IF twoplr = 1 THEN
rndm = RND * 10
npcreacttime = npcreacttime - 1
IF npcreacttime < 0 THEN npcreacttime = 0
IF npcreacttime = 0 THEN
IF stance1$ = "crouched" AND rndm < .001 THEN npcreacttime = 1000: npc$ = "react stand"
IF stance1$ = "standing" AND rndm > 9.998 THEN npcreacttime = 1000: npc$ = "react crouch"
IF npc$ = "react stand" THEN a$ = "8": npc$ = ""
IF npc$ = "react crouch" THEN a$ = "5": npc$ = "": npcreacttime = 5000
IF npc$ = "reload" THEN a$ = "6": npc$ = ""
IF bullet1 < 15 THEN
IF stance1$ = "crouched" THEN npcreacttime = 1000: npc$ = "reload"
IF stance1$ = "standing" THEN npcreacttime = 1500: npc$ = "react crouch"
END IF
IF stance$ <> "crouched" THEN
IF npc$ = "react fire" THEN a$ = "4": npc$ = ""
IF stance1$ <> "standing" THEN
IF rndm > 5 AND bullet1 >= 15 THEN npcreacttime = 1000: npc$ = "react stand"
IF rndm < 5 THEN npcreacttime = 1000: npc$ = "react crouch"
END IF
IF stance1$ = "standing" AND bullet1 >= 15 AND stance$ = "standing" THEN npcreacttime = 1000: npc$ = "react fire"
END IF
END IF
IF fire > 0 AND rndm > 3 THEN npcreacttime = 500: npc$ = "react crouch"
END IF
'Change Stance
IF a$ = "s" AND stance$ <> "crouched" THEN stance$ = "standing to crouched": CIRCLE (69, 120), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm-5,+5 m+10,+5 m+10,-5 m-1,-1 m+6,+0 bm-5,+1 m-10,+0 m-10,+0 m-5,+10 m+10,+5 m+0,+10 bm-20,+0 m+10,-5 m+0,-10": SOUND 50, 1: GOTO skip
IF a$ = "w" AND stance$ <> "standing" THEN stance$ = "crouched to standing": CIRCLE (69, 130), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm+5,+5 m-15,+0 m+5,-10 m+2,+1 m+0,-6 bm-2,+5 m+0,+10 m+10,+0 m-5,+10 m-10,-5 m-5,+10 bm+15,0 m-10,+0 m+10,-5": SOUND 100, 1: GOTO skip
IF a$ = "5" AND stance1$ <> "crouched" THEN stance1$ = "standing to crouched": CIRCLE (246, 120), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm+5,+5 m-10,+5 m-10,-5 m+1,-1 m-6,+0 bm+5,+1 m+10,+0 m+10,+0 m+5,+10 m-10,+5 m-0,+10 bm+20,+0 m-10,-5 m+0,-10": SOUND 150, 1: GOTO skip
IF a$ = "8" AND stance1$ <> "standing" THEN stance1$ = "crouched to standing": CIRCLE (246, 130), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm-5,+5 m+15,+0 m-5,-10 m-2,+1 m-0,-6 bm+2,+5 m-0,+10 m-10,+0 m+5,+10 m+10,-5 m+5,+10 bm-15,0 m+10,+0 m-10,-5": SOUND 200, 1: GOTO skip
skip:
IF stance$ = "crouched to standing" THEN
stance = stance + 1
CIRCLE (64, 125), 3, 66: PAINT STEP(0, 0), 66: DRAW "bm-5,+5 c1 m+10,+5 c66 m+5,-10 c8 m-1,-1 m+3,-5 bm-2,+6 c66 m-5,+5 c1 m-10,+0 m-5,+10 m+10,+0 m+5,+10 bm-20,+0 m+10,+0 m-5,-10"
