--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/backstab.lua Mon Jul 16 20:38:31 2012 +0300
@@ -0,0 +1,1051 @@
+loadfile(GetDataPath() .. "Scripts/Locale.lua")()
+loadfile(GetDataPath() .. "Scripts/Animate.lua")()
+
+-----------------------------Constants---------------------------------
+choiceAccepted = 1
+choiceRefused = 2
+choiceAttacked = 3
+
+choiceEliminate = 1
+choiceSpare = 2
+
+leaksNum = 1
+denseNum = 2
+waterNum = 3
+buffaloNum = 4
+chiefNum = 5
+princessNum = 6
+wiseNum = 7
+
+spyKillStage = 1
+platformStage = 2
+wave3Stage = 3
+
+tmpVar = 0
+
+nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"),
+ loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Heaven"),
+ loc("Wise Oak"), loc("Eagle Eye"), loc("Flaming Worm")}
+
+nativeHats = {"Rambo", "RobinHood", "pirate_jack", "zoo_Bunny", "IndianChief",
+ "tiara", "AkuAku", "None", "None"}
+
+nativePos = {{887, 329}, {1050, 288}, {1731, 707},
+ {830, 342}, {1001, 290}, {773, 340},
+ {953, 305}, {347, 648}, {314, 647}}
+
+nativeDir = {"Right", "Left", "Left",
+ "Right", "Left", "Right",
+ "Left", "Right", "Right"}
+
+cannibalNames = {loc("Brain Teaser"), loc("Bone Jackson"), loc("Gimme Bones"),
+ loc("Hedgibal Letter"), loc("Bloodpie"), loc("Scalp Muncher"),
+ loc("Back Breaker"), loc("Dahmer"), loc("Meiwes"),
+ loc("Ear Sniffer"), loc("Regurgitator"), loc("Muriel")}
+
+cannibalPos = {{3607, 1472}, {3612, 1487}, {3646, 1502},
+ {3694, 1509}, {3746, 1525}, {3704, 1513},
+ {3607, 1472}, {3612, 1487}, {3646, 1502},
+ {3694, 1509}, {3746, 1525}, {3704, 1513}}
+
+cannibalDir = {"Left", "Left", "Left",
+ "Left", "Left", "Left",
+ "Left", "Left", "Left",
+ "Left", "Left", "Left"}
+
+cyborgPos = {1369, 574}
+cyborgPos2 = {1308, 148}
+
+deployedPos = {2522, 1365}
+-----------------------------Variables---------------------------------
+natives = {}
+nativeDead = {}
+nativeHidden = {}
+nativeRevived = {}
+nativesNum = 0
+
+cannibals = {}
+cannibalDead = {}
+cannibalHidden = {}
+
+speakerHog = nil
+spyHog = nil
+deployedHog = nil
+
+cyborgHidden = false
+
+m2Choice = 0
+m2DenseDead = 0
+m4DenseDead = 0
+m4BuffaloDead = 0
+m4WaterDead = 0
+m4ChiefDead = 0
+m4LeaksDead = 0
+
+needRevival = false
+gearr = nil
+startElimination = 0
+stage = 0
+choice = 0
+highJumped = false
+TurnsLeft = 0
+startNativesNum = 0
+
+startAnim = {}
+afterChoiceAnim = {}
+wave2Anim = {}
+wave2DeadAnim = {}
+wave3DeadAnim = {}
+
+-----------------------------Animations--------------------------------
+function Wave2Reaction()
+ local i = 1
+ local gearr = nil
+ while nativeDead[i] == true do
+ i = i + 1
+ end
+ gearr = natives[i]
+ if nativeDead[denseNum] ~= true and band(GetState(natives[denseNum]), gstDrowning) == 0 then
+ AnimInsertStepNext({func = AnimCustomFunction, args = {dense, EmitDenseClouds, {"Left"}}})
+ AnimInsertStepNext({func = AnimTurn, args = {dense, "Left"}})
+ end
+ if nativeDead[buffaloNum] ~= true and band(GetState(natives[buffaloNum]), gstDrowning) == 0 then
+ AnimInsertStepNext({func = AnimSay, args = {natives[buffaloNum], loc("Let them have a taste of my fury!"), SAY_SHOUT, 6000}})
+ end
+ AnimInsertStepNext({func = AnimSay, args = {gearr, loc("There's more of them? When did they become so hungry?"), SAY_SHOUT, 8000}})
+end
+
+function EmitDenseClouds(dir)
+ local dif
+ if dir == "Left" then
+ dif = 10
+ else
+ dif = -10
+ end
+ AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
+ AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
+ AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
+ AnimInsertStepNext({func = AnimWait, args = {natives[denseNum], 800}})
+ AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
+ AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
+ AnimInsertStepNext({func = AnimWait, args = {natives[denseNum], 800}})
+ AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
+end
+
+function SaySafe()
+ local i = 1
+ while gearr == nil do
+ if nativeDead[i] ~= true and nativeHidden[i] ~= true then
+ gearr = natives[i]
+ end
+ i = i + 1
+ end
+ AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "We are indeed.", SAY_SAY, 2500}})
+ AnimInsertStepNext({func = AnimSay, args = {gearr, "I think we are safe here.", SAY_SAY, 4000}})
+end
+
+function ReviveNatives()
+ for i = 1, 7 do
+ if nativeHidden[i] == true and nativeDead[i] ~= true then
+ RestoreHog(natives[i])
+ nativeHidden[i] = false
+ nativeRevived[i] = true
+ AnimInsertStepNext({func = AnimOutOfNowhere, args = {natives[i], unpack(nativePos[i])}})
+ end
+ end
+end
+
+function WonderAlive()
+ if nativeRevived[waterNum] == true then
+ AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "I'm...alive? How? Why?", SAY_THINK, 3500}})
+ AnimInsertStepNext({func = AnimWait, args = {natives[waterNum], 800}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Left"}})
