Subversion Repositories nw_plus

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Regard whitespace Rev 7 → Rev 8

/nw_plus/nwl7.ips
Cannot display: file marked as a binary type.
svn:mime-type = application/octet-stream
/nw_plus/NWDefs.con
21,6 → 21,7
define DRUNKELF 3592
define HALFBITCH 3627
define SLUTASS 3637
define CHANDELIER 3778
define CHOOCHOOSLUT 3779
define HORSEPOWER 3783
 
/nw_plus/NWinter.bat
311,4 → 311,3
@title %ComSpec%
cd %dir%
@echo on
goto :eof
/nw_plus/NWActor.con
66,7 → 66,10
getplayer[THISACTOR].i temp
setactor[temp].htextra SNOWBALLAMOUNT
setactor[temp].htpicnum SNOWBALL
getactor[THISACTOR].owner temp2
setactor[temp].htowner temp2
// addphealth SNOWBALLAMOUNT
 
debris SCRAP3 5
globalsound DUKE_GRUNT
state headhitstate
430,6 → 433,14
ends
 
state botshootrpg // so Santa shoots the player's RPG and not the Commander's
eshoot RPG
setactor[RETURN].extra RPG_WEAPON_STRENGTH
setactor[RETURN].xrepeat 14
setactor[RETURN].yrepeat 14
sound RPG_SHOOT
ends
 
state botquickshootstate
ifspritepal 0 nullop else break
438,10 → 449,7
ifp pdead break
 
ifspritepal 0
{
shoot RPG
sound RPG_SHOOT
}
state botshootrpg
else ifspritepal 3
{
shoot CHAINGUN
472,8 → 480,7
ifactioncount 5
{
resetactioncount
shoot RPG
sound RPG_SHOOT
state botshootrpg
}
ifpdistl 4096
/nw_plus/NWinter.con
23,8 → 23,9
gamevar temp3 0 2
gamevar temp4 0 2
gamevar ptemp 0 1
gamevar holodukeid 0 1
gamevar musicchange 0 1
gamevar skin DUKE 1
gamevar skin DUKE 132097 // do not reset flag enabled
 
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
 
193,6 → 194,15
killit
}
else
ifactor CHANDELIER
{
sound GLASS_BREAKING
debris SCRAP3 3
debris SCRAP4 4
lotsofglass 10
killit
}
else
ifactor TREEWITHSOMETHING
{
sound GLASS_HEAVYBREAK
233,6 → 243,8
 
useractor notenemy SNOWGIB WEAK state nwbreakobject enda
 
useractor notenemy CHANDELIER WEAK state nwbreakobject enda
 
useractor notenemy TREEWITHSOMETHING TOUGH state nwbreakobject enda
 
actor JETPACK
550,7 → 562,7
case 166 case 167 case 172 case 173 case 174 case 176 case 179
ifvarn musicchange 0
{
starttrack 2 // level music
starttrackvar LEVEL // level music
setvar musicchange 0
}
break
560,8 → 572,10
ends
 
action ACOMMSPINNW 0 1 5 1 12
action ACOMMSHOOTNW 20 1 5 1 16 // this is custom to shorten the delay between firing freezeblasts
 
ai AICOMMSPINNW ACOMMSPINNW COMMGETVELS spin
ai AICOMMSHOOTNW ACOMMSHOOTNW COMMSTOPPED faceplayerslow
 
state checkcommhitstate
 
670,7 → 684,7
break
}
ifai 0
ai AICOMMSHOOT
ai AICOMMSHOOTNW
else
ifai AICOMMWAIT
{
696,7 → 710,7
ifactioncount 2
{
ifcansee
ai AICOMMSHOOT
ai AICOMMSHOOTNW
else
{
ai AICOMMGET
706,7 → 720,7
ifrnd 32 soundonce COMM_ATTACK
}
else
ifai AICOMMSHOOT
ifai AICOMMSHOOTNW
{
ifcanshoottarget
{
713,6 → 727,7
ifcount 12
ifrnd 16
ai AICOMMWAIT
ifactioncount 1
{
shoot FREEZEBLAST
719,6 → 734,10
resetactioncount
}
 
getplayer[THISACTOR].i temp
getactor[temp].pal temp
ifvare temp 1 // if player is frozen
ai AICOMMGET
}
else
ai AICOMMGET
744,13 → 763,24
ifrnd 4
operate
ifpdistl 1024
{
ifp palive
{
// sound COMM_SPIN
sound COMM_SPIN
ai AICOMMSPINNW
break
}
 