IF stance > 500 THEN stance$ = "standing": CIRCLE (64, 125), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm-5,+5 m+10,+5 m+5,-10 m-1,-1 m+3,-5 bm-2,+6 m-5,+5 m-10,+0 m-5,+10 m+10,+0 m+5,+10 bm-20,+0 m+10,+0 m-5,-10"
END IF
IF stance$ = "standing to crouched" THEN
stance = stance - 1: CIRCLE (64, 125), 3, 66: PAINT STEP(0, 0), 66: DRAW "bm-5,+5 c1 m+10,+5 c66 m+5,-10 c8 m-1,-1 m+3,-5 bm-2,+6 c66 m-5,+5 c1 m-10,+0 m-5,+10 m+10,+0 m+5,+10 bm-20,+0 m+10,+0 m-5,-10"
IF stance < 0 THEN stance$ = "crouched": CIRCLE (64, 125), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm-5,+5 m+10,+5 m+5,-10 m-1,-1 m+3,-5 bm-2,+6 m-5,+5 m-10,+0 m-5,+10 m+10,+0 m+5,+10 bm-20,+0 m+10,+0 m-5,-10"
END IF
IF bullet < 15 AND a$ = "d" AND stance$ = "standing" AND fire <= 0 THEN SOUND 5000, 1
IF bullet >= 15 AND a$ = "d" AND stance$ = "standing" AND fire <= 0 THEN
numofbullets = numofbullets + 1
bullet = bullet - 5
fire = 100
IF bullet > 15 THEN PSET (30, bullet - 5): DRAW "c14 m+0,+2 m+0,-1 m+1,+0 ": LINE STEP(1, -1)-STEP(4, 2), 14, BF: LINE STEP(1, -2)-STEP(1, 2), 8, BF: PSET STEP(1, -1), 8
PSET (30, bullet), 0: DRAW "c0 m+0,+2 m+0,-1 m+1,+0 ": LINE STEP(1, -1)-STEP(4, 2), 0, BF: LINE STEP(1, -2)-STEP(1, 2), 0, BF: PSET STEP(1, -1), 0
END IF
IF fire > 0 THEN
IF fire > 50 THEN CIRCLE (94, 124), 5, 14: PAINT STEP(0, 0), 14: LINE STEP(0, 0)-STEP(20, 0), 14
IF fire < 50 THEN CIRCLE (94, 124), 5, 0: PAINT STEP(0, 0), 0: LINE STEP(0, 0)-STEP(20, 0), 0
IF fire <= speed THEN
PSET (RND * 15 + 300, RND * 20 + 115), 0: CIRCLE STEP(0, 0), 1, 7
luck = INT(RND * 100)
IF stance1$ = "standing" AND luck > 50 + (10 * wounded1) THEN
numofhits = numofhits + 1
wounded = wounded + 1
IF wounded = 1 THEN LOCATE 2, 28: COLOR 4: PRINT "Wounded"
IF wounded = 2 THEN LOCATE 3, 27: COLOR 4: PRINT "Critical"
FOR delay = 0 TO 20
SOUND delay * 100 + 50, .1
CIRCLE STEP(RND * 6 - 3, RND * 6 - 3), RND * 1, 4: PAINT STEP(0, 0), 4
NEXT
END IF
END IF
SOUND fire * 10 + 50, .05
SOUND 1000, .05
fire = fire - speed
IF wounded >= 3 THEN GOTO 2
END IF
IF a$ = "a" AND bullet < 25 AND stance$ = "crouched" AND mag > 0 THEN
FOR bullet = 10 TO 40 STEP 5
PSET (30, bullet): DRAW "c14 m+0,+2 m+0,-1 m+1,+0 ": LINE STEP(1, -1)-STEP(4, 2), 14, BF: LINE STEP(1, -2)-STEP(1, 2), 8, BF: PSET STEP(1, -1), 8
SOUND bullet * 50 + 50, .5
NEXT
mag = mag - 1
LOCATE 1, 4: COLOR 1: PRINT mag
END IF
IF stance1$ = "crouched to standing" THEN
