root.menu_mc.inside." + strButtonName); this.arrUpgradeButtons.push(strButtonName); buttonRef._x = startX; buttonRef._y = startY; startX = startX + 62; intUpgradeButtonDepth++; var totalUpgrades = 0; var t = 0; while (t < this.arrAllies[i].arrUpgrades.length) { if (this.arrAllies[i].arrUpgrades[t].id == arrUpgradesPossible[p].id) { totalUpgrades++; } t++; } buttonRef.amount_txt.text = "x " + totalUpgrades; if (totalUpgrades < arrUpgradesPossible[p].limit) { buttonRef.onRelease = function () { _root.game.UpgradeSelected(this._name); }; buttonRef.onRollOver = function () { _root.game.UpgradeRolledOver(this._name); }; buttonRef.onRollOut = function () { _root.game.UpgradeRolledOff(this._name); }; } else { buttonRef.gotoAndStop(2); buttonRef.onRollOver = function () { _root.game.UpgradeRolledOver(this._name); }; buttonRef.onRollOut = function () { _root.game.UpgradeRolledOff(this._name); }; } p++; } break; } i++; } return; } p++; } } }; _local2.CloseTurretInfo = function () { this.UnPauseGame(); this.blnAlertLock = false; this.blnGunInfoOpen = false; _root.menu_mc._visible = false; }; _local2.UpgradeSelected = function (upgradeName) { var selectedUpgradeID = Number(upgradeName.substr(0, upgradeName.length - 3)); var t = 0; while (t < this.arrUpgradeButtons.length) { if (upgradeName == this.arrUpgradeButtons[t]) { var arrUpgradesPossible = this.turretData.GetUpgrades(this.arrAllies[this.intInfoGun].saveType); var p = 0; while (p < arrUpgradesPossible.length) { if (arrUpgradesPossible[p].id == selectedUpgradeID) { if (this.arrAllies[this.intInfoGun].intPoints >= arrUpgradesPossible[p].cost) { var totalUpgrades = 0; var j = 0; while (j < this.arrAllies[this.intInfoGun].arrUpgrades.length) { if (this.arrAllies[this.intInfoGun].arrUpgrades[j].id == selectedUpgradeID) { totalUpgrades++; } j++; } if (totalUpgrades < arrUpgradesPossible[p].limit) { this.arrAllies[this.intInfoGun].intPoints = this.arrAllies[this.intInfoGun].intPoints - arrUpgradesPossible[p].cost; _root.menu_mc.inside.points_txt.text = this.arrAllies[this.intInfoGun].intPoints; this.arrAllies[this.intInfoGun].arrUpgrades.push(arrUpgradesPossible[p]); totalUpgrades++; var buttonRef = eval (("_root.menu_mc.inside." + selectedUpgradeID) + "_mc"); buttonRef.amount_txt.text = "x " + totalUpgrades; if (totalUpgrades == arrUpgradesPossible[p].limit) { buttonRef.gotoAndStop(2); delete buttonRef.onRelease; } } } break; } p++; } break; } t++; } this.UpdateInfoStats(this.intInfoGun); }; _local2.UpgradeRolledOver = function (upgradeName) { var _local6 = Number(upgradeName.substr(0, upgradeName.length - 3)); var _local5 = 0; while (_local5 < this.arrUpgradeButtons.length) { if (upgradeName == this.arrUpgradeButtons[_local5]) { var _local4 = this.turretData.GetUpgrades(this.arrAllies[this.intInfoGun].saveType); var _local3 = 0; while (_local3 < _local4.length) { if (_local4[_local3].id == _local6) { _root.menu_mc.inside.title_txt.text = _local4[_local3].title; _root.menu_mc.inside.description_txt.text = ((_local4[_local3].description + newline) + "Cost: ") + _local4[_local3].cost; break; } _local3++; } break; } _local5++; } }; // unexpected jump // unexpected jump _local2.UpgradeRolledOff = function (upgradeName) { _root.menu_mc.inside.title_txt.text = ""; _root.menu_mc.inside.description_txt.text = ""; }; _local2.GetGunName = function (myType) { var _local3 = 0; while (_local3 < _global.Campaigns.length) { if (_global.Campaigns[_local3].strButton == "pass_bt") { var _local2 = 0; while (_local2 < _global.Campaigns[_local3].arrGuns.length) { if (_global.Campaigns[_local3].arrGuns[_local2].type == myType) { return(_global.Campaigns[_local3].arrGuns[_local2].title); } _local2++; } break; } _local3++; } }; _local2.GetGunDescription = function (myType) { var _local3 = 0; while (_local3 < _global.Campaigns.length) { if (_global.Campaigns[_local3].strButton == "pass_bt") { var _local2 = 0; while (_local2 < _global.Campaigns[_local3].arrGuns.length) { if (_global.Campaigns[_local3].arrGuns[_local2].type == myType) { return(_global.Campaigns[_local3].arrGuns[_local2].description); } _local2++; } break; } _local3++; } }; _local2.UpdateInfoStats = function (q) { this.turretData.SetInternalData(this.arrAllies[q].saveType, this.arrAllies[q].exp); var _local14; var _local12; var _local13; _local14 = this.turretData.GetDamage(); _root.menu_mc.inside.baseDamage_txt.text = _local14; _local12 = this.turretData.GetLife(); _root.menu_mc.inside.baseHealth_txt.text = _local12; _local13 = this.turretData.GetReloadMax(); _root.menu_mc.inside.baseReload_txt.text = _local13; var _local8 = 0; var _local6 = 0; var _local7 = 0; var _local3 = 0; while (_local3 < this.arrAllies[q].arrUpgrades.length) { if (this.arrAllies[q].arrUpgrades[_local3].type == 1) { _local8 = _local8 + this.arrAllies[q].arrUpgrades[_local3].value; } else if (this.arrAllies[q].arrUpgrades[_local3].secondType == 1) { _local8 = _local8 + this.arrAllies[q].arrUpgrades[_local3].secondValue; } if (this.arrAllies[q].arrUpgrades[_local3].type == 2) { _local6 = _local6 + this.arrAllies[q].arrUpgrades[_local3].value; } else if (this.arrAllies[q].arrUpgrades[_local3].secondType == 2) { _local6 = _local6 + this.arrAllies[q].arrUpgrades[_local3].secondValue; } if (this.arrAllies[q].arrUpgrades[_local3].type == 3) { _local7 = _local7 + this.arrAllies[q].arrUpgrades[_local3].value; } else if (this.arrAllies[q].arrUpgrades[_local3].secondType == 3) { _local7 = _local7 + this.arrAllies[q].arrUpgrades[_local3].secondValue; } _local3++; } _root.menu_mc.inside.upgradeDamage_txt.text = _local8; _root.menu_mc.inside.upgradeHealth_txt.text = _local6; _root.menu_mc.inside.upgradeReload_txt.text = _local7; _local14 = _local14 + _local8; _local12 = _local12 + _local6; _local13 = _local13 + _local7; var _local11 = 0; var _local10 = 0; var _local9 = 0; var _local4 = 0; while (_local4 < this.arrAllies.length) { this.turretData.SetInternalData(this.arrAllies[_local4].saveType, this.arrAllies[_local4].exp); this.arrAllies[_local4].data = this.turretData.GetData(); _local3 = 0; while (_local3 < this.arrAllies[_local4].arrUpgrades.length) { if (this.arrAllies[_local4].arrUpgrades[_local3].type == 4) { this.arrAllies[_local4].data = this.arrAllies[_local4].data + this.arrAllies[_local4].arrUpgrades[_local3].value; } else if (this.arrAllies[_local4].arrUpgrades[_local3].secondType == 4) { this.arrAllies[_local4].data = this.arrAllies[_local4].data + this.arrAllies[_local4].arrUpgrades[_local3].secondValue; } _local3++; } _local4++; } _local4 = 0; while (_local4 < this.arrAllies.length) { if (((this.arrAllies[_local4].type == 4) || (this.arrAllies[_local4].type == 8)) || (this.arrAllies[_local4].type == 9)) { if (this.arrAllies[_local4].blnDestroyed == false) { if (this.arrAllies[_local4].type == 4) { _local11 = _local11 + this.arrAllies[_local4].data; } else if (this.arrAllies[_local4].type == 8) { _local10 = _local10 + this.arrAllies[_local4].data; } else if (this.arrAllies[_local4].type == 9) { _local9 = _local9 + this.arrAllies[_local4].data; } } } _local4++; } if (_local9 > 0.75) { _local9 = 0.75; } _root.menu_mc.inside.buffDamage_txt.text = Math.round(_local10 * 100) + "%"; _root.menu_mc.inside.buffHealth_txt.text = Math.round(_local11 * 100) + "%"; _root.menu_mc.inside.buffReload_txt.text = Math.round(_local9 * 100) + "%"; var _local15 = Math.round(_local10 * _local14); var _local17 = Math.round(_local11 * _local12); var _local16 = -1 * Math.round(_local9 * _local13); _root.menu_mc.inside.actualDamage_txt.text = _local15; _root.menu_mc.inside.actualHealth_txt.text = _local17; _root.menu_mc.inside.actualReload_txt.text = _local16; _root.menu_mc.inside.totalDamage_txt.text = _local15 + _local14; _root.menu_mc.inside.totalHealth_txt.text = _local17 + _local12; _root.menu_mc.inside.totalReload_txt.text = _local16 + _local13; }; _local2.ConfirmDeleteGun = function () { if (this.blnHoldDelete == false) { this.blnHoldDelete = true; this._money.Set(this._money.Get() + this.intSell); _root.icoOut.ico1.UpdateGold(); if (this.strPickUpType == "storage") { this.arrStorage[this.intPickUpSlot].blnInUse = false; } else if (this.strPickUpType == "slot") { this.arrSlots[this.intPickUpSlot].blnOpen = true; var _local5 = -1; var _local4 = 0; while (_local4 < this.arrAllies.length) { if (this.arrAllies[_local4].name == this.arrSlots[this.intPickUpSlot].gunName) { _local5 = _local4; break; } _local4++; } if (_local5 != -1) { this.arrAllies.splice(_local5, 1); } } this.UpdateSlotInfo(this.intPickUpSlot); this.SellAnimation(_root[this.dragGunName]._x, _root[this.dragGunName]._y); this.intPickedUp = 0; _root[this.dragGunName].removeMovieClip(); _global.gamePaused = false; this.blnAlertLock = false; } }; _local2.CancelDeleteGun = function () { if (this.blnHoldDelete == false) { this.blnHoldDelete = true; this.intPickedUp = 2; _global.gamePaused = false; this.blnAlertLock = false; } }; _local2.RepairGunsInStorage = function () { var _local2 = 0; while (_local2 < this.arrStorage.length) { if (this.arrStorage[_local2].blnInUse == true) { this.arrStorage[_local2].gun.damageTaken = 0; this.arrStorage[_local2].gun.type = this.arrStorage[_local2].gun.saveType; this.arrStorage[_local2].gun.blnDestroyed = false; } _local2++; } }; _local2.AnimateDroppedGun = function () { if (this.intPickedUp == 2) { if (this.intAutoMoveCounter == 0) { _root[this.dragGunName]._x = _root[this.dragGunName]._x + ((this.dragGunDest._x - _root[this.dragGunName]._x) * 0.2); _root[this.dragGunName]._y = _root[this.dragGunName]._y + ((this.dragGunDest._y - _root[this.dragGunName]._y) * 0.2); if ((Math.abs(this.dragGunDest._x - _root[this.dragGunName]._x) < 1) && (Math.abs(this.dragGunDest._y - _root[this.dragGunName]._y) < 1)) { this.intPickedUp = 0; _root[this.dragGunName].removeMovieClip(); if (this.strPickUpType == "buy") { _root.icoOut.ico1.turret_transition.gotoAndStop(("turret" + this.dragType) + "_APPEAR"); } else if (this.strPickUpType == "storage") { var clipRef = eval ("_root.icoOut.ico1." + this.arrStorage[this.intPickUpSlot].iconName); clipRef.gotoAndStop(this.arrStorage[this.intPickUpSlot].gun.type); clipRef._visible = true; } else if (this.strPickUpType == "slot") { var selectedGun = -1; var p = 0; while (p < this.arrAllies.length) { if (this.arrAllies[p].name == this.arrSlots[this.intPickUpSlot].gunName) { selectedGun = p; break; } p++; } var clipRef = _root[this.arrSlots[this.intPickUpSlot].gunName]; clipRef.gotoAndStop(this.arrAllies[selectedGun].type); clipRef._visible = true; } } } else { this.intAutoMoveCounter--; } } }; _local2.CreateDragGun = function (type) { _root.attachMovie("turret", this.dragGunName, 40000); _root[this.dragGunName].gotoAndPlay(type); _root[this.dragGunName]._x = _xmouse; _root[this.dragGunName]._y = _ymouse; }; _local2.ShowAndHideDescription = function () { if ((this.intPickedUp == 0) && (_root.game.blnBreakIsDown == true)) { if (_root.newGun_mc.hitTest(_xmouse, _ymouse, false)) { if (this.blnDescription == false) { _root.descriptionAnim_mc._visible = true; _root.descriptionAnim_mc.gotoAndStop("full"); _root.descriptionAnim_mc.description_mc.description_txt.text = _root.icoOut.ico1.GetTurretDescription(); _root.descriptionAnim_mc.description_mc.title_txt.text = _root.icoOut.ico1.GetTurretTitle(); _root.descriptionAnim_mc.description_mc.cost_txt.text = _root.icoOut.ico1.GetTurretCost(); _root.descriptionAnim_mc.description_mc.weaponType_txt.text = _root.icoOut.ico1.GetWeaponType(); this.blnDescription = true; } _root.descriptionAnim_mc._x = _xmouse; _root.descriptionAnim_mc._y = _ymouse; } else if (this.blnDescription == true) { _root.descriptionAnim_mc._visible = false; this.blnDescription = false; } } else if (this.blnDescription == true) { _root.descriptionAnim_mc._visible = false; this.blnDescription = false; } }; _local2.RemoveClouds = function () { _root.clouds.swapDepths(1); _root.clouds.removeMovieClip(); }; _local2.SpawnEnemy = function (selectedType) { var _local4 = "enemy_" + this.intUnitDepth; _root.attachMovie(selectedType, _local4, this.intUnitDepth); if (_root[_local4].GetMovementStyle() == "float") { _root[_local4]._x = this.RandNum(350, 675); _root[_local4]._y = Stage.height + _root[_local4]._height; } else if (_root[_local4].GetMovementStyle() == "plane") { _root[_local4]._x = 710; _root[_local4]._y = this.RandNum(25, 125); _root[_local4].RecalcTargets(); } else if (_root[_local4].GetMovementStyle() == "boss") { _root[_local4]._x = Stage.width + _root[_local4]._width; _root[_local4]._y = this.RandNum(170, 190); } else if (_root[_local4].GetMovementStyle() == "miniboss") { _root[_local4]._x = Stage.width + _root[_local4]._width; _root[_local4]._y = this.RandNum(85, 300); } else if (_root[_local4].GetMovementStyle() == "ground") { _root[_local4]._x = Stage.width + _root[_local4]._width; _root[_local4]._y = this.RandNum(325, 343); } else { _root[_local4]._x = 702; _root[_local4]._y = this.RandNum(0, 325); } this.arrEnemies.push(_local4); this.intUnitDepth++; if (this.intUnitDepth > 7000) { this.intUnitDepth = 5000; } if (_root[_local4].type == "Enemy_18") { var _local3 = 0; while (_local3 < this.arrEnemies.length) { if (_root[this.arrEnemies[_local3]].type == "Enemy_18") { if (_root[_local4]._y < _root[this.arrEnemies[_local3]]._y) { _root[_local4].swapDepths(_root[this.arrEnemies[_local3]]); } } _local3++; } } }; _local2.SpawnEnemyAtLocation = function (selectedType, startPos) { var _local3 = "enemy_" + this.intUnitDepth; _root.attachMovie(selectedType, _local3, this.intUnitDepth); _root[_local3]._x = startPos._x; _root[_local3]._y = startPos._y; this.arrEnemies.push(_local3); this.intUnitDepth++; if (this.intUnitDepth > 7000) { this.intUnitDepth = 5000; } return(_local3); }; _local2.EnemiesAlive = function () { var _local4 = 0; var _local3 = 0; while (_local3 < this.arrEnemies.length) { if (((_root[this.arrEnemies[_local3]].type == "Enemy_20") || (_root[this.arrEnemies[_local3]].type == "Enemy_21")) || (_root[this.arrEnemies[_local3]].type == "Enemy_22")) { _local4++; } _local3++; } return(this.arrEnemies.length - _local4); }; _local2.RandNum = function (minVal, maxVal) { return(Math.round(Math.random() * (maxVal - minVal)) + minVal); }; _local2.LaunchDebrisParticle = function (type, startX, startY) { var thisRef = this; var particleName = ("particle_" + this.particleDepth); _root.attachMovie(type, particleName, this.particleDepth); _root[particleName]._x = startX; _root[particleName]._y = startY; _root[particleName].SetGravityAndRandomVector(this.dblGravity); if (type == "casing") { _root[particleName].SetCasingDrop(); } this.particleDepth++; this.arrDebrisParticles.push(particleName); if (this.particleDepth > 27000) { this.particleDepth = 25000; } _root[particleName].removeCallback = function (myName) { thisRef.RemoveParticle(particleName); }; }; _local2.RemoveParticle = function (strName) { var _local2 = 0; while (_local2 < this.arrDebrisParticles.length) { if (strName == this.arrDebrisParticles[_local2]) { this.arrDebrisParticles.splice(_local2, 1); break; } _local2++; } }; _local2.BoomSound = function () { }; _local2.ParticleExplosion = function (strName, xloc, yloc) { var _local4 = 0; var _local3 = new Array(); if (strName == "Enemy_2") { _local3.push("piece1"); _local4 = this.RandNum(2, 7); _global.SoundManager.PlaySound("SmallUnitDie"); } else if (strName == "Enemy_3") { _local3.push("piece1"); _local4 = this.RandNum(4, 8); _global.SoundManager.PlaySound("SmallUnitDie"); } else if (strName == "Enemy_4") { _local3.push("piece1"); _local4 = this.RandNum(4, 8); _global.SoundManager.PlaySound("MediumUnitDie"); } else if (strName == "Enemy_5") { _local3.push("piece1"); _local4 = this.RandNum(2, 7); _global.SoundManager.PlaySound("SmallUnitDie"); } else if (strName == "Enemy_6") { _local3.push("piece1"); _local4 = this.RandNum(4, 7); _global.SoundManager.PlaySound("MediumUnitDie"); } else if (strName == "spark") { _local3.push("spark"); _local4 = this.RandNum(5, 8); } else if (strName == "Enemy_7") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(4, 7); _global.SoundManager.PlaySound("SmallUnitDie"); } else if (strName == "Enemy_8") { _local3.push("piece1"); _local4 = this.RandNum(9, 15); _global.SoundManager.PlaySound("BigUnitDie"); } else if (strName == "Enemy_9") { _local3.push("piece1"); _local4 = this.RandNum(9, 15); _global.SoundManager.PlaySound("MediumUnitDie"); } else if (strName == "Enemy_10") { _local3.push("piece1"); _local4 = this.RandNum(9, 15); _global.SoundManager.PlaySound("BigUnitDie"); } else if (strName == "Enemy_11") { _local3.push("piece1"); _local4 = this.RandNum(5, 10); _global.SoundManager.PlaySound("MediumUnitDie"); } else if (strName == "Enemy_12") { _local3.push("piece1"); _local4 = this.RandNum(5, 10); _global.SoundManager.PlaySound("MediumUnitDie"); } else if (strName == "Enemy_20") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(15, 25); this.BoomSound(); } else if (strName == "Enemy_21") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(15, 25); this.BoomSound(); } else if (strName == "casing") { _local3.push("casing"); _local4 = this.RandNum(1, 1); } else if (strName == "DecoyDrone") { _local3.push("piece1"); _local4 = this.RandNum(2, 7); _global.SoundManager.PlaySound("SmallUnitDie"); } else if (strName == "ControlUnit") { _local3.push("piece1"); _local4 = this.RandNum(2, 7); _global.SoundManager.PlaySound("MediumUnitDie"); } else if (strName == "Enemy_MonsterBullet") { _local3.push("piece1"); _local4 = this.RandNum(2, 3); this.DamageExplosionSmall(xloc, yloc, 0); } else if (strName == "Enemy_15") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(4, 7); _global.SoundManager.PlaySound("SmallUnitDie"); } else if (strName == "Enemy_17") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(7, 9); _global.SoundManager.PlaySound("MediumUnitDie"); } else if (strName == "Enemy_18") { _local3.push("piece1"); _local4 = this.RandNum(7, 9); _global.SoundManager.PlaySound("MediumUnitDie"); } else if (strName == "Enemy_13") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(9, 15); _global.SoundManager.PlaySound("BigUnitDie"); } else if (strName == "Enemy_19") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(9, 15); _global.SoundManager.PlaySound("BigUnitDie"); } else if (strName == "Enemy_30") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(6, 10); _global.SoundManager.PlaySound("BigUnitDie"); } else if (strName == "Enemy_31") { _local3.push("piece1"); _local4 = this.RandNum(4, 7); _global.SoundManager.PlaySound("MediumUnitDie"); } else if (strName == "Enemy_32") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(9, 15); _global.SoundManager.PlaySound("BigUnitDie"); } else if (strName == "Enemy_33") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(9, 15); _global.SoundManager.PlaySound("BigUnitDie"); } else if (strName == "Enemy_34") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(6, 10); _global.SoundManager.PlaySound("MediumUnitDie"); } else if (strName == "Enemy_22") { _local3.push("piece1"); _local3.push("piece2"); _local4 = this.RandNum(9, 15); _global.SoundManager.PlaySound("BigUnitDie"); } var _local6 = 0; while (_local6 < _local4) { var _local7 = this.RandNum(0, _local3.length - 1); this.LaunchDebrisParticle(_local3[_local7], xloc, yloc); _local6++; } }; _local2.FlameShards = function (startX, startY, numCreate, protectedName, startDamage) { var thisRef = this; var _local4 = 0; while (_local4 < numCreate) { var _local3 = "avatarBullet_" + this.intBulletDepth; var _local5 = this.RandNum(0, 360); var _local7 = (Math.PI * _local5) / 180; var _local6 = this.RandNum(1, 7); _root.attachMovie("BulletFlameShard", _local3, this.intBulletDepth); _root[_local3]._x = startX; _root[_local3]._y = startY; _root[_local3].SetGravityAndVelocity(this.dblGravity, _local6); _root[_local3].SetAngle(_local7); _root[_local3].SetStart(_root[_local3]._x, _root[_local3]._y); _root[_local3]._subBullet = true; _root[_local3]._enemy = false; _root[_local3]._damage = Math.round(startDamage * 0.25); _root[_local3]._rotation = _local5; _root[_local3]._enemyProtected = protectedName; _root[_local3]._protectedCounter = 15; this.intBulletDepth++; this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; _local4++; } }; _local2.SpawnAcidDrop = function (startX, startY, myRotation, myDamage) { var thisRef = this; var _local3 = "acidBullet_" + this.intBulletDepth; var _local4 = myRotation; var _local6 = (Math.PI * _local4) / 180; var _local5 = 4; _root.attachMovie("acidDropBullet", _local3, this.intBulletDepth); _root[_local3]._x = startX; _root[_local3]._y = startY; _root[_local3].SetGravityAndVelocity(this.dblGravity, _local5); _root[_local3].SetAngle(_local6); _root[_local3].SetStart(_root[_local3]._x, _root[_local3]._y); _root[_local3]._subBullet = true; _root[_local3]._enemy = false; _root[_local3]._damage = myDamage; _root[_local3]._rotation = _local4; this.intBulletDepth++; this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; }; _local2.BulletShards = function (startX, startY, numCreate, myDamage) { var thisRef = this; var _local9 = 360 / numCreate; var _local8 = 0; var _local4 = 0; while (_local4 < numCreate) { var _local3 = "avatarBullet_" + this.intBulletDepth; var _local5 = _local8; _local8 = _local8 + _local9; var _local7 = (Math.PI * _local5) / 180; var _local6 = 8; _root.attachMovie("bullet2", _local3, this.intBulletDepth); _root[_local3]._x = startX; _root[_local3]._y = startY; _root[_local3]._xscale = 75; _root[_local3]._yscale = _root[_local3]._xscale; _root[_local3].SetGravityAndVelocity(this.dblGravity, _local6); _root[_local3].SetAngle(_local7); _root[_local3].SetStart(_root[_local3]._x, _root[_local3]._y); _root[_local3]._subBullet = true; _root[_local3]._enemy = false; _root[_local3]._damage = myDamage; _root[_local3]._rotation = _local5; this.intBulletDepth++; this.arrBullets.push(_local3); _root[_local3].removeCallback = function (myName) { thisRef.RemoveBullet(myName); }; _local4++; } }; _local2.ReportEnemyDeath = function (strName) { var _local2 = 0; while (_local2 < this.arrEnemies.length) { if (this.arrEnemies[_local2] == strName) { this.arrEnemies.splice(_local2, 1); break; } _local2++; } if (this.arrEnemies.length == 0) { if (this.myLevelManager.GetEnemiesLeft() < 1) { this.FinishLevel(); } } }; _local2.RemoveEnemy = function (strName) { var _local2 = 0; while (_local2 < this.arrEnemies.length) { if (this.arrEnemies[_local2] == strName) { this.arrEnemies.splice(_local2, 1); break; } _local2++; } }; _local2.FinishLevel = function () { this._level.Set(this._level.Get() + 1); _root.output_mc._visible = true; if (this._level.Get() > this.intLastDeluxeLevel) { if (this.IsAChallengeMission(_global.currentCampaign) == true) { this.StopAllGuns(); _root.output_mc.gotoAndPlay("EndChallenge"); this.savedChallenge = _global.currentCampaign; } else if (_global.var1.Get() != -1) { if (this.GetNumCampaignsWon() == 7) { this.StopAllGuns(); _root.output_mc.gotoAndPlay("EndAllCampaigns"); } else { this.StopAllGuns(); _root.output_mc.gotoAndPlay("EndGameDeluxe"); } } else if (this.GetNumCampaignsWon() == 5) { this.StopAllGuns(); _root.output_mc.gotoAndPlay("EndNonDeluxeCampaigns"); } else { this.StopAllGuns(); _root.output_mc.gotoAndPlay("EndGame"); } this.WonGame(); } else { _root.output_mc.gotoAndPlay("win"); } }; _local2.UpdateChallengeStats = function (blnCompletedChallenge) { _root.output_mc.inside.score_txt.text = this.curStatus.Get() + " Points"; _root.output_mc.inside.time_txt.text = this.challengeTimer.GetTimeString(); var _local10 = 100 - Math.round((this.intBulletsMissed / this.intBulletsShot) * 100); if (this.intBulletsMissed == 0) { _local10 = 100; } if (this.intBulletsShot == 0) { _local10 = 100; } _root.output_mc.inside.accuracy_txt.text = _local10 + " %"; var _local6 = 0; var _local7 = 0; var _local8 = 0; var _local4 = 0; while (_local4 < _global.Challenges.length) { if (_global.Challenges[_local4].strButton == this.savedChallenge) { _local6 = _global.Challenges[_local4].maxTimeInSeconds * 1000; _local7 = _global.Challenges[_local4].maxTimeBonus; _local8 = _global.Challenges[_local4].maxAccuracyBonus; break; } _local4++; } var _local5 = _local6 - this.challengeTimer.GetTime(); if (_local5 < 0) { _local5 = 0; } _local5 = Math.round((_local5 / _local6) * _local7); if (blnCompletedChallenge == false) { _local5 = 0; } var _local9 = Math.round((_local10 / 100) * _local8); _local5 = Math.round(_local5 / 10) * 10; _local9 = Math.round(_local9 / 10) * 10; _root.output_mc.inside.timeBonus_txt.text = _local5 + " Points"; _root.output_mc.inside.accuracyBonus_txt.text = _local9 + " Points"; var _local11 = (this.curStatus.Get() + _local5) + _local9; _root.output_mc.inside.total_txt.text = _local11 + " Points!"; _root.score_txt.text = this.curStatus.Get(); this.SubmitScore(_local11); }; _local2.SubmitScore = function (myScore) { var _local5 = ""; var _local4 = ""; var _local3 = 0; while (_local3 < _global.Challenges.length) { if (_global.Challenges[_local3].strButton == this.savedChallenge) { _local5 = _global.Challenges[_local3].parameter1; _local4 = _global.Challenges[_local3].parameter2; break; } _local3++; } this.bXlnYW1lX25hbWVfdmFyaWFibGU = this._name; this.bXlnYW1lX3Njb3JlX3ZhcmlhYmxl = myScore; this.__rankz_send__(_local5, _local4, this.bXlnYW1lX25hbWVfdmFyaWFibGU, this.bXlnYW1lX3Njb3JlX3ZhcmlhYmxl); }; _local2.