int CharaID[2]; float x, y, z, dx; int NextActor = 0; float SpawnPoint1[4]; float SpawnPoint2[4]; SpawnPoint1[0] = -20; SpawnPoint1[1] = 0; SpawnPoint1[2] = 300; SpawnPoint1[3] = 90; SpawnPoint2[0] = 20; SpawnPoint2[1] = 0; SpawnPoint2[2] = 300; SpawnPoint2[3] = -90; string CharaArray[10]; int WeaponArray[10]; CharaArray[0] = "CE01"; CharaArray[1] = "CE03"; CharaArray[2] = "CE05"; CharaArray[3] = "CE09"; CharaArray[4] = "CW07"; CharaArray[5] = "CE07"; CharaArray[6] = "CW01"; CharaArray[7] = "CW03"; CharaArray[8] = "CW05"; CharaArray[9] = "CW06"; WeaponArray[0] = 30; WeaponArray[1] = 20; WeaponArray[2] = 70; WeaponArray[3] = 60; WeaponArray[4] = 40; WeaponArray[5] = 90; WeaponArray[6] = 80; WeaponArray[7] = 50; WeaponArray[8] = 10; WeaponArray[9] = 10; void OnCache() { LoadScene("Credit"); for (int i = 0 ; i < 10 ; i++) CacheLevelCharacter(CharaArray[i]); SetAudioEnvironment(ENVIRONMENT_BATHROOM); } void OnHostGame() { SetGameMaxTime(0); // SpawnSceneItems(); // ActivateHud(1); // var_showCharaStatus = 1; int c; CharaID[0] = SpawnChara(CharaArray[0], SpawnPoint1[0], SpawnPoint1[1], SpawnPoint1[2], SpawnPoint1[3]); SetCharaWeapon(CharaID[0], WeaponArray[0]); CharaID[1] = SpawnChara(CharaArray[1], SpawnPoint2[0], SpawnPoint2[1], SpawnPoint2[2], SpawnPoint2[3]); SetCharaWeapon(CharaID[1], WeaponArray[1]); AI_Boss(CharaID[0], CharaID[1]); AI_Boss(CharaID[1], CharaID[0]); NextActor = 2; SetCameraMode(0); SetCameraPos(93.30, 143.73, 34.16); SetCameraRot(250.23, 7.99, 0); PlayMusic("s18_final_boss", 1, 1); } void OnUpdate(float t) { } void OnCharaDead(int c, int killer) { if (CharaID[0] == c) { CharaID[0] = SpawnChara(CharaArray[NextActor], SpawnPoint1[0], SpawnPoint1[1], SpawnPoint1[2], SpawnPoint1[3]); SetCharaWeapon(CharaID[0], WeaponArray[NextActor]); } else { CharaID[1] = SpawnChara(CharaArray[NextActor], SpawnPoint2[0], SpawnPoint2[1], SpawnPoint2[2], SpawnPoint2[3]); SetCharaWeapon(CharaID[1], WeaponArray[NextActor]); } AI_Boss(CharaID[0], CharaID[1]); AI_Boss(CharaID[1], CharaID[0]); NextActor++; if (NextActor >= 10) NextActor = 0; Destroy(c); }