stance1 = stance1 + 1: CIRCLE (251, 125), 3, 66: PAINT STEP(0, 0), 66: DRAW "bm+5,+5 c4 m-10,+5 c66 m-5,-10 c8 m+1,-1 m-3,-5 bm+2,+6 c66 m+5,+5 c4 m+10,+0 m+5,+10 m-10,+0 m-5,+10 bm+20,+0 m-10,+0 m+5,-10"
IF stance1 > 500 THEN stance1$ = "standing": CIRCLE (251, 125), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm+5,+5 m-10,+5 m-5,-10 m+1,-1 m-3,-5 bm+2,+6 m+5,+5 m+10,+0 m+5,+10 m-10,+0 m-5,+10 bm+20,+0 m-10,+0 m+5,-10"
END IF
IF stance1$ = "standing to crouched" THEN
stance1 = stance1 - 1
CIRCLE (251, 125), 3, 66: PAINT STEP(0, 0), 66: DRAW "bm+5,+5 c4 m-10,+5 c66 m-5,-10 c8 m+1,-1 m-3,-5 bm+2,+6 c66 m+5,+5 c4 m+10,+0 m+5,+10 m-10,+0 m-5,+10 bm+20,+0 m-10,+0 m+5,-10"
IF stance1 < 0 THEN stance1$ = "crouched": CIRCLE (251, 125), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm+5,+5 m-10,+5 m-5,-10 m+1,-1 m-3,-5 bm+2,+6 m+5,+5 m+10,+0 m+5,+10 m-10,+0 m-5,+10 bm+20,+0 m-10,+0 m+5,-10"
END IF
'**********************
IF bullet1 < 15 AND a$ = "4" AND stance1$ = "standing" AND fire1 <= 0 THEN SOUND 5000, 1
IF bullet1 >= 15 AND a$ = "4" AND stance1$ = "standing" AND fire1 <= 0 THEN
accuracy1 = accuracy1 + 25
numofbullets1 = numofbullets1 + 1
bullet1 = bullet1 - 5
fire1 = 100
IF bullet1 > 15 THEN PSET (290, bullet1 - 5): DRAW "c14 m+0,+2 m+0,-1 m-1,+0 ": LINE STEP(-1, -1)-STEP(-4, 2), 14, BF: LINE STEP(-1, -2)-STEP(-1, 2), 8, BF: PSET STEP(-1, -1), 8
PSET (290, bullet1), 0: DRAW "c0 m+0,+2 m+0,-1 m-1,+0 ": LINE STEP(-1, -1)-STEP(-4, 2), 0, BF: LINE STEP(-1, -2)-STEP(-1, 2), 0, BF: PSET STEP(-1, -1), 0
END IF
IF fire1 > 0 THEN
IF fire1 > 50 THEN CIRCLE (220, 124), 5, 14: PAINT STEP(0, 0), 14: LINE STEP(0, 0)-STEP(-20, 0), 14
IF fire1 < 50 THEN CIRCLE (220, 124), 5, 0: PAINT STEP(0, 0), 0: LINE STEP(0, 0)-STEP(-20, 0), 0
IF fire1 <= speed THEN
PSET (RND * 15 + 5, RND * 20 + 115), 0: CIRCLE STEP(0, 0), 1, 7
luck = INT(RND * 100)
IF stance$ = "standing" AND luck > 50 + (10 * wounded) THEN
numofhits1 = numofhits1 + 1
wounded1 = wounded1 + 1
IF wounded1 = 1 THEN LOCATE 2, 7: COLOR 4: PRINT "Wounded"
IF wounded1 = 2 THEN LOCATE 3, 7: COLOR 4: PRINT "Critical"
FOR delay = 0 TO 20
SOUND delay * 200 + 50, .1
CIRCLE STEP(RND * 6 - 3, RND * 6 - 3), RND * 1, 4: PAINT STEP(0, 0), 4
NEXT
END IF
END IF
SOUND fire1 * 20 + 50, .05
SOUND 2000, .05
fire1 = fire1 - speed
IF wounded1 >= 3 THEN GOTO 2
END IF
IF a$ = "6" AND bullet1 < 25 AND stance1$ = "crouched" AND mag1 > 0 THEN
FOR bullet1 = 10 TO 40 STEP 5