__rankz_send__ = function (par1, par2, par3, par4) { var _local1 = new LoadVars(); var par228 = new LoadVars(); _local1.flashkey = par2; _local1.SU0249 = par1; _local1.bmFtZTE = ab3.rankz.Armor_Bot_30_En_AS1.Encode(par3); _local1.c2NvcmUx = ab3.rankz.Armor_Bot_30_En_AS1.Encode(par4 + "j%e%a%n%s"); _local1.flashkey = _local1.flashkey.split("=").join(""); _local1.SU0249 = _local1.SU0249.split("=").join(""); par228.onLoad = function (success) { if (success) { } }; _local1.sendAndLoad("http://rankz.armorbot.com/submit/", par228, "POST"); }; _local2.ReportOutputFinished = function (strType) { if (strType == "win") { _root.output_mc._visible = false; if (this._level.Get() == this.intLevelForMoreSlots) { this.CreateExtraSlots(); } if (this.IsAChallengeMission(_global.currentCampaign) == false) { this.SaveGame(); } this.StartBreakMode(); } else if (strType == "dead") { this.ResetGame(); } }; _local2.SaveGame = function () { var _local3 = SharedObject.getLocal(_global.loadSlot); _local3.data.blnInUse = true; _local3.data.strName = this._name; _local3.data.strDifficulty = this._difficulty; _local3.data.strCampaign = _global.currentCampaign; _local3.data.data1 = this._money.Store(); _local3.data.data2 = this._level.Store(); var _local9 = new DataObject(); var _local10 = new DataObject(); _local9.Set(4); _local10.Set(2000); var _local8 = new DataObject(); var _local5 = new DataObject(); var _local4 = new DataObject(); var _local7 = new DataObject(); var _local6 = new DataObject(); _local3.data.data5 = this.beatOceanCampaign.Store(); _local3.data.data6 = this.beatSkyCampaign.Store(); _local3.data.data7 = this.beatPlainsCampaign.Store(); _local3.data.data8 = this.beatPeaksCampaign.Store(); _local3.data.data9 = this.beatMountainCampaign.Store(); _local3.data.data10 = this.beatCityCampaign.Store(); _local3.data.data11 = this.beatSouthCampaign.Store(); _local3.data.data18 = this.beatDesertCampaign.Store(); if (_global.cheatsEnabled.Get() == -1) { _local3.data.data12 = _global.cheatsEnabled.Store(); } _local3.data.data3 = _local9.Store(); _local3.data.data4 = _local10.Store(); if (this.arrAllies.length > 0) { _local8.Set(this.arrAllies[0].intPoints); _local3.data.data13 = _local8.Store(); } else { _local8.Set(45624); _local3.data.data13 = _local8.Store(); } if (this.arrAllies.length > 1) { _local5.Set(this.arrAllies[1].intPoints); _local3.data.data14 = _local5.Store(); } else { _local5.Set(45624); _local3.data.data14 = _local5.Store(); } if (this.arrAllies.length > 2) { _local4.Set(this.arrAllies[2].intPoints); _local3.data.data15 = _local4.Store(); } else { _local4.Set(45624); _local3.data.data15 = _local4.Store(); } if (this.arrAllies.length > 3) { _local7.Set(this.arrAllies[3].intPoints); _local3.data.data16 = _local7.Store(); } else { _local7.Set(45624); _local3.data.data16 = _local7.Store(); } if (this.arrAllies.length > 4) { _local6.Set(this.arrAllies[4].intPoints); _local3.data.data17 = _local6.Store(); } else { _local6.Set(45624); _local3.data.data17 = _local6.Store(); } _local3.data.arrAllies = this.arrAllies; _local3.data.arrStorage = this.arrStorage; _local3.data.arrSlots = this.arrSlots; _local3.flush(); _global.currentProfile.blnInUse = true; _global.currentProfile.strName = this._name; _global.currentProfile.strDifficulty = this._difficulty; _global.currentProfile.strCampaign = _global.currentCampaign; _global.currentProfile.data1 = this._money.Store(); _global.currentProfile.data2 = this._level.Store(); _global.currentProfile.data3 = _local9.Store(); _global.currentProfile.data4 = _local10.Store(); _global.currentProfile.data5 = this.beatOceanCampaign.Store(); _global.currentProfile.data6 = this.beatSkyCampaign.Store(); _global.currentProfile.data7 = this.beatPlainsCampaign.Store(); _global.currentProfile.data8 = this.beatPeaksCampaign.Store(); _global.currentProfile.data9 = this.beatMountainCampaign.Store(); _global.currentProfile.data10 = this.beatCityCampaign.Store(); _global.currentProfile.data11 = this.beatSouthCampaign.Store(); _global.currentProfile.data18 = this.beatDesertCampaign.Store(); if (_global.cheatsEnabled.Get() == -1) { _global.currentProfile.data12 = _global.cheatsEnabled.Store(); } _global.currentProfile.arrAllies = this.arrAllies; _global.currentProfile.arrStorage = this.arrStorage; _global.currentProfile.arrSlots = this.arrSlots; }; _local2.UpdateRepairSell = function (blnHide, type, totalLife, damageTaken, saveType) { if (blnHide == true) { _root.icoOut.ico1.repair_txt.text = ""; _root.icoOut.ico1.sell_txt.text = ""; this.intRepair = 0; } else { this.intRepair = this.intRepairMax - Math.round(((totalLife - damageTaken) / totalLife) * this.intRepairMax); if (this.intRepair > this.intRepairMax) { this.intRepair = this.intRepairMax; } this.intSell = Math.round(_root.icoOut.ico1.GetTurretCostForType(saveType) * 0.8); _root.icoOut.ico1.repair_txt.text = this.intRepair + " g"; _root.icoOut.ico1.sell_txt.text = this.intSell + " g"; } }; _local2.HideHotkeyTips = function () { _root.slot1hotkey_txt.text = ""; _root.slot2hotkey_txt.text = ""; _root.slot3hotkey_txt.text = ""; _root.slot4hotkey_txt.text = ""; _root.slot5hotkey_txt.text = ""; }; _local2.DisplayHotkeyTips = function () { _root.slot1hotkey_txt.text = this.OutputValue(_global.hotKey1); _root.slot2hotkey_txt.text = this.OutputValue(_global.hotKey2); _root.slot3hotkey_txt.text = this.OutputValue(_global.hotKey3); if (this.arrSlots.length > 3) { _root.slot4hotkey_txt.text = this.OutputValue(_global.hotKey4); _root.slot5hotkey_txt.text = this.OutputValue(_global.hotKey5); } }; _local2.Lightning = function (startX, startY, endX, endY) { var _local5 = new Vector(); _local5._x = startX; _local5._y = startY; var _local4; _local4 = _root[this.CreateEffect("lightning", _local5, false, "", "")]; var _local3 = new Vector(); _local3._x = endX - startX; _local3._y = endY - startY; var _local6 = Math.sqrt((_local3._x * _local3._x) + (_local3._y * _local3._y)); var _local7 = Math.atan2(_local3._y, _local3._x); var _local8 = (360 * _local7) / (Math.PI*2); if (_local6 > 400) { _local4.inside.gotoAndStop(3); } else if (_local6 > 200) { _local4.inside.gotoAndStop(2); } else { _local4.inside.gotoAndStop(1); } _local4._width = _local6; _local4._rotation = _local8; }; _local2.OutputValue = function (keyCode) { var _local1 = ""; switch (keyCode) { case 8 : _local1 = "BACKSPACE"; break; case 20 : _local1 = "CAPSLOCK"; break; case 17 : _local1 = "CONTROL"; break; case 46 : _local1 = "DELETE"; break; case 40 : _local1 = "DOWN"; break; case 35 : _local1 = "END"; break; case 13 : _local1 = "ENTER"; break; case 27 : _local1 = "ESCAPE"; break; case 36 : _local1 = "HOME"; break; case 45 : _local1 = "INSERT"; break; case 37 : _local1 = "LEFT"; break; case 34 : _local1 = "PGDN"; break; case 33 : _local1 = "PGUP"; break; case 39 : _local1 = "RIGHT"; break; case 16 : _local1 = "SHIFT"; break; case 32 : _local1 = "SPACE"; break; case 9 : _local1 = "TAB"; break; case 38 : _local1 = "UP"; break; case 186 : _local1 = ";"; break; case 187 : _local1 = "="; break; case 189 : _local1 = "-"; break; case 191 : _local1 = "/"; break; case 192 : _local1 = "`"; break; case 219 : _local1 = "["; break; case 220 : _local1 = "\\"; break; case 221 : _local1 = "]"; break; case 222 : _local1 = "'"; break; case 188 : _local1 = ","; break; case 190 : _local1 = "."; break; case 96 : _local1 = "NUMPAD 0"; break; case 97 : _local1 = "NUMPAD 1"; break; case 98 : _local1 = "NUMPAD 2"; break; case 99 : _local1 = "NUMPAD 3"; break; case 100 : _local1 = "NUMPAD 4"; break; case 101 : _local1 = "NUMPAD 5"; break; case 102 : _local1 = "NUMPAD 6"; break; case 103 : _local1 = "NUMPAD 7"; break; case 104 : _local1 = "NUMPAD 8"; break; case 105 : _local1 = "NUMPAD 9"; break; case 106 : _local1 = "MULTIPLY"; break; case 107 : _local1 = "ADD"; break; case 109 : _local1 = "SUBTRACT"; break; case 110 : _local1 = "DECIMAL"; break; case 111 : _local1 = "DIVIDE"; break; default : _local1 = chr(keyCode); _local1.toUpperCase(); } return(_local1); }; _local2.FlashScreen = function () { _root.flash_mc._visible = true; _root.flash_mc.gotoAndStop(2); _root.flash_mc.inside.gotoAndPlay(1); }; _local2.ShakeScreen = function (newDuration) { if (this.intShakeDuration == 0) { this.intShakeDuration = newDuration; this.intShakeStart = newDuration; this.intShakeCounter = 3; this.vecScreenCoords._x = _root.bg_mc._x; this.vecScreenCoords._y = _root.bg_mc._y; var _local3 = 0; while (_local3 < this.arrAllies.length) { this.arrAllies[_local3].startX = _root[this.arrAllies[_local3].name]._x; this.arrAllies[_local3].startY = _root[this.arrAllies[_local3].name]._y; _local3++; } } }; _local2.HaltShaking = function () { if ((this.vecScreenCoords._x != _root.bg_mc._x) || (this.vecScreenCoords._y != _root.bg_mc._y)) { this.intShakeDuration = 0; var _local5 = this.vecScreenCoords._x - _root.bg_mc._x; var _local4 = this.vecScreenCoords._y - _root.bg_mc._y; _root.bg_mc._x = this.vecScreenCoords._x; _root.bg_mc._y = this.vecScreenCoords._y; var _local3 = 0; while (_local3 < this.arrAllies.length) { _root[this.arrAllies[_local3].name]._x = this.arrAllies[_local3].startX; _root[this.arrAllies[_local3].name]._y = this.arrAllies[_local3].startY; _local3++; } _local3 = 0; while (_local3 < this.arrEnemies.length) { _root[this.arrEnemies[_local3]]._x = _root[this.arrEnemies[_local3]]._x + _local5; _root[this.arrEnemies[_local3]]._y = _root[this.arrEnemies[_local3]]._y + _local4; _local3++; } } }; _local2.ManageShaking = function () { if (_global.gamePaused == false) { if (this.intShakeDuration > 0) { this.intShakeDuration--; if (this.intShakeDuration == 0) { var _local6 = this.vecScreenCoords._x - _root.bg_mc._x; var _local5 = this.vecScreenCoords._y - _root.bg_mc._y; _root.bg_mc._x = this.vecScreenCoords._x; _root.bg_mc._y = this.vecScreenCoords._y; var _local4 = 0; while (_local4 < this.arrAllies.length) { _root[this.arrAllies[_local4].name]._x = this.arrAllies[_local4].startX; _root[this.arrAllies[_local4].name]._y = this.arrAllies[_local4].startY; _local4++; } _local4 = 0; while (_local4 < this.arrEnemies.length) { _root[this.arrEnemies[_local4]]._x = _root[this.arrEnemies[_local4]]._x + _local6; _root[this.arrEnemies[_local4]]._y = _root[this.arrEnemies[_local4]]._y + _local5; _local4++; } } else { this.intShakeCounter--; if (this.intShakeCounter == 0) { this.intShakeCounter = 3; var _local7 = this.intShakeDuration / this.intShakeStart; var _local9 = this.vecScreenCoords._x + (this.RandNum(-4, 4) * _local7); var _local8 = this.vecScreenCoords._y + (this.RandNum(-4, 4) * _local7); var _local6 = _local9 - _root.bg_mc._x; var _local5 = _local8 - _root.bg_mc._y; _root.bg_mc._x = _local9; _root.bg_mc._y = _local8; var _local4 = 0; while (_local4 < this.arrAllies.length) { _root[this.arrAllies[_local4].name]._x = _root[this.arrAllies[_local4].name]._x + _local6; _root[this.arrAllies[_local4].name]._y = _root[this.arrAllies[_local4].name]._y + _local5; _local4++; } _local4 = 0; while (_local4 < this.arrEnemies.length) { _root[this.arrEnemies[_local4]]._x = _root[this.arrEnemies[_local4]]._x + _local6; _root[this.arrEnemies[_local4]]._y = _root[this.arrEnemies[_local4]]._y + _local5; _local4++; } } } } } }; _local2.DamageExplosionSmall = function (xloc, yloc, maxDamage) { var _local4 = new Vector(); _local4._x = xloc; _local4._y = yloc; var _local5 = this.CreateEffect("damageExplosionSmall", _local4, false, "", ""); _root[_local5]._width = this.RandNum(80, 150); _root[_local5]._yscale = _root[_local5]._xscale; _global.SoundManager.PlaySound("SmallExplosion"); }; _local2.DamageExplosionMedium = function (xloc, yloc, maxDamage) { var _local4 = new Vector(); _local4._x = xloc; _local4._y = yloc; var _local5 = this.CreateEffect("damageExplosionBig", _local4, false, "", ""); _root[_local5]._width = this.RandNum(100, 175); _root[_local5]._yscale = _root[_local5]._xscale; _global.SoundManager.PlaySound("MediumExplosion"); this.FlashScreen(); this.ShakeScreen(20); }; _local2.DamageExplosionBig = function (xloc, yloc, maxDamage) { var _local3 = new Vector(); _local3._x = xloc; _local3._y = yloc; var _local4 = this.CreateEffect("damageExplosionBig", _local3, false, "", ""); _root[_local4]._width = this.RandNum(150, 250); _root[_local4]._yscale = _root[_local4]._xscale; this.FlashScreen(); this.ShakeScreen(20); }; _local2.StartShieldSelect = function () { if (_global.gamePaused == false) { if (this.blnBreakMode == false) { if (_root[this.arrAllies[this.intGunSelected].selectField].hitTest(_xmouse, _ymouse)) { this.blnShieldSelect = true; this.vecShieldStart._x = _root[this.arrAllies[this.intGunSelected].name]._x; this.vecShieldStart._y = _root[this.arrAllies[this.intGunSelected].name]._y; } } } }; _local2.EndShieldSelect = function () { if (this.blnShieldSelect == true) { this.blnShieldSelect = false; _root.lines.clear(); if (_global.gamePaused == false) { if (this.blnBreakMode == false) { var _local5 = 0; while (_local5 < this.arrAllies.length) { if (_local5 != this.intGunSelected) { if (_root[this.arrAllies[_local5].selectField].hitTest(_xmouse, _ymouse)) { var _local8 = false; var _local4 = 0; while (_local4 < this.arrShields.length) { if (this.arrShields[_local4].from == this.arrAllies[this.intGunSelected].name) { this.RemoveEffect(this.arrShields[_local4].name); _root[this.arrAllies[this.intGunSelected].name].gun.energy_mc._visible = true; _root[this.arrAllies[this.intGunSelected].name].gun.energy_mc.gotoAndPlay(1); var _local6 = new Vector(); _local6._x = _root[this.arrAllies[_local5].name]._x; _local6._y = _root[this.arrAllies[_local5].name]._y - 15; var _local7 = new Vector(); _local7._x = this.vecShieldStart._x - _local6._x; _local7._y = this.vecShieldStart._y - _local6._y; var _local10 = Math.atan2(_local7._y, _local7._x); var _local11 = (360 * _local10) / (Math.PI*2); var _local9 = this.CreateEffect("shield", _local6, false, "", ""); this.arrShields[_local4].to = this.arrAllies[_local5].name; this.arrShields[_local4].from = this.arrAllies[this.intGunSelected].name; this.arrShields[_local4].power = 0.3; this.arrShields[_local4].avoid = false; this.arrShields[_local4].name = _local9; _root[_local9]._rotation = _local11; _local8 = true; break; } _local4++; } if (_local8 == false) { _root[this.arrAllies[this.intGunSelected].name].gun.energy_mc._visible = true; _root[this.arrAllies[this.intGunSelected].name].gun.energy_mc.gotoAndPlay(1); var _local6 = new Vector(); _local6._x = _root[this.arrAllies[_local5].name]._x; _local6._y = _root[this.arrAllies[_local5].name]._y - 15; var _local7 = new Vector(); _local7._x = this.vecShieldStart._x - _local6._x; _local7._y = this.vecShieldStart._y - _local6._y; var _local10 = Math.atan2(_local7._y, _local7._x); var _local11 = (360 * _local10) / (Math.PI*2); var _local9 = this.CreateEffect("shield", _local6, false, "", ""); this.arrShields.push({to:this.arrAllies[_local5].name, from:this.arrAllies[this.intGunSelected].name, power:this.arrAllies[this.intGunSelected].data, avoid:false, name:_local9}); _root[_local9]._rotation = _local11; } break; } } _local5++; } } } } }; _local2.DrawLines = function () { if (this.blnShieldSelect == true) { _root.lines.clear(); _root.lines.lineStyle(2, 16724889, 80); var _local3 = new Object(); var _local4 = new Object(); _local3.x = this.vecShieldStart._x; _local3.y = this.vecShieldStart._y; _local4.x = _xmouse; _local4.y = _ymouse; _root.lines.globalToLocal(_local3); _root.lines.globalToLocal(_local4); _root.lines.moveTo(_local3.x, _local3.y); _root.lines.lineTo(_local4.x, _local4.y); var _local5 = new Vector(); _local5._x = this.vecShieldStart._x - _xmouse; _local5._y = this.vecShieldStart._y - _ymouse; var _local9 = Math.atan2(_local5._y, _local5._x); var _local7 = (360 * _local9) / (Math.PI*2); var _local8 = (Math.PI * (_local7 + 35)) / 180; var _local6 = (Math.PI * (_local7 - 35)) / 180; _local5._x = Math.cos(_local8) * 8; _local5._y = Math.sin(_local8) * 8; _local3.x = _xmouse; _local3.y = _ymouse; _local4.x = _local5._x + _xmouse; _local4.y = _local5._y + _ymouse; _root.lines.globalToLocal(_local3); _root.lines.globalToLocal(_local4); _root.lines.moveTo(_local3.x, _local3.y); _root.lines.lineTo(_local4.x, _local4.y); _local5._x = Math.cos(_local6) * 8; _local5._y = Math.sin(_local6) * 8; _local3.x = _xmouse; _local3.y = _ymouse; _local4.x = _local5._x + _xmouse; _local4.y = _local5._y + _ymouse; _root.lines.globalToLocal(_local3); _root.lines.globalToLocal(_local4); _root.lines.moveTo(_local3.x, _local3.y); _root.lines.lineTo(_local4.x, _local4.y); } }; _local2.GetNumCampaignsWon = function () { var _local2 = 0; if (this.beatOceanCampaign.Get() != -1) { _local2++; } if (this.beatSkyCampaign.Get() != -1) { _local2++; } if (this.beatPlainsCampaign.Get() != -1) { _local2++; } if (this.beatPeaksCampaign.Get() != -1) { _local2++; } if (this.beatMountainCampaign.Get() != -1) { _local2++; } if (this.beatCityCampaign.Get() != -1) { _local2++; } if (this.beatSouthCampaign.Get() != -1) { _local2++; } if (this.beatDesertCampaign.Get() != -1) { _local2++; } return(_local2); }; _local2.MarkLevelAsComplete = function () { var _local2 = false; if (this.beatOceanCampaign.Get() == -1) { this.beatOceanCampaign.Set(230600); _local2 = true; } if (_local2 == false) { if (this.beatPeaksCampaign.Get() == -1) { this.beatPeaksCampaign.Set(230600); _local2 = true; } } if (_local2 == false) { if (this.beatPlainsCampaign.Get() == -1) { this.beatPlainsCampaign.Set(230600); _local2 = true; } } if (_local2 == false) { if (this.beatMountainCampaign.Get() == -1) { this.beatMountainCampaign.Set(230600); _local2 = true; } } if (_local2 == false) { if (this.beatCityCampaign.Get() == -1) { this.beatCityCampaign.Set(230600); _local2 = true; } } if (_local2 == false) { if (this.beatDesertCampaign.Get() == -1) { this.beatDesertCampaign.Set(230600); _local2 = true; } } if (_local2 == false) { if (this.beatSkyCampaign.Get() == -1) { this.beatSkyCampaign.Set(230600); _local2 = true; } } if (_local2 == false) { if (this.beatSouthCampaign.Get() == -1) { this.beatSouthCampaign.Set(230600); _local2 = true; } } }; _local2.GetShieldTarget = function (excludeTarget) { var _local5 = new Array(); var _local4 = 0; var _local3 = 0; while (_local3 < this.arrEnemies.length) { if (this.arrEnemies[_local3] != excludeTarget) { if (((((_root[this.arrEnemies[_local3]].type == "Enemy_19") || (_root[this.arrEnemies[_local3]].type == "Enemy_13")) || (_root[this.arrEnemies[_local3]].type == "Enemy_22")) || (_root[this.arrEnemies[_local3]].type == "Enemy_33")) || (_root[this.arrEnemies[_local3]].type == "Enemy_34")) { _local4 = _local4 + 4; } else if ((_root[this.arrEnemies[_local3]].type == "Enemy_10") || (_root[this.arrEnemies[_local3]].type == "Enemy_8")) { _local4 = _local4 + 2; } else if ((((_root[this.arrEnemies[_local3]].type == "Enemy_30") || (_root[this.arrEnemies[_local3]].type == "Enemy_31")) || (_root[this.arrEnemies[_local3]].type == "Enemy_16")) || (_root[this.arrEnemies[_local3]].type == "Enemy_7")) { _local4 = _local4 + -3; } else if (((_root[this.arrEnemies[_local3]].type == "Enemy_2") || (_root[this.arrEnemies[_local3]].type == "Enemy_5")) || (_root[this.arrEnemies[_local3]].type == "Enemy_32")) { _local4 = _local4 + -1; } else if (_root[this.arrEnemies[_local3]].type == "Enemy_MonsterBullet") { _local4 = _local4 + -20; } _local4 = _local4 - _root[this.arrEnemies[_local3]].GetNumShields(); _local5.push({name:this.arrEnemies[_local3], points:_local4}); _local4 = 0; } _local3++; } var _local8 = ""; _local5.sortOn(["points", "name"]); if (_local5.length == 0) { _local8 = ""; } else if (_local5[_local5.length - 1].points < -2) { _local8 = ""; } else { _local8 = _local5[_local5.length - 1].name; } return(_local8); }; ASSetPropFlags(_global.StormWindsGame.prototype, null, 1); #endinitclip
Symbol 1920 MovieClip [__Packages.LevelManager] Frame 0
#initclip if (!_global.LevelManager) { var _local1 = function () { this.intLevel = 0; this.intEnemiesThisLevel = 0; this.strCampaign = "pass_bt"; this.arrEnemyQueue = new Array(); this.blnBossOut = false; this.blnBossKilled = false; this.endWaveWait = 0; this.waitCounter = 0; this.blnRunning = false; }; _global.LevelManager = _local1; var _local2 = _local1.prototype; _local2.Run = function () { if (this.blnRunning == true) { if (this.waitCounter == 0) { if (this.intCreatedThisLevel < this.intEnemiesThisLevel) { var _local3 = -1; if (this.arrEnemyQueue.length == 0) { this.GenerateWave(); } if (this.strCampaign.substr(0, 9) == "challenge") { _local3 = 0; } else { _local3 = Math.round(Math.random() * (this.arrEnemyQueue.length - 1)); } _root.game.SpawnEnemy(this.arrEnemyQueue[_local3].name); this.waitCounter = this.arrEnemyQueue[_local3].wait; if (this.arrEnemyQueue.length == 1) { this.waitCounter = this.endWaveWait; } this.arrEnemyQueue.splice(_local3, 1); this.intCreatedThisLevel++; if (this.intCreatedThisLevel >= this.intEnemiesThisLevel) { } } } else { if (this.waitCounter != 999999) { this.waitCounter--; } if (_root.game.EnemiesAlive() == 0) { this.waitCounter = 0; } } } }; _local2.UpdateLevel = function (newLevel, newCampaign) { this.intLevel = newLevel; this.strCampaign = newCampaign; this.ResetLevel(); }; _local2.ResetLevel = function () { this.intCreatedThisLevel = 0; delete this.arrEnemyQueue; this.arrEnemyQueue = new Array(); this.blnBossKilled = false; this.blnBossOut = false; if (this.strCampaign == "pass_bt") { switch (this.intLevel) { case 1 : this.intEnemiesThisLevel = 20; break; case 2 : this.intEnemiesThisLevel = 20; break; case 3 : this.intEnemiesThisLevel = 20; break; case 4 : this.intEnemiesThisLevel = 25; break; case 5 : this.intEnemiesThisLevel = 25; break; case 6 : this.intEnemiesThisLevel = 30; break; case 7 : this.intEnemiesThisLevel = 30; break; case 8 : this.intEnemiesThisLevel = 35; break; case 9 : this.intEnemiesThisLevel = 40; break; case 10 : this.intEnemiesThisLevel = 45; break; default : this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "peaks_bt") { switch (this.intLevel) { case 1 : this.intEnemiesThisLevel = 20; break; case 2 : this.intEnemiesThisLevel = 20; break; case 3 : this.intEnemiesThisLevel = 20; break; case 4 : this.intEnemiesThisLevel = 25; break; case 5 : this.intEnemiesThisLevel = 25; break; case 6 : this.intEnemiesThisLevel = 30; break; case 7 : this.intEnemiesThisLevel = 30; break; case 8 : this.intEnemiesThisLevel = 30; break; case 9 : this.intEnemiesThisLevel = 30; break; case 10 : this.intEnemiesThisLevel = 30; break; default : this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "ocean_bt") { switch (this.intLevel) { case 1 : this.intEnemiesThisLevel = 15; break; case 2 : this.intEnemiesThisLevel = 20; break; case 3 : this.intEnemiesThisLevel = 20; break; case 4 : this.intEnemiesThisLevel = 25; break; case 5 : this.intEnemiesThisLevel = 25; break; case 6 : this.intEnemiesThisLevel = 30; break; case 7 : this.intEnemiesThisLevel = 30; break; case 8 : this.intEnemiesThisLevel = 30; break; case 9 : this.intEnemiesThisLevel = 30; break; case 10 : this.intEnemiesThisLevel = 30; break; default : this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "sky_bt") { switch (this.intLevel) { case 1 : this.intEnemiesThisLevel = 20; break; case 2 : this.intEnemiesThisLevel = 20; break; case 3 : this.intEnemiesThisLevel = 25; break; case 4 : this.intEnemiesThisLevel = 30; break; case 5 : this.intEnemiesThisLevel = 35; break; case 6 : this.intEnemiesThisLevel = 35; break; case 7 : this.intEnemiesThisLevel = 40; break; case 8 : this.intEnemiesThisLevel = 30; break; case 9 : this.intEnemiesThisLevel = 40; break; case 10 : this.intEnemiesThisLevel = 45; break; default : this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "city_bt") { switch (this.intLevel) { case 1 : this.intEnemiesThisLevel = 20; break; case 2 : this.intEnemiesThisLevel = 20; break; case 3 : this.intEnemiesThisLevel = 25; break; case 4 : this.intEnemiesThisLevel = 30; break; case 5 : this.intEnemiesThisLevel = 35; break; case 6 : this.intEnemiesThisLevel = 35; break; case 7 : this.intEnemiesThisLevel = 35; break; case 8 : this.intEnemiesThisLevel = 35; break; case 9 : this.intEnemiesThisLevel = 40; break; case 10 : this.intEnemiesThisLevel = 999999 /* 0x0F423F */; break; default : this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "south_bt") { switch (this.intLevel) { case 1 : this.intEnemiesThisLevel = 20; break; case 2 : this.intEnemiesThisLevel = 30; break; case 3 : this.intEnemiesThisLevel = 35; break; case 4 : this.intEnemiesThisLevel = 35; break; case 5 : this.intEnemiesThisLevel = 35; break; case 6 : this.intEnemiesThisLevel = 50; break; case 7 : this.intEnemiesThisLevel = 50; break; case 8 : this.intEnemiesThisLevel = 50; break; case 9 : this.intEnemiesThisLevel = 70; break; case 10 : this.intEnemiesThisLevel = 999999 /* 0x0F423F */; break; default : this.intEnemiesThisLevel = 20; } } else if (this.strCampaign == "plains_bt") { switch (this.intLevel) { case 1 : this.intEnemiesThisLevel = 20; break; case 2 : this.intEnemiesThisLevel = 20; break; case 3 : this.intEnemiesThisLevel = 20; break; case 4 : this.intEnemiesThisLevel = 25; break; case 5 : this.intEnemiesThisLevel = 25; break; case 6 : this.intEnemiesThisLevel = 30; break; case 7 : this.intEnemiesThisLevel = 30; break; case 8 : this.intEnemiesThisLevel = 30; break; case 9 : this.intEnemiesThisLevel = 30; break; case 10 : this.intEnemiesThisLevel = 45; break; default : this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "desert_bt") { switch (this.intLevel) { case 1 : this.intEnemiesThisLevel = 20; break; case 2 : this.intEnemiesThisLevel = 20; break; case 3 : this.intEnemiesThisLevel = 25; break; case 4 : this.intEnemiesThisLevel = 30; break; case 5 : this.intEnemiesThisLevel = 35; break; case 6 : this.intEnemiesThisLevel = 35; break; case 7 : this.intEnemiesThisLevel = 35; break; case 8 : this.intEnemiesThisLevel = 20; break; case 9 : this.intEnemiesThisLevel = 30; break; case 10 : this.intEnemiesThisLevel = 999999 /* 0x0F423F */; break; default : this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "challenge1_bt") { if (!(this.intLevel === 1)) { } else { this.intEnemiesThisLevel = 20; } } else if (this.strCampaign == "challenge2_bt") { if (!(this.intLevel === 1)) { } else { this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "challenge3_bt") { if (!(this.intLevel === 1)) { } else { this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "challenge4_bt") { if (!(this.intLevel === 1)) { } else { this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "challenge5_bt") { if (!(this.intLevel === 1)) { } else { this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "challenge6_bt") { if (!(this.intLevel === 1)) { } else { this.intEnemiesThisLevel = 40; } } else if (this.strCampaign == "challenge7_bt") { if (!(this.intLevel === 1)) { } else { this.intEnemiesThisLevel = 75; } } else if (this.strCampaign == "challenge8_bt") { if (!(this.intLevel === 1)) { } else { this.intEnemiesThisLevel = 30; } } else if (this.strCampaign == "challenge9_bt") { if (!(this.intLevel === 1)) { } else { this.intEnemiesThisLevel = 30; } } }; _local2.GeneratePassWave = function () { var _local2 = new Array(); switch (this.intLevel) { case 1 : var _local3; _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_6", 1, 2, 100, 200, 0, 0); _local3.endOfWaveWait = this.RandNum(300, 550); _local2.push(_local3); _local3 = new WorldInstruction(80); _local3.AddInstruction("Enemy_3", 0, 1, 80, 120, 0, 0); _local3.AddInstruction("Enemy_6", 1, 2, 60, 150, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(300, 550); _local2.push(_local3); break; case 2 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_6", 1, 2, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 0, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 340); _local2.push(_local3); _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_3", 0, 1, 80, 120, 0, 0); _local3.AddInstruction("Enemy_6", 1, 2, 60, 150, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 340); _local2.push(_local3); break; case 3 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_17", 3, 5, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 3, 5, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 240); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_6", 2, 4, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 3, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 340); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_3", 1, 3, 80, 120, 0, 0); _local3.AddInstruction("Enemy_6", 2, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_2", 0, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 340); _local2.push(_local3); break; case 4 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_16", 1, 1, 60, 140, 0, 0); _local3.AddInstruction("Enemy_17", 2, 2, 60, 140, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_17", 3, 4, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 240); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_6", 3, 4, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 240); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_3", 3, 4, 80, 120, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_2", 0, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 240); _local2.push(_local3); break; case 5 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_16", 1, 1, 60, 140, 0, 0); _local3.AddInstruction("Enemy_17", 2, 3, 60, 140, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_17", 3, 4, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 240); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_6", 3, 4, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 240); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 1, 2, 100, 200, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_2", 0, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 240); _local2.push(_local3); break; case 6 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_16", 1, 1, 60, 140, 0, 0); _local3.AddInstruction("Enemy_17", 2, 4, 60, 140, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 1, 2, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_6", 3, 4, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 240); _local2.push(_local3); break; case 7 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_16", 1, 1, 60, 140, 0, 0); _local3.AddInstruction("Enemy_17", 2, 4, 60, 140, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 1, 2, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_15", 2, 5, 40, 70, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_6", 3, 4, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 240); _local2.push(_local3); break; case 8 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_16", 1, 1, 60, 140, 0, 0); _local3.AddInstruction("Enemy_17", 3, 5, 60, 140, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 2, 3, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_15", 2, 5, 40, 70, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); break; case 9 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 15, 15, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 2, 3, 60, 140, 0, 0); _local3.AddInstruction("Enemy_7", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); break; case 10 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 4, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 2, 3, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); } return(_local2); }; _local2.GeneratePeaksWave = function () { var _local2 = new Array(); switch (this.intLevel) { case 1 : var _local3; _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 1, 3, 60, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 1, 2, 60, 150, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 2, 3, 80, 120, 0, 0); _local3.AddInstruction("Enemy_2", 1, 4, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_2", 1, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 540); _local2.push(_local3); break; case 2 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_15", 3, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_3", 1, 2, 100, 160, 0, 0); _local3.AddInstruction("Enemy_4", 1, 2, 60, 160, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 160); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 2, 3, 60, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 400); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 1, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(340, 540); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_15", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); break; case 3 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_15", 3, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_3", 1, 2, 100, 160, 0, 0); _local3.AddInstruction("Enemy_4", 1, 2, 60, 160, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 160); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 2, 3, 60, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 400); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 1, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 60, 100, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_15", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); break; case 4 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 1, 2, 60, 140, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 60, 100, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_15", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); break; case 5 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 1, 2, 60, 140, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 60, 100, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_15", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); break; case 6 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 1, 2, 60, 140, 0, 0); _local3.AddInstruction("Enemy_15", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(300, 400); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 60, 100, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 1, 2, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); break; case 7 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_5", 1, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(300, 550); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 1, 3, 60, 140, 0, 0); _local3.AddInstruction("Enemy_15", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 400); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 2, 4, 60, 140, 0, 0); _local3.AddInstruction("Enemy_5", 1, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 340); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); break; case 8 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_5", 3, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(300, 550); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 2, 4, 60, 140, 0, 0); _local3.AddInstruction("Enemy_5", 2, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 340); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); break; case 9 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_5", 1, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(300, 550); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 2, 4, 60, 140, 0, 0); _local3.AddInstruction("Enemy_15", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 400); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 2, 4, 60, 140, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 340); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); break; case 10 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_5", 1, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(300, 550); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_16", 1, 1, 60, 140, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 60, 140, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 2, 4, 60, 140, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 340); _local2.push(_local3); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); } return(_local2); }; _local2.GenerateDesertWave = function () { var _local2 = new Array(); switch (this.intLevel) { case 1 : var _local3; _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_3", 1, 1, 60, 100, 0, 0); _local3.AddInstruction("Enemy_34", 1, 3, 20, 70, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 340); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 340); _local2.push(_local3); break; case 2 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_3", 1, 1, 60, 100, 0, 0); _local3.AddInstruction("Enemy_34", 1, 3, 20, 70, 0, 0); _local3.AddInstruction("Enemy_31", 1, 2, 20, 70, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 340); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(120, 300); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 340); _local2.push(_local3); break; case 3 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.AddInstruction("Enemy_32", 1, 1, 20, 70, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 340); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 3, 5, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(120, 300); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 340); _local2.push(_local3); break; case 4 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_34", 1, 3, 20, 70, 0, 0); _local3.AddInstruction("Enemy_32", 1, 1, 120, 150, 0, 0); _local3.endOfWaveWait = this.RandNum(280, 380); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 1, 20, 50, 0, 0); _local3.AddInstruction("Enemy_15", 2, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(120, 300); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_2", 1, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(150, 200); _local2.push(_local3); break; case 5 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_34", 2, 4, 50, 90, 0, 0); _local3.AddInstruction("Enemy_32", 1, 1, 200, 240, 0, 0); _local3.endOfWaveWait = this.RandNum(280, 380); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_2", 1, 2, 20, 50, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 40, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(220, 350); _local2.push(_local3); break; case 6 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_34", 2, 4, 50, 90, 0, 0); _local3.AddInstruction("Enemy_32", 1, 1, 200, 240, 0, 0); _local3.endOfWaveWait = this.RandNum(280, 380); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_2", 1, 2, 20, 50, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 40, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(220, 350); _local2.push(_local3); break; case 7 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_34", 1, 2, 50, 90, 0, 0); _local3.AddInstruction("Enemy_13", 1, 1, 200, 240, 0, 0); _local3.endOfWaveWait = this.RandNum(280, 380); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_2", 1, 2, 20, 50, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 40, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(220, 350); _local2.push(_local3); break; case 8 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_5", 2, 4, 40, 80, 0, 0); _local3.AddInstruction("Enemy_33", 1, 1, 200, 240, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_5", 1, 3, 40, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(220, 350); _local2.push(_local3); break; case 9 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_5", 2, 4, 40, 80, 0, 0); _local3.AddInstruction("Enemy_33", 1, 1, 200, 240, 0, 0); _local3.endOfWaveWait = this.RandNum(220, 350); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_6", 1, 3, 40, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(220, 350); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_34", 1, 2, 50, 90, 0, 0); _local3.endOfWaveWait = this.RandNum(220, 350); _local2.push(_local3); break; case 10 : this.bossName = "Enemy_22"; _local3 = new WorldInstruction(100); _local3.AddInstruction("Enemy_31", 2, 3, 30, 40, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); } return(_local2); }; _local2.GenerateOceanWave = function () { var _local2 = new Array(); switch (this.intLevel) { case 1 : var _local3; _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 1, 60, 100, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 1, 60, 100, 0, 0); _local3.AddInstruction("Enemy_2", 1, 2, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_2", 1, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 540); _local2.push(_local3); break; case 2 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_3", 1, 1, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 2, 80, 140, 0, 0); _local3.AddInstruction("Enemy_2", 1, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 140); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 540); _local2.push(_local3); break; case 3 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 1, 3, 60, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 540); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 2, 80, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 140); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 540); _local2.push(_local3); break; case 4 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 1, 4, 60, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 540); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 3, 100, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 140); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 160); _local2.push(_local3); break; case 5 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 3, 6, 60, 160, 0, 0); _local3.AddInstruction("Enemy_3", 1, 3, 100, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 540); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 3, 100, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 140); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_15", 3, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_3", 1, 3, 100, 160, 0, 0); _local3.AddInstruction("Enemy_4", 1, 3, 60, 160, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 160); _local2.push(_local3); break; case 6 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 3, 6, 60, 160, 0, 0); _local3.AddInstruction("Enemy_3", 2, 3, 100, 160, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 60, 100, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 2, 3, 100, 160, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 60, 100, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 3, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 60, 100, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 140); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_15", 3, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_3", 2, 3, 100, 160, 0, 0); _local3.AddInstruction("Enemy_4", 1, 3, 60, 160, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 160); _local2.push(_local3); break; case 7 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_4", 3, 7, 60, 160, 0, 0); _local3.AddInstruction("Enemy_3", 2, 4, 100, 160, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 120, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 2, 4, 100, 160, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 120, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 140); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 3, 7, 60, 140, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 120, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 140); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_2", 1, 3, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_15", 3, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_3", 2, 4, 100, 160, 0, 0); _local3.AddInstruction("Enemy_4", 1, 4, 60, 160, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 160); _local2.push(_local3); break; case 8 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 3, 6, 100, 160, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 120, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 540); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 3, 7, 60, 140, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 120, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 140); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 1, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_15", 3, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_3", 2, 4, 100, 160, 0, 0); _local3.AddInstruction("Enemy_4", 6, 10, 60, 160, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 160); _local2.push(_local3); break; case 9 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 3, 6, 100, 160, 0, 0); _local3.AddInstruction("Enemy_15", 4, 10, 60, 140, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 540); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 1, 2, 60, 140, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_17", 1, 2, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_15", 3, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_3", 2, 4, 100, 160, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 160); _local2.push(_local3); break; case 10 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_3", 2, 4, 100, 160, 0, 0); _local3.AddInstruction("Enemy_17", 2, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(240, 540); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_15", 3, 7, 60, 140, 0, 0); _local3.AddInstruction("Enemy_10", 1, 1, 120, 160, 0, 0); _local3.AddInstruction("Enemy_2", 0, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 140); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_17", 1, 2, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(40, 60); _local2.push(_local3); } return(_local2); }; } else { // unexpected jump } _local2.GeneratePlainsWave = function () { var _local2 = new Array(); switch (this.intLevel) { case 1 : var _local3; _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_18", 1, 2, 80, 120, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(250, 500); _local2.push(_local3); break; case 2 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_18", 1, 3, 80, 120, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_15", 1, 4, 60, 140, 0, 0); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(250, 500); _local2.push(_local3); break; case 3 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_18", 1, 3, 80, 120, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local3.endOfWaveWait = this.RandNum(250, 500); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(250, 500); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_15", 1, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(250, 500); _local2.push(_local3); break; case 4 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_18", 2, 4, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(250, 500); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_5", 2, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(300, 550); _local2.push(_local3); break; case 5 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_18", 2, 4, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 350); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_18", 1, 3, 80, 120, 0, 0); _local3.AddInstruction("Enemy_5", 2, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 350); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_18", 1, 3, 80, 120, 0, 0); _local3.AddInstruction("Enemy_3", 1, 2, 80, 120, 0, 0); _local3.AddInstruction("Enemy_5", 1, 2, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 350); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_15", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); break; case 6 : _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_18", 2, 4, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(160, 300); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_3", 2, 4, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_18", 1, 3, 80, 120, 0, 0); _local3.AddInstruction("Enemy_5", 2, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 350); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_18", 2, 4, 80, 120, 0, 0); _local3.AddInstruction("Enemy_3", 2, 4, 80, 120, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 350); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); break; case 7 : _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_18", 2, 4, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(160, 300); _local3 = new WorldInstruction(10); _local3.AddInstruction("Enemy_3", 2, 4, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_18", 1, 3, 80, 120, 0, 0); _local3.AddInstruction("Enemy_5", 2, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 350); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_18", 2, 5, 80, 120, 0, 0); _local3.AddInstruction("Enemy_3", 2, 4, 80, 120, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 350); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); break; case 8 : _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_18", 2, 4, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(160, 300); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_3", 2, 4, 80, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_18", 3, 4, 80, 120, 0, 0); _local3.AddInstruction("Enemy_5", 2, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 350); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_18", 2, 5, 80, 120, 0, 0); _local3.AddInstruction("Enemy_3", 2, 5, 80, 120, 0, 0); _local3.AddInstruction("Enemy_5", 2, 5, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 350); _local2.push(_local3); _local3 = new WorldInstruction(50); _local3.AddInstruction("Enemy_7", 2, 5, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); break; case 9 : _local3 = new WorldInstruction(80); _local3.AddInstruction("Enemy_18", 3, 5, 60, 90, 0, 0); _local3.AddInstruction("Enemy_3", 3, 6, 40, 80, 0, 0); _local3.AddInstruction("Enemy_5", 3, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(200, 350); _local2.push(_local3); _local3 = new WorldInstruction(50); _local3.AddInstruction("Enemy_7", 2, 5, 60, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); break; case 10 : _local3 = new WorldInstruction(80); _local3.AddInstruction("Enemy_18", 3, 5, 60, 90, 0, 0); _local3.AddInstruction("Enemy_3", 4, 6, 40, 80, 0, 0); _local3.AddInstruction("Enemy_5", 3, 9, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(130, 250); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_7", 2, 5, 60, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(60, 120); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_18", 2, 4, 60, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 120); _local2.push(_local3); } return(_local2); }; _local2.GenerateCityWave = function () { var _local2 = new Array(); switch (this.intLevel) { case 1 : var _local3; _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_6", 1, 1, 60, 150, 0, 0); _local3.AddInstruction("Enemy_5", 4, 7, 20, 70, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_6", 1, 1, 60, 150, 0, 0); _local3.AddInstruction("Enemy_15", 2, 3, 60, 140, 0, 0); _local3.AddInstruction("Enemy_5", 3, 6, 20, 70, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); break; case 2 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_6", 1, 1, 60, 150, 0, 0); _local3.AddInstruction("Enemy_7", 15, 15, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_6", 1, 1, 60, 150, 0, 0); _local3.AddInstruction("Enemy_17", 2, 3, 60, 140, 0, 0); _local3.AddInstruction("Enemy_7", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); break; case 3 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 3, 5, 60, 140, 0, 0); _local3.AddInstruction("Enemy_6", 2, 3, 60, 150, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 2, 3, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_15", 2, 5, 40, 70, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); break; case 4 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 4, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 2, 3, 100, 200, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 240); _local2.push(_local3); break; case 5 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 3, 5, 50, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 180); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 4, 6, 60, 120, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 120, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 3, 4, 50, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 180); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 2, 3, 70, 120, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 180); _local2.push(_local3); break; case 6 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 3, 5, 50, 120, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 70, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 180); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 4, 6, 60, 120, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 70, 120, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 120, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 3, 4, 50, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 180); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 2, 3, 70, 120, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 180); _local2.push(_local3); break; case 7 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 3, 5, 50, 110, 0, 0); _local3.AddInstruction("Enemy_8", 2, 2, 70, 110, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 170); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 4, 6, 60, 110, 0, 0); _local3.AddInstruction("Enemy_8", 2, 3, 60, 110, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 110, 0, 0); _local3.AddInstruction("Enemy_5", 2, 4, 20, 40, 0, 0); _local3.AddInstruction("Enemy_7", 3, 4, 50, 70, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 170); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 2, 4, 70, 120, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 170); _local2.push(_local3); break; case 8 : _local3 = new WorldInstruction(80); _local3.AddInstruction("Enemy_7", 4, 6, 50, 110, 0, 0); _local3.AddInstruction("Enemy_8", 2, 3, 70, 110, 0, 0); _local3.endOfWaveWait = this.RandNum(70, 120); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 2, 4, 40, 80, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 20, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(70, 120); _local2.push(_local3); break; case 9 : _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_7", 3, 4, 50, 110, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 70, 110, 0, 0); _local3.AddInstruction("Enemy_13", 1, 1, 200, 240, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 240); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_8", 1, 2, 60, 110, 0, 0); _local3.AddInstruction("Enemy_6", 2, 3, 60, 110, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 40, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 120); _local2.push(_local3); _local3 = new WorldInstruction(50); _local3.AddInstruction("Enemy_13", 1, 1, 200, 240, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 2, 60, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 240); _local2.push(_local3); break; case 10 : this.bossName = "Enemy_20"; _local3 = new WorldInstruction(100); _local3.AddInstruction("Enemy_2", 0, 1, 30, 40, 0, 0); _local3.AddInstruction("Enemy_5", 3, 5, 20, 50, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); } return(_local2); }; _local2.GenerateSkyWave = function () { var _local2 = new Array(); switch (this.intLevel) { case 1 : var _local3; _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_9", 2, 3, 60, 110, 0, 0); _local3.AddInstruction("Enemy_5", 5, 6, 40, 90, 0, 0); _local3.endOfWaveWait = this.RandNum(110, 140); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_12", 1, 2, 40, 100, 0, 0); _local3.AddInstruction("Enemy_5", 3, 5, 40, 90, 0, 0); _local3.endOfWaveWait = this.RandNum(110, 140); _local2.push(_local3); break; case 2 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_9", 2, 3, 60, 110, 0, 0); _local3.AddInstruction("Enemy_5", 5, 6, 40, 90, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 40, 90, 0, 0); _local3.endOfWaveWait = this.RandNum(110, 140); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_12", 2, 3, 40, 100, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 40, 90, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 40, 90, 0, 0); _local3.endOfWaveWait = this.RandNum(110, 140); _local2.push(_local3); break; case 3 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_9", 2, 3, 60, 110, 0, 0); _local3.AddInstruction("Enemy_5", 5, 6, 30, 60, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 40, 90, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 90); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_12", 2, 3, 40, 100, 0, 0); _local3.AddInstruction("Enemy_5", 4, 6, 40, 70, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 40, 90, 0, 0); _local3.endOfWaveWait = this.RandNum(80, 90); _local2.push(_local3); break; case 4 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_16", 1, 1, 40, 80, 0, 0); _local3.AddInstruction("Enemy_17", 2, 3, 40, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(150, 160); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_9", 1, 1, 90, 140, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 40, 60, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 40, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(60, 80); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_12", 1, 1, 50, 90, 0, 0); _local3.AddInstruction("Enemy_5", 3, 4, 40, 70, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 40, 80, 0, 0); _local3.endOfWaveWait = this.RandNum(60, 80); _local2.push(_local3); break; case 5 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_11", 1, 2, 70, 90, 0, 0); _local3.AddInstruction("Enemy_5", 0, 3, 30, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(70, 100); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_11", 1, 1, 70, 90, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 70, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(70, 100); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_12", 1, 1, 70, 90, 0, 0); _local3.AddInstruction("Enemy_11", 1, 1, 70, 90, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 70, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(70, 100); _local2.push(_local3); break; case 6 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_11", 1, 1, 70, 90, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 70, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(70, 100); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_12", 1, 1, 70, 90, 0, 0); _local3.AddInstruction("Enemy_11", 1, 1, 70, 90, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 70, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(60, 100); _local2.push(_local3); break; case 7 : _local3 = new WorldInstruction(100); _local3.AddInstruction("Enemy_11", 2, 3, 70, 90, 0, 0); _local3.AddInstruction("Enemy_5", 2, 5, 30, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(70, 100); _local2.push(_local3); break; case 8 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_11", 1, 2, 70, 90, 0, 0); _local3.AddInstruction("Enemy_13", 1, 1, 300, 350, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 200); _local2.push(_local3); _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_11", 1, 2, 70, 90, 0, 0); _local3.AddInstruction("Enemy_17", 1, 1, 70, 120, 0, 0); _local3.AddInstruction("Enemy_13", 1, 1, 300, 350, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 200); _local2.push(_local3); break; case 9 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_11", 2, 3, 70, 90, 0, 0); _local3.AddInstruction("Enemy_13", 1, 1, 300, 350, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 200); _local2.push(_local3); _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_11", 2, 3, 70, 90, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 70, 120, 0, 0); _local3.AddInstruction("Enemy_13", 1, 1, 300, 350, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 200); _local2.push(_local3); break; case 10 : _local3 = new WorldInstruction(100); _local3.AddInstruction("Enemy_17", 3, 5, 65, 90, 0, 0); _local3.AddInstruction("Enemy_13", 3, 4, 220, 250, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 180); _local2.push(_local3); } return(_local2); }; _local2.GenerateSouthWave = function () { var _local2 = new Array(); switch (this.intLevel) { case 1 : var _local3; _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_11", 2, 3, 70, 90, 0, 0); _local3.AddInstruction("Enemy_13", 1, 1, 300, 350, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 200); _local2.push(_local3); _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_11", 2, 3, 70, 90, 0, 0); _local3.AddInstruction("Enemy_17", 1, 2, 70, 120, 0, 0); _local3.AddInstruction("Enemy_13", 1, 1, 300, 350, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 200); _local2.push(_local3); break; case 2 : _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_7", 2, 4, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 180); _local2.push(_local3); _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 4, 6, 60, 140, 0, 0); _local3.AddInstruction("Enemy_6", 3, 4, 60, 150, 0, 0); _local3.AddInstruction("Enemy_11", 1, 1, 70, 90, 0, 0); _local3.AddInstruction("Enemy_7", 1, 2, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 180); _local2.push(_local3); _local3 = new WorldInstruction(40); _local3.AddInstruction("Enemy_13", 1, 1, 300, 350, 0, 0); _local3.endOfWaveWait = this.RandNum(300, 350); _local2.push(_local3); _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_17", 2, 3, 100, 200, 0, 0); _local3.AddInstruction("Enemy_11", 1, 1, 70, 90, 0, 0); _local3.AddInstruction("Enemy_7", 1, 3, 60, 140, 0, 0); _local3.endOfWaveWait = this.RandNum(140, 180); break; case 3 : _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_7", 3, 4, 50, 110, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 70, 110, 0, 0); _local3.AddInstruction("Enemy_13", 1, 1, 200, 240, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 240); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_8", 1, 2, 60, 110, 0, 0); _local3.AddInstruction("Enemy_6", 2, 3, 60, 110, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 40, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 120); _local2.push(_local3); _local3 = new WorldInstruction(50); _local3.AddInstruction("Enemy_13", 1, 1, 200, 240, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 2, 60, 120, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 240); _local2.push(_local3); break; case 4 : _local3 = new WorldInstruction(20); _local3.AddInstruction("Enemy_7", 3, 4, 50, 100, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 70, 100, 0, 0); _local3.AddInstruction("Enemy_13", 1, 1, 200, 240, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 240); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_8", 