if global.ingame { statetime += 1 if (statetime == 95) { sid = sfx_loop(sndQuakeLoop) audio_sound_gain(sid, 0.05, 0) audio_sound_gain(sid, (global.opsoundvolume / 100), 1500) } if (statetime == 100) { global.quake = 1 intensity = 3 } if (statetime == 130) intensity = 5 if (statetime == 160) intensity = 7 if (statetime == 190) intensity = 9 if (statetime == 340 && global.event[303] == 0) sfx_play(sndQueenIntro) if (statetime == 250) { intensity = 11 audio_sound_gain(sid, 0, 1500) } if (statetime == 500) intensity = 9 if (statetime == 540) intensity = 6 if (statetime == 580) intensity = 4 if (statetime == 595) intensity = 3 if (statetime == 615) intensity = 2 if (statetime == 630) intensity = 1 if (statetime == 645) { intensity = 0 event_user(0) } if global.quake { if (global.classicmode == 0) { view_xport[0] = round(random(intensity)) view_yport[0] = round(random(intensity)) oControl.xShake = round(random(intensity)) oControl.yShake = round(random(intensity)) } if (global.classicmode == 1) { view_xport[0] = (80 + round(random(intensity))) view_yport[0] = (40 + round(random(intensity))) oControl.xShake = (80 + round(random(intensity))) oControl.yShake = (40 + round(random(intensity))) } } if global.opxjoyvib { global.vibL = (intensity * 0.15) global.vibR = (intensity * 0.15) } } else { view_xport[0] = 0 view_yport[0] = 0 oControl.xShake = 0 oControl.yShake = 0 }