// **** gamevars needed for the HAZARD Actor **** gamevar HAZARD_LEVEL 0 2 gamevar HAZ_HI 0 2 // took out hitage for now gamevar ZERO 0 0 // **** HEAT_ID state **** state HEAT_ID ifrnd 64 { redefinequote 152 ^23WARNING! HEAT LEVEL %d! qsprintf 152 152 HAZARD_LEVEL quote 152 } ends // **** HEAT_ID_EXPOSURE state **** state HEAT_ID_EXPOSURE ifrnd 64 { redefinequote 152 ^23WARNING! HEAT LEVEL %d EXPOSURE! qsprintf 152 152 HAZARD_LEVEL quote 152 } ends // **** HEAT_LEVEL_0 state **** // HURT FLOORS AND HAZARD ACTOR state HEAT_LEVEL_0 ifg player[].boot_amount 0 quote 75 // you need to make it say "HAZARD SHILED or BOOTS ACTIVE" else ifg player[].shield_amount 0 state HEAT_ID else { state HEAT_ID_EXPOSURE ifrnd 2 { ifrnd 64 globalsound DUKE_GRUNT addphealth -1 palfrom 2 0 } } ends // **** HEAT_LEVEL_1 state **** // HURT FLOORS AND HAZARD ACTOR state HEAT_LEVEL_1 ifg player[].boot_amount 0 quote 75 // you need to make it say "HAZARD SHILED or BOOTS ACTIVE" else ifg player[].shield_amount 0 state HEAT_ID else { state HEAT_ID_EXPOSURE ifrnd 8 { ifrnd 64 globalsound DUKE_GRUNT addphealth -1 palfrom 8 3 } } ends eventloadactor HAZARD { getactor[THISACTOR].lotag HAZARD_LEVEL getactor[THISACTOR].hitag HAZ_HI setactor[THISACTOR].lotag ZERO setactor[THISACTOR].hitag ZERO cstat 32768 } enda // **** The Hazard Actor **** actor HAZARD ife player[].cursectnum sprite[].sectnum { ifspritepal 2 { ifvare HAZARD_LEVEL 0 state HEAT_LEVEL_0 // no damage to haz shield (boots) or shield else ifvare HAZARD_LEVEL 1 state HEAT_LEVEL_1 // no damage to haz shield (boots) or shield } } enda