getplayer[THISACTOR].i temp
getactor[temp].pal temp
ifvare temp 1 // if player is frozen
{
sound COMM_SPIN
ai AICOMMSPINNW
break
}
}
 
ifcansee
{
ifp phigher
770,10 → 800,17
{
ifpdistl 1280
{
addphealth CAPTSPINNINGPLAYER
sound DUKE_GRUNT
palfrom 32
16 resetcount
setvar tempb CAPTSPINNINGPLAYER
mulvar tempb -1
// addphealth CAPTSPINNINGPLAYER
getplayer[THISACTOR].i temp
setactor[temp].htextra tempb
setactor[temp].htpicnum KNEE
setactor[temp].htowner THISACTOR
 
globalsound DUKE_GRUNT
palfrom 32 16
resetcount
}
else
ifpdistg 2300
946,7 → 983,20
// -----------------------------------------------------------------------------
 
onevent EVENT_GAME
ifactor APLAYER state nwl3surprise
ifactor APLAYER
{
state nwl3surprise
getplayer[THISACTOR].holoduke_on holodukeid
ifvarg holodukeid -1
setactor[holodukeid].mdflags 16
// addlogvar skin
}
ifactor FRAMEEFFECT1
ifspawnedby APLAYER
setactor[THISACTOR].mdflags 16
 
/*
ifactor MONEY
{
995,47 → 1045,36
endswitch
}
*/
getplayervar[THISACTOR].skin temp
ifvare temp 1
switch picnum
case APLAYER
ifvare skin SANTA
{
getplayer[THISACTOR].i temp2
gettspr[temp2].tsprpicnum temp3
gettspr[THISACTOR].tsprpicnum temp3
ifvarl temp3 1544 addvar temp3 4096
settspr[temp2].tsprpicnum temp3
settspr[temp2].tsprpal 10
settspr[THISACTOR].tsprpicnum temp3
 
ifvare picnum DUKETORSO
ifvarg holodukeid -1
{
getactor[owner].picnum temp2
ifvare temp2 APLAYER
{
gettspr[THISACTOR].tsprpicnum temp3
addvar temp3 2456
settspr[THISACTOR].tsprpicnum temp3
break
gettspr[holodukeid].tsprpicnum temp3
ifvarl temp3 1544 addvar temp3 4096
settspr[holodukeid].tsprpicnum temp3
}
}
ifvare picnum DUKEGUN
break
case FRAMEEFFECT1
ifvare skin SANTA
ifspawnedby APLAYER
{
getactor[owner].picnum temp2
ifvare temp2 APLAYER
{
gettspr[THISACTOR].tsprpicnum temp3
addvar temp3 2456
ifvarl temp3 1544 addvar temp3 4096
settspr[THISACTOR].tsprpicnum temp3
break
}
}
ifvare picnum DUKELEG
{
getactor[owner].picnum temp2
ifvare temp2 APLAYER settspr[THISACTOR].tsprpal 30
break
}
}
 
ifvare picnum DUKETORSO
{
case DUKETORSO
case DUKEGUN
getactor[owner].picnum temp2
ifvare temp2 SOBBOTWALK
{
1042,7 → 1081,6
gettspr[THISACTOR].tsprpicnum temp3
addvar temp3 2456
settspr[THISACTOR].tsprpicnum temp3
break
}
ifvare temp2 SOBBOTFLY
{
1049,35 → 1087,27
gettspr[THISACTOR].tsprpicnum temp3
addvar temp3 2456
settspr[THISACTOR].tsprpicnum temp3
break
}
}
ifvare picnum DUKEGUN
ifvare temp2 APLAYER
{
getactor[owner].picnum temp2
ifvare temp2 SOBBOTWALK
ifvare skin SANTA
{
gettspr[THISACTOR].tsprpicnum temp3
addvar temp3 2456
settspr[THISACTOR].tsprpicnum temp3
break
}
ifvare temp2 SOBBOTFLY
{
gettspr[THISACTOR].tsprpicnum temp3
addvar temp3 2456
settspr[THISACTOR].tsprpicnum temp3
}
break
}
}
ifvare picnum DUKELEG
{
 
case DUKELEG
getactor[owner].picnum temp2
ifvare temp2 SOBBOTWALK settspr[THISACTOR].tsprpal 30
ifvare temp2 SOBBOTFLY settspr[THISACTOR].tsprpal 30
ifvare temp2 APLAYER ifvare skin SANTA settspr[THISACTOR].tsprpal 30
break
}
ifvare picnum APLAYER
endswitch
 
ifvare picnum APLAYER // this fixes the bug with the misplaced TV screen tiles
{
gettspr[THISACTOR].tsprpicnum temp
switch temp