+ AnimInsertStepNext({func = AnimWait, args = {natives[waterNum], 800}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Right"}})
+ end
+ if nativeRevived[leaksNum] == true and nativeRevived[denseNum] == true then
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "But why would they help us?", SAY_SAY, 4000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "It must be the aliens!", SAY_SAY, 3500}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[princessNum], "You just appeared out of thin air!", SAY_SAY, 5000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "But...we died!", SAY_SAY, 2500}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "This must be the caves!", SAY_SAY, 3500}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "Dude, where are we?", SAY_SAY, 3000}})
+ AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Right"}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Left"}})
+ AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Left"}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Right"}})
+ AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Right"}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Left"}})
+ AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Left"}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Right"}})
+ AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], natives[princessNum]}}})
+ if nativeDead[chiefNum] ~= true then
+ AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}})
+ end
+ elseif nativeRevived[leaksNum] == true then
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Why would they do this?", SAY_SAY, 6000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "It must be the aliens' deed.", SAY_SAY, 5000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "Do not laugh, inexperienced one, for he speaks the truth!", SAY_SAY, 10000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Yeah, sure! I died. Hillarious!", SAY_SAY, 6000}})
+ AnimInsertStepNext({func = AnimSay, args = {gearr, "You're...alive!? But we saw you die!", SAY_SAY, 6000}})
+ AnimInsertStepNext({func = AnimSay, args = {gearr, "???", SAY_SAY, 2000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Wow, what a dream!", SAY_SAY, 3000}})
+ if nativeDead[chiefNum] ~= true then
+ AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}})
+ end
+ AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], natives[wiseNum]}}})
+ AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], gearr}}})
+ elseif nativeRevived[denseNum] == true then
+ AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "Dude, that's so cool!", SAY_SAY, 3000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "It must be the aliens' deed.", SAY_SAY, 5000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "But that's impossible!", SAY_SAY, 3000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "It was not a dream, unwise one!", SAY_SAY, 5000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "Exactly, man! That was my dream.", SAY_SAY, 5000}})
+ AnimInsertStepNext({func = AnimSay, args = {gearr, "You're...alive!? But we saw you die!", SAY_SAY, 6000}})
+ AnimInsertStepNext({func = AnimSay, args = {gearr, "???", SAY_SAY, 2000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "Dude, wow! I just had the weirdest high!", SAY_SAY, 6000}})
+ if nativeDead[chiefNum] ~= true then
+ AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}})
+ end
+ AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[denseNum], CondNeedToTurn, {natives[denseNum], natives[wiseNum]}}})
+ AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[denseNum], CondNeedToTurn, {natives[denseNum], gearr}}})
+ end
+end
+
+function ExplainAlive()
+ if needRevival == true and m4WaterDead == 1 then
+ RestoreCyborg()
+ SetGearPosition(cyborg, unpack(cyborgPos))
+ AnimInsertStepNext({func = AnimCustomFunction, args = {water, HideCyborg, {}}})
+ AnimInsertStepNext({func = AnimSwitchHog, args = {water}})
+ AnimInsertStepNext({func = AnimSay, args = {cyborg, "The answer is...entertaintment. You'll see what I mean.", SAY_SAY, 8000}})
+ AnimInsertStepNext({func = AnimSay, args = {cyborg, "You're probably wondering why I bought you back...", SAY_SAY, 8000}})
+ end
+end
+
+function SpyDebate()
+ if m2Choice == choiceAccepted then
+ spyHog = natives[denseNum]
+ AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "What shall we do with the traitor?", SAY_SAY, 6000}})
+ AnimInsertStepNext({func = SetHealth, swh = false, args = {natives[denseNum], 26}})
+ AnimInsertStepNext({func = AnimVisualGear, args = {GetGearPosition(natives[denseNum]), vgtExplosion, 0, true}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "Here, let me help you!", SAY_SAY, 3000}})
+ if nativeDead[chiefNum] == true then
