share/hedgewars/Data/Missions/Training/SniperRifle.lua
author sheepluva
Sat, 03 Apr 2010 10:26:24 +0000
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child 3346 967fd96f7373
permissions -rw-r--r--
Palewolf: * SniperRifle.lua: convert spaces to tabs * Update spanish translation sheepluva: translations: * ran sed -i 's/ type="[^"]*"//' on .ts files as requested by Smaxx and Palewolf * ran lupdate and lrelease frontend: * reduce min window-size a bit * make option page scale down better engine: * replacing Smaxx' latest commit with a TryDo()
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-- Hedgewars SniperRifle Training
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-- Scripting Example
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-- Lines such as this one are comments - they are ignored
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-- by the game, no matter what kind of text is in there.
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-- It's also possible to place a comment after some real
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-- instruction as you see below. In short, everything
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-- following "--" is ignored.
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---------------------------------------------------------------
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-- At first we put all text we'd like to use in some arrays.
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-- This way we're able to localize the text to be shown without
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-- modifying other files.
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-- The language to be used is stored in the global variable
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-- 'L' that is set by the game (string).
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-- Text may then be accessed using "arrayname[L]".
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local caption = {
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	["en"] = "Sniper Training",
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	["de"] = "Scharfschützen-Training",
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	["es"] = "Entrenamiento con rifle francotirador",
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	["pl"] = "Trening Snajperski",
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	["pt_PT"] = "Treino com Sniper"
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	-- To add other languages, just add lines similar to the
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	-- existing ones - don't forget the trailing ","!
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	}
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local subcaption = {
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	["en"] = "Aiming Practice",
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	["de"] = "Zielübung",
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	["es"] = "Practica tu puntería",
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	["pl"] = "Potrenuj celność",
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	["pt_PT"] = "Pratica a tua pontaria"
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	}
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local goal = {
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	["en"] = "Eliminate all targets before your time runs out.|You have unlimited ammo for this mission.",
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	["de"] = "Eliminiere alle Ziele bevor die Zeit ausläuft.|Du hast in dieser Mission unbegrenzte Munition.",
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	["es"] = "Destruye todos los objetivos antes de que se agote el tiempo.|La munición en esta misión es ilimitada.",
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	["pl"] = "Zniszcz wszystkie cele zanim upłynie czas.|W tej misji masz nieskończoną ilość amunicji.",
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	["pt_PT"] = "Destrói todos os alvos antes do tempo terminar.|Tens munições infinitas para esta missão."
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	}
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local timeout = {
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	["en"] = "Oh no! Time's up! Just try again.",
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	["de"] = "Oh nein! Die Zeit ist um! Versuche es nochmal.",
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	["es"] = "¡Oh, no, se te acabó el tiempo! ¿Por qué no lo intentas de nuevo?",
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	["pl"] = "Ajajaj! Koniec czasu! Spróbuj jeszcze raz.",
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	["pt_PT"] = "Oh não! Acabou o tempo! Tenta novamente."
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	}
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local success = {
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	["en"] = "Congratulations! You've eliminated all targets|within the allowed time frame.",
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	["de"] = "Gratulation! Du hast alle Ziele innerhalb der|verfügbaren Zeit ausgeschaltet.",
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	["es"] = "¡Felicidades! Has destruido todos los objectivos|dentro del tiempo establecido.",
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	["pl"] = "Gratulacje! Zniszczyłeś wszystkie cele przed upłynięciem czasu.",
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	["pt_PT"] = "Parabéns! Eliminaste todos os alvos|dentro do tempo limite."
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	}
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local teamname = {
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	["en"] = "Sniperz",
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	["de"] = "Heckenschützen",
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	["es"] = "Fusileros",
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	["pl"] = "Snajperzy"
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	}
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local hogname = {
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	["en"] = "Hunter",
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	["de"] = "Jäger",
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	["es"] = "Francotirador",
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	["pl"] = "Strzelec",
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	["pt_PT"] = "Comando"
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	}
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-- To handle missing texts we define a small wrapper function that
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-- we'll use to retrieve text.
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local function loc(text)
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	if text == nil then return "**missing**"
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	elseif text[L] == nil then return text["en"]
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	else return text[L]
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	end
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end
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---------------------------------------------------------------
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-- This variable will hold the number of destroyed targets.
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local score = 0
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-- This variable represents the number of targets to destroy.
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local score_goal = 31
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-- This variable controls how many milliseconds/ticks we'd
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-- like to wait before we end the round once all targets
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-- have been destroyed.
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local end_timer = 5000 -- 5000 ms = 5 s
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-- This variable is set to true if the game is lost (i.e.
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-- time runs out).
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local game_lost = false
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-- This variable will point to the hog's gear
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local player = nil
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-- This variable will grab the time left at the end of the round
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local time_goal = 0
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local target = nil
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local last_hit_time = 0
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-- This is a custom function to make it easier to
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-- spawn more targets with just one line of code
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-- You may define as many custom functions as you
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-- like.