PSET (290, bullet1): DRAW "c14 m+0,+2 m+0,-1 m-1,+0 ": LINE STEP(-1, -1)-STEP(-4, 2), 14, BF: LINE STEP(-1, -2)-STEP(-1, 2), 8, BF: PSET STEP(-1, -1), 8
SOUND bullet1 * 100 + 50, .5
NEXT
mag1 = mag1 - 1
LOCATE 1, 36: COLOR 4: PRINT mag1
END IF
IF mag1 = 0 AND bullet1 = 10 THEN GOTO 4
GOTO 1
2
LOCATE 1, 8
IF wounded > wounded1 THEN COLOR 1: PRINT "!! Blue wins + œ100 !!": mag = mag + 1'bluecash = bluecash + 100
IF wounded < wounded1 THEN COLOR 4: PRINT "!! Red wins + œ100 !!": mag1 = mag1 + 1'redcash = redcash + 100
FOR delay = 0 TO 5
IF wounded > wounded1 THEN SOUND 1000, .5: SOUND 1100, .5
IF wounded < wounded1 THEN SOUND 2000, .5: SOUND 2100, .5
NEXT
CLS
GOTO 3
4
FOR delay = 0 TO 10
LOCATE 10, 9
IF mag1 = 0 THEN COLOR 1: PRINT "!! BLUE WINS THE GAME !!": SOUND 1000, 1: SOUND 1100, 1
IF mag = 0 THEN COLOR 4: PRINT "!! RED WINS THE GAME !!": SOUND 2000, 1: SOUND 2100, 1
NEXT
IF twoplr = 1 THEN
rndm = RND * 10
npcreacttime = npcreacttime - 1
IF npcreacttime < 0 THEN npcreacttime = 0
IF npcreacttime = 0 THEN
IF stance1$ = "crouched" AND rndm < .001 THEN npcreacttime = 1000: npc$ = "react stand"
IF stance1$ = "standing" AND rndm > 9.998 THEN npcreacttime = 1000: npc$ = "react crouch"
IF npc$ = "react stand" THEN a$ = "8": npc$ = ""
IF npc$ = "react crouch" THEN a$ = "5": npc$ = "": npcreacttime = 5000
IF npc$ = "reload" THEN a$ = "6": npc$ = ""
IF bullet1 < 15 THEN
IF stance1$ = "crouched" THEN npcreacttime = 1000: npc$ = "reload"
IF stance1$ = "standing" THEN npcreacttime = 1500: npc$ = "react crouch"
END IF
IF stance$ <> "crouched" THEN
IF npc$ = "react fire" THEN a$ = "4": npc$ = ""
IF stance1$ <> "standing" THEN
IF rndm > 5 AND bullet1 >= 15 THEN npcreacttime = 1000: npc$ = "react stand"
IF rndm < 5 THEN npcreacttime = 1000: npc$ = "react crouch"
END IF
IF stance1$ = "standing" AND bullet1 >= 15 AND stance$ = "standing" THEN npcreacttime = 1000: npc$ = "react fire"
END IF
END IF
IF fire > 0 AND rndm > 3 THEN npcreacttime = 500: npc$ = "react crouch"
END IF
'Change Stance
IF a$ = "s" AND stance$ <> "crouched" THEN stance$ = "standing to crouched": CIRCLE (69, 120), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm-5,+5 m+10,+5 m+10,-5 m-1,-1 m+6,+0 bm-5,+1 m-10,+0 m-10,+0 m-5,+10 m+10,+5 m+0,+10 bm-20,+0 m+10,-5 m+0,-10": SOUND _
50, 1: GOTO skip
IF a$ = "w" AND stance$ <> "standing" THEN stance$ = "crouched to standing": CIRCLE (69, 130), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm+5,+5 m-15,+0 m+5,-10 m+2,+1 m+0,-6 bm-2,+5 m+0,+10 m+10,+0 m-5,+10 m-10,-5 m-5,+10 bm+15,0 m-10,+0 m+10,-5": SOUND _
