Subversion Repositories nw_plus

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Regard whitespace Rev 8 → Rev 7

/nw_plus/NWinter.con
23,9 → 23,8
gamevar temp3 0 2
gamevar temp4 0 2
gamevar ptemp 0 1
gamevar holodukeid 0 1
gamevar musicchange 0 1
gamevar skin DUKE 132097 // do not reset flag enabled
gamevar skin DUKE 1
 
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
 
194,15 → 193,6
killit
}
else
ifactor CHANDELIER
{
sound GLASS_BREAKING
debris SCRAP3 3
debris SCRAP4 4
lotsofglass 10
killit
}
else
ifactor TREEWITHSOMETHING
{
sound GLASS_HEAVYBREAK
243,8 → 233,6
 
useractor notenemy SNOWGIB WEAK state nwbreakobject enda
 
useractor notenemy CHANDELIER WEAK state nwbreakobject enda
 
useractor notenemy TREEWITHSOMETHING TOUGH state nwbreakobject enda
 
actor JETPACK
562,7 → 550,7
case 166 case 167 case 172 case 173 case 174 case 176 case 179
ifvarn musicchange 0
{
starttrackvar LEVEL // level music
starttrack 2 // level music
setvar musicchange 0
}
break
572,10 → 560,8
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
 
684,7 → 670,7
break
}
ifai 0
ai AICOMMSHOOTNW
ai AICOMMSHOOT
else
ifai AICOMMWAIT
{
710,7 → 696,7
ifactioncount 2
{
ifcansee
ai AICOMMSHOOTNW
ai AICOMMSHOOT
else
{
ai AICOMMGET
720,7 → 706,7
ifrnd 32 soundonce COMM_ATTACK
}
else
ifai AICOMMSHOOTNW
ifai AICOMMSHOOT
{
ifcanshoottarget
{
727,7 → 713,6
ifcount 12
ifrnd 16
ai AICOMMWAIT
ifactioncount 1
{
shoot FREEZEBLAST
734,10 → 719,6
resetactioncount
}
getplayer[THISACTOR].i temp
getactor[temp].pal temp
ifvare temp 1 // if player is frozen
ai AICOMMGET
}
else
ai AICOMMGET
763,24 → 744,13
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
800,17 → 770,10
{
ifpdistl 1280
{
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
addphealth CAPTSPINNINGPLAYER
sound DUKE_GRUNT
palfrom 32
16 resetcount
}
else
ifpdistg 2300
983,20 → 946,7
// -----------------------------------------------------------------------------
 
onevent EVENT_GAME
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 APLAYER state nwl3surprise
/*
ifactor MONEY
{
1045,36 → 995,47
endswitch
}
*/
getplayervar[THISACTOR].skin temp
ifvare temp 1
{
getplayer[THISACTOR].i temp2
gettspr[temp2].tsprpicnum temp3
ifvarl temp3 1544 addvar temp3 4096
settspr[temp2].tsprpicnum temp3
settspr[temp2].tsprpal 10
switch picnum
case APLAYER
ifvare skin SANTA
ifvare picnum DUKETORSO
{
getactor[owner].picnum temp2
ifvare temp2 APLAYER
{
gettspr[THISACTOR].tsprpicnum temp3
ifvarl temp3 1544 addvar temp3 4096
addvar temp3 2456
settspr[THISACTOR].tsprpicnum temp3
 
ifvarg holodukeid -1
{
gettspr[holodukeid].tsprpicnum temp3
ifvarl temp3 1544 addvar temp3 4096
settspr[holodukeid].tsprpicnum temp3
break
}
}
break
case FRAMEEFFECT1
ifvare skin SANTA
ifspawnedby APLAYER
ifvare picnum DUKEGUN
{
getactor[owner].picnum temp2
ifvare temp2 APLAYER
{
gettspr[THISACTOR].tsprpicnum temp3
ifvarl temp3 1544 addvar temp3 4096
addvar temp3 2456
settspr[THISACTOR].tsprpicnum temp3
break
}
}
ifvare picnum DUKELEG
{
getactor[owner].picnum temp2
ifvare temp2 APLAYER settspr[THISACTOR].tsprpal 30
break
}
}
case DUKETORSO
case DUKEGUN
ifvare picnum DUKETORSO
{
getactor[owner].picnum temp2
ifvare temp2 SOBBOTWALK
{
1081,6 → 1042,7
gettspr[THISACTOR].tsprpicnum temp3
addvar temp3 2456
settspr[THISACTOR].tsprpicnum temp3
break
}
ifvare temp2 SOBBOTFLY
{
1087,27 → 1049,35
gettspr[THISACTOR].tsprpicnum temp3
addvar temp3 2456
settspr[THISACTOR].tsprpicnum temp3
break
}
ifvare temp2 APLAYER
}
ifvare picnum DUKEGUN
{
ifvare skin SANTA
getactor[owner].picnum temp2
ifvare temp2 SOBBOTWALK
{
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
}
break
 
case DUKELEG
}
ifvare picnum 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
endswitch
 
ifvare picnum APLAYER // this fixes the bug with the misplaced TV screen tiles
}
ifvare picnum APLAYER
{
gettspr[THISACTOR].tsprpicnum temp
switch temp