1, 2, 60, 110, 0, 0); _local3.AddInstruction("Enemy_6", 2, 3, 60, 100, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 40, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 120); _local2.push(_local3); _local3 = new WorldInstruction(50); _local3.AddInstruction("Enemy_13", 1, 1, 200, 220, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 50, 0, 0); _local3.AddInstruction("Enemy_7", 1, 2, 60, 100, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 240); _local2.push(_local3); break; case 5 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 2, 3, 60, 100, 0, 0); _local3.AddInstruction("Enemy_7", 3, 4, 50, 100, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 70, 100, 0, 0); _local3.AddInstruction("Enemy_13", 2, 2, 300, 340, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 240); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_17", 2, 3, 60, 100, 0, 0); _local3.AddInstruction("Enemy_12", 1, 2, 60, 100, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 60, 100, 0, 0); _local3.AddInstruction("Enemy_6", 2, 3, 60, 100, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 20, 40, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 120); _local2.push(_local3); break; case 6 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 2, 3, 50, 90, 0, 0); _local3.AddInstruction("Enemy_7", 3, 4, 50, 100, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 70, 100, 0, 0); _local3.AddInstruction("Enemy_13", 2, 2, 300, 340, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 10, 20, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 240); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_17", 2, 3, 60, 100, 0, 0); _local3.AddInstruction("Enemy_12", 1, 2, 60, 100, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 60, 100, 0, 0); _local3.AddInstruction("Enemy_6", 2, 3, 60, 100, 0, 0); _local3.AddInstruction("Enemy_11", 2, 3, 30, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 120); _local2.push(_local3); break; case 7 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 2, 3, 50, 80, 0, 0); _local3.AddInstruction("Enemy_7", 3, 4, 50, 90, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 70, 100, 0, 0); _local3.AddInstruction("Enemy_13", 2, 3, 300, 340, 0, 0); _local3.AddInstruction("Enemy_11", 2, 3, 30, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 240); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_17", 2, 3, 50, 80, 0, 0); _local3.AddInstruction("Enemy_12", 1, 2, 60, 100, 0, 0); _local3.AddInstruction("Enemy_8", 1, 2, 60, 100, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 10, 30, 0, 0); _local3.AddInstruction("Enemy_11", 2, 3, 30, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 120); _local2.push(_local3); break; case 8 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 2, 3, 50, 80, 0, 0); _local3.AddInstruction("Enemy_7", 3, 4, 50, 70, 0, 0); _local3.AddInstruction("Enemy_8", 2, 3, 70, 100, 0, 0); _local3.AddInstruction("Enemy_13", 2, 3, 300, 340, 0, 0); _local3.AddInstruction("Enemy_11", 2, 3, 30, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(180, 220); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_17", 2, 3, 50, 70, 0, 0); _local3.AddInstruction("Enemy_12", 1, 2, 60, 100, 0, 0); _local3.AddInstruction("Enemy_8", 2, 3, 60, 100, 0, 0); _local3.AddInstruction("Enemy_5", 2, 3, 10, 30, 0, 0); _local3.AddInstruction("Enemy_11", 2, 3, 30, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 120); _local2.push(_local3); break; case 9 : _local3 = new WorldInstruction(70); _local3.AddInstruction("Enemy_17", 2, 3, 50, 80, 0, 0); _local3.AddInstruction("Enemy_7", 3, 4, 40, 60, 0, 0); _local3.AddInstruction("Enemy_8", 2, 3, 70, 80, 0, 0); _local3.AddInstruction("Enemy_13", 3, 4, 200, 240, 0, 0); _local3.AddInstruction("Enemy_11", 3, 4, 30, 50, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 140); _local2.push(_local3); _local3 = new WorldInstruction(30); _local3.AddInstruction("Enemy_17", 2, 3, 50, 70, 0, 0); _local3.AddInstruction("Enemy_12", 1, 2, 60, 80, 0, 0); _local3.AddInstruction("Enemy_8", 2, 3, 60, 80, 0, 0); _local3.AddInstruction("Enemy_5", 3, 4, 10, 30, 0, 0); _local3.AddInstruction("Enemy_11", 3, 4, 30, 50, 0, 0); _local3.AddInstruction("Enemy_13", 1, 2, 180, 200, 0, 0); _local3.endOfWaveWait = this.RandNum(100, 140); _local2.push(_local3); break; case 10 : this.bossName = "Enemy_21"; _local3 = new WorldInstruction(60); _local3.AddInstruction("Enemy_7", 3, 3, 40, 60, 0, 0); _local3.AddInstruction("Enemy_11", 3, 4, 30, 70, 0, 0); _local3.endOfWaveWait = 999999 /* 0x0F423F */; _local2.push(_local3); } return(_local2); }; _local2.GenerateWave = function () { var _local2; this.bossName = ""; if (this.strCampaign == "pass_bt") { _local2 = this.GeneratePassWave(); } else if (this.strCampaign == "peaks_bt") { _local2 = this.GeneratePeaksWave(); } else if (this.strCampaign == "ocean_bt") { _local2 = this.GenerateOceanWave(); } else if (this.strCampaign == "sky_bt") { _local2 = this.GenerateSkyWave(); } else if (this.strCampaign == "city_bt") { _local2 = this.GenerateCityWave(); } else if (this.strCampaign == "south_bt") { _local2 = this.GenerateSouthWave(); } else if (this.strCampaign == "plains_bt") { _local2 = this.GeneratePlainsWave(); } else if (this.strCampaign == "desert_bt") { _local2 = this.GenerateDesertWave(); } var _local12 = 0; var _local13 = 0; var _local16 = 0; var _local14 = 0; var _local5 = 0; while (_local5 < _local2.length) { _local16 = _local16 + _local2[_local5].chance; _local5++; } _local14 = Math.round(Math.random() * _local16); _local5 = 0; while (_local5 < _local2.length) { _local13 = _local12 + _local2[_local5].chance; _local2[_local5].minChance = _local12; _local2[_local5].maxChance = _local13; _local12 = _local13; _local5++; } var _local4 = -1; _local5 = 0; while (_local5 < _local2.length) { if ((_local14 >= _local2[_local5].minChance) && (_local14 < _local2[_local5].maxChance)) { _local4 = _local5; break; } _local5++; } if (_local4 == -1) { _local4 = _local2.length - 1; } if (this.bossName != "") { if ((this.blnBossOut == false) && (this.blnBossKilled == false)) { this.blnBossOut = true; this.arrEnemyQueue.push({name:this.bossName, wait:40}); } } _local2[_local4].Begin(); var _local17 = _local2[_local4].GetNumInstructions(); var _local10 = 0; while (_local10 < _local17) { var _local7 = _local2[_local4].enemyNum; var _local11 = _local2[_local4].enemyType; var _local8 = _local2[_local4].nextEnemyWait; var _local15 = _local2[_local4].miniWaveWait; var _local3 = 0; while (_local3 < _local7) { this.arrEnemyQueue.push({name:_local11, wait:_local8}); _local3++; } _local2[_local4].Next(); _local10++; } this.endWaveWait = _local2[_local4].endOfWaveWait; this.waitCounter = 0; }; _local2.GenerateChallengeLevel = function () { if (this.strCampaign == "challenge1_bt") { this.BuildChallenge1(); } else if (this.strCampaign == "challenge2_bt") { this.BuildChallenge2(); } else if (this.strCampaign == "challenge3_bt") { this.BuildChallenge3(); } else if (this.strCampaign == "challenge4_bt") { this.BuildChallenge4(); } else if (this.strCampaign == "challenge5_bt") { this.BuildChallenge5(); } else if (this.strCampaign == "challenge6_bt") { this.BuildChallenge6(); } else if (this.strCampaign == "challenge7_bt") { this.BuildChallenge7(); } else if (this.strCampaign == "challenge8_bt") { this.BuildChallenge8(); } else if (this.strCampaign == "challenge9_bt") { this.BuildChallenge9(); } }; _local2.BuildChallenge1 = function () { this.arrEnemyQueue.push({name:"Enemy_2", wait:30}); this.arrEnemyQueue.push({name:"Enemy_2", wait:50}); this.arrEnemyQueue.push({name:"Enemy_2", wait:30}); this.arrEnemyQueue.push({name:"Enemy_2", wait:30}); this.arrEnemyQueue.push({name:"Enemy_2", wait:140}); this.arrEnemyQueue.push({name:"Enemy_2", wait:40}); this.arrEnemyQueue.push({name:"Enemy_2", wait:40}); this.arrEnemyQueue.push({name:"Enemy_2", wait:40}); this.arrEnemyQueue.push({name:"Enemy_2", wait:40}); this.arrEnemyQueue.push({name:"Enemy_2", wait:140}); this.arrEnemyQueue.push({name:"Enemy_2", wait:20}); this.arrEnemyQueue.push({name:"Enemy_2", wait:30}); this.arrEnemyQueue.push({name:"Enemy_2", wait:30}); this.arrEnemyQueue.push({name:"Enemy_2", wait:30}); this.arrEnemyQueue.push({name:"Enemy_2", wait:140}); this.arrEnemyQueue.push({name:"Enemy_2", wait:20}); this.arrEnemyQueue.push({name:"Enemy_2", wait:30}); this.arrEnemyQueue.push({name:"Enemy_2", wait:30}); this.arrEnemyQueue.push({name:"Enemy_2", wait:30}); this.arrEnemyQueue.push({name:"Enemy_2", wait:30}); }; _local2.BuildChallenge2 = function () { this.arrEnemyQueue.push({name:"Enemy_13", wait:305}); this.arrEnemyQueue.push({name:"Enemy_13", wait:305}); this.arrEnemyQueue.push({name:"Enemy_13", wait:999999}); this.arrEnemyQueue.push({name:"Enemy_13", wait:294}); this.arrEnemyQueue.push({name:"Enemy_13", wait:294}); this.arrEnemyQueue.push({name:"Enemy_13", wait:294}); this.arrEnemyQueue.push({name:"Enemy_13", wait:999999}); this.arrEnemyQueue.push({name:"Enemy_13", wait:322}); this.arrEnemyQueue.push({name:"Enemy_13", wait:322}); this.arrEnemyQueue.push({name:"Enemy_13", wait:999999}); this.arrEnemyQueue.push({name:"Enemy_13", wait:281}); this.arrEnemyQueue.push({name:"Enemy_13", wait:281}); this.arrEnemyQueue.push({name:"Enemy_13", wait:281}); this.arrEnemyQueue.push({name:"Enemy_13", wait:281}); this.arrEnemyQueue.push({name:"Enemy_13", wait:999999}); this.arrEnemyQueue.push({name:"Enemy_13", wait:279}); this.arrEnemyQueue.push({name:"Enemy_13", wait:279}); this.arrEnemyQueue.push({name:"Enemy_13", wait:279}); this.arrEnemyQueue.push({name:"Enemy_13", wait:279}); this.arrEnemyQueue.push({name:"Enemy_13", wait:999999}); this.arrEnemyQueue.push({name:"Enemy_13", wait:243}); this.arrEnemyQueue.push({name:"Enemy_13", wait:243}); this.arrEnemyQueue.push({name:"Enemy_13", wait:243}); this.arrEnemyQueue.push({name:"Enemy_13", wait:999999}); this.arrEnemyQueue.push({name:"Enemy_13", wait:320}); this.arrEnemyQueue.push({name:"Enemy_13", wait:320}); this.arrEnemyQueue.push({name:"Enemy_13", wait:320}); this.arrEnemyQueue.push({name:"Enemy_13", wait:999999}); this.arrEnemyQueue.push({name:"Enemy_13", wait:288}); this.arrEnemyQueue.push({name:"Enemy_13", wait:288}); this.arrEnemyQueue.push({name:"Enemy_13", wait:288}); this.arrEnemyQueue.push({name:"Enemy_13", wait:288}); this.arrEnemyQueue.push({name:"Enemy_13", wait:999999}); }; _local2.BuildChallenge3 = function () { this.arrEnemyQueue.push({name:"Enemy_17", wait:142}); this.arrEnemyQueue.push({name:"Enemy_11", wait:109}); this.arrEnemyQueue.push({name:"Enemy_5", wait:34}); this.arrEnemyQueue.push({name:"Enemy_5", wait:34}); this.arrEnemyQueue.push({name:"Enemy_2", wait:64}); this.arrEnemyQueue.push({name:"Enemy_10", wait:387}); this.arrEnemyQueue.push({name:"Enemy_11", wait:109}); this.arrEnemyQueue.push({name:"Enemy_2", wait:64}); this.arrEnemyQueue.push({name:"Enemy_17", wait:142}); this.arrEnemyQueue.push({name:"Enemy_16", wait:369}); this.arrEnemyQueue.push({name:"Enemy_5", wait:34}); this.arrEnemyQueue.push({name:"Enemy_5", wait:347}); this.arrEnemyQueue.push({name:"Enemy_2", wait:106}); this.arrEnemyQueue.push({name:"Enemy_5", wait:20}); this.arrEnemyQueue.push({name:"Enemy_16", wait:396}); this.arrEnemyQueue.push({name:"Enemy_10", wait:377}); this.arrEnemyQueue.push({name:"Enemy_11", wait:91}); this.arrEnemyQueue.push({name:"Enemy_17", wait:152}); this.arrEnemyQueue.push({name:"Enemy_17", wait:152}); this.arrEnemyQueue.push({name:"Enemy_2", wait:344}); this.arrEnemyQueue.push({name:"Enemy_11", wait:94}); this.arrEnemyQueue.push({name:"Enemy_5", wait:24}); this.arrEnemyQueue.push({name:"Enemy_17", wait:190}); this.arrEnemyQueue.push({name:"Enemy_2", wait:68}); this.arrEnemyQueue.push({name:"Enemy_10", wait:361}); this.arrEnemyQueue.push({name:"Enemy_2", wait:68}); this.arrEnemyQueue.push({name:"Enemy_2", wait:68}); this.arrEnemyQueue.push({name:"Enemy_17", wait:319}); this.arrEnemyQueue.push({name:"Enemy_17", wait:197}); this.arrEnemyQueue.push({name:"Enemy_5", wait:25}); this.arrEnemyQueue.push({name:"Enemy_5", wait:25}); this.arrEnemyQueue.push({name:"Enemy_17", wait:197}); this.arrEnemyQueue.push({name:"Enemy_10", wait:360}); this.arrEnemyQueue.push({name:"Enemy_2", wait:102}); this.arrEnemyQueue.push({name:"Enemy_11", wait:108}); this.arrEnemyQueue.push({name:"Enemy_2", wait:337}); }; _local2.BuildChallenge4 = function () { this.arrEnemyQueue.push({name:"Enemy_5", wait:50}); this.arrEnemyQueue.push({name:"Enemy_15", wait:98}); this.arrEnemyQueue.push({name:"Enemy_5", wait:50}); this.arrEnemyQueue.push({name:"Enemy_5", wait:50}); this.arrEnemyQueue.push({name:"Enemy_15", wait:98}); this.arrEnemyQueue.push({name:"Enemy_5", wait:50}); this.arrEnemyQueue.push({name:"Enemy_5", wait:303}); this.arrEnemyQueue.push({name:"Enemy_5", wait:34}); this.arrEnemyQueue.push({name:"Enemy_5", wait:34}); this.arrEnemyQueue.push({name:"Enemy_5", wait:34}); this.arrEnemyQueue.push({name:"Enemy_5", wait:34}); this.arrEnemyQueue.push({name:"Enemy_5", wait:529}); this.arrEnemyQueue.push({name:"Enemy_5", wait:35}); this.arrEnemyQueue.push({name:"Enemy_5", wait:35}); this.arrEnemyQueue.push({name:"Enemy_5", wait:35}); this.arrEnemyQueue.push({name:"Enemy_5", wait:441}); this.arrEnemyQueue.push({name:"Enemy_5", wait:27}); this.arrEnemyQueue.push({name:"Enemy_5", wait:27}); this.arrEnemyQueue.push({name:"Enemy_5", wait:546}); this.arrEnemyQueue.push({name:"Enemy_5", wait:47}); this.arrEnemyQueue.push({name:"Enemy_5", wait:47}); this.arrEnemyQueue.push({name:"Enemy_5", wait:340}); this.arrEnemyQueue.push({name:"Enemy_5", wait:38}); this.arrEnemyQueue.push({name:"Enemy_5", wait:38}); this.arrEnemyQueue.push({name:"Enemy_5", wait:38}); this.arrEnemyQueue.push({name:"Enemy_15", wait:98}); this.arrEnemyQueue.push({name:"Enemy_5", wait:38}); this.arrEnemyQueue.push({name:"Enemy_15", wait:301}); this.arrEnemyQueue.push({name:"Enemy_5", wait:23}); this.arrEnemyQueue.push({name:"Enemy_5", wait:23}); this.arrEnemyQueue.push({name:"Enemy_5", wait:23}); this.arrEnemyQueue.push({name:"Enemy_5", wait:343}); }; _local2.BuildChallenge5 = function () { this.arrEnemyQueue.push({name:"Enemy_15", wait:65}); this.arrEnemyQueue.push({name:"Enemy_15", wait:65}); this.arrEnemyQueue.push({name:"Enemy_7", wait:108}); this.arrEnemyQueue.push({name:"Enemy_15", wait:65}); this.arrEnemyQueue.push({name:"Enemy_7", wait:108}); this.arrEnemyQueue.push({name:"Enemy_15", wait:65}); this.arrEnemyQueue.push({name:"Enemy_8", wait:214}); this.arrEnemyQueue.push({name:"Enemy_15", wait:108}); this.arrEnemyQueue.push({name:"Enemy_15", wait:216}); this.arrEnemyQueue.push({name:"Enemy_15", wait:999999}); this.arrEnemyQueue.push({name:"Enemy_15", wait:97}); this.arrEnemyQueue.push({name:"Enemy_15", wait:306}); this.arrEnemyQueue.push({name:"Enemy_15", wait:89}); this.arrEnemyQueue.push({name:"Enemy_15", wait:200}); this.arrEnemyQueue.push({name:"Enemy_15", wait:79}); this.arrEnemyQueue.push({name:"Enemy_15", wait:79}); this.arrEnemyQueue.push({name:"Enemy_7", wait:97}); this.arrEnemyQueue.push({name:"Enemy_8", wait:999999}); this.arrEnemyQueue.push({name:"Enemy_15", wait:79}); this.arrEnemyQueue.push({name:"Enemy_8", wait:210}); this.arrEnemyQueue.push({name:"Enemy_15", wait:79}); this.arrEnemyQueue.push({name:"Enemy_15", wait:97}); this.arrEnemyQueue.push({name:"Enemy_15", wait:79}); this.arrEnemyQueue.push({name:"Enemy_15", wait:234}); this.arrEnemyQueue.push({name:"Enemy_15", wait:77}); this.arrEnemyQueue.push({name:"Enemy_7", wait:107}); this.arrEnemyQueue.push({name:"Enemy_15", wait:77}); this.arrEnemyQueue.push({name:"Enemy_15", wait:77}); this.arrEnemyQueue.push({name:"Enemy_15", wait:999999}); this.arrEnemyQueue.push({name:"Enemy_15", wait:77}); this.arrEnemyQueue.push({name:"Enemy_8", wait:224}); this.arrEnemyQueue.push({name:"Enemy_8", wait:224}); this.arrEnemyQueue.push({name:"Enemy_7", wait:107}); this.arrEnemyQueue.push({name:"Enemy_15", wait:203}); }; _local2.BuildChallenge6 = function () { this.arrEnemyQueue.push({name:"Enemy_2", wait:51}); this.arrEnemyQueue.push({name:"Enemy_3", wait:185}); this.arrEnemyQueue.push({name:"Enemy_2", wait:51}); this.arrEnemyQueue.push({name:"Enemy_3", wait:152}); this.arrEnemyQueue.push({name:"Enemy_3", wait:233}); this.arrEnemyQueue.push({name:"Enemy_2", wait:39}); this.arrEnemyQueue.push({name:"Enemy_2", wait:39}); this.arrEnemyQueue.push({name:"Enemy_3", wait:151}); this.arrEnemyQueue.push({name:"Enemy_6", wait:80}); this.arrEnemyQueue.push({name:"Enemy_10", wait:217}); this.arrEnemyQueue.push({name:"Enemy_15", wait:69}); this.arrEnemyQueue.push({name:"Enemy_15", wait:69}); this.arrEnemyQueue.push({name:"Enemy_15", wait:69}); this.arrEnemyQueue.push({name:"Enemy_6", wait:80}); this.arrEnemyQueue.push({name:"Enemy_15", wait:106}); this.arrEnemyQueue.push({name:"Enemy_15", wait:75}); this.arrEnemyQueue.push({name:"Enemy_15", wait:75}); this.arrEnemyQueue.push({name:"Enemy_15", wait:75}); this.arrEnemyQueue.push({name:"Enemy_6", wait:80}); this.arrEnemyQueue.push({name:"Enemy_15", wait:116}); this.arrEnemyQueue.push({name:"Enemy_3", wait:194}); this.arrEnemyQueue.push({name:"Enemy_3", wait:194}); this.arrEnemyQueue.push({name:"Enemy_10", wait:217}); this.arrEnemyQueue.push({name:"Enemy_2", wait:68}); this.arrEnemyQueue.push({name:"Enemy_3", wait:202}); this.arrEnemyQueue.push({name:"Enemy_3", wait:202}); this.arrEnemyQueue.push({name:"Enemy_2", wait:157}); this.arrEnemyQueue.push({name:"Enemy_15", wait:67}); this.arrEnemyQueue.push({name:"Enemy_15", wait:67}); this.arrEnemyQueue.push({name:"Enemy_6", wait:68}); this.arrEnemyQueue.push({name:"Enemy_15", wait:67}); this.arrEnemyQueue.push({name:"Enemy_6", wait:68}); this.arrEnemyQueue.push({name:"Enemy_15", wait:118}); this.arrEnemyQueue.push({name:"Enemy_15", wait:63}); this.arrEnemyQueue.push({name:"Enemy_6", wait:61}); this.arrEnemyQueue.push({name:"Enemy_15", wait:63}); this.arrEnemyQueue.push({name:"Enemy_15", wait:63}); this.arrEnemyQueue.push({name:"Enemy_15", wait:63}); this.arrEnemyQueue.push({name:"Enemy_6", wait:139}); this.arrEnemyQueue.push({name:"Enemy_2", wait:68}); this.arrEnemyQueue.push({name:"Enemy_3", wait:222}); this.arrEnemyQueue.push({name:"Enemy_2", wait:68}); this.arrEnemyQueue.push({name:"Enemy_10", wait:217}); }; // unexpected jump // unexpected jump _local2.BuildChallenge7 = function () { this.arrEnemyQueue.push({name:"Enemy_13", wait:304}); this.arrEnemyQueue.push({name:"Enemy_11", wait:37}); this.arrEnemyQueue.push({name:"Enemy_7", wait:66}); this.arrEnemyQueue.push({name:"Enemy_13", wait:304}); this.arrEnemyQueue.push({name:"Enemy_8", wait:74}); this.arrEnemyQueue.push({name:"Enemy_11", wait:37}); this.arrEnemyQueue.push({name:"Enemy_17", wait:61}); this.arrEnemyQueue.push({name:"Enemy_8", wait:74}); this.arrEnemyQueue.push({name:"Enemy_13", wait:304}); this.arrEnemyQueue.push({name:"Enemy_8", wait:74}); this.arrEnemyQueue.push({name:"Enemy_17", wait:61}); this.arrEnemyQueue.push({name:"Enemy_7", wait:66}); this.arrEnemyQueue.push({name:"Enemy_7", wait:193}); this.arrEnemyQueue.push({name:"Enemy_16", wait:93}); this.arrEnemyQueue.push({name:"Enemy_8", wait:88}); this.arrEnemyQueue.push({name:"Enemy_8", wait:88}); this.arrEnemyQueue.push({name:"Enemy_7", wait:62}); this.arrEnemyQueue.push({name:"Enemy_7", wait:62}); this.arrEnemyQueue.push({name:"Enemy_13", wait:333}); this.arrEnemyQueue.push({name:"Enemy_8", wait:88}); this.arrEnemyQueue.push({name:"Enemy_17", wait:74}); this.arrEnemyQueue.push({name:"Enemy_7", wait:62}); this.arrEnemyQueue.push({name:"Enemy_13", wait:333}); this.arrEnemyQueue.push({name:"Enemy_17", wait:74}); this.arrEnemyQueue.push({name:"Enemy_7", wait:62}); this.arrEnemyQueue.push({name:"Enemy_11", wait:44}); this.arrEnemyQueue.push({name:"Enemy_11", wait:44}); this.arrEnemyQueue.push({name:"Enemy_17", wait:183}); this.arrEnemyQueue.push({name:"Enemy_13", wait:208}); this.arrEnemyQueue.push({name:"Enemy_8", wait:74}); this.arrEnemyQueue.push({name:"Enemy_13", wait:208}); this.arrEnemyQueue.push({name:"Enemy_11", wait:49}); this.arrEnemyQueue.push({name:"Enemy_17", wait:63}); this.arrEnemyQueue.push({name:"Enemy_11", wait:49}); this.arrEnemyQueue.push({name:"Enemy_13", wait:208}); this.arrEnemyQueue.push({name:"Enemy_8", wait:74}); this.arrEnemyQueue.push({name:"Enemy_11", wait:49}); this.arrEnemyQueue.push({name:"Enemy_17", wait:63}); this.arrEnemyQueue.push({name:"Enemy_7", wait:59}); this.arrEnemyQueue.push({name:"Enemy_7", wait:59}); this.arrEnemyQueue.push({name:"Enemy_7", wait:59}); this.arrEnemyQueue.push({name:"Enemy_7", wait:59}); this.arrEnemyQueue.push({name:"Enemy_16", wait:106}); this.arrEnemyQueue.push({name:"Enemy_17", wait:63}); this.arrEnemyQueue.push({name:"Enemy_11", wait:135}); this.arrEnemyQueue.push({name:"Enemy_11", wait:36}); this.arrEnemyQueue.push({name:"Enemy_11", wait:36}); this.arrEnemyQueue.push({name:"Enemy_16", wait:90}); this.arrEnemyQueue.push({name:"Enemy_17", wait:78}); this.arrEnemyQueue.push({name:"Enemy_8", wait:76}); this.arrEnemyQueue.push({name:"Enemy_7", wait:55}); this.arrEnemyQueue.push({name:"Enemy_17", wait:78}); this.arrEnemyQueue.push({name:"Enemy_7", wait:55}); this.arrEnemyQueue.push({name:"Enemy_13", wait:215}); this.arrEnemyQueue.push({name:"Enemy_13", wait:215}); this.arrEnemyQueue.push({name:"Enemy_13", wait:215}); this.arrEnemyQueue.push({name:"Enemy_7", wait:55}); this.arrEnemyQueue.push({name:"Enemy_8", wait:76}); this.arrEnemyQueue.push({name:"Enemy_13", wait:215}); this.arrEnemyQueue.push({name:"Enemy_8", wait:76}); this.arrEnemyQueue.push({name:"Enemy_11", wait:36}); this.arrEnemyQueue.push({name:"Enemy_11", wait:36}); this.arrEnemyQueue.push({name:"Enemy_17", wait:115}); this.arrEnemyQueue.push({name:"Enemy_8", wait:73}); this.arrEnemyQueue.push({name:"Enemy_7", wait:48}); this.arrEnemyQueue.push({name:"Enemy_7", wait:48}); this.arrEnemyQueue.push({name:"Enemy_11", wait:42}); this.arrEnemyQueue.push({name:"Enemy_13", wait:159}); this.arrEnemyQueue.push({name:"Enemy_13", wait:159}); this.arrEnemyQueue.push({name:"Enemy_7", wait:48}); this.arrEnemyQueue.push({name:"Enemy_17", wait:50}); this.arrEnemyQueue.push({name:"Enemy_13", wait:159}); this.arrEnemyQueue.push({name:"Enemy_8", wait:73}); this.arrEnemyQueue.push({name:"Enemy_16", wait:83}); this.arrEnemyQueue.push({name:"Enemy_17", wait:50}); this.arrEnemyQueue.push({name:"Enemy_11", wait:42}); this.arrEnemyQueue.push({name:"Enemy_17", wait:50}); this.arrEnemyQueue.push({name:"Enemy_11", wait:42}); this.arrEnemyQueue.push({name:"Enemy_13", wait:112}); this.arrEnemyQueue.push({name:"Enemy_5", wait:13}); this.arrEnemyQueue.push({name:"Enemy_13", wait:173}); this.arrEnemyQueue.push({name:"Enemy_13", wait:173}); this.arrEnemyQueue.push({name:"Enemy_13", wait:173}); this.arrEnemyQueue.push({name:"Enemy_13", wait:173}); this.arrEnemyQueue.push({name:"Enemy_5", wait:13}); this.arrEnemyQueue.push({name:"Enemy_13", wait:173}); this.arrEnemyQueue.push({name:"Enemy_5", wait:13}); this.arrEnemyQueue.push({name:"Enemy_21", wait:111}); }; _local2.BuildChallenge8 = function () { this.arrEnemyQueue.push({name:"Enemy_2", wait:31}); this.arrEnemyQueue.push({name:"Enemy_15", wait:130}); this.arrEnemyQueue.push({name:"Enemy_2", wait:31}); this.arrEnemyQueue.push({name:"Enemy_15", wait:130}); this.arrEnemyQueue.push({name:"Enemy_2", wait:31}); this.arrEnemyQueue.push({name:"Enemy_15", wait:130}); this.arrEnemyQueue.push({name:"Enemy_15", wait:130}); this.arrEnemyQueue.push({name:"Enemy_15", wait:130}); this.arrEnemyQueue.push({name:"Enemy_15", wait:113}); this.arrEnemyQueue.push({name:"Enemy_15", wait:120}); this.arrEnemyQueue.push({name:"Enemy_15", wait:120}); this.arrEnemyQueue.push({name:"Enemy_10", wait:145}); this.arrEnemyQueue.push({name:"Enemy_15", wait:132}); this.arrEnemyQueue.push({name:"Enemy_3", wait:26}); this.arrEnemyQueue.push({name:"Enemy_3", wait:49}); this.arrEnemyQueue.push({name:"Enemy_3", wait:53}); this.arrEnemyQueue.push({name:"Enemy_2", wait:48}); this.arrEnemyQueue.push({name:"Enemy_3", wait:137}); this.arrEnemyQueue.push({name:"Enemy_3", wait:137}); this.arrEnemyQueue.push({name:"Enemy_3", wait:137}); this.arrEnemyQueue.push({name:"Enemy_3", wait:137}); this.arrEnemyQueue.push({name:"Enemy_3", wait:137}); this.arrEnemyQueue.push({name:"Enemy_3", wait:137}); this.arrEnemyQueue.push({name:"Enemy_2", wait:514}); this.arrEnemyQueue.push({name:"Enemy_15", wait:128}); this.arrEnemyQueue.push({name:"Enemy_2", wait:33}); this.arrEnemyQueue.push({name:"Enemy_15", wait:128}); this.arrEnemyQueue.push({name:"Enemy_15", wait:128}); this.arrEnemyQueue.push({name:"Enemy_15", wait:128}); this.arrEnemyQueue.push({name:"Enemy_10", wait:122}); }; _local2.BuildChallenge9 = function () { this.arrEnemyQueue.push({name:"Enemy_15", wait:70}); this.arrEnemyQueue.push({name:"Enemy_15", wait:70}); this.arrEnemyQueue.push({name:"Enemy_5", wait:46}); this.arrEnemyQueue.push({name:"Enemy_15", wait:70}); this.arrEnemyQueue.push({name:"Enemy_5", wait:46}); this.arrEnemyQueue.push({name:"Enemy_15", wait:70}); this.arrEnemyQueue.push({name:"Enemy_15", wait:160}); this.arrEnemyQueue.push({name:"Enemy_19", wait:60}); this.arrEnemyQueue.push({name:"Enemy_5", wait:46}); this.arrEnemyQueue.push({name:"Enemy_5", wait:460}); this.arrEnemyQueue.push({name:"Enemy_6", wait:80}); this.arrEnemyQueue.push({name:"Enemy_6", wait:70}); this.arrEnemyQueue.push({name:"Enemy_5", wait:41}); this.arrEnemyQueue.push({name:"Enemy_6", wait:70}); this.arrEnemyQueue.push({name:"Enemy_5", wait:126}); this.arrEnemyQueue.push({name:"Enemy_6", wait:100}); this.arrEnemyQueue.push({name:"Enemy_6", wait:60}); this.arrEnemyQueue.push({name:"Enemy_5", wait:41}); this.arrEnemyQueue.push({name:"Enemy_6", wait:120}); this.arrEnemyQueue.push({name:"Enemy_30", wait:49}); this.arrEnemyQueue.push({name:"Enemy_30", wait:52}); this.arrEnemyQueue.push({name:"Enemy_6", wait:240}); this.arrEnemyQueue.push({name:"Enemy_6", wait:150}); this.arrEnemyQueue.push({name:"Enemy_19", wait:150}); this.arrEnemyQueue.push({name:"Enemy_30", wait:49}); this.arrEnemyQueue.push({name:"Enemy_30", wait:460}); this.arrEnemyQueue.push({name:"Enemy_19", wait:100}); this.arrEnemyQueue.push({name:"Enemy_30", wait:460}); this.arrEnemyQueue.push({name:"Enemy_19", wait:100}); this.arrEnemyQueue.push({name:"Enemy_19", wait:999999}); }; _local2.GenerateScript = function () { var _local3 = 25; while (this.arrEnemyQueue.length < _local3) { this.GenerateWaveArray(); this.arrEnemyQueue[this.arrEnemyQueue.length - 1].wait = this.endWaveWait; } var _local2 = 0; while (_local2 < this.arrEnemyQueue.length) { _local2++; } }; _local2.GenerateWaveArray = function () { var _local2; this.bossName = ""; _local2 = this.BuildChallengeEnemies(); var _local12 = 0; var _local13 = 0; var _local18 = 0; var _local14 = 0; var _local6 = 0; while (_local6 < _local2.length) { _local18 = _local18 + _local2[_local6].chance; _local6++; } _local14 = Math.round(Math.random() * _local18); _local6 = 0; while (_local6 < _local2.length) { _local13 = _local12 + _local2[_local6].chance; _local2[_local6].minChance = _local12; _local2[_local6].maxChance = _local13; _local12 = _local13; _local6++; } var _local5 = -1; _local6 = 0; while (_local6 < _local2.length) { if ((_local14 >= _local2[_local6].minChance) && (_local14 < _local2[_local6].maxChance)) { _local5 = _local6; break; } _local6++; } if (_local5 == -1) { _local5 = _local2.length - 1; } if (this.bossName != "") { if ((this.blnBossOut == false) && (this.blnBossKilled == false)) { this.blnBossOut = true; this.arrEnemyQueue.push({name:this.bossName, wait:40}); } } _local2[_local5].Begin(); var _local19 = _local2[_local5].GetNumInstructions(); var _local4 = new Array(); var _local10 = 0; while (_local10 < _local19) { var _local8 = _local2[_local5].enemyNum; var _local11 = _local2[_local5].enemyType; var _local9 = _local2[_local5].nextEnemyWait; var _local16 = _local2[_local5].miniWaveWait; var _local3 = 0; while (_local3 < _local8) { _local4.push({name:_local11, wait:_local9}); _local3++; } _local2[_local5].Next(); _local10++; } this.endWaveWait = _local2[_local5].endOfWaveWait; this.waitCounter = 0; while (_local4.length > 0) { var _local7 = Math.round(Math.random() * (_local4.length - 1)); this.arrEnemyQueue.push({name:_local4[_local7].name, wait:_local4[_local7].wait}); _local4.splice(_local7, 1); } }; _local2.BuildChallengeEnemies = function () { var _local3 = new Array(); var _local2; _local2 = new WorldInstruction(30); _local2.AddInstruction("Enemy_5", 0, 2, 40, 60, 0, 0); _local2.AddInstruction("Enemy_6", 2, 3, 40, 70, 0, 0); _local2.endOfWaveWait = this.RandNum(90, 150); _local3.push(_local2); _local2 = new WorldInstruction(10); _local2.AddInstruction("Enemy_30", 0, 2, 40, 60, 0, 0); _local2.endOfWaveWait = this.RandNum(40, 60); _local3.push(_local2); return(_local3); }; _local2.Start = function () { this.blnRunning = true; }; _local2.Stop = function () { this.blnRunning = false; }; _local2.GetEnemiesLeft = function () { return(this.intEnemiesThisLevel - this.intCreatedThisLevel); }; _local2.GetWaveCompleted = function () { return(Math.round((this.intCreatedThisLevel / this.intEnemiesThisLevel) * 100)); }; _local2.RandNum = function (minVal, maxVal) { return(Math.round(Math.random() * (maxVal - minVal)) + minVal); }; _local2.BossDead = function () { this.intEnemiesThisLevel = 0; this.blnBossOut = false; this.blnBossKilled = true; }; ASSetPropFlags(_global.LevelManager.prototype, null, 1); #endinitclip