100, 1: GOTO skip
IF a$ = "5" AND stance1$ <> "crouched" THEN stance1$ = "standing to crouched": CIRCLE (246, 120), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm+5,+5 m-10,+5 m-10,-5 m+1,-1 m-6,+0 bm+5,+1 m+10,+0 m+10,+0 m+5,+10 m-10,+5 m-0,+10 bm+20,+0 m-10,-5 m+0,-10": _
SOUND 150, 1: GOTO skip
IF a$ = "8" AND stance1$ <> "standing" THEN stance1$ = "crouched to standing": CIRCLE (246, 130), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm-5,+5 m+15,+0 m-5,-10 m-2,+1 m-0,-6 bm+2,+5 m-0,+10 m-10,+0 m+5,+10 m+10,-5 m+5,+10 bm-15,0 m+10,+0 m-10,-5": _
SOUND 200, 1: GOTO skip
skip:
IF stance$ = "crouched to standing" THEN
stance = stance + 1
CIRCLE (64, 125), 3, 66: PAINT STEP(0, 0), 66: DRAW "bm-5,+5 c1 m+10,+5 c66 m+5,-10 c8 m-1,-1 m+3,-5 bm-2,+6 c66 m-5,+5 c1 m-10,+0 m-5,+10 m+10,+0 m+5,+10 bm-20,+0 m+10,+0 m-5,-10"
IF stance > 500 THEN stance$ = "standing": CIRCLE (64, 125), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm-5,+5 m+10,+5 m+5,-10 m-1,-1 m+3,-5 bm-2,+6 m-5,+5 m-10,+0 m-5,+10 m+10,+0 m+5,+10 bm-20,+0 m+10,+0 m-5,-10"
END IF
IF stance$ = "standing to crouched" THEN
stance = stance - 1: CIRCLE (64, 125), 3, 66: PAINT STEP(0, 0), 66: DRAW "bm-5,+5 c1 m+10,+5 c66 m+5,-10 c8 m-1,-1 m+3,-5 bm-2,+6 c66 m-5,+5 c1 m-10,+0 m-5,+10 m+10,+0 m+5,+10 bm-20,+0 m+10,+0 m-5,-10"
IF stance < 0 THEN stance$ = "crouched": CIRCLE (64, 125), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm-5,+5 m+10,+5 m+5,-10 m-1,-1 m+3,-5 bm-2,+6 m-5,+5 m-10,+0 m-5,+10 m+10,+0 m+5,+10 bm-20,+0 m+10,+0 m-5,-10"
END IF
IF bullet < 15 AND a$ = "d" AND stance$ = "standing" AND fire <= 0 THEN SOUND 5000, 1
IF bullet >= 15 AND a$ = "d" AND stance$ = "standing" AND fire <= 0 THEN
numofbullets = numofbullets + 1
bullet = bullet - 5
fire = 100
IF bullet > 15 THEN PSET (30, bullet - 5): DRAW "c14 m+0,+2 m+0,-1 m+1,+0 ": LINE STEP(1, -1)-STEP(4, 2), 14, BF: LINE STEP(1, -2)-STEP(1, 2), 8, BF: PSET STEP(1, -1), 8
PSET (30, bullet), 0: DRAW "c0 m+0,+2 m+0,-1 m+1,+0 ": LINE STEP(1, -1)-STEP(4, 2), 0, BF: LINE STEP(1, -2)-STEP(1, 2), 0, BF: PSET STEP(1, -1), 0
END IF
IF fire > 0 THEN
IF fire > 50 THEN CIRCLE (94, 124), 5, 14: PAINT STEP(0, 0), 14: LINE STEP(0, 0)-STEP(20, 0), 14
IF fire < 50 THEN CIRCLE (94, 124), 5, 0: PAINT STEP(0, 0), 0: LINE STEP(0, 0)-STEP(20, 0), 0
IF fire <= speed THEN
PSET (RND * 15 + 300, RND * 20 + 115), 0: CIRCLE STEP(0, 0), 1, 7