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function spawnTarget(x, y)
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	-- add a new target gear
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	target = AddGear(x, y, gtTarget, 0, 0, 0, 0)
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	-- have the camera move to the target so the player knows where it is
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	FollowGear(target)
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end
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function blowUp(x, y)
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	-- adds some TNT
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	gear = AddGear(x, y, gtDynamite, 0, 0, 0, 0)
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end
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-- This function is called before the game loads its
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-- resources.
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-- It's one of the predefined function names that will
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-- be called by the game. They give you entry points
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-- where you're able to call your own code using either
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-- provided instructions or custom functions.
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function onGameInit()
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	-- At first we have to overwrite/set some global variables
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	-- that define the map, the game has to load, as well as
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	-- other things such as the game rules to use, etc.
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	-- Things we don't modify here will use their default values.
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	-- The base number for the random number generator
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	Seed = 0
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	-- Game settings and rules
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	GameFlags = gfMultiWeapon + gfOneClanMode + gfArtillery
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	-- The time the player has to move each round (in ms)
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	TurnTime = 150000
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	-- The frequency of crate drops
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	CaseFreq = 0
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	-- The number of mines being placed
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	LandAdds = 0
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	-- The number of explosives being placed
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	Explosives = 0
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	-- The delay between each round
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	Delay = 0
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	-- The map to be played
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	Map = "Ropes"
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	-- The theme to be used
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	Theme = "City"
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	-- Create the player team
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	AddTeam(loc(teamname), 14483456, "Simple", "Island", "Default")
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	-- And add a hog to it
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	player = AddHog(loc(hogname), 0, 1, "Sniper")
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	SetGearPosition(player, 602, 1465);
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end
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-- This function is called when the round starts
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-- it spawns the first target that has to be destroyed.
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-- In addition it shows the scenario goal(s).
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function onGameStart()
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	-- Spawn the first target.
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	spawnTarget(860,1020)
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	-- Show some nice mission goals.
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	-- Parameters are: caption, sub caption, description,
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	-- extra text, icon and time to show.
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	-- A negative icon parameter (-n) represents the n-th weapon icon
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	-- A positive icon paramter (n) represents the (n+1)-th mission icon
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	-- A timeframe of 0 is replaced with the default time to show.
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	ShowMission(loc(caption), loc(subcaption), loc(goal), -amSniperRifle, 0);
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end
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-- This function is called every game tick.
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-- Note that there are 1000 ticks within one second.
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-- You shouldn't try to calculate too complicated
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-- code here as this might slow down your game.
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function onGameTick()
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	if game_lost then
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		return
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	end
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	-- after a target is destroyed, show hog, then target
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	if (target ~= nil) and (TurnTimeLeft + 1300 < last_hit_time) then
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		-- move camera to the target
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		FollowGear(target)
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	elseif TurnTimeLeft + 300 < last_hit_time then
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		-- move camera to the hog
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		FollowGear(player)
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	end
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	-- If time's up, set the game to be lost.
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	-- We actually check the time to be "1 ms" as it
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	-- will be at "0 ms" right at the start of the game.
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	if TurnTimeLeft == 1 and score < score_goal then
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		game_lost = true
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		-- ... and show a short message.
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		ShowMission(loc(caption), loc(subcaption), loc(timeout), -amSkip, 0);
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		-- How about killing our poor hog due to his poor performance?
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		SetHealth(player, 0);
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		-- Just to be sure set the goal time to 1 ms
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		time_goal = 1
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	end
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	-- If the goal is reached or we've lost ...
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	if score == score_goal or game_lost then
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		-- ... check to see if the time we'd like to
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		-- wait has passed and then ...
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		if end_timer == 0 then
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			-- ... end the game ...
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			EndGame()
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		else
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			-- ... or just lower the timer by 1.
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			end_timer = end_timer - 1
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			-- Reset the time left to stop the timer
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			TurnTimeLeft = time_goal
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		end
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	end
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end
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-- This function is called when the game is initialized
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-- to request the available ammo and probabilities
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function onAmmoStoreInit()
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	-- add an unlimited supply of shotgun ammo
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	SetAmmo(amSniperRifle, 9, 0, 0)
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   224
end
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-- This function is called when a new gear is added.
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-- We don't need it for this training, so we can
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-- keep it empty.
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function onGearAdd(gear)
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end
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   231
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-- This function is called before a gear is destroyed.
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-- We use it to count the number of targets destroyed.
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function onGearDelete(gear)
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	if GetGearType(gear) == gtCase then
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		game_lost = true
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		return
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	end
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	if (GetGearType(gear) == gtTarget) then
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		-- remember when the target was hit for adjusting the camera
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		last_hit_time = TurnTimeLeft
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		-- Add one point to our score/counter
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		score = score + 1
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		-- If we haven't reached the goal ...
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   247
		if score < score_goal then
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			-- ... spawn another target.