+ AnimInsertStepNext({func = AnimSay, args = {natives[princessNum], "You killed my father, you monster!", SAY_SAY, 5000}})
+ end
+ AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "Look, I had no choice!", SAY_SAY, 3000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "You have been giving us out to the enemy, haven't you!", SAY_SAY, 7000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "You're a pathetic liar!", SAY_SAY, 3000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Interesting! Last time you said you killed a cannibal!", SAY_SAY, 7000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "I told you, I just found them.", SAY_SAY, 4500}})
+ AnimInsertStepNext({func = AnimCustomFunction, args = {natives[denseNum], EmitDenseClouds, {"Left"}}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Where did you get the weapons in the forest, Dense Cloud?", SAY_SAY, 8000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Not now, Fiery Water!", SAY_SAY, 3000}})
+ else
+ spyHog = natives[waterNum]
+ AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "What shall we do with the traitor?", SAY_SAY, 5000}})
+ AnimInsertStepNext({func = SetHealth, swh = false, args = {natives[waterNum], 26}})
+ AnimInsertStepNext({func = AnimVisualGear, args = {nativePos[denseNum][1] + 50, nativePos[denseNum][2], vgtExplosion, 0, true}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[princessNum], "I can't believe what I'm hearing!", SAY_SAY, 5500}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "You know what? I don't even regret anything!", SAY_SAY, 7000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[princessNum], "In fact, you are the only one that's been acting strangely.", SAY_SAY, 8000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "Are you accusing me of something?", SAY_SAY, 3500}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Seems like every time you take a \"walk\", the enemy find us!", SAY_SAY, 8000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "You know...taking a stroll.", SAY_SAY, 3500}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Where have you been?!", SAY_SAY, 3000}})
+ end
+ if nativeRevived[waterNum] == true then
+ AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "You won't believe what happened to me!", SAY_SAY, 5500}})
+ end
+ AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "Hey, guys!", SAY_SAY, 2000}})
+ AnimInsertStepNext({func = AnimMove, args = {natives[waterNum], "Left", nativePos[denseNum][1] + 50, nativePos[denseNum][2]}})
+ AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "back"}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Right"}})
+ AnimInsertStepNext({func = AnimMove, args = {natives[waterNum], "Left", 1228, 412}})
+ AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}})
+ AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}})
+ AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}})
+ AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Left"}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "There must be a spy among us!", SAY_SAY, 4000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[princessNum], "We made sure noone followed us!", SAY_SAY, 4000}})
+ AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "What? Here? How did they find us?!", SAY_SAY, 5000}})
+end
+
+function AnimationSetup()
+ table.insert(startAnim, {func = AnimWait, args = {natives[leaksNum], 3000}})
+ table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], SaySafe, {}}})
+ if needRevival == true then
+ table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, ReviveNatives, {}}})
+ table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], WonderAlive, {}}})
+ table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, ExplainAlive, {}}})
+ end
+ table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], RestoreWave, {1}}})
+ table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[1], unpack(cannibalPos[1])}})
+ table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[2], unpack(cannibalPos[2])}})
+ table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[3], unpack(cannibalPos[3])}})
+ table.insert(startAnim, {func = AnimWait, args = {natives[leaksNum], 1000}})
+ table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], SpyDebate, {}}})
+ AddSkipFunction(startAnim, SkipStartAnim, {})
+end
+
+function SetupWave2Anim()
+ for i = 7, 1, -1 do
+ if nativeDead[i] ~= true then
+ speakerHog = natives[i]
+ end
+ end
+ table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[4], unpack(cannibalPos[4])}})
+ table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[5], unpack(cannibalPos[5])}})
+ table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[6], unpack(cannibalPos[6])}})