luck = INT(RND * 100)
IF stance1$ = "standing" AND luck > 50 + (10 * wounded1) THEN
numofhits = numofhits + 1
wounded = wounded + 1
IF wounded = 1 THEN LOCATE 2, 28: COLOR 4: PRINT "Wounded"
IF wounded = 2 THEN LOCATE 3, 27: COLOR 4: PRINT "Critical"
FOR delay = 0 TO 20
SOUND delay * 100 + 50, .1
CIRCLE STEP(RND * 6 - 3, RND * 6 - 3), RND * 1, 4: PAINT STEP(0, 0), 4
NEXT
END IF
END IF
SOUND fire * 10 + 50, .05
SOUND 1000, .05
fire = fire - speed
IF wounded >= 3 THEN GOTO 2
END IF
IF a$ = "a" AND bullet < 25 AND stance$ = "crouched" AND mag > 0 THEN
FOR bullet = 10 TO 40 STEP 5
PSET (30, bullet): DRAW "c14 m+0,+2 m+0,-1 m+1,+0 ": LINE STEP(1, -1)-STEP(4, 2), 14, BF: LINE STEP(1, -2)-STEP(1, 2), 8, BF: PSET STEP(1, -1), 8
SOUND bullet * 50 + 50, .5
NEXT
mag = mag - 1
LOCATE 1, 4: COLOR 1: PRINT mag
END IF
IF stance1$ = "crouched to standing" THEN
stance1 = stance1 + 1: CIRCLE (251, 125), 3, 66: PAINT STEP(0, 0), 66: DRAW "bm+5,+5 c4 m-10,+5 c66 m-5,-10 c8 m+1,-1 m-3,-5 bm+2,+6 c66 m+5,+5 c4 m+10,+0 m+5,+10 m-10,+0 m-5,+10 bm+20,+0 m-10,+0 m+5,-10"
IF stance1 > 500 THEN stance1$ = "standing": CIRCLE (251, 125), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm+5,+5 m-10,+5 m-5,-10 m+1,-1 m-3,-5 bm+2,+6 m+5,+5 m+10,+0 m+5,+10 m-10,+0 m-5,+10 bm+20,+0 m-10,+0 m+5,-10"
END IF
IF stance1$ = "standing to crouched" THEN
stance1 = stance1 - 1
CIRCLE (251, 125), 3, 66: PAINT STEP(0, 0), 66: DRAW "bm+5,+5 c4 m-10,+5 c66 m-5,-10 c8 m+1,-1 m-3,-5 bm+2,+6 c66 m+5,+5 c4 m+10,+0 m+5,+10 m-10,+0 m-5,+10 bm+20,+0 m-10,+0 m+5,-10"
IF stance1 < 0 THEN stance1$ = "crouched": CIRCLE (251, 125), 3, 0: PAINT STEP(0, 0), 0: DRAW "bm+5,+5 m-10,+5 m-5,-10 m+1,-1 m-3,-5 bm+2,+6 m+5,+5 m+10,+0 m+5,+10 m-10,+0 m-5,+10 bm+20,+0 m-10,+0 m+5,-10"
END IF
'**********************
IF bullet1 < 15 AND a$ = "4" AND stance1$ = "standing" AND fire1 <= 0 THEN SOUND 5000, 1
IF bullet1 >= 15 AND a$ = "4" AND stance1$ = "standing" AND fire1 <= 0 THEN
accuracy1 = accuracy1 + 25
numofbullets1 = numofbullets1 + 1
bullet1 = bullet1 - 5
fire1 = 100
IF bullet1 > 15 THEN PSET (290, bullet1 - 5): DRAW "c14 m+0,+2 m+0,-1 m-1,+0 ": LINE STEP(-1, -1)-STEP(-4, 2), 14, BF: LINE STEP(-1, -2)-STEP(-1, 2), 8, BF: PSET STEP(-1, -1), 8
PSET (290, bullet1), 0: DRAW "c0 m+0,+2 m+0,-1 m-1,+0 ": LINE STEP(-1, -1)-STEP(-4, 2), 0, BF: LINE STEP(-1, -2)-STEP(-1, 2), 0, BF: PSET STEP(-1, -1), 0
END IF
IF fire1 > 0 THEN
IF fire1 > 50 THEN CIRCLE (220, 124), 5, 14: PAINT STEP(0, 0), 14: LINE STEP(0, 0)-STEP(-20, 0), 14