Symbol 1921 MovieClip [__Packages.WorldInstruction] Frame 0
class WorldInstruction { var minChance, maxChance, chance, iterator, subInstructions, enemyType, enemyNum, endOfWaveWait, eof, nextEnemyWait, miniWaveWait; function WorldInstruction (myChance) { minChance = 0; maxChance = 0; chance = myChance; iterator = -1; subInstructions = new Array(); enemyType = ""; enemyNum = 0; endOfWaveWait = 0; eof = true; } function SetRange(loChance, hiChance) { minChance = loChance; maxChance = hiChance; } function GetNumInstructions() { return(subInstructions.length); } function AddInstruction(enemyType, minNum, maxNum, minWait, maxWait, minWaveWait, maxWaveWait) { subInstructions.push({linkage:enemyType, numAmount:RandNum(minNum, maxNum), nextEnemyWait:RandNum(minWait, maxWait), miniWaveWait:RandNum(minWaveWait, maxWaveWait)}); if (iterator == subInstructions.length) { eof = true; } else { eof = false; } } function Begin() { iterator = 0; if (iterator == subInstructions.length) { eof = true; } enemyType = subInstructions[iterator].linkage; enemyNum = subInstructions[iterator].numAmount; nextEnemyWait = subInstructions[iterator].nextEnemyWait; miniWaveWait = subInstructions[iterator].miniWaveWait; } function Next() { iterator++; if (iterator == subInstructions.length) { iterator--; eof = true; } enemyType = subInstructions[iterator].linkage; enemyNum = subInstructions[iterator].numAmount; nextEnemyWait = subInstructions[iterator].nextEnemyWait; miniWaveWait = subInstructions[iterator].miniWaveWait; } function RandNum(minVal, maxVal) { return(Math.round(Math.random() * (maxVal - minVal)) + minVal); } }
Symbol 1922 MovieClip [__Packages.TurretManager] Frame 0
class TurretManager { var intLevel1, intLevel2, intLevel3, intLevel4, intLevel5, intLevel6, intLevel7, intLevel8, intLevel9, intLevel10, intLevel11, intLevel12, intLevel13, intLevel14, intLevel15, intLevel16, intLevel17, intLevel18, intLevel19, arrUpgrades, intLevel, dblDamage, dblBulletSpeed, intNumBullets, intRange, dblData, dblReloadRate, dblReloadMax, dblChargeRate, dblChargeMax, dblLife; function TurretManager () { intLevel1 = 0; intLevel2 = 300; intLevel3 = 600; intLevel4 = 1000; intLevel5 = 2000; intLevel6 = 3000; intLevel7 = 4000; intLevel8 = 5000; intLevel9 = 6000; intLevel10 = 7000; intLevel11 = 8000; intLevel12 = 9000; intLevel13 = 10000; intLevel14 = 11000; intLevel15 = 12000; intLevel16 = 13000; intLevel17 = 14000; intLevel18 = 15000; intLevel19 = 16000; arrUpgrades = new Array(); SetInternalData(0, 0); } function GetExpPercentage(exp) { var _local3 = 0; if (exp >= intLevel19) { _local3 = 0; } else if (exp >= intLevel18) { _local3 = (exp - intLevel18) / (intLevel19 - intLevel18); } else if (exp >= intLevel17) { _local3 = (exp - intLevel17) / (intLevel18 - intLevel17); } else if (exp >= intLevel16) { _local3 = (exp - intLevel16) / (intLevel17 - intLevel16); } else if (exp >= intLevel15) { _local3 = (exp - intLevel15) / (intLevel16 - intLevel15); } else if (exp >= intLevel14) { _local3 = (exp - intLevel14) / (intLevel15 - intLevel14); } else if (exp >= intLevel13) { _local3 = (exp - intLevel13) / (intLevel14 - intLevel13); } else if (exp >= intLevel12) { _local3 = (exp - intLevel12) / (intLevel13 - intLevel12); } else if (exp >= intLevel11) { _local3 = (exp - intLevel11) / (intLevel12 - intLevel11); } else if (exp >= intLevel10) { _local3 = (exp - intLevel10) / (intLevel11 - intLevel10); } else if (exp >= intLevel9) { _local3 = (exp - intLevel9) / (intLevel10 - intLevel19); } else if (exp >= intLevel8) { _local3 = (exp - intLevel8) / (intLevel9 - intLevel8); } else if (exp >= intLevel7) { _local3 = (exp - intLevel7) / (intLevel8 - intLevel7); } else if (exp >= intLevel6) { _local3 = (exp - intLevel6) / (intLevel7 - intLevel6); } else if (exp >= intLevel5) { _local3 = (exp - intLevel5) / (intLevel6 - intLevel5); } else if (exp >= intLevel4) { _local3 = (exp - intLevel4) / (intLevel5 - intLevel4); } else if (exp >= intLevel3) { _local3 = (exp - intLevel3) / (intLevel4 - intLevel3); } else if (exp >= intLevel2) { _local3 = (exp - intLevel2) / (intLevel3 - intLevel2); } else { _local3 = exp / intLevel2; } _local3 = Math.round(_local3 * 100); return(_local3); } function SetInternalData(gunType, exp) { switch (gunType) { case 1 : intLevel = 1; dblDamage = 4; dblBulletSpeed = 0; intNumBullets = 1; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 15; dblChargeRate = 0.2; dblChargeMax = 12; dblLife = 100; break; case 2 : intLevel = 1; dblDamage = 1; dblBulletSpeed = 12; intNumBullets = 1; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 10; dblChargeRate = 0; dblChargeMax = 0; dblLife = 75; break; case 3 : intLevel = 1; dblDamage = 15; dblBulletSpeed = 0; intNumBullets = 1; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 600; dblChargeRate = 0; dblChargeMax = 0; dblLife = 75; break; case 4 : intLevel = 1; dblDamage = 0; dblBulletSpeed = 0; intNumBullets = 0; intRange = 0; dblData = 0.2; dblReloadRate = 1; dblReloadMax = 1; dblChargeRate = 0; dblChargeMax = 0; dblLife = 75; break; case 5 : intLevel = 1; dblDamage = 20; dblBulletSpeed = 0; intNumBullets = 10; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 600; dblChargeRate = 0.2; dblChargeMax = 12; dblLife = 75; break; case 6 : intLevel = 1; dblDamage = 10; dblBulletSpeed = 0; intNumBullets = 6; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 300; dblChargeRate = 0.2; dblChargeMax = 12; dblLife = 100; break; case 7 : intLevel = 1; dblDamage = 30; dblBulletSpeed = 0; intNumBullets = 1; intRange = 0; dblData = 0.4; dblReloadRate = 1; dblReloadMax = 1200; dblChargeRate = 0; dblChargeMax = 0; dblLife = 65; break; case 8 : intLevel = 1; dblDamage = 0; dblBulletSpeed = 0; intNumBullets = 0; intRange = 0; dblData = 0.2; dblReloadRate = 1; dblReloadMax = 1; dblChargeRate = 0; dblChargeMax = 0; dblLife = 95; break; case 9 : intLevel = 1; dblDamage = 0; dblBulletSpeed = 0; intNumBullets = 0; intRange = 0; dblData = 0.2; dblReloadRate = 1; dblReloadMax = 1; dblChargeRate = 0; dblChargeMax = 0; dblLife = 95; break; case 10 : intLevel = 1; dblDamage = 30; dblBulletSpeed = 11; intNumBullets = 12; intRange = 8; dblData = 450; dblReloadRate = 1; dblReloadMax = 4500; dblChargeRate = 1; dblChargeMax = 30; dblLife = 75; break; case 11 : intLevel = 1; dblDamage = 1; dblBulletSpeed = 12; intNumBullets = 1; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 10; dblChargeRate = 0; dblChargeMax = 0; dblLife = 75; break; case 12 : intLevel = 1; dblDamage = 2; dblBulletSpeed = 11; intNumBullets = 1; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 18; dblChargeRate = 0; dblChargeMax = 0; dblLife = 75; break; case 13 : intLevel = 1; dblDamage = 0; dblBulletSpeed = 11; intNumBullets = 0; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 2000; dblChargeRate = 0; dblChargeMax = 0; dblLife = 50; break; case 14 : intLevel = 1; dblDamage = 15; dblBulletSpeed = 11; intNumBullets = 2; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 200; dblChargeRate = 0; dblChargeMax = 0; dblLife = 75; break; case 15 : intLevel = 1; dblDamage = 0; dblBulletSpeed = 0; intNumBullets = 0; intRange = 0; dblData = 200; dblReloadRate = 1; dblReloadMax = 1200; dblChargeRate = 0; dblChargeMax = 0; dblLife = 75; break; case 16 : intLevel = 1; dblDamage = 15; dblBulletSpeed = 0; intNumBullets = 0; intRange = 0; dblData = 0.3; dblReloadRate = 1; dblReloadMax = 300; dblChargeRate = 0; dblChargeMax = 0; dblLife = 75; break; case 17 : intLevel = 1; dblDamage = 0; dblBulletSpeed = 0; intNumBullets = 0; intRange = 0; dblData = 0.2; dblReloadRate = 1; dblReloadMax = 0; dblChargeRate = 0; dblChargeMax = 0; dblLife = 50; break; case 18 : intLevel = 1; dblDamage = 3; dblBulletSpeed = 20; intNumBullets = 0; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 5; dblChargeRate = 0; dblChargeMax = 0; dblLife = 85; break; case 19 : intLevel = 1; dblDamage = 4; dblBulletSpeed = 4; intNumBullets = 0; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 4; dblChargeRate = 0; dblChargeMax = 0; dblLife = 100; break; case 20 : intLevel = 1; dblDamage = 0; dblBulletSpeed = 0; intNumBullets = 1; intRange = 5; dblData = 0; dblReloadRate = 1; dblReloadMax = 400; dblChargeRate = 0; dblChargeMax = 0; dblLife = 85; break; case 21 : intLevel = 1; dblDamage = 1; dblBulletSpeed = 12; intNumBullets = 1; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 10; dblChargeRate = 0; dblChargeMax = 0; dblLife = 75; break; case 22 : intLevel = 1; dblDamage = 10; dblBulletSpeed = 0; intNumBullets = 1; intRange = 2; dblData = 40; dblReloadRate = 1; dblReloadMax = 550; dblChargeRate = 0.2; dblChargeMax = 12; dblLife = 95; break; case 23 : intLevel = 1; dblDamage = 10; dblBulletSpeed = 11; intNumBullets = 10; intRange = 75; dblData = 0; dblReloadRate = 1; dblReloadMax = 700; dblChargeRate = 1; dblChargeMax = 30; dblLife = 85; break; default : intLevel = 1; dblDamage = 4; dblBulletSpeed = 0; intNumBullets = 1; intRange = 0; dblData = 0; dblReloadRate = 1; dblReloadMax = 15; dblChargeRate = 0.2; dblChargeMax = 12; dblLife = 50; } if (exp >= intLevel19) { intLevel = 19; } else if (exp >= intLevel18) { intLevel = 18; } else if (exp >= intLevel17) { intLevel = 17; } else if (exp >= intLevel16) { intLevel = 16; } else if (exp >= intLevel15) { intLevel = 15; } else if (exp >= intLevel14) { intLevel = 14; } else if (exp >= intLevel13) { intLevel = 13; } else if (exp >= intLevel12) { intLevel = 12; } else if (exp >= intLevel11) { intLevel = 11; } else if (exp >= intLevel10) { intLevel = 10; } else if (exp >= intLevel9) { intLevel = 9; } else if (exp >= intLevel8) { intLevel = 8; } else if (exp >= intLevel7) { intLevel = 7; } else if (exp >= intLevel6) { intLevel = 6; } else if (exp >= intLevel5) { intLevel = 5; } else if (exp >= intLevel4) { intLevel = 4; } else if (exp >= intLevel3) { intLevel = 3; } else if (exp >= intLevel2) { intLevel = 2; } else { intLevel = 1; } } function GetUpgrades(gunType) { delete arrUpgrades; arrUpgrades = new Array(); switch (gunType) { case 1 : arrUpgrades.push({id:101, type:1, value:3, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your cannon's damage by 3", icon:"upgradeDamage", limit:100, cost:1}); arrUpgrades.push({id:102, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); break; case 2 : arrUpgrades.push({id:201, type:1, value:1, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 1", icon:"upgradeDamage", limit:100, cost:8}); arrUpgrades.push({id:202, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:203, type:3, value:-1, secondType:0, secondValue:0, title:"Faster Fire Rate", description:"Increases fire rate by 1", icon:"upgradeReload", limit:5, cost:2}); break; case 3 : arrUpgrades.push({id:301, type:1, value:3, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 3", icon:"upgradeDamage", limit:100, cost:1}); arrUpgrades.push({id:302, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:303, type:3, value:-50, secondType:0, secondValue:0, title:"Decrease Reload Time", description:"Decreases reload time by 50", icon:"upgradeReload", limit:6, cost:2}); break; case 4 : arrUpgrades.push({id:402, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:404, type:4, value:0.03, secondType:0, secondValue:0, title:"Buff Strength", description:"Increases buff strength by 3%", icon:"upgradeBuff", limit:15, cost:2}); break; case 5 : arrUpgrades.push({id:501, type:1, value:2, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 2", icon:"upgradeDamage", limit:100, cost:1}); arrUpgrades.push({id:502, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:503, type:3, value:-50, secondType:0, secondValue:0, title:"Decrease Reload Time", description:"Decreases reload time by 50", icon:"upgradeReload", limit:6, cost:2}); arrUpgrades.push({id:505, type:5, value:1, secondType:0, secondValue:0, title:"Fragment Increase", description:"Increases the number of shards by 1", icon:"upgradeFragment", limit:100, cost:1}); break; case 6 : arrUpgrades.push({id:601, type:1, value:2, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 2", icon:"upgradeDamage", limit:100, cost:1}); arrUpgrades.push({id:602, type:2, value:25, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 25", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:603, type:3, value:-25, secondType:0, secondValue:0, title:"Decrease Reload Time", description:"Decreases reload time by 25", icon:"upgradeReload", limit:8, cost:1}); arrUpgrades.push({id:605, type:5, value:1, secondType:0, secondValue:0, title:"Fragment Increase", description:"Increases the number of shards by 1", icon:"upgradeFragment", limit:100, cost:2}); break; case 7 : arrUpgrades.push({id:701, type:1, value:5, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 5", icon:"upgradeDamage", limit:100, cost:1}); arrUpgrades.push({id:702, type:2, value:10, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 10", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:703, type:3, value:-25, secondType:0, secondValue:0, title:"Decrease Reload Time", description:"Decreases reload time by 25", icon:"upgradeReload", limit:6, cost:2}); arrUpgrades.push({id:705, type:5, value:1, secondType:0, secondValue:0, title:"Chain Increase", description:"Increases the number of chain jumps by 1", icon:"upgradeJump", limit:100, cost:2}); arrUpgrades.push({id:704, type:4, value:0.05, secondType:0, secondValue:0, title:"Secondary Damage Increase", description:"Increases damage done each chain jump by 5%", icon:"upgradeSecondary", limit:6, cost:1}); break; case 8 : arrUpgrades.push({id:802, type:2, value:25, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 25", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:804, type:4, value:0.03, secondType:0, secondValue:0, title:"Buff Strength", description:"Increases buff strength by 3%", icon:"upgradeBuff", limit:15, cost:2}); break; case 9 : arrUpgrades.push({id:902, type:2, value:20, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 20", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:904, type:4, value:0.02, secondType:0, secondValue:0, title:"Buff Strength", description:"Increases buff strength by 2%", icon:"upgradeBuff", limit:15, cost:3}); break; case 10 : arrUpgrades.push({id:1001, type:1, value:5, secondType:0, secondValue:0, title:"Damage Increase", description:"Increase meteor max damage by 5", icon:"upgradeDamage", limit:100, cost:2}); arrUpgrades.push({id:1002, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:1003, type:3, value:-100, secondType:0, secondValue:0, title:"Decrease Reload Time", description:"Decreases reload time by 100", icon:"upgradeReload", limit:20, cost:2}); arrUpgrades.push({id:1056, type:5, value:-1, secondType:6, secondValue:-1, title:"Density Increase", description:"Increases the intensity of the meteor storm", icon:"upgradeDensity", limit:4, cost:4}); arrUpgrades.push({id:1004, type:4, value:20, secondType:0, secondValue:0, title:"Duration Increase", description:"Increases length of meteor storm by 20", icon:"upgradeDuration", limit:20, cost:2}); break; case 11 : arrUpgrades.push({id:1101, type:1, value:1, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 1", icon:"upgradeDamage", limit:100, cost:10}); arrUpgrades.push({id:1102, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:1103, type:3, value:-1, secondType:0, secondValue:0, title:"Faster Fire Rate", description:"Increases fire rate by 1", icon:"upgradeReload", limit:5, cost:3}); break; case 12 : arrUpgrades.push({id:1201, type:1, value:1, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 1", icon:"upgradeDamage", limit:100, cost:10}); arrUpgrades.push({id:1202, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:1203, type:3, value:-1, secondType:0, secondValue:0, title:"Faster Fire Rate", description:"Increases fire rate by 1", icon:"upgradeReload", limit:5, cost:3}); break; case 13 : arrUpgrades.push({id:1302, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:1303, type:3, value:-50, secondType:0, secondValue:0, title:"Decrease Reload Time", description:"Decreases reload time by 50", icon:"upgradeReload", limit:10, cost:2}); break; case 14 : arrUpgrades.push({id:1401, type:1, value:2, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases mine damage by 2", icon:"upgradeDamage", limit:100, cost:1}); arrUpgrades.push({id:1402, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:1403, type:3, value:-20, secondType:0, secondValue:0, title:"Decrease Build Time", description:"Decreases build time by 20", icon:"upgradeReload", limit:4, cost:2}); arrUpgrades.push({id:1405, type:5, value:1, secondType:0, secondValue:0, title:"Mine Increase", description:"Increases the number of mines by 1", icon:"upgradeMineNumber", limit:5, cost:5}); break; case 15 : arrUpgrades.push({id:1502, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:1503, type:3, value:-25, secondType:0, secondValue:0, title:"Decrease Reload Time", description:"Decreases reload time by 25", icon:"upgradeReload", limit:5, cost:1}); arrUpgrades.push({id:1504, type:4, value:20, secondType:0, secondValue:0, title:"Duration Increase", description:"Increases length of time freeze by 20", icon:"upgradeDuration", limit:20, cost:2}); break; case 16 : arrUpgrades.push({id:1601, type:1, value:2, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 2", icon:"upgradeDamage", limit:100, cost:1}); arrUpgrades.push({id:1602, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:1603, type:3, value:-25, secondType:0, secondValue:0, title:"Decrease Reload Time", description:"Decreases reload time by 25", icon:"upgradeReload", limit:6, cost:2}); break; case 17 : arrUpgrades.push({id:1702, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:1704, type:4, value:0.03, secondType:0, secondValue:0, title:"Shield Strength", description:"Increases shield strength by 5%", icon:"upgradeBuff", limit:5, cost:4}); break; case 18 : arrUpgrades.push({id:1801, type:1, value:1, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 1", icon:"upgradeDamage", limit:100, cost:14}); arrUpgrades.push({id:1802, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); break; case 19 : arrUpgrades.push({id:1901, type:1, value:1, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 1", icon:"upgradeDamage", limit:100, cost:10}); arrUpgrades.push({id:1902, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); break; case 20 : arrUpgrades.push({id:2002, type:2, value:25, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 25", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:2003, type:3, value:-25, secondType:0, secondValue:0, title:"Decrease Building Time", description:"Decreases building time by 25 if you have more than 1 drone", icon:"upgradeReload", limit:4, cost:2}); arrUpgrades.push({id:2004, type:4, value:1, secondType:0, secondValue:0, title:"Machine Gun Upgrade", description:"Drones fight back with machine guns!", icon:"upgradeMachineGuns", limit:1, cost:8}); arrUpgrades.push({id:2005, type:5, value:1, secondType:0, secondValue:0, title:"More Drones", description:"1 more drone will be released each level", icon:"upgradeDecoyNumber", limit:5, cost:2}); arrUpgrades.push({id:2006, type:6, value:4, secondType:0, secondValue:0, title:"Drone Health Increase", description:"Each of your drones gets a little more life", icon:"upgradeDecoyHealth", limit:100, cost:1}); break; case 21 : arrUpgrades.push({id:2101, type:1, value:1, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases your gun's damage by 1", icon:"upgradeDamage", limit:100, cost:8}); arrUpgrades.push({id:2102, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:2103, type:3, value:-1, secondType:0, secondValue:0, title:"Faster Fire Rate", description:"Increases fire rate by 1", icon:"upgradeReload", limit:5, cost:2}); break; case 22 : arrUpgrades.push({id:2201, type:1, value:5, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases main canister damage by 5", icon:"upgradeDamage", limit:100, cost:2}); arrUpgrades.push({id:2202, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:2203, type:3, value:-25, secondType:0, secondValue:0, title:"Decrease Reload Time", description:"Decreases reload time by 25", icon:"upgradeReload", limit:12, cost:1}); arrUpgrades.push({id:2204, type:4, value:5, secondType:0, secondValue:0, title:"Duration Increase", description:"Increases length of spilling acid by 5", icon:"upgradeDuration", limit:20, cost:2}); arrUpgrades.push({id:2206, type:6, value:1, secondType:0, secondValue:0, title:"Secondary Damage Increase", description:"Increases spilling acid damage by 1", icon:"upgradeSecondary", limit:50, cost:2}); break; case 23 : arrUpgrades.push({id:2301, type:1, value:2, secondType:0, secondValue:0, title:"Damage Increase", description:"Increases main canister damage by 2", icon:"upgradeDamage", limit:100, cost:2}); arrUpgrades.push({id:2302, type:2, value:15, secondType:0, secondValue:0, title:"Health Increase", description:"Raises your max health by 15", icon:"upgradeHealth", limit:100, cost:1}); arrUpgrades.push({id:2303, type:3, value:-25, secondType:0, secondValue:0, title:"Decrease Reload Time", description:"Decreases reload time by 25", icon:"upgradeReload", limit:12, cost:1}); arrUpgrades.push({id:2306, type:6, value:25, secondType:0, secondValue:0, title:"Increase Range", description:"Increase the horizontal range by 25", icon:"upgradeRange", limit:25, cost:1}); arrUpgrades.push({id:2305, type:5, value:2, secondType:0, secondValue:0, title:"Shell Increase", description:"Increase the number of shells launched by 2", icon:"upgradeNumArtillery", limit:12, cost:3}); } return(arrUpgrades); } function GetDamage() { return(dblDamage); } function GetBulletSpeed() { return(dblBulletSpeed); } function GetNumBullets() { return(intNumBullets); } function GetRange() { return(intRange); } function GetData() { return(dblData); } function GetReloadRate() { return(dblReloadRate); } function GetReloadMax() { return(dblReloadMax); } function GetChargeRate() { return(dblChargeRate); } function GetChargeMax() { return(dblChargeMax); } function GetLevel() { return(intLevel); } function GetLife() { return(dblLife); } }
Symbol 1923 MovieClip [__Packages.PointCounter] Frame 0
class PointCounter { var increment, currentScore, displayScore; function PointCounter () { increment = 1; currentScore = 0; displayScore = 0; } function SetStartPoints(myScore) { currentScore = myScore; displayScore = myScore; } function SetIncrement(inc) { increment = inc; } function AddPoints(inc) { currentScore = currentScore + inc; } function SetScore(num) { currentScore = num; } function Run() { if (currentScore != displayScore) { displayScore = displayScore + increment; if (currentScore == undefined) { currentScore = 0; } if (displayScore > currentScore) { displayScore = currentScore; } } } function GetDisplayScore() { return(displayScore); } function GetScore() { return(currentScore); } function Reset() { currentScore = 0; displayScore = 0; } }
Symbol 1924 MovieClip [__Packages.Timer] Frame 0
class Timer { var intTimer, blnCountUp, intStartTime, intEndTime, blnPaused, intPauseStart, intPauseTime; function Timer () { intTimer = 0; blnCountUp = true; intStartTime = 0; intEndTime = 0; blnPaused = false; intPauseStart = 0; intPauseTime = 0; } function Run() { if (blnPaused == false) { if (blnCountUp == true) { intTimer = (getTimer() - intStartTime) - intPauseTime; } else { intTimer = (intEndTime - intStartTime) - ((getTimer() - intStartTime) + intPauseTime); } } else { intPauseTime = intPauseTime + (getTimer() - intPauseStart); intPauseStart = getTimer(); } } function Pause() { if (blnPaused == false) { blnPaused = true; intPauseStart = getTimer(); } } function UnPause() { if (blnPaused == true) { intPauseTime = intPauseTime + (getTimer() - intPauseStart); blnPaused = false; } } function GetTime() { return(intTimer); } function GetTimeString() { return(MillisecondsToTimeString(intTimer)); } function Start(countUp) { SetCountUp(countUp); } function SetCountUp() { blnCountUp = true; Reset(); } function SetCountDown(durationInMilliseconds) { blnCountUp = false; intEndTime = getTimer() + durationInMilliseconds; Reset(); } function Reset() { intStartTime = getTimer(); blnPaused = false; intPauseStart = 0; intPauseTime = 0; if (blnCountUp == true) { intTimer = 0; } else { intTimer = intEndTime - intStartTime; } } function MillisecondsToTimeString(intMilliSecs) { var _local5 = intMilliSecs; var _local4 = Math.floor(_local5 / 1000); if (_local4 >= 60) { var _local1 = _local5 / 1000; var _local3 = _local1 / 60; if (_local1 > 59) { _local1 = _local1 - (Math.floor(_local3) * 60); } var _local6; var _local2; if (_local3 < 10) { _local2 = "0" + Math.floor(_local3); } else { _local2 = "" + Math.floor(_local3); } if (_local1 < 10) { _local6 = (_local2 + ":0") + Math.floor(_local1); } else if (_local1 == 0) { _local6 = _local2 + ":00"; } else { _local6 = (_local2 + ":") + Math.floor(_local1); } return(_local6); } if (_local4 < 10) { var _local6 = "00:0" + Math.floor(_local4); } else { var _local6 = "00:" + Math.floor(_local4); } return(_local6); } }
Symbol 1925 MovieClip [__Packages.GunData] Frame 0
class GunData { var name, timer, timerReady, timerRate, power, chargeRate, chargeMax, blnSelected, powerMeter, loadMeter, healthMeter, intLevel, charging, selectField, type, exp, damage, damageTaken, totalLife, saveType, blnDestroyed, intPoints, data, numBullets, range, startX, startY, arrUpgrades; function GunData () { name = ""; timer = 0; timerReady = 0; timerRate = 0; power = 0; chargeRate = 0; chargeMax = 0; blnSelected = false; powerMeter = ""; loadMeter = ""; healthMeter = ""; intLevel = 0; charging = false; selectField = ""; type = 0; exp = 0; damage = 0; damageTaken = 0; totalLife = 0; saveType = 0; blnDestroyed = false; intPoints = 0; data = 0; numBullets = 0; range = 0; startX = 0; startY = 0; arrUpgrades = new Array(); } }
Symbol 1926 MovieClip [__Packages.ab3.rankz.Armor_Bot_30_En_AS1] Frame 0
class ab3.rankz.Armor_Bot_30_En_AS1 extends Object { static var _CharsReverseLookup; var _Armor_Bot_30_En_AS1Str, _Armor_Bot_30_En_AS1Count; function Armor_Bot_30_En_AS1 () { super(); } static function Encode(str) { var _local1 = new ab3.rankz.Armor_Bot_30_En_AS1(); return(_local1.encodeArmor_Bot_30_En_AS1(str)); } static function Decode(str) { var _local1 = new ab3.rankz.Armor_Bot_30_En_AS1(); return(_local1.decodeArmor_Bot_30_En_AS1(str)); } static function StringReplaceAll(source, find, replacement) { return(source.split(find).join(replacement)); } static function InitReverseChars() { _CharsReverseLookup = new Array(); var _local1 = 0; while (_local1 < _Chars.length) { _CharsReverseLookup[_Chars[_local1]] = _local1; _local1++; } return(true); } static function UrlDecode(str) { str = StringReplaceAll(str, "\\", " "); str = unescape(str); return(str); } static function UrlEncode(str) { str = escape(str); str = StringReplaceAll(str, "\\", "%2B"); str = StringReplaceAll(str, "%20", "+"); return(str); } function setArmor_Bot_30_En_AS1Str(str) { _Armor_Bot_30_En_AS1Str = str; _Armor_Bot_30_En_AS1Count = 0; } function readArmor_Bot_30_En_AS1() { if (!_Armor_Bot_30_En_AS1Str) { return(_EndOfInput); } if (_Armor_Bot_30_En_AS1Count >= _Armor_Bot_30_En_AS1Str.length) { return(_EndOfInput); } var _local2 = _Armor_Bot_30_En_AS1Str.charCodeAt(_Armor_Bot_30_En_AS1Count) & 255; _Armor_Bot_30_En_AS1Count++; return(_local2); } function encodeArmor_Bot_30_En_AS1(str) { setArmor_Bot_30_En_AS1Str(str); var _local3 = ""; var _local2 = new Array(3); var _local5 = 0; var _local4 = false; while ((!_local4) && (((_local2[0] = readArmor_Bot_30_En_AS1())) != _EndOfInput)) { _local2[1] = readArmor_Bot_30_En_AS1(); _local2[2] = readArmor_Bot_30_En_AS1(); _local3 = _local3 + _Chars[_local2[0] >> 2]; if (_local2[1] != _EndOfInput) { _local3 = _local3 + _Chars[((_local2[0] << 4) & 48) | (_local2[1] >> 4)]; if (_local2[2] != _EndOfInput) { _local3 = _local3 + _Chars[((_local2[1] << 2) & 60) | (_local2[2] >> 6)]; _local3 = _local3 + _Chars[_local2[2] & 63]; } else { _local3 = _local3 + _Chars[(_local2[1] << 2) & 60]; _local3 = _local3 + "="; _local4 = true; } } else { _local3 = _local3 + _Chars[(_local2[0] << 4) & 48]; _local3 = _local3 + "="; _local3 = _local3 + "="; _local4 = true; } _local5 = _local5 + 4; if (_local5 >= 76) { _local3 = _local3 + newline; _local5 = 0; } } return(_local3); } function readReverseArmor_Bot_30_En_AS1() { if (!_Armor_Bot_30_En_AS1Str) { return(_EndOfInput); } while (true) { if (_Armor_Bot_30_En_AS1Count >= _Armor_Bot_30_En_AS1Str.length) { return(_EndOfInput); } var _local2 = _Armor_Bot_30_En_AS1Str.charAt(_Armor_Bot_30_En_AS1Count); _Armor_Bot_30_En_AS1Count++; if (_CharsReverseLookup[_local2]) { return(_CharsReverseLookup[_local2]); } if (_local2 == "A") { return(0); } } } function ntos(n) { var _local1 = n.toString(16); if (_local1.length == 1) { _local1 = "0" + _local1; } _local1 = "%" + _local1; return(unescape(_local1)); } function decodeArmor_Bot_30_En_AS1(str) { setArmor_Bot_30_En_AS1Str(str); var _local3 = ""; var _local2 = new Array(4); var _local4 = false; while (((!_local4) && (((_local2[0] = readReverseArmor_Bot_30_En_AS1())) != _EndOfInput)) && (((_local2[1] = readReverseArmor_Bot_30_En_AS1())) != _EndOfInput)) { _local2[2] = readReverseArmor_Bot_30_En_AS1(); _local2[3] = readReverseArmor_Bot_30_En_AS1(); _local3 = _local3 + ntos(((_local2[0] << 2) & 255) | (_local2[1] >> 4)); if (_local2[2] != _EndOfInput) { _local3 = _local3 + ntos(((_local2[1] << 4) & 255) | (_local2[2] >> 2)); if (_local2[3] != _EndOfInput) { _local3 = _local3 + ntos(((_local2[2] << 6) & 255) | _local2[3]); } else { _local4 = true; } } else { _local4 = true; } } return(_local3); } function toHex(n) { var _local4 = ""; var _local3 = true; var _local1 = 32; while (_local1 > 0) { _local1 = _local1 - 4; var _local2 = (n >> _local1) & 15; if ((!_local3) || (_local2 != 0)) { _local3 = false; _local4 = _local4 + _Digits[_local2]; } } return(((_local4 == "") ? "0" : (_local4))); } function pad(str, len, pad) { var _local2 = str; var _local1 = str.length; while (_local1 < len) { _local2 = pad + _local2; _local1++; } return(_local2); } function encodeHex(str) { var _local4 = ""; var _local2 = 0; while (_local2 < str.length) { _local4 = _local4 + pad(toHex(str.charCodeAt(_local2) & 255), 2, "0"); _local2++; } return(_local4); } function decodeHex(str) { var _local5 = ""; var _local3 = ""; var _local2 = 0; while (_local2 < str.length) { _local3 = _local3 + str.charAt(_local2); if (_local3.length == 2) { _local5 = _local5 + ntos(parseInt("0x" + _local3)); _local3 = ""; } _local2++; } return(_local5); } static var _EndOfInput = -1; static var _Chars = new Array("A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "+", "/"); static var _CharsReverseLookupInited = InitReverseChars(); static var _Digits = new Array("0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f"); }
