72 -- enemies |
72 -- enemies |
73 AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy") |
73 AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy") |
74 for i=1,table.getn(enemiesEven) do |
74 for i=1,table.getn(enemiesEven) do |
75 enemiesEven[i].gear = AddHog(enemiesEven[i].name, 1, 100, "war_desertgrenadier1") |
75 enemiesEven[i].gear = AddHog(enemiesEven[i].name, 1, 100, "war_desertgrenadier1") |
76 AnimSetGearPosition(enemiesEven[i].gear, enemiesEven[i].x, enemiesEven[i].y) |
76 AnimSetGearPosition(enemiesEven[i].gear, enemiesEven[i].x, enemiesEven[i].y) |
|
77 enemiesEven[i].turnLeft = false |
77 end |
78 end |
78 AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy") |
79 AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy") |
79 for i=1,table.getn(enemiesOdd) do |
80 for i=1,table.getn(enemiesOdd) do |
80 enemiesOdd[i].gear = AddHog(enemiesOdd[i].name, 1, 100, "war_desertgrenadier1") |
81 enemiesOdd[i].gear = AddHog(enemiesOdd[i].name, 1, 100, "war_desertgrenadier1") |
81 AnimSetGearPosition(enemiesOdd[i].gear, enemiesOdd[i].x, enemiesOdd[i].y) |
82 AnimSetGearPosition(enemiesOdd[i].gear, enemiesOdd[i].x, enemiesOdd[i].y) |
|
83 enemiesOdd[i].turnLeft = false |
82 end |
84 end |
83 |
85 |
84 initCheckpoint("fruit03") |
86 initCheckpoint("fruit03") |
85 |
87 |
86 AnimInit() |
88 AnimInit() |
135 ------------------ Other Functions ------------------- |
141 ------------------ Other Functions ------------------- |
136 |
142 |
137 function turnHogs() |
143 function turnHogs() |
138 for i=1,table.getn(enemiesEven) do |
144 for i=1,table.getn(enemiesEven) do |
139 if GetHealth(enemiesEven[i].gear) then |
145 if GetHealth(enemiesEven[i].gear) then |
140 if GetX(enemiesEven[i].gear) < GetX(hero.gear) then |
146 if GetX(enemiesEven[i].gear) < GetX(hero.gear) and enemiesEven[i].turnLeft then |
141 HogTurnLeft(enemiesEven[i].gear, false) |
147 HogTurnLeft(enemiesEven[i].gear, false) |
142 elseif GetX(enemiesEven[i].gear) > GetX(hero.gear) then |
148 elseif GetX(enemiesEven[i].gear) > GetX(hero.gear) and not enemiesEven[i].turnLeft then |
143 HogTurnLeft(enemiesEven[i].gear, true) |
149 HogTurnLeft(enemiesEven[i].gear, true) |
144 end |
150 end |
145 end |
151 end |
146 end |
152 end |
147 for i=1,table.getn(enemiesOdd) do |
153 for i=1,table.getn(enemiesOdd) do |
148 if GetHealth(enemiesOdd[i].gear) then |
154 if GetHealth(enemiesOdd[i].gear) then |
149 if GetX(enemiesOdd[i].gear) < GetX(hero.gear) then |
155 if GetX(enemiesOdd[i].gear) < GetX(hero.gear) and enemiesOdd[i].turnLeft then |
150 HogTurnLeft(enemiesOdd[i].gear, false) |
156 HogTurnLeft(enemiesOdd[i].gear, false) |
151 elseif GetX(enemiesOdd[i].gear) > GetX(hero.gear) then |
157 elseif GetX(enemiesOdd[i].gear) > GetX(hero.gear) and not enemiesOdd[i].turnLeft then |
152 HogTurnLeft(enemiesOdd[i].gear, true) |
158 HogTurnLeft(enemiesOdd[i].gear, true) |
153 end |
159 end |
154 end |
160 end |
155 end |
161 end |
156 end |
162 end |