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Leaked ofp2 source code!

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// program name: ofp2 engine

// release date: 20xx

// comment: it's not ready yet, but it supports all the features the ofp 1 does

// made by Marek Srapnel (supporting two guiness and 21 cognac)

func mainprogram

cpu_load=100% // it's necessary because the lame users buy always weak machines

initilaize random_generate_desktop_crash

3Dengine()

AI()

player_controls()

netcode()

end func mainprogram

goto mainprogram()

// **************************************

// * 3D engine *

// **************************************

func 3Dengine

// detecting processor

if cpu_freq < 4000 MHz then goto exit

// detecting 3Dgraphics card

if 3Dgraphics_card=true

{

if videocard texture memory < 256 then print "3D card memory to small, please go and buy a better one"

elseif videocard texture memory > 256 and videocard texture memory > 512 then graph_setup=low

elseif videocard texture memory > 512 and videocard texture memory > 1024 then graph_setup=normal

}

elseif 3Dgraphics_card=false

{

windows_desktop_flashing

hdd_scratching

blue screen of death

print "Cannot initialize 3d device, please contact for program distributor!!!"

}

system_RAM_used=1024 MB

pagefile_RAM_used=2048 MB

print "Counting..."

load_DVD_disk(1)_to_all_textures

load_DVD_disk(2)_to_all_islands

load_DVD_disk(3)_to_all_3d_models // motion capture of human and non humen objects from czech folk dancers

create 3D_polygon_scene

{

for n=0 to 3000000000

create polygons

send_to_video_card=1000L

if video_card.cant_handle=true then lagging.enabled=true

print "please wait, loading menu..."

next n

}

if garaph_setup=low then

{

draw_object=128 //

starting_ fog=50m

// expected_fps=50

}

if garaph_setup=normal then

{

draw_object=256 //

starting_ fog=100m

// expected_fps=25

}

initialize 3D EAX sound

if soundcard=SBLive then loading.scratching_sound_bank

end func 3Dengine

// **************************************

// * AI *

// **************************************

func AI

// diverse independently behaving AI

if soldier.see_enemy=true then soldier.AI=shoot.enemy

if soldier.see_enemy=true then soldier.AI=suicide_through_enemy

// diverse independently behaving AI

if soldier.order.get.in.vehicle=true then soldier.AI=go.around.city

if soldier.order.get.in.vehicle2=true then soldier.AI=go.around.forest

if soldier.order.get.in.vehicle3=true then soldier.AI=go.around.island

if civil.order.sit.down=true then civil.AI=imaginary_weapon_put_on_back

// diverse independently speaking AI

if soldier.in.group.dies=true then

{

for n=0 to lemniscate

soldier.AI.speak="Oh no 2 is down..."

or

soldier.AI.speak="Oh no 3 is down..."

or

soldier.AI.speak="Oh no 4 is down..."

or

soldier.AI.speak="Oh no 5 is down..."

or

soldier.AI.speak="Oh no 6 is down..."

or

soldier.AI.speak="Oh no 7 is down..."

or

soldier.AI.speak="Oh no 8 is down..."

or

soldier.AI.speak="Oh no 9 is down..."

or

soldier.AI.speak="Oh no 10 is down..."

or

soldier.AI.speak="Oh no 11 is down..."

or

soldier.AI.speak="Oh no 12 is down..."

next n

}

end func AI

// **************************************

// * player controls *

// **************************************

func player_controls

if player.use.binocular=true then player.moves=false

if player.bump_into_house_from_outside=true then player.position=house.inside

if player.bump_into_house_from_inside=true then player.position=house.outside

if player.go_house_through_door=true then player.position=house.outside

if player.go_out_house_through_door=true then player.position=house.inside

if player.bumb_into_vehicle=true then player.hit_by_vehicle=true

if player.get_out_vehicle_near_building=true then player.position=building_roof

end func player_controls

// **************************************

// * netcode *

// **************************************

func netcode

if server.protocol=directplay then deleting partition

if client.player.shooting=true then

{

server.waiting=true

create.lag=true

if lag.end=true then count.shooting=true

if client.player.target.shooting=true then

{

client.player.killed=true

wait 10 sec

client.player.target.killed=true

}

print "player killed by player target"

print "player target killed by player"

}

if client.player.driving_vehicle=true then client.else.lag=true

if client.player.modem=true then client.player.lag.enabled=true

end func netcode

biggrin_o.gif

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heh, kinda funny.

but marek spanel isn't a programmer ;)...

and they would probably comment it out in czech, not english

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