Symbol 815 MovieClip Frame 220
stop();
Instance of Symbol 815 MovieClip in Symbol 823 MovieClip Frame 80
onClipEvent (enterFrame) { this.onPress = function () { getURL ("http://www.armorgames.com", "_blank"); }; }
Instance of Symbol 818 MovieClip in Symbol 823 MovieClip Frame 329
on (release) { getURL ("http://www.herointeractive.com", "_blank"); }
Instance of Symbol 818 MovieClip in Symbol 823 MovieClip Frame 358
on (release) { getURL ("http://www.herointeractive.com", "_blank"); }
Symbol 823 MovieClip Frame 565
if (_global.var1.Get() != -1) { _root.gotoAndPlay("main"); }
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_root.gotoAndPlay("main");
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
Symbol 1009 MovieClip Frame 180
gotoAndPlay (60);
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stop();
Symbol 1016 Button
on (release) { _root.CampaignSelected("south_bt"); }
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stop();
Symbol 1020 Button
on (release) { _root.CampaignSelected("ocean_bt"); }
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stop();
Symbol 1024 Button
on (release) { _root.CampaignSelected("plains_bt"); }
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stop();
Symbol 1028 Button
on (release) { _root.CampaignSelected("sky_bt"); }
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stop();
Symbol 1032 Button
on (release) { _root.CampaignSelected("pass_bt"); }
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stop();
Symbol 1036 Button
on (release) { _root.CampaignSelected("peaks_bt"); }
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stop();
Symbol 1040 Button
on (release) { _root.CampaignSelected("challenge_bt"); }
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stop();
Symbol 1044 Button
on (release) { _root.CampaignSelected("city_bt"); }
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stop();
Symbol 1048 Button
on (release) { _root.CampaignSelected("desert_bt"); }
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stop();
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stop();
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_root.SetNextCampaign(); stop();
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stop();
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stop();
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stop();
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stop();
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stop();
Symbol 1079 Button
on (release) { getURL ("http://www.herointeractive.com/stormwinds1-5.html", "_blank"); }
Symbol 1094 Button
on (release) { _root.StartCampaign(this._parent._parent.strSelectedCampaign); }
Symbol 1114 Button
on (release) { _root.ExitChallengeMissions(); }
Symbol 1129 Button
on (release) { _root.PlayMission(); }
Symbol 1133 Button
on (release) { _root.ViewHighScoreBoard(); }
Symbol 1140 Button
on (release) { getURL ("http://www.herointeractive.com/stormwinds1-5.html", "_blank"); }
Symbol 1142 MovieClip Frame 1
stop();
Symbol 1142 MovieClip Frame 2
stop(); var strSelectedCampaign;
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stop();
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stop();
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stop();
Instance of Symbol 1120 MovieClip "scrollButton_mc" in Symbol 1142 MovieClip Frame 5
on (press) { _root.StartScroll(this._y); } on (release) { _root.StopScroll(); } on (releaseOutside) { _root.StopScroll(); }
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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stop();
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if (_global.theBigOpen) { _parent._parent._parent.lock.gotoAndPlay("unlock"); _parent._parent._parent.lock2.gotoAndPlay("unlock"); }
Symbol 1173 MovieClip Frame 88
stop();
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stop();
Symbol 1184 MovieClip Frame 2
play();
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stop();
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play();
Symbol 1184 MovieClip Frame 30
if (_global.theCampaignOpen == false) { _parent.gotoAndPlay(75); } else { _parent.gotoAndPlay("campaignOpen"); } stop();
Symbol 1188 MovieClip Frame 1
stop();
Symbol 1188 MovieClip Frame 26
stop();
Symbol 1188 MovieClip Frame 51
stop();
Symbol 1196 MovieClip Frame 2
_root.doorGear.gotoAndPlay("forward");
Symbol 1196 MovieClip Frame 50
this.sliderGear.gotoAndPlay("lock"); this.sliderGear2.gotoAndPlay("lock");
Symbol 1196 MovieClip Frame 73
if (_global.theFinalOpen == false) { _root.title.gotoAndPlay(2); }
Symbol 1196 MovieClip Frame 74
this.lock.gotoAndPlay("lock"); this.lock2.gotoAndPlay("lock"); _root.doors2.leftdoor.v1.steam.gotoAndPlay(2); _root.doors2.leftdoor.v2.steam.gotoAndPlay(2); _root.doors2.rightdoor.v1.steam.gotoAndPlay(2); _root.doors2.rightdoor.v2.steam.gotoAndPlay(2); if (_global.theFinalOpen == true) { _root.campaign._visible = false; gotoAndPlay (75); } stop();
Symbol 1196 MovieClip Frame 75
this.sliderGear.gotoAndPlay("unlock");
Symbol 1196 MovieClip Frame 160
_root.doors.gotoAndPlay("opening");
Symbol 1196 MovieClip Frame 240
stop();
Symbol 1196 MovieClip Frame 241
play(); this.sliderGear.gotoAndPlay("unlock");
Symbol 1196 MovieClip Frame 242
Symbol 1196 MovieClip Frame 390
stop();
Symbol 1196 MovieClip Frame 391
Symbol 1196 MovieClip Frame 440
this.sliderGear.gotoAndPlay("lock"); this.sliderGear2.gotoAndPlay("lock");
Symbol 1196 MovieClip Frame 464
this.lock.gotoAndPlay("lock"); this.lock2.gotoAndPlay("lock"); _root.doors2.leftdoor.v1.steam.gotoAndPlay(2); _root.doors2.leftdoor.v2.steam.gotoAndPlay(2); _root.doors2.rightdoor.v1.steam.gotoAndPlay(2); _root.doors2.rightdoor.v2.steam.gotoAndPlay(2); _root.TriggerLevelClose(); stop();
Symbol 1212 MovieClip Frame 1
stop();
Symbol 1219 MovieClip Frame 400
gotoAndPlay ("flash");
Symbol 1220 MovieClip Frame 1
stop();
Symbol 1220 MovieClip Frame 40
_root.mainMenu.gotoAndPlay(2); stop();
Symbol 1220 MovieClip Frame 71
stop();
Symbol 1228 Button
on (rollOver) { this.playOd.play(); } on (rollOut) { this.playOd.stop(); } on (press) { _global.pageSelected = "play"; _global.SoundManager.PlaySound(_global.buttonClickSound); _root.mainMenu.gotoAndPlay(46); _root.title.gotoAndPlay(56); }
Symbol 1231 MovieClip Frame 1
var timeToCheat; timeToCheat = false; stop();
Symbol 1231 MovieClip Frame 2
timeToCheat = false;
Symbol 1231 MovieClip Frame 46
timeToCheat = true;
Symbol 1231 MovieClip Frame 62
timeToCheat = false;
Symbol 1231 MovieClip Frame 100
gotoAndPlay (2); timeToCheat = false;
Instance of Symbol 1231 MovieClip "playOd" in Symbol 1232 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.timeToCheat == true) { _global.cheat1 = true; } }
Symbol 1233 Button
on (rollOver) { this.moreGamesOd.play(); } on (rollOut) { this.moreGamesOd.stop(); } on (press) { _global.pageSelected = "more"; _global.SoundManager.PlaySound(_global.buttonClickSound); getURL ("http://www.armorgames.com/", "_blank"); }
Instance of Symbol 1231 MovieClip "moreGamesOd" in Symbol 1235 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.timeToCheat == true) { _global.cheat5 = true; } }
Symbol 1236 Button
on (rollOver) { this.settingsOd.play(); } on (rollOut) { this.settingsOd.stop(); } on (press) { _global.pageSelected = "settings"; _global.SoundManager.PlaySound(_global.buttonClickSound); _root.mainMenu.gotoAndPlay(46); }
Instance of Symbol 1231 MovieClip "settingsOd" in Symbol 1238 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.timeToCheat == true) { _global.cheat2 = true; } }
Symbol 1239 Button
on (rollOver) { this.deluxeOd.play(); } on (rollOut) { this.deluxeOd.stop(); } on (press) { _global.pageSelected = "deluxe"; _global.SoundManager.PlaySound(_global.buttonClickSound); _root.mainMenu.gotoAndPlay(46); }
Instance of Symbol 1231 MovieClip "deluxeOd" in Symbol 1241 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.timeToCheat == true) { _global.cheat4 = true; } }
Symbol 1242 Button
on (rollOver) { this.creditsOd.play(); } on (rollOut) { this.creditsOd.stop(); } on (press) { _global.pageSelected = "credits"; _global.SoundManager.PlaySound(_global.buttonClickSound); _root.mainMenu.gotoAndPlay(46); }
Instance of Symbol 1231 MovieClip "creditsOd" in Symbol 1244 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.timeToCheat == true) { _global.cheat3 = true; } }
Symbol 1245 MovieClip Frame 1
stop();
Symbol 1245 MovieClip Frame 45
stop();
Symbol 1245 MovieClip Frame 90
_root.ButtonSelected(); stop();
Symbol 1253 Button
on (press) { var mySharedObject = SharedObject.getLocal("settings"); mySharedObject.data.musicOn = _global.musicOn; mySharedObject.data.soundOn = _global.soundOn; mySharedObject.data.graphics = _global.graphics; mySharedObject.data.hotKey1 = _global.hotKey1; mySharedObject.data.hotKey2 = _global.hotKey2; mySharedObject.data.hotKey3 = _global.hotKey3; mySharedObject.data.hotKey4 = _global.hotKey4; mySharedObject.data.hotKey5 = _global.hotKey5; mySharedObject.flush(); _global.settingsNum = "2"; _global.SoundManager.PlaySound(_global.buttonClickSound); _root.infoPage.gotoAndPlay("settingsOut"); }
Symbol 1258 Button
on (press) { _global.settingsNum = "1"; _global.SoundManager.PlaySound(_global.buttonClickSound); _root.infoPage.gotoAndPlay("settingsOut"); }
Symbol 1262 MovieClip Frame 1
stop();
Symbol 1262 MovieClip Frame 2
stop();
Instance of Symbol 1262 MovieClip "low" in Symbol 1263 MovieClip Frame 1
onClipEvent (load) { if (_quality == "LOW") { this.gotoAndStop("on"); } } on (rollOver) { this.gotoAndStop("on"); } on (rollOut) { if (_quality != "LOW") { this.gotoAndStop("off"); } } on (release) { _global.SoundManager.PlaySound(_global.buttonClickSound); _quality = "LOW"; this._parent.high.gotoAndStop("off"); this._parent.med.gotoAndStop("off"); }
Instance of Symbol 1262 MovieClip "med" in Symbol 1263 MovieClip Frame 1
onClipEvent (load) { if (_quality == "MEDIUM") { this.gotoAndStop("on"); } } on (rollOver) { this.gotoAndStop("on"); } on (rollOut) { if (_quality != "MEDIUM") { this.gotoAndStop("off"); } } on (release) { _global.SoundManager.PlaySound(_global.buttonClickSound); _quality = "MEDIUM"; this._parent.high.gotoAndStop("off"); this._parent.low.gotoAndStop("off"); }
Instance of Symbol 1262 MovieClip "high" in Symbol 1263 MovieClip Frame 1
onClipEvent (load) { if (_quality == "HIGH") { this.gotoAndStop("on"); } } on (rollOver) { this.gotoAndStop("on"); } on (rollOut) { if (_quality != "HIGH") { this.gotoAndStop("off"); } } on (release) { _global.SoundManager.PlaySound(_global.buttonClickSound); _quality = "HIGH"; this._parent.low.gotoAndStop("off"); this._parent.med.gotoAndStop("off"); }
Instance of Symbol 1262 MovieClip "musicOn" in Symbol 1263 MovieClip Frame 1
onClipEvent (load) { if (_global.musicOn == true) { this.gotoAndStop("on"); } } on (rollOver) { this.gotoAndStop("on"); } on (rollOut) { if (_global.musicOn != true) { this.gotoAndStop("off"); } } on (release) { _global.musicOn = true; this._parent.musicOff.gotoAndStop("off"); _global.myMusicPlayer.SetTrack("titleMusic"); _global.myMusicPlayer.SetMaxVolume(100); _global.myMusicPlayer.Play(); }
Instance of Symbol 1262 MovieClip "musicOff" in Symbol 1263 MovieClip Frame 1
onClipEvent (load) { if (_global.musicOn == false) { this.gotoAndStop("on"); } } on (rollOver) { this.gotoAndStop("on"); } on (rollOut) { if (_global.musicOn == true) { this.gotoAndStop("off"); } } on (release) { _global.musicOn = false; _global.SoundManager.PlaySound(_global.buttonClickSound); this._parent.musicOn.gotoAndStop("off"); _global.myMusicPlayer.Stop(); }
Instance of Symbol 1262 MovieClip "soundsOn" in Symbol 1263 MovieClip Frame 1
onClipEvent (load) { if (_global.soundOn == true) { this.gotoAndStop("on"); } } on (rollOver) { this.gotoAndStop("on"); } on (rollOut) { if (_global.soundOn != true) { this.gotoAndStop("off"); } } on (release) { _global.soundOn = true; _global.SoundManager.PlaySound(_global.buttonClickSound); this._parent.soundsOff.gotoAndStop("off"); }
Instance of Symbol 1262 MovieClip "soundsOff" in Symbol 1263 MovieClip Frame 1
onClipEvent (load) { if (_global.soundOn == false) { this.gotoAndStop("on"); } } on (rollOver) { this.gotoAndStop("on"); } on (rollOut) { if (_global.soundOn == true) { this.gotoAndStop("off"); } } on (release) { _global.soundOn = false; this._parent.soundsOn.gotoAndStop("off"); }
Symbol 1273 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); _root.infoPage.gotoAndPlay("creditsOut"); }
Symbol 1281 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); _root.infoPage.gotoAndPlay("deluxeOut"); }
Symbol 1283 MovieClip Frame 1
if (_global.var1.Get() != -1) { this.submit_mc._visible = false; this.text_mc.gotoAndStop(2); }
Symbol 1285 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); _global.playButt = "3"; _parent.gotoAndPlay("playOut"); }
Symbol 1291 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); _global.playButt = "1"; _parent.gotoAndPlay("playOut"); }
Symbol 1297 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); _global.overWriteSlot = false; _global.playButt = "2"; _parent.gotoAndPlay("playOut"); }
Symbol 1302 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); if ((pName_txt.text == "") || (pName_txt.text == "Please Enter A Name")) { pName_txt.text = "Please A Enter Name"; } else { _global.play2Butt = "1"; _root.CreateProfile(pName_txt.text, "Medium"); _parent.gotoAndPlay("play2Out"); } }
Symbol 1303 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); pName_txt.text = ""; _global.play2Butt = "3"; _parent.gotoAndPlay("play2Out"); }
Symbol 1308 Button
on (press) { var mySharedObject = SharedObject.getLocal("settings"); mySharedObject.data.musicOn = _global.musicOn; mySharedObject.data.soundOn = _global.soundOn; mySharedObject.data.graphics = _global.graphics; mySharedObject.data.hotKey1 = _global.hotKey1; mySharedObject.data.hotKey2 = _global.hotKey2; mySharedObject.data.hotKey3 = _global.hotKey3; mySharedObject.data.hotKey4 = _global.hotKey4; mySharedObject.data.hotKey5 = _global.hotKey5; mySharedObject.flush(); _global.SoundManager.PlaySound(_global.buttonClickSound); _root.infoPage.gotoAndPlay("hotkeysOut"); }
Symbol 1319 MovieClip Frame 1
stop();
Symbol 1319 MovieClip Frame 2
stop();
Symbol 1320 MovieClip Frame 1
function OutputValue(fieldName, keyCode) { var textRef = eval ("this." + fieldName); var returnValue = ""; switch (keyCode) { case 8 : returnValue = "BACKSPACE"; break; case 20 : returnValue = "CAPSLOCK"; break; case 17 : returnValue = "CONTROL"; break; case 46 : returnValue = "DELETE"; break; case 40 : returnValue = "DOWN"; break; case 35 : returnValue = "END"; break; case 13 : returnValue = "ENTER"; break; case 27 : returnValue = "ESCAPE"; break; case 36 : returnValue = "HOME"; break; case 45 : returnValue = "INSERT"; break; case 37 : returnValue = "LEFT"; break; case 34 : returnValue = "PGDN"; break; case 33 : returnValue = "PGUP"; break; case 39 : returnValue = "RIGHT"; break; case 16 : returnValue = "SHIFT"; break; case 32 : returnValue = "SPACE"; break; case 9 : returnValue = "TAB"; break; case 38 : returnValue = "UP"; break; case 186 : returnValue = ";"; break; case 187 : returnValue = "="; break; case 189 : returnValue = "-"; break; case 191 : returnValue = "/"; break; case 192 : returnValue = "`"; break; case 219 : returnValue = "["; break; case 220 : returnValue = "\\"; break; case 221 : returnValue = "]"; break; case 222 : returnValue = "'"; break; case 188 : returnValue = ","; break; case 190 : returnValue = "."; break; case 96 : returnValue = "NUMPAD 0"; break; case 97 : returnValue = "NUMPAD 1"; break; case 98 : returnValue = "NUMPAD 2"; break; case 99 : returnValue = "NUMPAD 3"; break; case 100 : returnValue = "NUMPAD 4"; break; case 101 : returnValue = "NUMPAD 5"; break; case 102 : returnValue = "NUMPAD 6"; break; case 103 : returnValue = "NUMPAD 7"; break; case 104 : returnValue = "NUMPAD 8"; break; case 105 : returnValue = "NUMPAD 9"; break; case 106 : returnValue = "MULTIPLY"; break; case 107 : returnValue = "ADD"; break; case 109 : returnValue = "SUBTRACT"; break; case 110 : returnValue = "DECIMAL"; break; case 111 : returnValue = "DIVIDE"; break; default : returnValue = chr(keyCode); returnValue.toUpperCase(); } textRef.text = returnValue; } function UnselectOthers(myName) { _global.SoundManager.PlaySound(_global.buttonClickSound); if (myName != "oneClip") { this.oneClip.gotoAndStop(1); } else { hasFocus = myName; } if (myName != "twoClip") { this.twoClip.gotoAndStop(1); } else { hasFocus = myName; } if (myName != "threeClip") { this.threeClip.gotoAndStop(1); } else { hasFocus = myName; } if (myName != "fourClip") { this.fourClip.gotoAndStop(1); } else { hasFocus = myName; } if (myName != "fiveClip") { this.fiveClip.gotoAndStop(1); } else { hasFocus = myName; } } stop(); var hasFocus = ""; var keyListener = new Object(); keyListener.onKeyDown = function () { if (hasFocus == "oneClip") { _global.hotKey1 = Key.getCode(); OutputValue("one_txt", _global.hotKey1); } if (hasFocus == "twoClip") { _global.hotKey2 = Key.getCode(); OutputValue("two_txt", _global.hotKey2); } if (hasFocus == "threeClip") { _global.hotKey3 = Key.getCode(); OutputValue("three_txt", _global.hotKey3); } if (hasFocus == "fourClip") { _global.hotKey4 = Key.getCode(); OutputValue("four_txt", _global.hotKey4); } if (hasFocus == "fiveClip") { _global.hotKey5 = Key.getCode(); OutputValue("five_txt", _global.hotKey5); } }; Key.addListener(keyListener); OutputValue("one_txt", _global.hotKey1); OutputValue("two_txt", _global.hotKey2); OutputValue("three_txt", _global.hotKey3); OutputValue("four_txt", _global.hotKey4); OutputValue("five_txt", _global.hotKey5);
Instance of Symbol 1319 MovieClip "oneClip" in Symbol 1320 MovieClip Frame 1
on (release) { this.gotoAndStop(2); this._parent.UnselectOthers(this._name); } on (releaseOutside) { this.gotoAndStop(1); }
Instance of Symbol 1319 MovieClip "twoClip" in Symbol 1320 MovieClip Frame 1
on (release) { this.gotoAndStop(2); this._parent.UnselectOthers(this._name); } on (releaseOutside) { this.gotoAndStop(1); }
Instance of Symbol 1319 MovieClip "threeClip" in Symbol 1320 MovieClip Frame 1
on (release) { this.gotoAndStop(2); this._parent.UnselectOthers(this._name); } on (releaseOutside) { this.gotoAndStop(1); }
Instance of Symbol 1319 MovieClip "fourClip" in Symbol 1320 MovieClip Frame 1
on (release) { this.gotoAndStop(2); this._parent.UnselectOthers(this._name); } on (releaseOutside) { this.gotoAndStop(1); }
Instance of Symbol 1319 MovieClip "fiveClip" in Symbol 1320 MovieClip Frame 1
on (release) { this.gotoAndStop(2); this._parent.UnselectOthers(this._name); } on (releaseOutside) { this.gotoAndStop(1); }
Symbol 1321 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); _global.loadButt = 4; _root.infoPage.gotoAndPlay("loadOut"); }
Symbol 1324 MovieClip Frame 1
stop();
Symbol 1324 MovieClip Frame 2
stop();
Symbol 1340 MovieClip Frame 1
stop();
Symbol 1340 MovieClip Frame 2
stop();
Symbol 1340 MovieClip Frame 3
this._alpha = 40; stop();
Symbol 1349 Button
on (press) { _parent.gotoAndPlay("loadOut"); _global.loadButt = "5"; }
Symbol 1350 MovieClip Frame 1
function ConvertButtonToCampaignName(testString) { var _local3 = false; var _local2 = 0; while (_local2 < _global.Campaigns.length) { if (_global.Campaigns[_local2].strButton == testString) { return(_global.Campaigns[_local2].strTitle); } _local2++; } if (_local3 == false) { return("No Campaign"); } }
Instance of Symbol 1324 MovieClip in Symbol 1350 MovieClip Frame 1
onClipEvent (load) { if (_global.overWriteSlot == false) { this.gotoAndStop(1); } else { this.gotoAndStop(2); } }
Instance of Symbol 1340 MovieClip "slot1" in Symbol 1350 MovieClip Frame 1
onClipEvent (load) { var shouldTest = false; var strReturnValue = "none"; var bufferCampaign; var mySharedObject = SharedObject.getLocal("slot1"); if (mySharedObject.data.blnInUse != undefined) { strReturnValue = "slot1"; } if (strReturnValue != "none") { var tempData = new DataObject(); this.loadName.text = mySharedObject.data.strName; tempData.Load(mySharedObject.data.data2); this.loadLevel.text = tempData.Get(); var beatOceanCampaign = new DataObject(); var beatSkyCampaign = new DataObject(); var beatPlainsCampaign = new DataObject(); var beatPeaksCampaign = new DataObject(); var beatMountainCampaign = new DataObject(); var beatCityCampaign = new DataObject(); var beatSouthCampaign = new DataObject(); var beatDesertCampaign = new DataObject(); beatOceanCampaign.Load(mySharedObject.data.data5); beatSkyCampaign.Load(mySharedObject.data.data6); beatPlainsCampaign.Load(mySharedObject.data.data7); beatPeaksCampaign.Load(mySharedObject.data.data8); beatMountainCampaign.Load(mySharedObject.data.data9); beatCityCampaign.Load(mySharedObject.data.data10); beatSouthCampaign.Load(mySharedObject.data.data11); beatDesertCampaign.Load(mySharedObject.data.data18); var totalCompleted = 0; if (beatOceanCampaign.Get() != -1) { totalCompleted++; } if (beatSkyCampaign.Get() != -1) { totalCompleted++; } if (beatPlainsCampaign.Get() != -1) { totalCompleted++; } if (beatPeaksCampaign.Get() != -1) { totalCompleted++; } if (beatMountainCampaign.Get() != -1) { totalCompleted++; } if (beatCityCampaign.Get() != -1) { totalCompleted++; } if (beatSouthCampaign.Get() != -1) { totalCompleted++; } if (beatDesertCampaign.Get() != -1) { totalCompleted++; } if (totalCompleted == 1) { this.loadCompleted.text = "1 Campaign"; } else { this.loadCompleted.text = totalCompleted + " Campaigns"; } bufferCampaign = mySharedObject.data.strCampaign; this.loadCampaign.text = this._parent.ConvertButtonToCampaignName(bufferCampaign); } if (this.loadName.text == "NA") { this.gotoAndPlay(3); shouldTest = false; } else { shouldTest = true; } } on (rollOver) { if (shouldTest) { this.gotoAndPlay(2); } } on (rollOut) { if (shouldTest) { this.gotoAndPlay(1); } } on (press) { if (shouldTest) { _global.SoundManager.PlaySound(_global.buttonClickSound); _global.loadSlot = "slot1"; _global.loadButt = "1"; _global.currentCampaign = bufferCampaign; _root.infoPage.gotoAndPlay("loadOut"); } }
Instance of Symbol 1340 MovieClip "slot2" in Symbol 1350 MovieClip Frame 1
onClipEvent (load) { var shouldTest = false; var strReturnValue = "none"; var bufferCampaign; var mySharedObject = SharedObject.getLocal("slot2"); if (mySharedObject.data.blnInUse != undefined) { strReturnValue = "slot2"; } if (strReturnValue != "none") { var tempData = new DataObject(); this.loadName.text = mySharedObject.data.strName; tempData.Load(mySharedObject.data.data2); this.loadLevel.text = tempData.Get(); var beatOceanCampaign = new DataObject(); var beatSkyCampaign = new DataObject(); var beatPlainsCampaign = new DataObject(); var beatPeaksCampaign = new DataObject(); var beatMountainCampaign = new DataObject(); var beatCityCampaign = new DataObject(); var beatSouthCampaign = new DataObject(); var beatDesertCampaign = new DataObject(); beatOceanCampaign.Load(mySharedObject.data.data5); beatSkyCampaign.Load(mySharedObject.data.data6); beatPlainsCampaign.Load(mySharedObject.data.data7); beatPeaksCampaign.Load(mySharedObject.data.data8); beatMountainCampaign.Load(mySharedObject.data.data9); beatCityCampaign.Load(mySharedObject.data.data10); beatSouthCampaign.Load(mySharedObject.data.data11); beatDesertCampaign.Load(mySharedObject.data.data18); var totalCompleted = 0; if (beatOceanCampaign.Get() != -1) { totalCompleted++; } if (beatSkyCampaign.Get() != -1) { totalCompleted++; } if (beatPlainsCampaign.Get() != -1) { totalCompleted++; } if (beatPeaksCampaign.Get() != -1) { totalCompleted++; } if (beatMountainCampaign.Get() != -1) { totalCompleted++; } if (beatCityCampaign.Get() != -1) { totalCompleted++; } if (beatSouthCampaign.Get() != -1) { totalCompleted++; } if (beatDesertCampaign.Get() != -1) { totalCompleted++; } if (totalCompleted == 1) { this.loadCompleted.text = "1 Campaign"; } else { this.loadCompleted.text = totalCompleted + " Campaigns"; } bufferCampaign = mySharedObject.data.strCampaign; this.loadCampaign.text = this._parent.ConvertButtonToCampaignName(bufferCampaign); } if (this.loadName.text == "NA") { this.gotoAndPlay(3); shouldTest = false; } else { shouldTest = true; } } on (rollOver) { if (shouldTest) { this.gotoAndPlay(2); } } on (rollOut) { if (shouldTest) { this.gotoAndPlay(1); } } on (press) { if (shouldTest) { _global.SoundManager.PlaySound(_global.buttonClickSound); _global.loadSlot = "slot2"; _global.loadButt = "2"; _global.currentCampaign = bufferCampaign; _root.infoPage.gotoAndPlay("loadOut"); } }
Instance of Symbol 1340 MovieClip "slot3" in Symbol 1350 MovieClip Frame 1
onClipEvent (load) { var shouldTest = false; var strReturnValue = "none"; var bufferCampaign; var mySharedObject = SharedObject.getLocal("slot3"); if (mySharedObject.data.blnInUse != undefined) { strReturnValue = "slot3"; } if (strReturnValue != "none") { var tempData = new DataObject(); this.loadName.text = mySharedObject.data.strName; tempData.Load(mySharedObject.data.data2); this.loadLevel.text = tempData.Get(); var beatOceanCampaign = new DataObject(); var beatSkyCampaign = new DataObject(); var beatPlainsCampaign = new DataObject(); var beatPeaksCampaign = new DataObject(); var beatMountainCampaign = new DataObject(); var beatCityCampaign = new DataObject(); var beatSouthCampaign = new DataObject(); var beatDesertCampaign = new DataObject(); beatOceanCampaign.Load(mySharedObject.data.data5); beatSkyCampaign.Load(mySharedObject.data.data6); beatPlainsCampaign.Load(mySharedObject.data.data7); beatPeaksCampaign.Load(mySharedObject.data.data8); beatMountainCampaign.Load(mySharedObject.data.data9); beatCityCampaign.Load(mySharedObject.data.data10); beatSouthCampaign.Load(mySharedObject.data.data11); beatDesertCampaign.Load(mySharedObject.data.data18); var totalCompleted = 0; if (beatOceanCampaign.Get() != -1) { totalCompleted++; } if (beatSkyCampaign.Get() != -1) { totalCompleted++; } if (beatPlainsCampaign.Get() != -1) { totalCompleted++; } if (beatPeaksCampaign.Get() != -1) { totalCompleted++; } if (beatMountainCampaign.Get() != -1) { totalCompleted++; } if (beatCityCampaign.Get() != -1) { totalCompleted++; } if (beatSouthCampaign.Get() != -1) { totalCompleted++; } if (beatDesertCampaign.Get() != -1) { totalCompleted++; } if (totalCompleted == 1) { this.loadCompleted.text = "1 Campaign"; } else { this.loadCompleted.text = totalCompleted + " Campaigns"; } bufferCampaign = mySharedObject.data.strCampaign; this.loadCampaign.text = this._parent.ConvertButtonToCampaignName(bufferCampaign); } if (this.loadName.text == "NA") { this.gotoAndPlay(3); shouldTest = false; } else { shouldTest = true; } } on (rollOver) { if (shouldTest) { this.gotoAndPlay(2); } } on (rollOut) { if (shouldTest) { this.gotoAndPlay(1); } } on (press) { if (shouldTest) { _global.SoundManager.PlaySound(_global.buttonClickSound); _global.loadSlot = "slot3"; _global.loadButt = "3"; _global.currentCampaign = bufferCampaign; _root.infoPage.gotoAndPlay("loadOut"); } }
Symbol 1352 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); _global.OverWriteButt = "3"; _parent.gotoAndPlay("overwriteOut"); }
Symbol 1359 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); _global.OverWriteButt = "1"; _global.currentCampaign = "none"; _root.OverWriteSlot(); _parent.gotoAndPlay("overwriteOut"); }
Symbol 1365 Button
on (press) { _global.SoundManager.PlaySound(_global.buttonClickSound); _global.OverWriteButt = "2"; _parent.gotoAndPlay("overwriteOut"); }
Symbol 1367 MovieClip Frame 1
stop();
Symbol 1367 MovieClip Frame 2
play();
Symbol 1367 MovieClip Frame 20
stop();
Symbol 1367 MovieClip Frame 21
play();
Symbol 1367 MovieClip Frame 40
if (_global.settingsNum == "1") { gotoAndPlay ("hotkeysIn"); } else if (_global.settingsNum == "2") { _root.mainMenu.gotoAndPlay(2); } stop();
