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???