+ table.insert(wave2Anim, {func = AnimSay, args = {speakerHog, "Look out! There's more of them!", SAY_SHOUT, 5000}})
+ AddSkipFunction(wave2Anim, SkipWave2Anim, {})
+end
+
+function SetupWave2DeadAnim()
+ for i = 7, 1, -1 do
+ if nativeDead[i] ~= true then
+ deployedHog = natives[i]
+ end
+ end
+ if nativeDead[wiseNum] ~= true and band(GetState(natives[wiseNum]), gstDrowning) == 0 then
+ if nativesNum > 1 then
+ table.insert(wave2DeadAnim, {func = AnimWait, args = {natives[wiseNum], 1500}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "What a strange feeling!", SAY_THINK, 3000}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "I need to warn the others.", SAY_THINK, 3000}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "If only I had a way...", SAY_THINK, 3000}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "Oh, silly me! I forgot that I'm the shaman.", SAY_THINK, 6000}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], TeleportNatives, {}}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], TurnNatives, {natives[wiseNum]}}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], CondNeedToTurn, {natives[wiseNum], deployedHog}}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "I sense another wave of cannibals heading our way!", SAY_SAY, 6500}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "We need to prevent their arrival!", SAY_SAY, 4500}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "Go, quick!", SAY_SAY, 2500}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], DeployHog, {}}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], RestoreCyborg, {}}})
+ table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, swh = false, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}})
+ table.insert(wave2DeadAnim, {func = AnimTurn, args = {cyborg, "Left"}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, IsolateNatives, {}}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, PutCGI, {}}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, "I want to see how it handles this!", SAY_SAY, 6000}})
+ table.insert(wave2DeadAnim, {func = AnimSwitchHog, args = {deployedHog}})
+ table.insert(wave2DeadAnim, {func = AnimDisappear, args = {cyborg, 0, 0}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, DeployHog, {}}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborg, {}}})
+ else
+ table.insert(wave2DeadAnim, {func = AnimWait, args = {natives[wiseNum], 1500}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "What a strange feeling!", SAY_THINK, 3000}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "I sense another wave of cannibals heading my way!", SAY_THINK, 6500}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "I need to prevent their arrival!", SAY_THINK, 4500}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "If only I had a way...", SAY_THINK, 3000}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "Oh, silly me! I forgot that I'm the shaman.", SAY_THINK, 6000}})
+ end
+ else
+ table.insert(wave2DeadAnim, {func = AnimWait, args = {cyborg, 1500}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, RestoreCyborg, {}}})
+ table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, TeleportNatives, {}}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, TurnNatives, {cyborg}}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, "Oh, my! This is even more entertaining than I've expected!", SAY_SAY, 7500}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, "You might want to find a way to instantly kill arriving cannibals!", SAY_SAY, 8000}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, "I believe there's more of them.", SAY_SAY, 4000}})
+ if nativesNum > 1 then
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], RestoreCyborg, {}}})
+ table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, swh = false, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}})
+ table.insert(wave2DeadAnim, {func = AnimTurn, args = {cyborg, "Left"}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, IsolateNatives, {}}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, PutCGI, {}}})
+ table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, "I want to see how it handles this!", SAY_SAY, 6000}})
+ end
+ table.insert(wave2DeadAnim, {func = AnimSwitchHog, args = {deployedHog}})
+ table.insert(wave2DeadAnim, {func = AnimDisappear, swh = false, args = {cyborg, 0, 0}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {deployedHog, DeployHog, {}}})
+ table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborg, {}}})
+ end
+ AddSkipFunction(wave2DeadAnim, SkipWave2DeadAnim, {})
+end
+
+function IsolateNatives()
+ PlaceGirder(710, 299, 6)
+ PlaceGirder(690, 299, 6)
+ PlaceGirder(761, 209, 4)
+ PlaceGirder(921, 209, 4)
+ PlaceGirder(1081, 209, 4)
+ PlaceGirder(761, 189, 4)