Symbol 1367 MovieClip Frame 41
play();
Symbol 1367 MovieClip Frame 60
stop();
Symbol 1367 MovieClip Frame 61
play();
Symbol 1367 MovieClip Frame 80
_root.mainMenu.gotoAndPlay(2); stop();
Symbol 1367 MovieClip Frame 81
play();
Symbol 1367 MovieClip Frame 100
stop();
Symbol 1367 MovieClip Frame 101
play();
Symbol 1367 MovieClip Frame 120
_root.mainMenu.gotoAndPlay(2); stop();
Symbol 1367 MovieClip Frame 121
play();
Symbol 1367 MovieClip Frame 140
stop();
Symbol 1367 MovieClip Frame 141
play();
Symbol 1367 MovieClip Frame 160
if (_global.playButt == "1") { _root.infoPage.gotoAndPlay("play2In"); } else if (_global.playButt == "2") { _root.infoPage.gotoAndPlay("loadIn"); } else if (_global.playButt == "3") { _root.title.gotoAndPlay(2); } stop();
Symbol 1367 MovieClip Frame 161
play();
Symbol 1367 MovieClip Frame 180
stop();
Symbol 1367 MovieClip Frame 181
play();
Symbol 1367 MovieClip Frame 200
if (_global.play2Butt == "1") { if (_global.overWriteSlot == false) { _root.triggerDoors(); } else { gotoAndPlay ("loadIn"); } } else if (_global.play2Butt == "2") { if (_global.overWriteSlot == false) { _root.triggerDoors(); } else { gotoAndPlay ("loadIn"); } } else if (_global.play2Butt == "3") { _root.title.gotoAndPlay(2); _global.theBigOpen = false; } else if (_global.play2Butt == "4") { if (_global.overWriteSlot == false) { _root.triggerDoors(); } else { gotoAndPlay ("loadIn"); } } stop();
Symbol 1367 MovieClip Frame 201
play();
Symbol 1367 MovieClip Frame 220
stop();
Symbol 1367 MovieClip Frame 221
play();
Symbol 1367 MovieClip Frame 240
_root.mainMenu.gotoAndPlay(2); stop();
Symbol 1367 MovieClip Frame 241
play();
Symbol 1367 MovieClip Frame 260
stop();
Symbol 1367 MovieClip Frame 261
play();
Symbol 1367 MovieClip Frame 280
if (_global.loadButt == "1") { if (_global.overWriteSlot == false) { if (_global.currentCampaign == "none") { _root.triggerDoors(); } else { _root.StopMouse(); _root.background_mc.gotoAndStop(_global.currentCampaign); _root.triggerDoorsOld(); } } else { _root.infoPage.gotoAndPlay("overwriteIn"); } } else if (_global.loadButt == "2") { if (_global.overWriteSlot == false) { if (_global.currentCampaign == "none") { _root.triggerDoors(); } else { _root.StopMouse(); _root.background_mc.gotoAndStop(_global.currentCampaign); _root.triggerDoorsOld(); } } else { _root.infoPage.gotoAndPlay("overwriteIn"); } } else if (_global.loadButt == "3") { if (_global.overWriteSlot == false) { if (_global.currentCampaign == "none") { _root.triggerDoors(); } else { _root.StopMouse(); _root.background_mc.gotoAndStop(_global.currentCampaign); _root.triggerDoorsOld(); } } else { _root.infoPage.gotoAndPlay("overwriteIn"); } } else if (_global.loadButt == "4") { _root.title.gotoAndPlay(2); _global.theBigOpen = false; } else if (_global.loadButt == "5") { _root.infoPage.gotoAndPlay("overwriteIn"); } stop();
Symbol 1367 MovieClip Frame 281
play();
Symbol 1367 MovieClip Frame 300
stop();
Symbol 1367 MovieClip Frame 301
play();
Symbol 1367 MovieClip Frame 320
if (_global.OverWriteButt == "1") { if (_global.currentCampaign == "none") { _root.triggerDoors(); } else { _root.background_mc.gotoAndStop(_global.currentCampaign); _root.triggerDoorsOld(); } } else if (_global.OverWriteButt == "2") { _root.infoPage.gotoAndPlay("playIn"); } else if (_global.OverWriteButt == "3") { _root.title.gotoAndPlay(2); _global.theBigOpen = false; } stop();
Symbol 1369 MovieClip Frame 1
stop();
Symbol 1376 Button
on (release) { _root.game.OpenTurretInfo(this._parent._parent._name); }
Symbol 1389 MovieClip Frame 1
var updateLevel = 0; var updateExp = 0;
Symbol 1389 MovieClip Frame 45
stop();
Symbol 1389 MovieClip Frame 60
if (updateLevel < 10) { this.turretButton_mc.level_txt.text = "0" + updateLevel; } else { this.turretButton_mc.level_txt.text = "" + updateLevel; } if (updateLevel == 0) { this.turretButton_mc.more_mc._visible = false; this.turretButton_mc.inside_mc._visible = false; this.turretButton_mc.border_mc._visible = false; } else { this.turretButton_mc.more_mc._visible = true; this.turretButton_mc.inside_mc._visible = true; this.turretButton_mc.border_mc._visible = true; this.turretButton_mc.inside_mc._xscale = updateExp; }
Symbol 1389 MovieClip Frame 75
gotoAndStop (45);
Symbol 1397 Button
on (release) { if (_global.gamePaused == false) { _root.game.CloseBreakMode(); } }
Symbol 1409 MovieClip Frame 1
stop(); this.betweenName_txt.text = _root.game._name; this.betweenDifficulty_txt.text = _root.game._difficulty; this.betweenLevel_txt.text = _root.game._level.Get(); this.betweenGold_txt.text = _root.game._money.Get();
Symbol 1424 Button
on (release) { if (_global.gamePaused == false) { _global.fOrB = "backward"; _parent.controlList(); } }
Symbol 1425 MovieClip Frame 1
stop();
Symbol 1426 Button
on (release) { if (_global.gamePaused == false) { _global.fOrB = "forward"; _parent.controlList(); } }
Symbol 1427 MovieClip Frame 1
stop();
Symbol 1428 MovieClip Frame 1
stop();
Symbol 1428 MovieClip Frame 2
play();
Symbol 1428 MovieClip Frame 10
stop();
Symbol 1428 MovieClip Frame 11
play();
Symbol 1428 MovieClip Frame 20
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 21
play();
Symbol 1428 MovieClip Frame 30
stop();
Symbol 1428 MovieClip Frame 31
play();
Symbol 1428 MovieClip Frame 40
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 41
play();
Symbol 1428 MovieClip Frame 50
stop();
Symbol 1428 MovieClip Frame 51
play();
Symbol 1428 MovieClip Frame 60
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 61
play();
Symbol 1428 MovieClip Frame 70
stop();
Symbol 1428 MovieClip Frame 71
play();
Symbol 1428 MovieClip Frame 80
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 81
play();
Symbol 1428 MovieClip Frame 90
stop();
Symbol 1428 MovieClip Frame 91
play();
Symbol 1428 MovieClip Frame 100
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 101
play();
Symbol 1428 MovieClip Frame 110
stop();
Symbol 1428 MovieClip Frame 111
play();
Symbol 1428 MovieClip Frame 120
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 121
play();
Symbol 1428 MovieClip Frame 130
stop();
Symbol 1428 MovieClip Frame 131
play();
Symbol 1428 MovieClip Frame 140
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 141
play();
Symbol 1428 MovieClip Frame 150
stop();
Symbol 1428 MovieClip Frame 151
play();
Symbol 1428 MovieClip Frame 160
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 161
play();
Symbol 1428 MovieClip Frame 170
stop();
Symbol 1428 MovieClip Frame 171
play();
Symbol 1428 MovieClip Frame 180
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 181
play();
Symbol 1428 MovieClip Frame 190
stop();
Symbol 1428 MovieClip Frame 191
play();
Symbol 1428 MovieClip Frame 200
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 201
play();
Symbol 1428 MovieClip Frame 210
stop();
Symbol 1428 MovieClip Frame 211
play();
Symbol 1428 MovieClip Frame 220
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 221
play();
Symbol 1428 MovieClip Frame 230
stop();
Symbol 1428 MovieClip Frame 231
play();
Symbol 1428 MovieClip Frame 240
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 241
play();
Symbol 1428 MovieClip Frame 250
stop();
Symbol 1428 MovieClip Frame 251
play();
Symbol 1428 MovieClip Frame 260
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 261
play();
Symbol 1428 MovieClip Frame 270
stop();
Symbol 1428 MovieClip Frame 271
play();
Symbol 1428 MovieClip Frame 280
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 281
play();
Symbol 1428 MovieClip Frame 290
stop();
Symbol 1428 MovieClip Frame 291
play();
Symbol 1428 MovieClip Frame 300
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 301
play();
Symbol 1428 MovieClip Frame 310
stop();
Symbol 1428 MovieClip Frame 311
play();
Symbol 1428 MovieClip Frame 320
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 321
play();
Symbol 1428 MovieClip Frame 330
stop();
Symbol 1428 MovieClip Frame 331
play();
Symbol 1428 MovieClip Frame 340
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 341
play();
Symbol 1428 MovieClip Frame 350
stop();
Symbol 1428 MovieClip Frame 351
play();
Symbol 1428 MovieClip Frame 360
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 361
play();
Symbol 1428 MovieClip Frame 370
stop();
Symbol 1428 MovieClip Frame 371
play();
Symbol 1428 MovieClip Frame 380
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 381
play();
Symbol 1428 MovieClip Frame 390
stop();
Symbol 1428 MovieClip Frame 391
play();
Symbol 1428 MovieClip Frame 400
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 401
play();
Symbol 1428 MovieClip Frame 410
stop();
Symbol 1428 MovieClip Frame 411
play();
Symbol 1428 MovieClip Frame 420
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 421
play();
Symbol 1428 MovieClip Frame 430
stop();
Symbol 1428 MovieClip Frame 431
play();
Symbol 1428 MovieClip Frame 440
_parent.playIn(); stop();
Symbol 1428 MovieClip Frame 441
play();
Symbol 1428 MovieClip Frame 450
stop();
Symbol 1428 MovieClip Frame 451
play();
Symbol 1428 MovieClip Frame 460
_parent.playIn(); stop();
Symbol 1431 MovieClip Frame 1
function controlList() { if (_global.firstTime) { tName = list[0].name + "_OUT"; this.turret_transition.gotoAndPlay(tName); if (_global.fOrB == "forward") { traverseListForward(); } else if (_global.fOrB == "backward") { traverseListBackward(); } _global.firstTime = false; } else if (!_global.firstTime) { this.turret_transition.gotoAndPlay(tName); if (_global.fOrB == "forward") { traverseListForward(); } else if (_global.fOrB == "backward") { traverseListBackward(); } } } function UpdateGold() { this.dataBox_mc.betweenGold_txt.text = _root.game._money.Get(); } function UpdateLevel() { this.dataBox_mc.betweenLevel_txt.text = _root.game._level.Get(); } function GetTurretType() { return(list[selectedListIndex].name); } function GetWeaponType() { return(list[selectedListIndex].weaponType); } function GetTurretTitle() { return(list[selectedListIndex].title); } function GetTurretDescription() { return(list[selectedListIndex].description); } function GetTurretCost() { var _local2 = list[selectedListIndex].cost; if (_global.cheatsEnabled.Get() == -1) { if (_global.var1.Get() != -1) { if (_global.cheatCheapGuns.Get() == -1) { _local2 = 100; } } } return(_local2); } function GetTurretCostForType(getType) { var _local1 = 0; while (_local1 < list.length) { if (list[_local1].name == ("turret" + getType)) { return(list[_local1].cost); } _local1++; } return(0); } function playIn() { tName = list[selectedListIndex].name + "_IN"; this.turret_transition.gotoAndPlay(tName); tName = list[selectedListIndex].name + "_OUT"; } function traverseListForward() { selectedListIndex++; if (selectedListIndex == list.length) { selectedListIndex = 0; } } function traverseListBackward() { selectedListIndex--; if (selectedListIndex == -1) { selectedListIndex = list.length - 1; } } stop(); var list = new Array(); var selectedListIndex = 0; var tName; var i = 0; while (i < _global.Campaigns.length) { var blnDidCheat = false; if (_global.cheatsEnabled.Get() == -1) { if (_global.var1.Get() != -1) { if (_global.cheatUnlock.Get() == -1) { if (_root.game.IsAChallengeMission(_global.currentCampaign) == false) { if (_global.Campaigns[i].strButton == "all_bt") { list = _global.Campaigns[i].arrGuns.slice(); } } blnDidCheat = true; } } } if (blnDidCheat == false) { if (_global.Campaigns[i].strButton == _global.currentCampaign) { list = _global.Campaigns[i].arrGuns.slice(); } } var tempGoName = (list[0].name + "_APPEAR"); this.turret_transition.gotoAndStop(tempGoName); i++; } _root.game.UpdateStorageSlots();
Instance of Symbol 1428 MovieClip "turret_transition" in Symbol 1431 MovieClip Frame 1
onClipEvent (load) { }
Symbol 1432 MovieClip Frame 1
stop();
Symbol 1432 MovieClip Frame 2
play();
Symbol 1432 MovieClip Frame 16
_global.firstTime = true; _root.game.blnBreakIsDown = true; stop();
Symbol 1432 MovieClip Frame 17
_root.game.blnBreakIsDown = false;
Symbol 1432 MovieClip Frame 31
gotoAndPlay ("hidden");
Symbol 1435 MovieClip Frame 1
stop();
Symbol 1444 MovieClip Frame 15
stop();
Symbol 1448 MovieClip Frame 1
stop();
Symbol 1452 MovieClip Frame 1
stop();
Symbol 1452 MovieClip Frame 18
gotoAndPlay (2);
Symbol 1458 Button
on (release) { _root.game.MenuPressed(); }
Symbol 1470 MovieClip Frame 1
r = random(200); r = r + 50; gotoAndPlay(r);
Symbol 1471 MovieClip Frame 6
stop();
Symbol 1471 MovieClip Frame 12
_root.screenEffects_mc._visible = false; stop();
Symbol 1472 MovieClip Frame 1
stop();
Symbol 1472 MovieClip Frame 2
stop();
Symbol 1474 MovieClip Frame 6
_root.flash_mc._visible = false; stop();
Symbol 1475 MovieClip Frame 1
stop();
Symbol 1475 MovieClip Frame 2
stop();
Symbol 1479 Button
on (release) { var mySharedObject = SharedObject.getLocal("settings"); mySharedObject.data.musicOn = _global.musicOn; mySharedObject.data.soundOn = _global.soundOn; mySharedObject.data.graphics = _global.graphics; mySharedObject.flush(); this._parent.play(); }
Symbol 1482 Button
on (release) { _quality = "MEDIUM"; gotoAndStop (2); }
Symbol 1484 Button
on (release) { _quality = "LOW"; gotoAndStop (3); }
Symbol 1486 Button
on (release) { _quality = "HIGH"; gotoAndStop (1); }
Symbol 1487 MovieClip Frame 1
stop();
Symbol 1487 MovieClip Frame 2
stop();
Symbol 1487 MovieClip Frame 3
stop();
Symbol 1490 Button
on (release) { _global.soundOn = false; gotoAndStop (2); }
Symbol 1493 Button
on (release) { _global.soundOn = true; gotoAndStop (1); }
Symbol 1494 MovieClip Frame 1
stop();
Symbol 1494 MovieClip Frame 2
stop();
Symbol 1497 Button
on (release) { _global.musicOn = false; _global.myMusicPlayer.Stop(); gotoAndStop (2); }
Symbol 1500 Button
on (release) { _global.musicOn = true; _global.myMusicPlayer.SetTrack(_global.ResumeSong); if (_global.ResumeSong == "recharge") { _global.myMusicPlayer.SetMaxVolume(18); } else { _global.myMusicPlayer.SetMaxVolume(100); } _global.myMusicPlayer.Play(); gotoAndStop (1); }
Symbol 1501 MovieClip Frame 1
stop();
Symbol 1501 MovieClip Frame 2
stop();
Symbol 1505 Button
on (release) { getURL ("http://www.armorgames.com"); }
Symbol 1508 Button
on (release) { _root.game.CloseGame(); }
Symbol 1511 Button
on (release) { this._parent._parent.play(); _root.game.ResetGame(); }
Symbol 1516 MovieClip Frame 1
stop();
Symbol 1516 MovieClip Frame 2
stop();
Symbol 1519 Button
on (release) { this._parent._parent.play(); _root.game.ResetCampaign(); }
Symbol 1523 MovieClip Frame 1
stop();
Symbol 1523 MovieClip Frame 2
stop();
Symbol 1529 Button
on (release) { _root.game.ConfirmDeleteGun(); this._parent.play(); }
Symbol 1533 Button
on (release) { _root.game.CancelDeleteGun(); this._parent.play(); }
Symbol 1536 Button
on (release) { this._parent.play(); }
Symbol 1582 MovieClip Frame 1
function SetupScreen() { if (_global.musicOn == true) { this.inside.music_mc.gotoAndStop(1); } else { this.inside.music_mc.gotoAndStop(2); } if (_global.soundOn == true) { this.inside.sound_mc.gotoAndStop(1); } else { this.inside.sound_mc.gotoAndStop(2); } if (_quality == "HIGH") { this.inside.graphics_mc.gotoAndStop(1); } else if (_quality == "MEDIUM") { this.inside.graphics_mc.gotoAndStop(2); } else if (_quality == "LOW") { this.inside.graphics_mc.gotoAndStop(3); } if (_root.game.blnBreakMode == true) { this.inside.restart_mc.gotoAndStop(2); this.inside.restartCampaign_mc.gotoAndStop(2); } else { this.inside.restart_mc.gotoAndStop(1); this.inside.restartCampaign_mc.gotoAndStop(1); } } SetupScreen();
Symbol 1582 MovieClip Frame 15
stop();
Symbol 1582 MovieClip Frame 30
_root.game.CloseMenu();
Symbol 1582 MovieClip Frame 46
stop();
Symbol 1582 MovieClip Frame 61
this._visible = false; stop();
Symbol 1582 MovieClip Frame 77
stop();
Symbol 1582 MovieClip Frame 92
_root.game.CloseTurretInfo(); this._visible = false; stop();
Symbol 1592 Button
on (release) { this._parent._parent.nextFrame(); }
Symbol 1597 Button
on (release) { _root.game.EndTutorialAndStart(); }
Symbol 1613 MovieClip Frame 30
stop();
Symbol 1613 MovieClip Frame 60
stop();
Symbol 1613 MovieClip Frame 90
stop();
Symbol 1613 MovieClip Frame 120
stop();
Symbol 1613 MovieClip Frame 121
stop();
Symbol 1613 MovieClip Frame 151
stop();
Symbol 1613 MovieClip Frame 181
stop();
Symbol 1613 MovieClip Frame 211
stop();
Symbol 1615 Button
on (release) { nextFrame(); }
Symbol 1619 Button
on (release) { _root.game.EndTutorial(); }
Symbol 1653 Button
on (release) { _root.game.EndTutorial(); }
Symbol 1655 MovieClip Frame 2
stop(); if ((((((_global.currentCampaign == "peaks_bt") || (_global.currentCampaign == "plains_bt")) || (_global.currentCampaign == "south_bt")) || (_global.currentCampaign == "sky_bt")) || (_global.currentCampaign == "city_bt")) || (_global.currentCampaign == "pass_bt")) { this.inside.gotoAndPlay(_global.currentCampaign); } else if (_root.game.IsAChallengeMission(_global.currentCampaign) == true) { this.inside.gotoAndPlay("challenge"); this.inside.title_txt.text = _root.game.GetChallengeTitle(); this.inside.description_txt.text = _root.game.GetChallengeDescription(); }
Symbol 1655 MovieClip Frame 3
stop(); _root.game.SlideScreenDown();
Symbol 1655 MovieClip Frame 4
stop();
Symbol 1655 MovieClip Frame 5
stop();
Symbol 1655 MovieClip Frame 6
stop();
Symbol 1655 MovieClip Frame 7
stop();
Symbol 1655 MovieClip Frame 8
stop();
Symbol 1655 MovieClip Frame 9
stop(); _root.game.SlideScreenUp();
Symbol 1655 MovieClip Frame 10
stop();
Symbol 1655 MovieClip Frame 11
stop();
Symbol 1655 MovieClip Frame 12
stop();
Symbol 1655 MovieClip Frame 13
stop(); _root.game.SlideScreenDown();
Symbol 1655 MovieClip Frame 14
stop();
Symbol 1655 MovieClip Frame 15
stop();
Symbol 1655 MovieClip Frame 16
stop();
Symbol 1655 MovieClip Frame 17
stop();
Symbol 1670 Button
on (release) { _global.SoundManager.PlaySound(_global.buttonClickSound); this._parent.play(); }
Symbol 1675 Button
on (release) { getURL ("http://www.armorgames.com", "_blank"); }
Symbol 1684 Button
on (release) { getURL ("http://www.herointeractive.com/stormwinds1-5.html", "_blank"); }
Symbol 1691 Button
on (release) { _root.game.CloseGame(); }
Symbol 1727 Button
on (release) { getURL (_root.game.GetChallengeURL(), "_blank"); }
Symbol 1746 MovieClip Frame 1
stop();
Symbol 1746 MovieClip Frame 221
_root.game.ReportOutputFinished("win"); gotoAndStop ("hide"); stop();
Symbol 1746 MovieClip Frame 301
stop();
Symbol 1746 MovieClip Frame 352
_root.game.ReportOutputFinished("dead"); gotoAndStop ("hide"); stop();
Symbol 1746 MovieClip Frame 425
stop();
Symbol 1746 MovieClip Frame 498
stop();
Symbol 1746 MovieClip Frame 571
stop();
Symbol 1746 MovieClip Frame 644
stop();
Symbol 1746 MovieClip Frame 647
_root.game.UpdateChallengeStats(true);
Symbol 1746 MovieClip Frame 717
stop();
Symbol 1746 MovieClip Frame 720
_root.game.UpdateChallengeStats(false);
Symbol 1746 MovieClip Frame 790
stop();

Library Items

Symbol 1 Sound [machinegun]Used by:Timeline
Symbol 2 GraphicUsed by:5
Symbol 3 GraphicUsed by:5
Symbol 4 GraphicUsed by:5
Symbol 5 MovieClipUses:2 3 4Used by:14
Symbol 6 GraphicUsed by:7
Symbol 7 MovieClipUses:6Used by:14
Symbol 8 GraphicUsed by:11
Symbol 9 GraphicUsed by:10
Symbol 10 MovieClipUses:9Used by:11 76 87 98 101 223 229 250 254 290 291 369 522 536 542 549 567 578 585 619 637 658 661 679 693 699 715 720 727
Symbol 11 MovieClipUses:8 10Used by:14 426 442 469 514 522
Symbol 12 GraphicUsed by:13
Symbol 13 MovieClipUses:12Used by:14 87 99 105 158 161 179 224 232 254 264 272 284 291 296 300 304 308 312 316 320 324 328 332 336 340 344 348 352 426 429 434 439 442 449 469 504 507 514 522 529 534  Timeline
Symbol 14 MovieClip [Enemy_18]Uses:5 7 11 13
Symbol 15 GraphicUsed by:28 43
Symbol 16 GraphicUsed by:28
Symbol 17 GraphicUsed by:28 43
Symbol 18 GraphicUsed by:28 43
Symbol 19 GraphicUsed by:27
Symbol 20 GraphicUsed by:27
Symbol 21 GraphicUsed by:27
Symbol 22 GraphicUsed by:27
Symbol 23 GraphicUsed by:27
Symbol 24 GraphicUsed by:27
Symbol 25 GraphicUsed by:27
Symbol 26 GraphicUsed by:27
Symbol 27 MovieClipUses:19 20 21 22 23 24 25 26Used by:28
Symbol 28 MovieClip [damageExplosionBig]Uses:15 16 17 18 27
Symbol 29 GraphicUsed by:42
Symbol 30 GraphicUsed by:42
Symbol 31 GraphicUsed by:42
Symbol 32 GraphicUsed by:42
Symbol 33 GraphicUsed by:42
Symbol 34 GraphicUsed by:42
Symbol 35 GraphicUsed by:42
Symbol 36 GraphicUsed by:42
Symbol 37 GraphicUsed by:42
Symbol 38 GraphicUsed by:42
Symbol 39 GraphicUsed by:42
Symbol 40 GraphicUsed by:42
Symbol 41 GraphicUsed by:42
Symbol 42 MovieClipUses:29 30 31 32 33 34 35 36 37 38 39 40 41Used by:43
Symbol 43 MovieClip [damageExplosionSmall]Uses:15 17 18 42
Symbol 44 GraphicUsed by:50
Symbol 45 GraphicUsed by:50
Symbol 46 GraphicUsed by:50
Symbol 47 GraphicUsed by:50
Symbol 48 GraphicUsed by:50
Symbol 49 GraphicUsed by:50
Symbol 50 MovieClip [BulletFlameShard]Uses:44 45 46 47 48 49
Symbol 51 GraphicUsed by:57
Symbol 52 GraphicUsed by:57
Symbol 53 GraphicUsed by:57
Symbol 54 GraphicUsed by:57
Symbol 55 GraphicUsed by:57
Symbol 56 GraphicUsed by:57
Symbol 57 MovieClip [fireBullet]Uses:51 52 53 54 55 56
Symbol 58 GraphicUsed by:87
Symbol 59 GraphicUsed by:62
Symbol 60 GraphicUsed by:62
Symbol 61 GraphicUsed by:62
Symbol 62 MovieClipUses:59 60 61Used by:87 606
Symbol 63 GraphicUsed by:64
Symbol 64 MovieClipUses:63Used by:87
Symbol 65 GraphicUsed by:67 88 217
Symbol 66 GraphicUsed by:67 88 217
Symbol 67 MovieClipUses:65 66Used by:87 157 232 254 272 284 291 426 469 504 507 514 529
Symbol 68 GraphicUsed by:87
Symbol 69 GraphicUsed by:70
Symbol 70 MovieClipUses:69Used by:87 160 525
Symbol 71 GraphicUsed by:72
Symbol 72 MovieClipUses:71Used by:87
Symbol 73 GraphicUsed by:74
Symbol 74 MovieClipUses:73Used by:76 250
Symbol 75 GraphicUsed by:76
Symbol 76 MovieClipUses:74 75 10Used by:87 161 529
Symbol 77 GraphicUsed by:87
Symbol 78 GraphicUsed by:84 576
Symbol 79 GraphicUsed by:84
Symbol 80 GraphicUsed by:84
Symbol 81 GraphicUsed by:84
Symbol 82 GraphicUsed by:84
Symbol 83 GraphicUsed by:84
Symbol 84 MovieClipUses:78 79 80 81 82 83Used by:87 232 254 291 426 439 469 504 514 522 529 534 737
Symbol 85 GraphicUsed by:86
Symbol 86 MovieClipUses:85Used by:87
Symbol 87 MovieClip [Enemy_10]Uses:58 62 64 67 68 70 72 76 10 13 77 84 86
Symbol 88 MovieClipUses:65 66Used by:92 104 178 258 394 434 439 522 534
Symbol 89 GraphicUsed by:90
Symbol 90 MovieClipUses:89Used by:92
Symbol 91 GraphicUsed by:92 104
Symbol 92 MovieClipUses:88 90 91Used by:99
Symbol 93 GraphicUsed by:98
Symbol 94 GraphicUsed by:98
Symbol 95 GraphicUsed by:98
Symbol 96 GraphicUsed by:98
Symbol 97 GraphicUsed by:98
Symbol 98 MovieClipUses:93 10 94 95 96 97Used by:99 158 179 232 254 264 272 284 291 412 419 514 534 719 1655
Symbol 99 MovieClip [Enemy_5]Uses:92 98 13
Symbol 100 GraphicUsed by:101
Symbol 101 MovieClip [droneDestroyed]Uses:100 10
Symbol 102 GraphicUsed by:104
Symbol 103 GraphicUsed by:104
Symbol 104 MovieClipUses:88 102 91 103Used by:105
Symbol 105 MovieClip [Enemy_2]Uses:104 13
Symbol 106 GraphicUsed by:118
Symbol 107 GraphicUsed by:118
Symbol 108 GraphicUsed by:118
Symbol 109 GraphicUsed by:118
Symbol 110 GraphicUsed by:118
Symbol 111 GraphicUsed by:118
Symbol 112 GraphicUsed by:118
Symbol 113 GraphicUsed by:118
Symbol 114 GraphicUsed by:118
Symbol 115 GraphicUsed by:118
Symbol 116 GraphicUsed by:118
Symbol 117 GraphicUsed by:118
Symbol 118 MovieClip [explosion_1]Uses:106 107 108 109 110 111 112 113 114 115 116 117
Symbol 119 GraphicUsed by:120 121
Symbol 120 MovieClip [bullet2]Uses:119
Symbol 121 MovieClip [bullet1]Uses:119
Symbol 122 GraphicUsed by:123
Symbol 123 MovieClip [piece1]Uses:122
Symbol 124 GraphicUsed by:140
Symbol 125 GraphicUsed by:140
Symbol 126 GraphicUsed by:140
Symbol 127 GraphicUsed by:140
Symbol 128 GraphicUsed by:140
Symbol 129 GraphicUsed by:140
Symbol 130 GraphicUsed by:140
Symbol 131 GraphicUsed by:140
Symbol 132 GraphicUsed by:140
Symbol 133 GraphicUsed by:140
Symbol 134 GraphicUsed by:140
Symbol 135 GraphicUsed by:140
Symbol 136 GraphicUsed by:140
Symbol 137 GraphicUsed by:140
Symbol 138 GraphicUsed by:140
Symbol 139 GraphicUsed by:140
Symbol 140 MovieClipUses:124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139Used by:141
Symbol 141 MovieClip [explosion_2]Uses:140
Symbol 142 FontUsed by:143
Symbol 143 EditableTextUses:142Used by:144
Symbol 144 MovieClipUses:143Used by:145
Symbol 145 MovieClip [levelUp]Uses:144
Symbol 146 FontUsed by:147
Symbol 147 EditableTextUses:146Used by:148
Symbol 148 MovieClipUses:147Used by:149
Symbol 149 MovieClip [award2]Uses:148
Symbol 150 FontUsed by:151 152
Symbol 151 EditableTextUses:150Used by:153
Symbol 152 EditableTextUses:150Used by:153
Symbol 153 MovieClipUses:151 152Used by:154
Symbol 154 MovieClip [award]Uses:153
Symbol 155 GraphicUsed by:156
Symbol 156 MovieClipUses:155Used by:157
Symbol 157 MovieClipUses:67 156Used by:158
Symbol 158 MovieClip [Enemy_3]Uses:157 98 13
Symbol 159 GraphicUsed by:160
Symbol 160 MovieClipUses:159 70Used by:161
Symbol 161 MovieClip [Enemy_4]Uses:160 76 13
Symbol 162 GraphicUsed by:163
Symbol 163 MovieClip [bulletMachine]Uses:162
Symbol 164 GraphicUsed by:165
Symbol 165 MovieClip [machineGunHit]Uses:164
Symbol 166 GraphicUsed by:167
Symbol 167 MovieClip [selectGun]Uses:166
Symbol 168 GraphicUsed by:170
Symbol 169 GraphicUsed by:170
Symbol 170 MovieClipUses:168 169Used by:171
Symbol 171 MovieClipUses:170Used by:173
Symbol 172 GraphicUsed by:173
Symbol 173 MovieClip [starBurst]Uses:171 172
Symbol 174 GraphicUsed by:178
Symbol 175 GraphicUsed by:176
Symbol 176 MovieClipUses:175Used by:178
Symbol 177 GraphicUsed by:178
Symbol 178 MovieClipUses:174 176 88 177Used by:179 1655
Symbol 179 MovieClip [Enemy_6]Uses:178 98 13
Symbol 180 GraphicUsed by:185
Symbol 181 GraphicUsed by:185
Symbol 182 GraphicUsed by:185
Symbol 183 GraphicUsed by:185
Symbol 184 GraphicUsed by:185
Symbol 185 MovieClip [gunsmoke]Uses:180 181 182 183 184
Symbol 186 GraphicUsed by:195
Symbol 187 GraphicUsed by:188
Symbol 188 MovieClipUses:187Used by:195
Symbol 189 GraphicUsed by:195
Symbol 190 GraphicUsed by:191
Symbol 191 MovieClipUses:190Used by:195
Symbol 192 GraphicUsed by:195
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Symbol 1656 GraphicUsed by:1657
Symbol 1657 MovieClipUses:1656Used by:1659
Symbol 1658 GraphicUsed by:1659
Symbol 1659 MovieClipUses:1657 1658Used by:Timeline
Symbol 1660 GraphicUsed by:1662
Symbol 1661 GraphicUsed by:1662
Symbol 1662 MovieClipUses:1660 820 821 1661Used by:1746
Symbol 1663 GraphicUsed by:1676
Symbol 1664 GraphicUsed by:1676
Symbol 1665 EditableTextUses:803Used by:1670
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Symbol 1676 MovieClipUses:1663 820 821 1664 1670 1675Used by:1746
Symbol 1677 GraphicUsed by:1693 1698
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Symbol 1680 GraphicUsed by:1684
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Symbol 1684 ButtonUses:1680 1681 1682 1683Used by:1693 1704
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Symbol 1688 GraphicUsed by:1691 1727
Symbol 1689 EditableTextUses:803Used by:1691
Symbol 1690 GraphicUsed by:1691 1727
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Symbol 1692 EditableTextUses:803Used by:1693
Symbol 1693 MovieClipUses:1271 1248 1677 1678 1679 1684 1685 1686 1687 1691 1692Used by:1746
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Symbol 1727 ButtonUses:1688 1726 1690Used by:1728 1745
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Symbol 1745 MovieClipUses:1271 1248 1729 1730 1731 1691 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1727Used by:1746
Symbol 1746 MovieClipUses:1662 1676 1693 1698 1704 1709 1728 1745Used by:Timeline
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Symbol 1830 EditableTextUses:803Used by:Timeline
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Symbol 1837 EditableTextUses:803Used by:Timeline
Symbol 1838 EditableTextUses:803Used by:Timeline
Symbol 1839 EditableTextUses:803Used by:Timeline
Symbol 1840 EditableTextUses:1111Used by:Timeline
Symbol 1841 EditableTextUses:1111Used by:Timeline
Symbol 1842 EditableTextUses:1111Used by:Timeline
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Symbol 1844 EditableTextUses:803Used by:Timeline
Symbol 1845 EditableTextUses:803Used by:Timeline
Symbol 1846 EditableTextUses:803Used by:Timeline
Symbol 1847 EditableTextUses:803Used by:Timeline
Symbol 1848 Sound [bossIntro]Used by:Timeline
Symbol 1849 Sound [bossMain]Used by:Timeline
Symbol 1850 Sound [main]Used by:Timeline
Symbol 1851 Sound [nocando]Used by:Timeline
Symbol 1852 Sound [buttonClick]Used by:Timeline
Symbol 1853 Sound [BigUnitDie]Used by:Timeline
Symbol 1854 Sound [FlameTurretFire]Used by:Timeline
Symbol 1855 Sound [HeavyCannonFire]Used by:Timeline
Symbol 1856 Sound [LargeGunFire]Used by:Timeline
Symbol 1857 Sound [LightningGun]Used by:Timeline
Symbol 1858 Sound [MediumExplosion]Used by:Timeline
Symbol 1859 Sound [MediumUnitDie]Used by:Timeline
Symbol 1860 Sound [ShellHit]Used by:Timeline
Symbol 1861 Sound [SmallUnitDie]Used by:Timeline
Symbol 1862 Sound [SniperCannonFire]Used by:Timeline
Symbol 1863 Sound [SmallExplosion]Used by:Timeline
Symbol 1864 Sound [recharge]Used by:Timeline
Symbol 1865 Sound [title]Used by:Timeline
Symbol 1866 GraphicUsed by:Timeline
Streaming Sound 1Used by:Symbol 815 MovieClip

Instance Names

"doorGear2"Frame 1Symbol 759 MovieClip
"doorGear"Frame 1Symbol 765 MovieClip
"pre"Frame 1Symbol 797 MovieClip
"soundOneClip"Frame 1Symbol 805 MovieClip