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			if score == 1 then
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				spawnTarget(1520,1350)
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			elseif score == 2 then
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				spawnTarget(1730,1040)
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			elseif score == 3 then
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				spawnTarget(2080,780)
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			elseif score == 4 then
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   256
				blowUp(1730,1226)
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				blowUp(1440,1595)
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   258
				blowUp(1527,1575)
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   259
				blowUp(1614,1595)
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				blowUp(1420,1675)
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				blowUp(1527,1675)
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				blowUp(1634,1675)
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   263
				blowUp(1440,1755)
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   264
				blowUp(1527,1775)
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   265
				blowUp(1614,1755)
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   266
				spawnTarget(1527,1667)
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			elseif score == 5 then
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   268
				spawnTarget(1527,1667)
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			elseif score == 6 then
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				spawnTarget(2175,1300)
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			elseif score == 7 then
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				spawnTarget(2250,940)
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			elseif score == 8 then
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				spawnTarget(2665,1540)
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			elseif score == 9 then
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				spawnTarget(3040,1160)
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			elseif score == 10 then
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   278
				spawnTarget(2930,1500)
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			elseif score == 11 then
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   280
				spawnTarget(700,720)
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   281
			elseif score == 12 then
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   282
				blowUp(914,1222)
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   283
				blowUp(1050,1222)
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   284
				blowUp(1160,1008)
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   285
				blowUp(1160,1093)
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   286
				blowUp(1160,1188)
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   287
				blowUp(375,911)
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   288
				blowUp(510,911)
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				blowUp(640,911)
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				blowUp(780,911)
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   291
				blowUp(920,911)
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   292
				blowUp(1060,913)
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   293
				blowUp(1198,913)
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   294
				spawnTarget(1200,730)
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   295
			elseif score == 13 then
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   296
				spawnTarget(1200,830)
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   297
			elseif score == 14 then
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   298
				spawnTarget(1430,450)
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   299
			elseif score == 15 then
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   300
				spawnTarget(796,240)
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   301
			elseif score == 16 then
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   302
				spawnTarget(300,10)
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   303
			elseif score == 17 then
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   304
				spawnTarget(2080,820)
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   305
			elseif score == 18 then
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   306
				blowUp(2110,920)
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   307
				blowUp(2210,920)
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   308
				blowUp(2200,305)
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   309
				blowUp(2300,305)
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   310
				blowUp(2300,400)
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   311
				blowUp(2300,500)
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   312
				blowUp(2300,600)
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   313
				blowUp(2300,700)
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sheepluva
parents: 3274
diff changeset
   314
				blowUp(2300,800)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   315
				blowUp(2300,900)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   316
				blowUp(2401,305)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   317
				blowUp(2532,305)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   318
				blowUp(2663,305)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   319
				spawnTarget(2300,760)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   320
			elseif score == 19 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   321
				spawnTarget(2300,760)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   322
			elseif score == 20 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   323
				spawnTarget(2738,190)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   324
			elseif score == 21 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   325
				spawnTarget(2590,-100)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   326
			elseif score == 22 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   327
				blowUp(2790,305)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   328
				blowUp(2930,305)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   329
				blowUp(3060,305)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   330
				blowUp(3190,305)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   331
				blowUp(3310,305)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   332
				blowUp(3393,613)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   333
				blowUp(2805,370)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   334
				blowUp(2805,500)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   335
				blowUp(2805,630)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   336
				blowUp(2805,760)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   337
				blowUp(2805,890)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   338
				blowUp(2700,890)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   339
				blowUp(3258,370)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   340
				blowUp(3258,475)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   341
				blowUp(3264,575)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   342
				spawnTarget(3230,240)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   343
			elseif score == 23 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   344
				spawnTarget(3230,290)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   345
			elseif score == 24 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   346
				spawnTarget(3670,250)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   347
			elseif score == 25 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   348
				spawnTarget(2620,-100)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   349
			elseif score == 26 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   350
				spawnTarget(2870,300)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   351
			elseif score == 27 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   352
				spawnTarget(3850,900)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   353
			elseif score == 28 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   354
				spawnTarget(3780,300)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   355
			elseif score == 29 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   356
				spawnTarget(3670,0)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   357
			elseif score == 30 then
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   358
				spawnTarget(3480,1200)
7ffd0e20ad08 Palewolf:
sheepluva
parents: 3274
diff changeset
   359
			end
3271
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   360
		else
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   361
			if not game_lost then
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   362
			-- Otherwise show that the goal was accomplished
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   363
			ShowMission(loc(caption), loc(subcaption), loc(success), 0, 0);
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   364
			-- Also let the hogs shout "victory!"
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   365
			PlaySound(sndVictory)
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   366
			-- Save the time left so we may keep it.
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   367
			time_goal = TurnTimeLeft
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   368
			end
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   369
		end
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   370
	end
0405e07ca44b * add some kind of SniperRifle training mission
sheepluva
parents:
diff changeset
   371
end