IF fire1 < 50 THEN CIRCLE (220, 124), 5, 0: PAINT STEP(0, 0), 0: LINE STEP(0, 0)-STEP(-20, 0), 0
IF fire1 <= speed THEN
PSET (RND * 15 + 5, RND * 20 + 115), 0: CIRCLE STEP(0, 0), 1, 7
luck = INT(RND * 100)
IF stance$ = "standing" AND luck > 50 + (10 * wounded) THEN
numofhits1 = numofhits1 + 1
wounded1 = wounded1 + 1
IF wounded1 = 1 THEN LOCATE 2, 7: COLOR 4: PRINT "Wounded"
IF wounded1 = 2 THEN LOCATE 3, 7: COLOR 4: PRINT "Critical"
FOR delay = 0 TO 20
SOUND delay * 200 + 50, .1
CIRCLE STEP(RND * 6 - 3, RND * 6 - 3), RND * 1, 4: PAINT STEP(0, 0), 4
NEXT
END IF
END IF
SOUND fire1 * 20 + 50, .05
SOUND 2000, .05
fire1 = fire1 - speed
IF wounded1 >= 3 THEN GOTO 2
END IF
IF a$ = "6" AND bullet1 < 25 AND stance1$ = "crouched" AND mag1 > 0 THEN
FOR bullet1 = 10 TO 40 STEP 5
PSET (290, bullet1): DRAW "c14 m+0,+2 m+0,-1 m-1,+0 ": LINE STEP(-1, -1)-STEP(-4, 2), 14, BF: LINE STEP(-1, -2)-STEP(-1, 2), 8, BF: PSET STEP(-1, -1), 8
SOUND bullet1 * 100 + 50, .5
NEXT
mag1 = mag1 - 1
LOCATE 1, 36: COLOR 4: PRINT mag1
END IF
IF mag1 = 0 AND bullet1 = 10 THEN GOTO 4
GOTO 1
2
LOCATE 1, 8
IF wounded > wounded1 THEN COLOR 1: PRINT "!! Blue wins + œ100 !!": mag = mag + 1'bluecash = bluecash + 100
IF wounded < wounded1 THEN COLOR 4: PRINT "!! Red wins + œ100 !!": mag1 = mag1 + 1'redcash = redcash + 100
FOR delay = 0 TO 5
IF wounded > wounded1 THEN SOUND 1000, .5: SOUND 1100, .5
IF wounded < wounded1 THEN SOUND 2000, .5: SOUND 2100, .5
NEXT
CLS
GOTO 3
4
FOR delay = 0 TO 10
LOCATE 10, 9
IF mag1 = 0 THEN COLOR 1: PRINT "!! BLUE WINS THE GAME !!": SOUND 1000, 1: SOUND 1100, 1
IF mag = 0 THEN COLOR 4: PRINT "!! RED WINS THE GAME !!": SOUND 2000, 1: SOUND 2100, 1
NEXT
LINE (45, 0)-(270, 120), 0, BF
gotomenu = 1
CALL stats
CALL menu
GOTO 5
SUB Blue
END SUB
SUB drawworld
'Draw World
CIRCLE (69, 130), 3, 66: PAINT STEP(0, 0), 66: DRAW " c1 bm+5,+5 m-15,+0 c66 m+5,-10 c8 m+2,+1 m+0,-6 bm-2,+5 c66 m+0,+10 c1 m+10,+0 m-5,+10 m-10,-5 m-5,+10 bm+15,0 m-10,+0 m+10,-5"
CIRCLE (246, 130), 3, 66: PAINT STEP(0, 0), 66: DRAW " c4 bm-5,+5 m+15,+0 c66 m-5,-10 c8 m-2,+1 m+0,-6 bm+2,+5 c66 m+0,+10 c4 m-10,+0 m+5,+10 m+10,-5 m+5,+10 bm-15,0 m+10,+0 m-10,-5"
LINE (0, 10)-STEP(25, 140), 31, BF
LINE (295, 10)-STEP(25, 140), 31, BF
LINE (0, 151)-(320, 200), 8, BF
LINE (75, 130)-STEP(20, 20), 6, BF
LINE (220, 130)-STEP(20, 20), 6, BF
LINE (28, 8)-STEP(13, 36), 8, B
LINE (279, 8)-STEP(13, 36), 8, B
'Load Magazines