"soundTwoClip"Frame 1Symbol 805 MovieClip
"soundThreeClip"Frame 1Symbol 805 MovieClip
"soundFourClip"Frame 1Symbol 805 MovieClip
"soundFiveClip"Frame 1Symbol 805 MovieClip
"soundSixClip"Frame 1Symbol 805 MovieClip
"dynamicMusicClip"Frame 1Symbol 805 MovieClip
"cover"Frame 1Symbol 807 MovieClip
"background_mc"Frame 10Symbol 1004 MovieClip
"doors"Frame 10Symbol 757 MovieClip
"campaign"Frame 10Symbol 1160 MovieClip
"doors2"Frame 10Symbol 1196 MovieClip
"title"Frame 10Symbol 1220 MovieClip
"mainMenu"Frame 10Symbol 1245 MovieClip
"infoPage"Frame 10Symbol 1367 MovieClip
"version_txt"Frame 10Symbol 1368 EditableText
"bg_mc"Frame 20Symbol 1370 MovieClip
"outline3"Frame 20Symbol 1389 MovieClip
"outline1"Frame 20Symbol 1389 MovieClip
"slot2hotkey_txt"Frame 20Symbol 1390 EditableText
"slot3hotkey_txt"Frame 20Symbol 1391 EditableText
"slot1hotkey_txt"Frame 20Symbol 1392 EditableText
"outline4"Frame 20Symbol 1389 MovieClip
"slot4hotkey_txt"Frame 20Symbol 1393 EditableText
"outline2"Frame 20Symbol 1389 MovieClip
"avatar_gun2_mc"Frame 20Symbol 738 MovieClip [turret]
"avatar_gun3_mc"Frame 20Symbol 738 MovieClip [turret]
"avatar_gun1_mc"Frame 20Symbol 738 MovieClip [turret]
"avatar_gun4_mc"Frame 20Symbol 738 MovieClip [turret]
"icoOut"Frame 20Symbol 1432 MovieClip
"power1"Frame 20Symbol 1435 MovieClip
"power2"Frame 20Symbol 1435 MovieClip
"power3"Frame 20Symbol 1435 MovieClip
"descriptionAnim_mc"Frame 20Symbol 1444 MovieClip
"health2"Frame 20Symbol 1448 MovieClip
"load2"Frame 20Symbol 1452 MovieClip
"health1"Frame 20Symbol 1448 MovieClip
"load1"Frame 20Symbol 1452 MovieClip
"health3"Frame 20Symbol 1448 MovieClip
"load3"Frame 20Symbol 1452 MovieClip
"power4"Frame 20Symbol 1435 MovieClip
"health4"Frame 20Symbol 1448 MovieClip
"load4"Frame 20Symbol 1452 MovieClip
"screenEffects_mc"Frame 20Symbol 1472 MovieClip
"flash_mc"Frame 20Symbol 1475 MovieClip
"select1"Frame 20Symbol 13 MovieClip
"select2"Frame 20Symbol 13 MovieClip
"select3"Frame 20Symbol 13 MovieClip
"newGun_mc"Frame 20Symbol 13 MovieClip
"repair"Frame 20Symbol 13 MovieClip
"sell"Frame 20Symbol 13 MovieClip
"store0"Frame 20Symbol 13 MovieClip
"store1"Frame 20Symbol 13 MovieClip
"store2"Frame 20Symbol 13 MovieClip
"store3"Frame 20Symbol 13 MovieClip
"select4"Frame 20Symbol 13 MovieClip
"menu_mc"Frame 20Symbol 1582 MovieClip
"lines"Frame 20Symbol 1585 MovieClip
"tutorial"Frame 20Symbol 1655 MovieClip
"waveMeter_mc"Frame 20Symbol 1659 MovieClip
"gameActions_mc"Frame 20Symbol 801 MovieClip
"output_mc"Frame 20Symbol 1746 MovieClip
"doors"Frame 20Symbol 757 MovieClip
"bg_mc"Frame 21Symbol 861 MovieClip
"outline2"Frame 21Symbol 1389 MovieClip
"slot2hotkey_txt"Frame 21Symbol 1747 EditableText
"slot3hotkey_txt"Frame 21Symbol 1748 EditableText
"slot1hotkey_txt"Frame 21Symbol 1749 EditableText
"slot4hotkey_txt"Frame 21Symbol 1750 EditableText
"bg_mc"Frame 22Symbol 896 MovieClip
"slot2hotkey_txt"Frame 22Symbol 1751 EditableText
"slot3hotkey_txt"Frame 22Symbol 1752 EditableText
"slot1hotkey_txt"Frame 22Symbol 1753 EditableText
"slot4hotkey_txt"Frame 22Symbol 1754 EditableText
"bg_mc"Frame 23Symbol 880 MovieClip
"outline4"Frame 23Symbol 1389 MovieClip
"slot3hotkey_txt"Frame 23Symbol 1755 EditableText
"slot4hotkey_txt"Frame 23Symbol 1756 EditableText
"slot2hotkey_txt"Frame 23Symbol 1757 EditableText
"slot1hotkey_txt"Frame 23Symbol 1758 EditableText
"outline5"Frame 23Symbol 1389 MovieClip
"slot5hotkey_txt"Frame 23Symbol 1759 EditableText
"avatar_gun3_mc"Frame 23Symbol 738 MovieClip [turret]
"avatar_gun4_mc"Frame 23Symbol 738 MovieClip [turret]
"avatar_gun5_mc"Frame 23Symbol 738 MovieClip [turret]
"power2"Frame 23Symbol 1435 MovieClip
"power3"Frame 23Symbol 1435 MovieClip
"power4"Frame 23Symbol 1435 MovieClip
"descriptionAnim_mc"Frame 23Symbol 1444 MovieClip
"health3"Frame 23Symbol 1448 MovieClip
"load3"Frame 23Symbol 1452 MovieClip
"health2"Frame 23Symbol 1448 MovieClip
"health4"Frame 23Symbol 1448 MovieClip
"load4"Frame 23Symbol 1452 MovieClip
"health1"Frame 23Symbol 1448 MovieClip
"load1"Frame 23Symbol 1452 MovieClip
"power5"Frame 23Symbol 1435 MovieClip
"health5"Frame 23Symbol 1448 MovieClip
"load5"Frame 23Symbol 1452 MovieClip
"select2"Frame 23Symbol 13 MovieClip
"select3"Frame 23Symbol 13 MovieClip
"select4"Frame 23Symbol 13 MovieClip
"newGun_mc"Frame 23Symbol 13 MovieClip
"repair"Frame 23Symbol 13 MovieClip
"sell"Frame 23Symbol 13 MovieClip
"store0"Frame 23Symbol 13 MovieClip
"store1"Frame 23Symbol 13 MovieClip
"store2"Frame 23Symbol 13 MovieClip
"store3"Frame 23Symbol 13 MovieClip
"select5"Frame 23Symbol 13 MovieClip
"bg_mc"Frame 24Symbol 905 MovieClip
"slot3hotkey_txt"Frame 24Symbol 1760 EditableText
"slot4hotkey_txt"Frame 24Symbol 1761 EditableText
"slot2hotkey_txt"Frame 24Symbol 1762 EditableText
"slot1hotkey_txt"Frame 24Symbol 1763 EditableText
"slot5hotkey_txt"Frame 24Symbol 1764 EditableText
"bg_mc"Frame 25Symbol 947 MovieClip
"outline3"Frame 25Symbol 1389 MovieClip
"outline2"Frame 25Symbol 1389 MovieClip
"slot3hotkey_txt"Frame 25Symbol 1765 EditableText
"slot2hotkey_txt"Frame 25Symbol 1766 EditableText
"slot1hotkey_txt"Frame 25Symbol 1767 EditableText
"outline1"Frame 25Symbol 1389 MovieClip
"slot4hotkey_txt"Frame 25Symbol 1768 EditableText
"avatar_gun2_mc"Frame 25Symbol 738 MovieClip [turret]
"avatar_gun1_mc"Frame 25Symbol 738 MovieClip [turret]
"descriptionAnim_mc"Frame 25Symbol 1444 MovieClip
"health3"Frame 25Symbol 1448 MovieClip
"load3"Frame 25Symbol 1452 MovieClip
"health2"Frame 25Symbol 1448 MovieClip
"power1"Frame 25Symbol 1435 MovieClip
"health1"Frame 25Symbol 1448 MovieClip
"load1"Frame 25Symbol 1452 MovieClip
"load2"Frame 25Symbol 1452 MovieClip
"newGun_mc"Frame 25Symbol 13 MovieClip
"repair"Frame 25Symbol 13 MovieClip
"sell"Frame 25Symbol 13 MovieClip
"store0"Frame 25Symbol 13 MovieClip
"store1"Frame 25Symbol 13 MovieClip
"store2"Frame 25Symbol 13 MovieClip
"store3"Frame 25Symbol 13 MovieClip
"select1"Frame 25Symbol 13 MovieClip
"bg_mc"Frame 26Symbol 962 MovieClip
"slot3hotkey_txt"Frame 26Symbol 1769 EditableText
"slot2hotkey_txt"Frame 26Symbol 1770 EditableText
"slot1hotkey_txt"Frame 26Symbol 1771 EditableText
"slot4hotkey_txt"Frame 26Symbol 1772 EditableText
"slot5hotkey_txt"Frame 26Symbol 1773 EditableText
"outline5"Frame 26Symbol 1389 MovieClip
"avatar_gun5_mc"Frame 26Symbol 738 MovieClip [turret]
"power5"Frame 26Symbol 1435 MovieClip
"health5"Frame 26Symbol 1448 MovieClip
"load5"Frame 26Symbol 1452 MovieClip
"select5"Frame 26Symbol 13 MovieClip
"bg_mc"Frame 27Symbol 1003 MovieClip
"slot3hotkey_txt"Frame 27Symbol 1774 EditableText
"slot2hotkey_txt"Frame 27Symbol 1775 EditableText
"slot1hotkey_txt"Frame 27Symbol 1776 EditableText
"slot4hotkey_txt"Frame 27Symbol 1777 EditableText
"slot5hotkey_txt"Frame 27Symbol 1778 EditableText
"bg_mc"Frame 28Symbol 966 MovieClip
"slot1hotkey_txt"Frame 28Symbol 1779 EditableText
"power1"Frame 28Symbol 1435 MovieClip
"select1"Frame 28Symbol 13 MovieClip
"timer_txt"Frame 28Symbol 1780 EditableText
"score_txt"Frame 28Symbol 1782 EditableText
"bg_mc"Frame 29Symbol 880 MovieClip
"outline4"Frame 29Symbol 1389 MovieClip
"outline3"Frame 29Symbol 1389 MovieClip
"outline2"Frame 29Symbol 1389 MovieClip
"slot3hotkey_txt"Frame 29Symbol 1784 EditableText
"slot4hotkey_txt"Frame 29Symbol 1785 EditableText
"slot2hotkey_txt"Frame 29Symbol 1786 EditableText
"slot1hotkey_txt"Frame 29Symbol 1787 EditableText
"outline5"Frame 29Symbol 1389 MovieClip
"slot5hotkey_txt"Frame 29Symbol 1788 EditableText
"avatar_gun3_mc"Frame 29Symbol 738 MovieClip [turret]
"avatar_gun4_mc"Frame 29Symbol 738 MovieClip [turret]
"avatar_gun2_mc"Frame 29Symbol 738 MovieClip [turret]
"avatar_gun5_mc"Frame 29Symbol 738 MovieClip [turret]
"power2"Frame 29Symbol 1435 MovieClip
"power3"Frame 29Symbol 1435 MovieClip
"power4"Frame 29Symbol 1435 MovieClip
"descriptionAnim_mc"Frame 29Symbol 1444 MovieClip
"health3"Frame 29Symbol 1448 MovieClip
"load3"Frame 29Symbol 1452 MovieClip
"health2"Frame 29Symbol 1448 MovieClip
"health4"Frame 29Symbol 1448 MovieClip
"load4"Frame 29Symbol 1452 MovieClip
"power5"Frame 29Symbol 1435 MovieClip
"health5"Frame 29Symbol 1448 MovieClip
"load5"Frame 29Symbol 1452 MovieClip
"load2"Frame 29Symbol 1452 MovieClip
"select2"Frame 29Symbol 13 MovieClip
"select3"Frame 29Symbol 13 MovieClip
"select4"Frame 29Symbol 13 MovieClip
"newGun_mc"Frame 29Symbol 13 MovieClip
"repair"Frame 29Symbol 13 MovieClip
"sell"Frame 29Symbol 13 MovieClip
"store0"Frame 29Symbol 13 MovieClip
"store1"Frame 29Symbol 13 MovieClip
"store2"Frame 29Symbol 13 MovieClip
"store3"Frame 29Symbol 13 MovieClip
"select5"Frame 29Symbol 13 MovieClip
"timer_txt"Frame 29Symbol 1789 EditableText
"score_txt"Frame 29Symbol 1791 EditableText
"bg_mc"Frame 30Symbol 905 MovieClip
"slot3hotkey_txt"Frame 30Symbol 1793 EditableText
"slot4hotkey_txt"Frame 30Symbol 1794 EditableText
"slot2hotkey_txt"Frame 30Symbol 1795 EditableText
"slot1hotkey_txt"Frame 30Symbol 1796 EditableText
"slot5hotkey_txt"Frame 30Symbol 1797 EditableText
"timer_txt"Frame 30Symbol 1798 EditableText
"score_txt"Frame 30Symbol 1800 EditableText
"bg_mc"Frame 31Symbol 966 MovieClip
"slot1hotkey_txt"Frame 31Symbol 1802 EditableText
"power1"Frame 31Symbol 1435 MovieClip
"select1"Frame 31Symbol 13 MovieClip
"timer_txt"Frame 31Symbol 1803 EditableText
"score_txt"Frame 31Symbol 1805 EditableText
"bg_mc"Frame 32Symbol 861 MovieClip
"outline3"Frame 32Symbol 1389 MovieClip
"outline2"Frame 32Symbol 1389 MovieClip
"slot2hotkey_txt"Frame 32Symbol 1807 EditableText
"slot3hotkey_txt"Frame 32Symbol 1808 EditableText
"slot1hotkey_txt"Frame 32Symbol 1809 EditableText
"slot4hotkey_txt"Frame 32Symbol 1810 EditableText
"outline4"Frame 32Symbol 1389 MovieClip
"avatar_gun2_mc"Frame 32Symbol 738 MovieClip [turret]
"avatar_gun3_mc"Frame 32Symbol 738 MovieClip [turret]
"avatar_gun4_mc"Frame 32Symbol 738 MovieClip [turret]
"power2"Frame 32Symbol 1435 MovieClip
"power3"Frame 32Symbol 1435 MovieClip
"health2"Frame 32Symbol 1448 MovieClip
"load2"Frame 32Symbol 1452 MovieClip
"health3"Frame 32Symbol 1448 MovieClip
"load3"Frame 32Symbol 1452 MovieClip
"power4"Frame 32Symbol 1435 MovieClip
"health4"Frame 32Symbol 1448 MovieClip
"load4"Frame 32Symbol 1452 MovieClip
"select2"Frame 32Symbol 13 MovieClip
"select3"Frame 32Symbol 13 MovieClip
"select4"Frame 32Symbol 13 MovieClip
"timer_txt"Frame 32Symbol 1811 EditableText
"score_txt"Frame 32Symbol 1813 EditableText
"bg_mc"Frame 33Symbol 1370 MovieClip
"outline1"Frame 33Symbol 1389 MovieClip
"slot2hotkey_txt"Frame 33Symbol 1815 EditableText
"slot3hotkey_txt"Frame 33Symbol 1816 EditableText
"slot1hotkey_txt"Frame 33Symbol 1817 EditableText
"outline4"Frame 33Symbol 1389 MovieClip
"slot4hotkey_txt"Frame 33Symbol 1818 EditableText
"timer_txt"Frame 33Symbol 1819 EditableText
"score_txt"Frame 33Symbol 1821 EditableText
"bg_mc"Frame 34Symbol 880 MovieClip
"outline4"Frame 34Symbol 1389 MovieClip
"outline2"Frame 34Symbol 1389 MovieClip
"slot3hotkey_txt"Frame 34Symbol 1823 EditableText
"slot4hotkey_txt"Frame 34Symbol 1824 EditableText
"slot2hotkey_txt"Frame 34Symbol 1825 EditableText
"slot1hotkey_txt"Frame 34Symbol 1826 EditableText
"outline5"Frame 34Symbol 1389 MovieClip
"slot5hotkey_txt"Frame 34Symbol 1827 EditableText
"avatar_gun3_mc"Frame 34Symbol 738 MovieClip [turret]
"avatar_gun4_mc"Frame 34Symbol 738 MovieClip [turret]
"avatar_gun5_mc"Frame 34Symbol 738 MovieClip [turret]
"power2"Frame 34Symbol 1435 MovieClip
"power3"Frame 34Symbol 1435 MovieClip
"power4"Frame 34Symbol 1435 MovieClip
"descriptionAnim_mc"Frame 34Symbol 1444 MovieClip
"health3"Frame 34Symbol 1448 MovieClip
"load3"Frame 34Symbol 1452 MovieClip
"health2"Frame 34Symbol 1448 MovieClip
"health4"Frame 34Symbol 1448 MovieClip
"load4"Frame 34Symbol 1452 MovieClip
"health1"Frame 34Symbol 1448 MovieClip
"load1"Frame 34Symbol 1452 MovieClip
"power5"Frame 34Symbol 1435 MovieClip
"health5"Frame 34Symbol 1448 MovieClip
"load5"Frame 34Symbol 1452 MovieClip
"select2"Frame 34Symbol 13 MovieClip
"select3"Frame 34Symbol 13 MovieClip
"select4"Frame 34Symbol 13 MovieClip
"newGun_mc"Frame 34Symbol 13 MovieClip
"repair"Frame 34Symbol 13 MovieClip
"sell"Frame 34Symbol 13 MovieClip
"store0"Frame 34Symbol 13 MovieClip
"store1"Frame 34Symbol 13 MovieClip
"store2"Frame 34Symbol 13 MovieClip
"store3"Frame 34Symbol 13 MovieClip
"select5"Frame 34Symbol 13 MovieClip
"timer_txt"Frame 34Symbol 1828 EditableText
"score_txt"Frame 34Symbol 1830 EditableText
"bg_mc"Frame 35Symbol 1370 MovieClip
"outline3"Frame 35Symbol 1389 MovieClip
"outline1"Frame 35Symbol 1389 MovieClip
"slot2hotkey_txt"Frame 35Symbol 1832 EditableText
"slot3hotkey_txt"Frame 35Symbol 1833 EditableText
"slot1hotkey_txt"Frame 35Symbol 1834 EditableText
"slot4hotkey_txt"Frame 35Symbol 1835 EditableText
"avatar_gun2_mc"Frame 35Symbol 738 MovieClip [turret]
"avatar_gun1_mc"Frame 35Symbol 738 MovieClip [turret]
"power1"Frame 35Symbol 1435 MovieClip
"descriptionAnim_mc"Frame 35Symbol 1444 MovieClip
"health2"Frame 35Symbol 1448 MovieClip
"load2"Frame 35Symbol 1452 MovieClip
"health1"Frame 35Symbol 1448 MovieClip
"load1"Frame 35Symbol 1452 MovieClip
"health3"Frame 35Symbol 1448 MovieClip
"load3"Frame 35Symbol 1452 MovieClip
"select1"Frame 35Symbol 13 MovieClip
"newGun_mc"Frame 35Symbol 13 MovieClip
"repair"Frame 35Symbol 13 MovieClip
"sell"Frame 35Symbol 13 MovieClip
"store0"Frame 35Symbol 13 MovieClip
"store1"Frame 35Symbol 13 MovieClip
"store2"Frame 35Symbol 13 MovieClip
"store3"Frame 35Symbol 13 MovieClip
"timer_txt"Frame 35Symbol 1836 EditableText
"score_txt"Frame 35Symbol 1838 EditableText
"slot2hotkey_txt"Frame 36Symbol 1840 EditableText
"slot3hotkey_txt"Frame 36Symbol 1841 EditableText
"slot1hotkey_txt"Frame 36Symbol 1842 EditableText
"slot4hotkey_txt"Frame 36Symbol 1843 EditableText
"timer_txt"Frame 36Symbol 1844 EditableText
"score_txt"Frame 36Symbol 1846 EditableText
"emitter"Symbol 11 MovieClip Frame 1Symbol 10 MovieClip
"treads"Symbol 14 MovieClip [Enemy_18] Frame 1Symbol 5 MovieClip
"hull"Symbol 14 MovieClip [Enemy_18] Frame 1Symbol 7 MovieClip
"gun_1"Symbol 14 MovieClip [Enemy_18] Frame 1Symbol 11 MovieClip
"zone1"Symbol 14 MovieClip [Enemy_18] Frame 1Symbol 13 MovieClip
"inside"Symbol 43 MovieClip [damageExplosionSmall] Frame 18Symbol 42 MovieClip
"emitter"Symbol 76 MovieClip Frame 1Symbol 10 MovieClip
"hull"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 64 MovieClip
"gun1"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 70 MovieClip
"gun2"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 70 MovieClip
"gun3"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 70 MovieClip
"gun_2"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 76 MovieClip
"gun_3"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 76 MovieClip
"gun_1"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 76 MovieClip
"stopPoint"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 10 MovieClip
"zone1"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 13 MovieClip
"zone2"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 13 MovieClip
"zone3"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 13 MovieClip
"zone4"Symbol 87 MovieClip [Enemy_10] Frame 1Symbol 13 MovieClip
"emitter"Symbol 98 MovieClip Frame 1Symbol 10 MovieClip
"hull"Symbol 99 MovieClip [Enemy_5] Frame 1Symbol 92 MovieClip
"gun_1"Symbol 99 MovieClip [Enemy_5] Frame 1Symbol 98 MovieClip
"zone1"Symbol 99 MovieClip [Enemy_5] Frame 1Symbol 13 MovieClip
"emitter"Symbol 101 MovieClip [droneDestroyed] Frame 1Symbol 10 MovieClip
"hull"Symbol 105 MovieClip [Enemy_2] Frame 1Symbol 104 MovieClip
"zone1"Symbol 105 MovieClip [Enemy_2] Frame 1Symbol 13 MovieClip
"level_txt"Symbol 144 MovieClip Frame 1Symbol 143 EditableText
"textClip_mc"Symbol 145 MovieClip [levelUp] Frame 1Symbol 144 MovieClip
"damage_txt"Symbol 148 MovieClip Frame 1Symbol 147 EditableText
"textClip_mc"Symbol 149 MovieClip [award2] Frame 1Symbol 148 MovieClip
"gold_txt"Symbol 153 MovieClip Frame 1Symbol 151 EditableText
"exp_txt"Symbol 153 MovieClip Frame 1Symbol 152 EditableText
"textClip_mc"Symbol 154 MovieClip [award] Frame 1Symbol 153 MovieClip
"hull"Symbol 158 MovieClip [Enemy_3] Frame 1Symbol 157 MovieClip
"gun_1"Symbol 158 MovieClip [Enemy_3] Frame 1Symbol 98 MovieClip
"zone1"Symbol 158 MovieClip [Enemy_3] Frame 1Symbol 13 MovieClip
"hull"Symbol 161 MovieClip [Enemy_4] Frame 1Symbol 160 MovieClip
"gun_1"Symbol 161 MovieClip [Enemy_4] Frame 1Symbol 76 MovieClip
"zone1"Symbol 161 MovieClip [Enemy_4] Frame 1Symbol 13 MovieClip
"zone2"Symbol 161 MovieClip [Enemy_4] Frame 1Symbol 13 MovieClip
"hull"Symbol 179 MovieClip [Enemy_6] Frame 1Symbol 178 MovieClip
"gun_1"Symbol 179 MovieClip [Enemy_6] Frame 1Symbol 98 MovieClip
"gun_2"Symbol 179 MovieClip [Enemy_6] Frame 1Symbol 98 MovieClip
"zone1"Symbol 179 MovieClip [Enemy_6] Frame 1Symbol 13 MovieClip
"zone2"Symbol 179 MovieClip [Enemy_6] Frame 1Symbol 13 MovieClip
"zone3"Symbol 179 MovieClip [Enemy_6] Frame 1Symbol 13 MovieClip
"inside"Symbol 196 MovieClip [lightning] Frame 1Symbol 195 MovieClip
"emitter"Symbol 223 MovieClip Frame 1Symbol 10 MovieClip
"hull"Symbol 224 MovieClip [Enemy_7] Frame 1Symbol 218 MovieClip
"gun_1"Symbol 224 MovieClip [Enemy_7] Frame 1Symbol 223 MovieClip
"zone1"Symbol 224 MovieClip [Enemy_7] Frame 1Symbol 13 MovieClip
"emitter"Symbol 229 MovieClip Frame 1Symbol 10 MovieClip
"hull"Symbol 232 MovieClip [Enemy_8] Frame 1Symbol 226 MovieClip
"gun_2"Symbol 232 MovieClip [Enemy_8] Frame 1Symbol 229 MovieClip
"gun_1"Symbol 232 MovieClip [Enemy_8] Frame 1Symbol 98 MovieClip
"gun_3"Symbol 232 MovieClip [Enemy_8] Frame 1Symbol 229 MovieClip
"zone2"Symbol 232 MovieClip [Enemy_8] Frame 1Symbol 13 MovieClip
"zone1"Symbol 232 MovieClip [Enemy_8] Frame 1Symbol 13 MovieClip
"emitter"Symbol 250 MovieClip Frame 1Symbol 10 MovieClip
"hull"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 248 MovieClip
"gun_1"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 98 MovieClip
"gun_2"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 250 MovieClip
"gun_3"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 250 MovieClip
"gun_6"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 250 MovieClip
"gun_7"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 250 MovieClip
"gun_4"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 250 MovieClip
"gun_5"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 250 MovieClip
"stopPoint"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 10 MovieClip
"zone3"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 13 MovieClip
"zone1"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 13 MovieClip
"zone2"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 13 MovieClip
"zone6"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 13 MovieClip
"zone4"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 13 MovieClip
"zone5"Symbol 254 MovieClip [Enemy_20] Frame 1Symbol 13 MovieClip
"hull"Symbol 264 MovieClip [Enemy_9] Frame 1Symbol 258 MovieClip
"shield"Symbol 264 MovieClip [Enemy_9] Frame 1Symbol 263 MovieClip
"gun_1"Symbol 264 MovieClip [Enemy_9] Frame 1Symbol 98 MovieClip
"zone1"Symbol 264 MovieClip [Enemy_9] Frame 1Symbol 13 MovieClip
"hull"Symbol 272 MovieClip [Enemy_11] Frame 1Symbol 271 MovieClip
"gun_1"Symbol 272 MovieClip [Enemy_11] Frame 1Symbol 98 MovieClip
"zone1"Symbol 272 MovieClip [Enemy_11] Frame 1Symbol 13 MovieClip
"zone2"Symbol 272 MovieClip [Enemy_11] Frame 1Symbol 13 MovieClip
"zone3"Symbol 272 MovieClip [Enemy_11] Frame 1Symbol 13 MovieClip
"zone4"Symbol 272 MovieClip [Enemy_11] Frame 1Symbol 13 MovieClip
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"gun_1"Symbol 284 MovieClip [Enemy_12] Frame 1Symbol 98 MovieClip
"zone1"Symbol 284 MovieClip [Enemy_12] Frame 1Symbol 13 MovieClip
"zone4"Symbol 284 MovieClip [Enemy_12] Frame 1Symbol 13 MovieClip
"zone2"Symbol 284 MovieClip [Enemy_12] Frame 1Symbol 13 MovieClip
"zone3"Symbol 284 MovieClip [Enemy_12] Frame 1Symbol 13 MovieClip
"stopPoint"Symbol 290 MovieClip Frame 1Symbol 10 MovieClip
"hull"Symbol 291 MovieClip [Enemy_21] Frame 1Symbol 286 MovieClip
"stopPoint"Symbol 291 MovieClip [Enemy_21] Frame 1Symbol 10 MovieClip
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"gun_2"Symbol 291 MovieClip [Enemy_21] Frame 1Symbol 98 MovieClip
"zone1"Symbol 291 MovieClip [Enemy_21] Frame 1Symbol 13 MovieClip
"zone2"Symbol 291 MovieClip [Enemy_21] Frame 1Symbol 13 MovieClip
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"amount_txt"Symbol 300 MovieClip [upgradeDensity] Frame 1Symbol 297 EditableText
"amount_txt"Symbol 304 MovieClip [upgradeNumArtillery] Frame 1Symbol 301 EditableText
"amount_txt"Symbol 308 MovieClip [upgradeRange] Frame 1Symbol 305 EditableText
"amount_txt"Symbol 312 MovieClip [upgradeDuration] Frame 1Symbol 309 EditableText
"amount_txt"Symbol 316 MovieClip [upgradeReload] Frame 1Symbol 313 EditableText
"amount_txt"Symbol 320 MovieClip [upgradeFragment] Frame 1Symbol 317 EditableText
"amount_txt"Symbol 324 MovieClip [upgradeSecondary] Frame 1Symbol 321 EditableText
"amount_txt"Symbol 328 MovieClip [upgradeJump] Frame 1Symbol 325 EditableText
"amount_txt"Symbol 332 MovieClip [upgradeBuff] Frame 1Symbol 329 EditableText
"amount_txt"Symbol 336 MovieClip [upgradeMineNumber] Frame 1Symbol 333 EditableText
"amount_txt"Symbol 340 MovieClip [upgradeDecoyNumber] Frame 1Symbol 337 EditableText
"amount_txt"Symbol 344 MovieClip [upgradeDecoyHealth] Frame 1Symbol 341 EditableText
"amount_txt"Symbol 348 MovieClip [upgradeHealth] Frame 1Symbol 345 EditableText
"amount_txt"Symbol 352 MovieClip [upgradeDamage] Frame 1Symbol 349 EditableText
"emitter"Symbol 369 MovieClip [remoteMissile] Frame 1Symbol 10 MovieClip
"gun_1"Symbol 412 MovieClip Frame 21Symbol 98 MovieClip
"hull"Symbol 413 MovieClip [decoyWGun] Frame 1Symbol 412 MovieClip
"gun_1"Symbol 419 MovieClip [controlUnitOne] Frame 1Symbol 98 MovieClip
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"gun_1"Symbol 426 MovieClip [Enemy_13] Frame 1Symbol 11 MovieClip
"gun_2"Symbol 426 MovieClip [Enemy_13] Frame 1Symbol 11 MovieClip
"zone1"Symbol 426 MovieClip [Enemy_13] Frame 1Symbol 13 MovieClip
"zone2"Symbol 426 MovieClip [Enemy_13] Frame 1Symbol 13 MovieClip
"zone3"Symbol 426 MovieClip [Enemy_13] Frame 1Symbol 13 MovieClip
"hull"Symbol 429 MovieClip [MonsterBullet] Frame 1Symbol 428 MovieClip
"zone1"Symbol 429 MovieClip [MonsterBullet] Frame 1Symbol 13 MovieClip
"hull"Symbol 434 MovieClip [Enemy_15] Frame 1Symbol 433 MovieClip
"gun_1"Symbol 434 MovieClip [Enemy_15] Frame 1Symbol 223 MovieClip
"zone1"Symbol 434 MovieClip [Enemy_15] Frame 1Symbol 13 MovieClip
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"zone2"Symbol 439 MovieClip [Enemy_16] Frame 1Symbol 13 MovieClip
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"gun_1"Symbol 442 MovieClip [Enemy_17] Frame 1Symbol 11 MovieClip
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"zone3"Symbol 442 MovieClip [Enemy_17] Frame 1Symbol 13 MovieClip
"zone4"Symbol 442 MovieClip [Enemy_17] Frame 1Symbol 13 MovieClip
"zone2"Symbol 442 MovieClip [Enemy_17] Frame 1Symbol 13 MovieClip
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"hull"Symbol 469 MovieClip [Enemy_19] Frame 1Symbol 464 MovieClip
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"gun_1"Symbol 469 MovieClip [Enemy_19] Frame 1Symbol 11 MovieClip
"gun_3"Symbol 469 MovieClip [Enemy_19] Frame 1Symbol 11 MovieClip
"zone1"Symbol 469 MovieClip [Enemy_19] Frame 1Symbol 13 MovieClip
"zone2"Symbol 469 MovieClip [Enemy_19] Frame 1Symbol 13 MovieClip
"zone3"Symbol 469 MovieClip [Enemy_19] Frame 1Symbol 13 MovieClip
"zone4"Symbol 469 MovieClip [Enemy_19] Frame 1Symbol 13 MovieClip
"zone5"Symbol 469 MovieClip [Enemy_19] Frame 1Symbol 13 MovieClip
"hull"Symbol 504 MovieClip [Enemy_30] Frame 1Symbol 471 MovieClip
"energy_mc"Symbol 504 MovieClip [Enemy_30] Frame 1Symbol 500 MovieClip
"zone2"Symbol 504 MovieClip [Enemy_30] Frame 1Symbol 13 MovieClip
"zone1"Symbol 504 MovieClip [Enemy_30] Frame 1Symbol 13 MovieClip
"hull"Symbol 507 MovieClip [Enemy_31] Frame 1Symbol 506 MovieClip
"energy_mc"Symbol 507 MovieClip [Enemy_31] Frame 1Symbol 500 MovieClip
"zone1"Symbol 507 MovieClip [Enemy_31] Frame 1Symbol 13 MovieClip
"zone2"Symbol 507 MovieClip [Enemy_31] Frame 1Symbol 13 MovieClip
"hull"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 509 MovieClip
"gun_2"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 98 MovieClip
"gun_1"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 11 MovieClip
"energy_mc"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 500 MovieClip
"zone1"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 13 MovieClip
"zone2"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 13 MovieClip
"zone6"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 13 MovieClip
"zone3"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 13 MovieClip
"zone4"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 13 MovieClip
"zone5"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 13 MovieClip
"zone7"Symbol 514 MovieClip [Enemy_32] Frame 1Symbol 13 MovieClip
"hull"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 519 MovieClip
"spawn_1"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 10 MovieClip
"spawn_2"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 10 MovieClip
"spawn_3"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 10 MovieClip
"gun_3"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 11 MovieClip
"gun_1"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 11 MovieClip
"gun_2"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 11 MovieClip
"zone1"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 13 MovieClip
"zone2"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 13 MovieClip
"zone3"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 13 MovieClip
"zone4"Symbol 522 MovieClip [Enemy_33] Frame 1Symbol 13 MovieClip
"gun_3"Symbol 522 MovieClip [Enemy_33] Frame 2Symbol 11 MovieClip
"gun2"Symbol 525 MovieClip Frame 1Symbol 70 MovieClip
"gun2"Symbol 525 MovieClip Frame 1Symbol 70 MovieClip
"hull"Symbol 529 MovieClip [Enemy_34] Frame 1Symbol 525 MovieClip
"gun_1"Symbol 529 MovieClip [Enemy_34] Frame 1Symbol 76 MovieClip
"gun_2"Symbol 529 MovieClip [Enemy_34] Frame 1Symbol 76 MovieClip
"zone2"Symbol 529 MovieClip [Enemy_34] Frame 1Symbol 13 MovieClip
"zone1"Symbol 529 MovieClip [Enemy_34] Frame 1Symbol 13 MovieClip
"zone3"Symbol 529 MovieClip [Enemy_34] Frame 1Symbol 13 MovieClip
"zone4"Symbol 529 MovieClip [Enemy_34] Frame 1Symbol 13 MovieClip
"hull"Symbol 534 MovieClip [Enemy_22] Frame 1Symbol 531 MovieClip
"gun_1"Symbol 534 MovieClip [Enemy_22] Frame 1Symbol 98 MovieClip
"gun_2"Symbol 534 MovieClip [Enemy_22] Frame 1Symbol 98 MovieClip
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"zone2"Symbol 534 MovieClip [Enemy_22] Frame 1Symbol 13 MovieClip
"zone3"Symbol 534 MovieClip [Enemy_22] Frame 1Symbol 13 MovieClip
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"barrel"Symbol 539 MovieClip [Turret_1] Frame 1Symbol 536 MovieClip
"emitter"Symbol 542 MovieClip Frame 1Symbol 10 MovieClip
"barrel"Symbol 545 MovieClip [Turret_3] Frame 1Symbol 542 MovieClip
"emitter"Symbol 549 MovieClip Frame 1Symbol 10 MovieClip
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"emitter"Symbol 658 MovieClip Frame 1Symbol 10 MovieClip
"emitter"Symbol 661 MovieClip Frame 1Symbol 10 MovieClip
"emitter"Symbol 679 MovieClip Frame 1Symbol 10 MovieClip
"energy_mc"Symbol 682 MovieClip Frame 1Symbol 500 MovieClip
"emitter"Symbol 693 MovieClip Frame 1Symbol 10 MovieClip
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"gun"Symbol 738 MovieClip [turret] Frame 5Symbol 570 MovieClip
"gun"Symbol 738 MovieClip [turret] Frame 6Symbol 581 MovieClip
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"load_txt"Symbol 797 MovieClip Frame 65Symbol 795 EditableText
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"ocean_bt"Symbol 1160 MovieClip Frame 1Symbol 1020 Button
"plains_bt"Symbol 1160 MovieClip Frame 1Symbol 1024 Button
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"pass_bt"Symbol 1160 MovieClip Frame 1Symbol 1032 Button
"peaks_bt"Symbol 1160 MovieClip Frame 1Symbol 1036 Button
"challenge_bt"Symbol 1160 MovieClip Frame 1Symbol 1040 Button
"city_bt"Symbol 1160 MovieClip Frame 1Symbol 1044 Button
"desert_bt"Symbol 1160 MovieClip Frame 1Symbol 1048 Button
"message_mc"Symbol 1160 MovieClip Frame 1Symbol 1055 MovieClip
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Special Tags

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Labels

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"intro"Frame 2
"main"Frame 10
"pass_bt"Frame 20
"peaks_bt"Frame 21
"ocean_bt"Frame 22
"south_bt"Frame 23
"city_bt"Frame 24
"plains_bt"Frame 25
"sky_bt"Frame 26
"desert_bt"Frame 27
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"challenge2_bt"Frame 29
"challenge3_bt"Frame 30
"challenge4_bt"Frame 31
"challenge5_bt"Frame 32
"challenge6_bt"Frame 33
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"lose"Symbol 1746 MovieClip Frame 222
"EndGame"Symbol 1746 MovieClip Frame 353
"EndGameDeluxe"Symbol 1746 MovieClip Frame 426
"EndNonDeluxeCampaigns"Symbol 1746 MovieClip Frame 499
"EndAllCampaigns"Symbol 1746 MovieClip Frame 572
"EndChallenge"Symbol 1746 MovieClip Frame 645
"LoseChallenge"Symbol 1746 MovieClip Frame 718




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Created: 29/4 -2026 01:16:13 Last modified: 29/4 -2026 01:16:13 Server time: 29/04 -2026 11:52:01