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Here is the code:
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#define TA // This is a TA script
#include "sfxtype.h"
#include "exptype.h"
piece base, arm1, arm2, arm3, arm4, point1, point2, point3, point4;
static-var nano_changer, zap_changer, is_building;
SmokeUnit(healthpercent, sleeptime, smoketype)
{
while( get BUILD_PERCENT_LEFT )
{
sleep 400;
}
while( TRUE )
{
healthpercent = get HEALTH;
if( healthpercent < 66 )
{
smoketype = 256 | 2;
if( Rand( 1, 66 ) < healthpercent )
{
smoketype = 256 | 1;
}
emit-sfx smoketype from base;
}
sleeptime = healthpercent * 50;
if( sleeptime < 200 )
{
sleeptime = 200;
}
sleep sleeptime;
}
}
MotionControl(moving, aiming, justmoved)
{
}
Create()
{
nano_changer = 0;
zap_changer = 0;
is_building = 0;
start-script SmokeUnit();
}
SetMaxReloadTime()
{
}
StartMoving()
{
}
StopMoving()
{
}
WhenBuilding()
{
While(is_building == 1)
{
sleep 10;
}
}
SweetSpot(piecenum)
{
piecenum = base;
}
RestoreAfterDelay()
{
}
AimFromPrimary(piecenum)
{
piecenum = base;
}
QueryPrimary(piecenum)
{
start-script WhenBuilding();
if(zap_changer == 0)
{
piecenum = point1;
}
if(zap_changer == 1)
{
piecenum = point2;
}
if(zap_changer == 2)
{
piecenum = point3;
}
if(zap_changer == 3)
{
piecenum = point4;
}
zap_changer = zap_changer + 1;
if(zap_changer == 4)
{
zap_changer = 0;
}
}
AimPrimary(heading, pitch)
{
signal 4;
set-signal-mask 4;
turn base to y-axis heading speed <1.>;
turn base to x-axis pitch speed <1.>;
return (1);
}
FirePrimary()
{
}
QueryNanoPiece(piecenum)
{
if( nano_changer == 0 )
{
piecenum = point1;
}
if( nano_changer == 1 )
{
piecenum = point2;
}
if( nano_changer == 2 )
{
piecenum = point3;
}
if( nano_changer == 3 )
{
piecenum = point4;
}
nano_changer = nano_changer + 1;
if(nano_changer == 4)
{
nano_changer = 0;
}
}
StartBuilding(heading, pitch)
{
is_building = 1;
turn base to y-axis heading speed <200>;
turn base to X-axis pitch speed <200>;
wait-for-turn base around y-axis;
set INBUILDSTANCE to 1;
}
StopBuilding()
{
set INBUILDSTANCE to 0;
turn base to y-axis <0> speed <200>;
turn base to X-axis <0> speed <200>;
is_building = 0;
signal 8;
set-signal-mask 8;
}
Killed(severity, corpsetype)
{
if( severity <= 25 )
{
corpsetype = 1;
explode base type BITMAPONLY | BITMAP1;
explode arm1 type SHATTER;
explode arm3 type SHATTER;
explode arm4 type SHATTER;
explode arm2 type SHATTER;
return (0);
}
if( severity <= 50 )
{
corpsetype = 2;
explode base type BITMAPONLY | BITMAP1;
explode arm1 type SHATTER;
explode arm3 type SHATTER;
explode arm4 type SHATTER;
explode arm2 type SHATTER;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode base type BITMAPONLY | BITMAP1;
explode arm1 type SHATTER;
explode arm3 type SHATTER;
explode arm4 type SHATTER;
explode arm2 type SHATTER;
return (0);
}
corpsetype = 3;
explode base type BITMAPONLY | BITMAP1;
}