
//**************************************************************************
//**
//** test.acs
//**
//**************************************************************************

#include "common.acs"

script 2 OPEN
{
    int a;

    switch( a + 10 )
    {
    case 1:
        break;
    case 2:
        break;
    }

    delay(const: 35);
    setlinetexture(11, SIDE_FRONT, TEXTURE_MIDDLE, "castle07");
	delay(const: 35);
	setlinetexture(11, SIDE_FRONT, TEXTURE_MIDDLE, "ice01");

	restart;
}

#define DIR_UP 1
#define DIR_DOWN 0

script 5 (void)
{
	int i;
	int tag;
	int direction;
	str gameTypeString;
	int startTime;

	delay(const: 2*35);
	switch(gametype())
	{
		case GAME_SINGLE_PLAYER:
			gameTypeString = "SINGLE PLAYER";
			break;
		case GAME_NET_COOPERATIVE:
			gameTypeString = "COOPERATIVE";
			break;
		case GAME_NET_DEATHMATCH:
			gameTypeString = "DEATHMATCH";
			break;
	}
	print(s: gameTypeString, s: ", SKILL LEVEL ", d: gameskill());
	delay(const: 2*35);

	print(s: "NUMBER OF PLAYERS: ", d: playercount());
	delay(const: 2*35);

	startTime = timer();
	do
	{
		print(s: "TIMER IS: ", d: timer());
		delay(const: 8);
		ambientsound("FighterGrunt", 127);
	} until(timer() > startTime+5*35);
	delay(const: 3*35);

	while(i < 10)
	{
		print(s: "WILL HAPPEN IN ", d: 10-i++, s: " SECONDS ...");
		ambientsound("PickupItem", 127);
		delay(const: 35);
	}

	while(TRUE)
	{
		i = 200;
		while(i < 216)
		{
			direction = random(const: 0, 1);
			if(direction == DIR_UP)
			{
				Floor_RaiseByValue(i, 50, 4);
			}
			else
			{
                Floor_LowerByValue(i, 50, 4);
			}
			i++;
		}
		delay(const: 16);
	}
}