oldbullet = bullet - 5
FOR bullet = 10 TO oldbullet STEP 5
PSET (30, bullet): DRAW "c14 m+0,+2 m+0,-1 m+1,+0 ": LINE STEP(1, -1)-STEP(4, 2), 14, BF: LINE STEP(1, -2)-STEP(1, 2), 8, BF: PSET STEP(1, -1), 8
SOUND bullet * 50 + 50, .5
NEXT
oldbullet1 = bullet1 - 5
FOR bullet1 = 10 TO oldbullet1 STEP 5
PSET (290, bullet1): DRAW "c14 m+0,+2 m+0,-1 m-1,+0 ": LINE STEP(-1, -1)-STEP(-4, 2), 14, BF: LINE STEP(-1, -2)-STEP(-1, 2), 8, BF: PSET STEP(-1, -1), 8
SOUND bullet1 * 100 + 50, .5
NEXT
'Print Text
LOCATE 1, 4: COLOR 1: PRINT mag
LOCATE 1, 35: COLOR 4: PRINT mag1
Good concept, good icons, good use of randomizer in play.
I made a modularized version without GOTO and posted at
http://www.network54.com/Forum/178387/message/1179349319
The only change I made to the logic was to get rid of the money concept that wasn't used and instead, just focus on the clips.
But to speed up the game, I fixed it so when one player gets an additional clip, the other player loses one.
Otherwise, it seemed the games I played went on and on.
If you don't like people messing with your code to this extent, no problem: Just post "please delete" as a response here and I will delete this post plus the team version.
By all means, if you see anyway to improve the code go ahead. As long as nobody steals it I'm happy. I've picked up bad coding habits over the years so I'm looking to clean it up a little.
The money system is there because I was planing to add more weapons and such that the player could purchase but didn't get round to fully adding it in.
You've replaced the GOTO command with SUBs is that a quicker way of doing it in terms on coding? or just personal preference?
Additionally I would like to add sounds to it ... how would I go about doing that without using the annoying PC beep?
>You've replaced the GOTO command with SUBs is that a quicker way of doing it in terms on coding? or just personal preference?
If you study the code and get used to structured programming, you will be able to write much more complicated programs, even with other people contributing SUB's, etc. So I think it is more than personal preference.
> I would like to add sounds to it ... how would I go about doing that without using the annoying PC beep?
Make a post to that effect on the main forum:
http://www.network54.com/Forum/13959/
In it, include a reference to
http://www.network54.com/Forum/178387/message/1179349319
I don't know the answer, but someone will, I'm sure.