+ PlaceGirder(921, 189, 4)
+ PlaceGirder(1081, 189, 4)
+ PlaceGirder(761, 169, 4)
+ PlaceGirder(921, 169, 4)
+ PlaceGirder(1081, 169, 4)
+ PlaceGirder(761, 149, 4)
+ PlaceGirder(921, 149, 4)
+ PlaceGirder(1081, 149, 4)
+ PlaceGirder(761, 129, 4)
+ PlaceGirder(921, 129, 4)
+ PlaceGirder(1081, 129, 4)
+ PlaceGirder(1120, 261, 2)
+ PlaceGirder(1140, 261, 2)
+ PlaceGirder(1160, 261, 2)
+ AddAmmo(deployedHog, amDEagle, 0)
+ AddAmmo(deployedHog, amFirePunch, 0)
+end
+
+function PutCGI()
+ AddVisualGear(710, 299, vgtExplosion, 0, true)
+ AddVisualGear(690, 299, vgtExplosion, 0, true)
+ AddVisualGear(761, 209, vgtExplosion, 0, true)
+ AddVisualGear(921, 209, vgtExplosion, 0, true)
+ AddVisualGear(1081, 209, vgtExplosion, 0, true)
+ AddVisualGear(761, 189, vgtExplosion, 0, true)
+ AddVisualGear(921, 189, vgtExplosion, 0, true)
+ AddVisualGear(1081, 189, vgtExplosion, 0, true)
+ AddVisualGear(761, 169, vgtExplosion, 0, true)
+ AddVisualGear(921, 169, vgtExplosion, 0, true)
+ AddVisualGear(1081, 169, vgtExplosion, 0, true)
+ AddVisualGear(761, 149, vgtExplosion, 0, true)
+ AddVisualGear(921, 149, vgtExplosion, 0, true)
+ AddVisualGear(1081, 149, vgtExplosion, 0, true)
+ AddVisualGear(761, 129, vgtExplosion, 0, true)
+ AddVisualGear(921, 129, vgtExplosion, 0, true)
+ AddVisualGear(1081, 129, vgtExplosion, 0, true)
+ AddVisualGear(1120, 261, vgtExplosion, 0, true)
+ AddVisualGear(1140, 261, vgtExplosion, 0, true)
+ AddVisualGear(1160, 261, vgtExplosion, 0, true)
+end
+
+function TeleportNatives()
+ nativePos[waterNum] = {1100, 288}
+ for i = 1, 7 do
+ if nativeDead[i] ~= true then
+ AnimTeleportGear(natives[i], unpack(nativePos[i]))
+ end
+ end
+end
+
+function TurnNatives(hog)
+ for i = 1, 7 do
+ if nativeDead[i] == false then
+ if GetX(natives[i]) < GetX(hog) then
+ AnimTurn(natives[i], "Right")
+ else
+ AnimTurn(natives[i], "Left")
+ end
+ end
+ end
+end
+
+function DeployHog()
+ AnimSwitchHog(deployedHog)
+ AnimTeleportGear(deployedHog, unpack(deployedPos))
+ if deployedHog ~= natives[wiseNum] then
+ AnimSay(deployedHog, "Why me?!", SAY_THINK, 2000)
+ end
+end
+
+function SetupAfterChoiceAnim()
+ for i = 7, 1, -1 do
+ if nativeDead[i] ~= true then
+ if natives[i] ~= spyHog then
+ speakerHog = natives[i]
+ end
+ end
+ end
+ if choice == choiceEliminate then
+ table.insert(afterChoiceAnim, {func = AnimWait, args = {speakerHog, 1500}})
+ table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "He won't be selling us out anymore!", SAY_SAY, 6000}})
+ if nativeDead[princessNum] ~= true and m4ChiefDead == 1 then
+ table.insert(afterChoiceAnim, {func = AnimSay, args = {natives[princessNum], "That's for my father!", SAY_SAY, 3500}})
+ end
+ table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "Let's show those cannibals what we're made of!", SAY_SAY, 7000}})
+ else
+ table.insert(afterChoiceAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {speakerHog, spyHog}}})
+ table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "We'll spare your life for now!", SAY_SAY, 4500}})
+ table.insert(afterChoiceAnim, {func = AnimSay, args = {spyHog, "May the spirits aid you in all your quests!", SAY_SAY, 7000}})
+ table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "I just don't want to sink to your level.", SAY_SAY, 6000}})
+ table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "Let's show those cannibals what we're made of!", SAY_SAY, 7000}})
+ end
+ table.insert(afterChoiceAnim, {func = AnimSay, args = {natives[8], "Let us help, too!", SAY_SAY, 3000}})
+ table.insert(afterChoiceAnim, {func = AnimTurn, args = {speakerHog, "Left", SAY_SAY, 7000}})
+ table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "No. You and the rest of the tribe are safer there!", SAY_SAY, 7000}})
+ AddSkipFunction(afterChoiceAnim, SkipAfterChoiceAnim, {})
+end
+
+function SetupHogDeadAnim(gear)
+ hogDeadAnim = {}
+ if nativesNum == 0 then
+ return
+ end
+ local hogDeadStrings = {loc("They killed " .. gear .."! You bastards!"),
+ loc(gear .. "! Why?!"),
+ loc("That was just mean!"),
+ loc("Oh no, not " .. gear .. "!"),
+ loc("Why " .. gear .. "? Why?"),
+ loc("What has " .. gear .. " ever done to you?!")}
+ table.insert(hogDeadAnim, {func = AnimSay, args = {CurrentHedgehog, hogDeadStrings[7 - nativesNum], SAY_SHOUT, 4000}})
+end
+
+function AfterHogDeadAnim()
+ freshDead = nil
+ TurnTimeLeft = TurnTime
+end
+
+--------------------------Anim skip functions--------------------------
+
+function AfterAfterChoiceAnim()
+ stage = 0
+ AddEvent(CheckWaveDead, {1}, DoWaveDead, {1}, 0)
+ AddAmmo(speakerHog, amSwitch, 100)
+ SetGearMessage(speakerHog, 0)
+ SetState(speakerHog, 0)
+ TurnTimeLeft = -1
+ ShowMission("Backstab", "The food bites back", "Defeat the cannibals", 1, 4000)
+ SpawnCrates()
+end
+
+function SkipAfterChoiceAnim()
