2.0
28 Sep 2013 16:22
jjOBJ@ enemy;
void onPlayer() {
for (int i = 1; i < jjObjectCount; i++) {
@enemy = jjObjects[i];
if (enemy.objType >= 16 && enemy.state == STATE::KILL && enemy.isActive && jjGameTicks%7 == 0) {
randomizer();
}
}
}
void randomizer() {
switch (jjRandom()%8) {
case 0: jjAddObject(OBJECT::BOUNCERAMMO3, enemy.xPos, enemy.yPos, p.playerID, CREATOR::PLAYER); break;
case 1: jjAddObject(OBJECT::ICEAMMO3, enemy.xPos, enemy.yPos, p.playerID, CREATOR::PLAYER); break;
case 2: jjAddObject(OBJECT::SEEKERAMMO3, enemy.xPos, enemy.yPos, p.playerID, CREATOR::PLAYER); break;
case 3: jjAddObject(OBJECT::RFAMMO3, enemy.xPos, enemy.yPos, p.playerID, CREATOR::PLAYER); break;
case 4: jjAddObject(OBJECT::TOASTERAMMO3, enemy.xPos, enemy.yPos, p.playerID, CREATOR::PLAYER); break;
case 5: jjAddObject(OBJECT::TNTAMMO3, enemy.xPos, enemy.yPos, p.playerID, CREATOR::PLAYER); break;
case 6: jjAddObject(OBJECT::GUN8AMMO3, enemy.xPos, enemy.yPos, p.playerID, CREATOR::PLAYER); break;
case 7: jjAddObject(OBJECT::GUN9AMMO3, enemy.xPos, enemy.yPos, p.playerID, CREATOR::PLAYER); break;
}
}
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