the cutting room mirror

Texas Hunting

This is a sub-page of King of the Hill.

Unused Graphics#

Dummy Sprite.

Guide for the parallax layers.

Unused Code#

13_Animal Script#

on mUpdateObject me
  if pActive = TRUE then
    if pMoveTime + 4 < the timer and sprite(pAnimalSprite).member.type = #FLASH then  -- make it move 10 times per second
      set pMoveTime = the timer
      
      if pDead = TRUE then  -- if animal is dead then do that and nothing else
        mKillAnimal(me)
        
      else if pTurning > 0 then -- if turning then do that and nothing else
        mTurning(me)
        
      else    -- otherwise do idling or walking after checking to see if animal should idle or turn
        mCheckIdle(me)   -- all animals have idle cycle
        
        if pAbleTurn = TRUE then
          mCheckTurn(me)  -- not all animals can turn
        end if
        
        if pIdling = TRUE then
          mIdleAnimal(me)
          --          if getone(the pAnimalList of oAnimalManager, me) = 2 then
          --            playSound #BACK2, 0
          --          else
          --            playSound #EFFECT, 0
          --          end if
        else
          
          --          -- place in correct sound
          --          if busySound(#BACK2) = FALSE then
          --            if ((pAnimType = #MULE) or (pAnimType = #DOE) or (pAnimType = #BUCK) or (pAnimType = #BOAR)) and (pLayer <= 5) then
          --              case pDirection of
          --                7, 8: 
          --                  if getone(the pAnimalList of oAnimalManager, me) = 2 then
          --                    if busySound(#BACK2) = FALSE then 
          --                      playSound #BACK2, member 125 of castlib "Animals1"
          --                    end if
          --                  else
          --                    if busySound(#EFFECT) = FALSE then 
          --                      playSound #EFFECT, member 125 of castlib "Animals1"
          --                    end if
          --                  end if
          --                otherwise: 
          --                  if getone(the pAnimalList of oAnimalManager, me) = 2 then
          --                    if busySound(#BACK2) = FALSE then 
          --                      playSound #BACK2, member 126 of castlib "Animals1"
          --                    end if
          --                  else
          --                    if busySound(#EFFECT) = FALSE then 
          --                      playSound #EFFECT, member 126 of castlib "Animals1"
          --                    end if
          --                  end if
          --              end case
          --            end if
          --          end if
          
          mWalkAnimal(me)
        end if
        
      end if
      
    end if
    
  else
    if pTriggerTime < the timer then   -- set the animal free
      set pActive = TRUE
    else  -- make sure not on screen
      if (sprite(pAnimalSprite).right > 0 and sprite(pAnimalSprite).right < 640) then
        --        alert "argh 1"&&sprite(pAnimalSprite).right&&pAnimalSprite
        --        halt
        --        sprite(pAnimalSprite).locH = sprite(pAnimalSprite).locH - sprite(pAnimalSprite).right
        mChangeLoc(me, [- sprite(pAnimalSprite).right, 0])
      else if (sprite(pAnimalSprite).left > 0 and sprite(pAnimalSprite).left < 640) then
        --        alert "argh 2"&&sprite(pAnimalSprite).left&&pAnimalSprite
        --        halt
        --        sprite(pAnimalSprite).locH = sprite(pAnimalSprite).locH + (640 - sprite(pAnimalSprite).left)
        mChangeLoc(me, [(640 - sprite(pAnimalSprite).left), 0])
      end if
    end if
  end if
end

Besides some comments, there's some commented-out code for sound playback and debug code.

24_Special Animation Script#

-- Set the special animation using the debug keys
on mSetAnimation me, whichAnim
--  set pAnimStartTime = 0
--  case whichAnim of
--    "A":
--      set pAnimation = #MONA
--    "L":
--      set pAnimation = #STEAL
--    "K":
--      set pAnimation = #STALK
--    "E":
--      set pAnimation = #CRANE
--    otherwise:
--      set pAnimation = #MONA
--  end case
--  
--  set pAnimating = FALSE
--  set pDoneAnimating = FALSE
--  mInitAnim(me)
end

Commented-out code for testing special animations.

Unused Text#

ThuntPC.exe#

DOE loc: point(575, 247) 11 8 0.0876 1.1000 -13.7000 29 
BOAR loc: point(311, 264) 8 7 0.1540 1.1000 -16.8000 38 
Last Debug Entry:   
Special Animation: STALK 11227 11344 point(2109, 2035) 1 1

Found in the bottom-left corner on the frames for the blinds. Invisible, obviously.

127.4102 130.5786 127.4102

Found on the center of the screen. Also invisible.

Misc.cst#

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Yo good man???