+ SetGearMessage(CurrentHedgehog, 0)
+ AnimSwitchHog(speakerHog)
+end
+
+function AfterWave2Anim()
+ AddEvent(CheckWaveDead, {2}, DoWaveDead, {2}, 0)
+ SetGearMessage(CurrentHedgehog, 0)
+ SetState(CurrentHedgehog, 0)
+ SpawnCrates()
+ TurnTimeLeft = TurnTime
+end
+
+function SkipWave2DeadAnim()
+ TeleportNatives()
+ DeployHog()
+ HideCyborg()
+end
+
+function SpawnPlatformCrates()
+ SpawnAmmoCrate(2494, 1262, amMine)
+ SpawnAmmoCrate(2574, 1279, amSMine)
+ SpawnAmmoCrate(2575, 1267, amMine)
+ SpawnAmmoCrate(2617, 1259, amSMine)
+ SpawnUtilityCrate(2579, 1254, amMine)
+ SpawnUtilityCrate(2478, 1243, amMine)
+end
+
+function AfterWave2DeadAnim()
+ TurnsLeft = 13
+ stage = platformStage
+ SpawnPlatformCrates()
+ AddEvent(CheckTurnsOver, {}, DoTurnsOver, {3}, 0)
+ AddEvent(CheckWaveDead, {3}, DoWaveDead, {3}, 0)
+ AddEvent(CheckDeployedDead, {}, DoDeployedDead, {}, 0)
+ TurnTimeLeft = 0
+ ShowMission("Backstab", "Drills", "You have 12 turns until the next wave arrives.|Make sure the arriving cannibals are greeted appropriately!|If the hog dies, the cause is lost.|Hint: you might want to use some mines...", 1, 12000)
+end
+
+function DoTurnsOver()
+ stage = wave3Stage
+ RestoreWave(3)
+end
+
+function SkipWave2Anim()
+ AnimSwitchHog(speakerHog)
+end
+
+function SkipStartAnim()
+ SetGearPosition(natives[waterNum], nativePos[denseNum][1] + 50, nativePos[denseNum][2])
+ RestoreWave(1)
+ ReviveNatives()
+ SetGearMessage(CurrentHedgehog, 0)
+ SetState(CurrentHedgehog, 0)
+ if m2Choice == choiceAccepted then
+ spyHog = natives[denseNum]
+ else
+ spyHog = natives[waterNum]
+ end
+ SetHealth(spyHog, 26)
+end
+
+function AfterStartAnim()
+ AnimSwitchHog(natives[leaksNum])
+ TurnTimeLeft = -1
+ stage = spyKillStage
+ AddEvent(CheckChoice, {}, DoChoice, {}, 0)
+ AddEvent(CheckKilledOther, {}, DoKilledOther, {}, 0)
+ AddEvent(CheckChoiceRefuse, {}, DoChoiceRefuse, {}, 0)
+ ShowMission("Backstab", "Judas", "Kill the traitor...or spare his life!|Kill him or press [Precise]!", 1, 8000)
+ ----------------------
+ SetHealth(natives[leaksNum], 1)
+end
+
+-----------------------------Events------------------------------------
+function CheckTurnsOver()
+ return TurnsLeft == 0
+end
+
+function CheckDeployedDead()
+ return deployedDead
+end
+
+function DoDeployedDead()
+ ShowMission("Backstab", "Brutus", "You have failed to save the tribe!", 0, 6000)
+ ParseCommand("teamgone " .. loc("Natives"))
+ ParseCommand("teamgone " .. loc("Tribe"))
+ TurnTimeLeft = 0
+end
+
+function CheckChoice()
+ return choice ~= 0 and tmpVar == 0
+end
+
+function CheckDeaths()
+ for i = 1, 7 do
+ if natives[i] ~= spyHog and band(GetState(natives[i]), gstAttacked) ~= 0 then
+ return true
+ end
+ end
+ return false
+end
+
+function DoChoice()
+ RemoveEventFunc(CheckChoiceRefuse)
+ SetupAfterChoiceAnim()
+ AddAnim(afterChoiceAnim)
+ AddFunction({func = AfterAfterChoiceAnim, args = {}})
+end
+
+function CheckChoiceRefuse()
+ return highJumped == true and StoppedGear(CurrentHedgehog)
+end
+
+function DoChoiceRefuse()
+ choice = choiceSpare
+end
+
+function CheckKilledOther()
+ if stage ~= spyKillStage then
+ return false
+ end
+ return (nativesNum < startNativesNum and choice ~= choiceEliminate) or
+ (nativesNum < startNativesNum - 1 and choice == choiceEliminate)
+end
+
+function DoKilledOther()
+ ShowMission("Backstab", "Brutus", "You have killed an innocent hedgehog!", 0, 6000)
+ ParseCommand("teamgone " .. loc("Natives"))
+ ParseCommand("teamgone " .. loc("Tribe"))
+ TurnTimeLeft = 0
+end
+
+function CheckWaveDead(index)
+ for i = (index - 1) * 3 + 1, index * 3 do
+ if cannibalDead[i] ~= true or CurrentHedgehog == cannibals[i] then
+ return false
+ end
+ end
+ return true
+end
+
+function DoWaveDead(index)
+ TurnTimeLeft = 0
+ if index == 1 then
+ RestoreWave(2)
+ SetupWave2Anim()
+ AddAnim(wave2Anim)
+ AddFunction({func = AfterWave2Anim, args = {}})
+ elseif index == 2 then
+ SetupWave2DeadAnim()
+ AddAnim(wave2DeadAnim)
+ AddFunction({func = AfterWave2DeadAnim, args = {}})
+ elseif index == 3 then
+ HideNatives()
+ SetupWave3DeadAnim()
+ AddAnim(wave3DeadAnim)
+ AddFunction({func = AfterWave3DeadAnim, args = {}})
+ end
+end
+
+function HideNatives()
+ for i = 1, 9 do
+ if nativeDead[i] ~= true and natives[i] ~= deployedHog then
+ if nativeHidden[i] ~= true then
+ HideHog(natives[i])
+ nativeHidden[i] = true
+ end
+ end
+ end
+end
+
+function SetupWave3DeadAnim()
+ table.insert(wave3DeadAnim, {func = AnimTurn, args = {deployedHog, "Left"}})
+ table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, "That ought to show them!", SAY_SAY, 4000}})
+ table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, "Guys, do you think there's more of them?", SAY_SHOUT, 7000}})
+ table.insert(wave3DeadAnim, {func = AnimVisualGear, args = {deployedHog, unpack(nativePos[wiseNum]), vgtEvilTrace, 0, true}})
+ table.insert(wave3DeadAnim, {func = AnimWait, args = {deployedHog, 1000}})
+ table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, "Where are they?!", SAY_THINK, 3000}})
+ table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, RestoreCyborg, {}}})
+ table.insert(wave3DeadAnim, {func = AnimOutOfNowhere, args = {cyborg, 4040, 782}})
+ table.insert(wave3DeadAnim, {func = AnimSay, args = {cyborg, "These primitive people are so funny!", SAY_THINK, 6500}})
+ table.insert(wave3DeadAnim, {func = AnimMove, args = {cyborg, "Right", 4060, 0}})
+ table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, HideCyborg, {}}})
+ table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, "I need to find the others!", SAY_THINK, 4500}})
+ table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, "I have to follow that alien.", SAY_THINK, 4500}})
+end
+
+function SkipWave3DeadAnim()
+ AnimSwitchHog(deployedHog)
+end
+
+function AfterWave3DeadAnim()
+ if nativeDead[leaksNum] == true then
+ SaveCampaignVar("M5LeaksDead", "1")
+ else
+ SaveCampaignVar("M5LeaksDead", "0")
+ end
+ if nativeDead[denseNum] == true then
+ SaveCampaignVar("M5DenseDead", "1")
+ else
+ SaveCampaignVar("M5DenseDead", "0")
+ end
+ if nativeDead[waterNum] == true then
+ SaveCampaignVar("M5WaterDead", "1")
+ else
+ SaveCampaignVar("M5WaterDead", "0")
+ end
+ if nativeDead[buffaloNum] == true then
+ SaveCampaignVar("M5BuffaloDead", "1")
+ else
+ SaveCampaignVar("M5BuffaloDead", "0")
+ end
+ if nativeDead[princessNum] == true then
+ SaveCampaignVar("M5PrincessDead", "1")
+ else
+ SaveCampaignVar("M5PrincessDead", "0")
+ end
+ if nativeDead[wiseNum] == true then
+ SaveCampaignVar("M5WiseDead", "1")
+ else
+ SaveCampaignVar("M5WiseDead", "0")
+ end
+ if nativeDead[chiefNum] == true then
+ SaveCampaignVar("M5ChiefDead", "1")
+ else
+ SaveCampaignVar("M5ChiefDead", "0")
+ end
+ SaveCampaignVar("M5Choice", "" .. choice)
+ SaveCampaignVar("Progress", "5")
+
+ for i = 1, 7 do
+ if natives[i] == deployedHog then
+ SaveCampaignVar("M5DeployedNum", "" .. i)
+ end
+ end
+
+ ParseCommand("teamgone " .. loc("Tribe"))
+ ParseCommand("teamgone " .. loc("Assault Team"))
+ ParseCommand("teamgone " .. loc("Reinforcements"))
+ ParseCommand("teamgone " .. loc("011101001"))
+ TurnTimeLeft = 0
+end
+
+-----------------------------Misc--------------------------------------
+
+function SpawnCrates()
+ SpawnAmmoCrate(0, 0, amDrill)
+ SpawnAmmoCrate(0, 0, amGrenade)
+ SpawnAmmoCrate(0, 0, amBazooka)
+ SpawnAmmoCrate(0, 0, amDynamite)
+ SpawnAmmoCrate(0, 0, amGrenade)
+ SpawnAmmoCrate(0, 0, amMine)
+ SpawnAmmoCrate(0, 0, amShotgun)
+ SpawnAmmoCrate(0, 0, amFlamethrower)
+ SpawnAmmoCrate(0, 0, amMolotov)
+ SpawnAmmoCrate(0, 0, amSMine)
+ SpawnAmmoCrate(0, 0, amMortar)
+ SpawnUtilityCrate(0, 0, amRope)
+ SpawnUtilityCrate(0, 0, amRope)
+ SpawnUtilityCrate(0, 0, amParachute)
+ SpawnUtilityCrate(0, 0, amParachute)
+ SetHealth(SpawnHealthCrate(0, 0), 25)
+ SetHealth(SpawnHealthCrate(0, 0), 25)
+ SetHealth(SpawnHealthCrate(0, 0), 25)
+ SetHealth(SpawnHealthCrate(0, 0), 25)
+ SetHealth(SpawnHealthCrate(0, 0), 25)
+ SetHealth(SpawnHealthCrate(0, 0), 25)
+end
+
+
+function RestoreWave(index)
+ for i = (index - 1) * 3 + 1, index * 3 do
+ if cannibalHidden[i] == true then
+ RestoreHog(cannibals[i])
+ FollowGear(cannibals[i])
+ cannibalHidden[i] = false
+ end
+ end
+end
+
+function GetVariables()
+ m2DenseDead = tonumber(GetCampaignVar("M2DenseDead"))
+ m2Choice = tonumber(GetCampaignVar("M2Choice"))
+ m4DenseDead = tonumber(GetCampaignVar("M4DenseDead"))
+ m4LeaksDead = tonumber(GetCampaignVar("M4LeaksDead"))
+ m4ChiefDead = tonumber(GetCampaignVar("M4ChiefDead"))
+ m4WaterDead = tonumber(GetCampaignVar("M4WaterDead"))
+ m4BuffaloDead = tonumber(GetCampaignVar("M4BuffaloDead"))
+end
+
+function HideCyborg()
+ if cyborgHidden == false then
+ HideHog(cyborg)
+ cyborgHidden = true
+ end
+end
+
+function RestoreCyborg()
+ if cyborgHidden == true then
+ RestoreHog(cyborg)
+ cyborgHidden = false
+ end
+end
+
+function SetupPlace()
+ startElimination = 1
+ HideHog(cyborg)
+ cyborgHidden = true
+ for i = 1, 9 do
+ HideHog(cannibals[i])
+ cannibalHidden[i] = true
+ end
+ if m4LeaksDead == 1 then
+ HideHog(natives[leaksNum])
+ nativeHidden[leaksNum] = true
+ needRevival = true
+ end
+ if m4DenseDead == 1 then
+ if m2Choice ~= choiceAccepted then
+ DeleteGear(natives[denseNum])
+ else
+ HideHog(natives[denseNum])
+ nativeHidden[denseNum] = true
+ needRevival = true
+ end
+ end
+ if m4WaterDead == 1 then
+ HideHog(natives[waterNum])
+ nativeHidden[waterNum] = true
+ needRevival = true
+ end
+ if m4ChiefDead == 1 then
+ DeleteGear(natives[chiefNum])
+ SetGearPosition(natives[princessNum], unpack(nativePos[buffaloNum]))
+ nativePos[princessNum] = nativePos[buffaloNum]
+ end
+ if m4BuffaloDead == 1 then
+ DeleteGear(natives[buffaloNum])
+ end
+ startElimination = 0
+ PlaceGirder(3568, 1461, 1)
+ PlaceGirder(440, 523, 5)
+ PlaceGirder(350, 441, 1)
+ PlaceGirder(405, 553, 5)
+ PlaceGirder(316, 468, 1)
+ PlaceGirder(1319, 168, 0)
+ startNativesNum = nativesNum
+end
+
+function SetupEvents()
+end
+
+function SetupAmmo()
+ AddAmmo(natives[princessNum], amSwitch, 0)
+end
+
+function AddHogs()
+ AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
+ for i = 1, 7 do
+ natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
+ end
+ nativesNum = 7
+
+ AddTeam(loc("Tribe"), 29438, "Bone", "Island", "HillBilly", "cm_birdy")
+ for i = 8, 9 do
+ natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
+ end
+
+
+ AddTeam(loc("Assault Team"), 14483456, "Skull", "Island", "Pirate", "cm_vampire")
+ for i = 1, 6 do
+ cannibals[i] = AddHog(cannibalNames[i], 1, 50, "vampirichog")
+ end
+
+ AddTeam(loc("Reinforcements"), 14483456, "Skull", "Island", "Pirate", "cm_vampire")
+ for i = 7, 9 do
+ cannibals[i] = AddHog(cannibalNames[i], 1, 50, "vampirichog")
+ end
+
+ AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star")
+ cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1")
+
+ for i = 1, 9 do
+ SetGearPosition(natives[i], unpack(nativePos[i]))
+ AnimTurn(natives[i], nativeDir[i])
+ end
+
+ SetGearPosition(cyborg, 0, 0)
+
+ for i = 1, 9 do
+ SetGearPosition(cannibals[i], unpack(cannibalPos[i]))
+ AnimTurn(cannibals[i], cannibalDir[i])
+ end
+end
+
+function CondNeedToTurn(hog1, hog2)
+ xl, xd = GetX(hog1), GetX(hog2)
+ if xl > xd then
+ AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}})
+ AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}})
+ elseif xl < xd then
+ AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}})
+ AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}})
+ end
+end
+
+-----------------------------Main Functions----------------------------
+
+function onGameInit()
+ Seed = 2
+ GameFlags = gfSolidLand
+ TurnTime = 60000
+ CaseFreq = 0
+ MinesNum = 6
+ MinesTime = 3000
+ Explosives = 6
+ Delay = 10
+ Map = "Cave"
+ Theme = "Nature"
+ SuddenDeathTurns = 3000
+
+ AddHogs()
+ AnimInit()
+end
+
+function onGameStart()
+ GetVariables()
+ SetupAmmo()
+ SetupPlace()
+ AnimationSetup()
+ SetupEvents()
+ AddAnim(startAnim)
+ AddFunction({func = AfterStartAnim, args = {}})
+end
+
+function onGameTick()
+ AnimUnWait()
+ if ShowAnimation() == false then
+ return
+ end
+ ExecuteAfterAnimations()
+ CheckEvents()
+end
+
+function onGearDelete(gear)
+ for i = 1, 7 do
+ if gear == natives[i] then
+ nativeDead[i] = true
+ nativesNum = nativesNum - 1
+ if startElimination == 0 then
+ freshDead = nativeNames[i]
+ end
+ end
+ end
+
+ for i = 1, 9 do
+ if gear == cannibals[i] then
+ cannibalDead[i] = true
+ end
+ end
+
+ if gear == spyHog and stage == spyKillStage then
+ freshDead = nil
+ choice = choiceEliminate
+ tmpVar = 1
+ end
+end
+
+function onGearAdd(gear)
+end
+
+function onAmmoStoreInit()
+ SetAmmo(amDEagle, 9, 0, 0, 0)
+ SetAmmo(amSniperRifle, 4, 0, 0, 0)
+ SetAmmo(amFirePunch, 9, 0, 0, 0)
+ SetAmmo(amWhip, 9, 0, 0, 0)
+ SetAmmo(amBaseballBat, 9, 0, 0, 0)
+ SetAmmo(amHammer, 9, 0, 0, 0)
+ SetAmmo(amLandGun, 9, 0, 0, 0)
+ SetAmmo(amSnowball, 8, 0, 0, 0)
+ SetAmmo(amGirder, 4, 0, 0, 2)
+ SetAmmo(amParachute, 4, 0, 0, 2)
+ SetAmmo(amSwitch, 8, 0, 0, 2)
+ SetAmmo(amSkip, 8, 0, 0, 0)
+ SetAmmo(amRope, 5, 0, 0, 3)
+ SetAmmo(amBlowTorch, 3, 0, 0, 3)
+ SetAmmo(amPickHammer, 0, 0, 0, 3)
+ SetAmmo(amLowGravity, 0, 0, 0, 2)
+ SetAmmo(amDynamite, 0, 0, 0, 3)
+ SetAmmo(amBazooka, 4, 0, 0, 4)
+ SetAmmo(amGrenade, 4, 0, 0, 4)
+ SetAmmo(amMine, 2, 0, 0, 2)
+ SetAmmo(amSMine, 2, 0, 0, 2)
+ SetAmmo(amMolotov, 2, 0, 0, 3)
+ SetAmmo(amFlamethrower, 2, 0, 0, 3)
+ SetAmmo(amShotgun, 4, 0, 0, 4)
+ SetAmmo(amTeleport, 0, 0, 0, 2)
+ SetAmmo(amDrill, 0, 0, 0, 4)
+ SetAmmo(amMortar, 0, 0, 0, 4)
+end
+
+j = 0
+
+function onNewTurn()
+ tmpVar = 0
+ if AnimInProgress() then
+ TurnTimeLeft = -1
+ return
+ end
+
+ if GetHogTeamName(CurrentHedgehog) == loc("Tribe") then
+ TurnTimeLeft = 0
+ return
+ end
+ TurnsLeft = TurnsLeft - 1
+
+ if stage == spyKillStage then
+ if CurrentHedgehog == spyHog or GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then
+ TurnTimeLeft = 0
+ else
+ SetGearMessage(CurrentHedgehog, 0)
+ TurnTimeLeft = -1
+ end
+ else
+ if freshDead ~= nil and GetHogTeamName(CurrentHedgehog) == loc("Natives") then
+ SetupHogDeadAnim(freshDead)
+ AddAnim(hogDeadAnim)
+ AddFunction({func = AfterHogDeadAnim, args = {}})
+ end
+ end
+end
+
+function onGearDamage(gear, damage)
+end
+
+function onPrecise()
+ if GameTime > 2500 then
+ SetAnimSkip(true)
+ end
+ if stage == spyKillStage then
+ highJumped = true
+ end
+end