Subversion Repositories vaca_plus

Rev

Rev 17 | Rev 61 | Go to most recent revision | Show entire file | Ignore whitespace | Details | Blame | Last modification | View Log | RSS feed

Rev 17 Rev 25
Line 37... Line 37...
37
gamevar temp3 0 2
37
gamevar temp3 0 2
38
gamevar x2 0 2
38
gamevar x2 0 2
39
gamevar y2 0 2
39
gamevar y2 0 2
40
gamevar pose 0 0
40
gamevar pose 0 0
41
 
41
 
42
// The following gamevars disable the Polymer dynamic muzzle flashes for certain Caribbean weapons.
42
// disable Polymer dynamic muzzle flashes
43
gamevar WEAPON1_FLASHCOLOR 0 1
43
gamevar WEAPON1_FLASHCOLOR 0 1
44
gamevar WEAPON2_FLASHCOLOR 0 1
44
gamevar WEAPON2_FLASHCOLOR 0 1
45
gamevar WEAPON3_FLASHCOLOR 0 1
45
gamevar WEAPON3_FLASHCOLOR 0 1
46
gamevar WEAPON4_FLASHCOLOR 0 1
46
gamevar WEAPON4_FLASHCOLOR 0 1
47
gamevar WEAPON7_FLASHCOLOR 0 1
47
gamevar WEAPON7_FLASHCOLOR 0 1
48
gamevar WEAPON9_FLASHCOLOR 0 1
48
gamevar WEAPON9_FLASHCOLOR 0 1
49
 
49
 
50
// disable voodoo ring glowing flag, just in case
50
// disable voodoo ring glowing flag
-
 
51
// even though only the crystals are supposed to glow, bugs in EDuke32 have caused the frames to glow too
51
gamevar WEAPON6_FLAGS 0 1
52
gamevar WEAPON6_FLAGS 0 1
52
gamevar WEAPON11_FLAGS 0 1
53
gamevar WEAPON11_FLAGS 0 1
53
 
54
 
-
 
55
// disable visibility clearing
-
 
56
gamevar WEAPON1_FLAGS 33024 1
-
 
57
gamevar WEAPON2_FLAGS 1280 1
-
 
58
gamevar WEAPON3_FLAGS 74068 1
-
 
59
gamevar WEAPON4_FLAGS 256 1
-
 
60
gamevar WEAPON7_FLAGS 328 1
-
 
61
gamevar WEAPON9_FLAGS 65792 1
-
 
62
 
54
onevent EVENT_GETMENUTILE
63
onevent EVENT_GETMENUTILE
55
 setvar RETURN 3281
64
 setvar RETURN 3281
56
endevent
65
endevent
57
 
66
 
58
/*
67
/*
Line 121... Line 130...
121
  getactor[THISACTOR].picnum picnum
130
  getactor[THISACTOR].picnum picnum
122
  switch picnum
131
  switch picnum
123
 
132
 
124
   case RPG
133
   case RPG
125
   case FREEZEBLAST
134
   case FREEZEBLAST
126
    setactor[THISACTOR].htflags 256
135
     setactor[THISACTOR].htflags 256
127
   break
136
     break
128
 
137
 
129
   case FIRELASER
138
   case FIRELASER
130
    spritepal 1
139
     spritepal 1
131
    setactor[THISACTOR].htflags 256
140
     setactor[THISACTOR].htflags 256
132
   break
141
     break
133
 
142
 
134
/*
143
/*
135
   case MUSICANDSFX
144
   case MUSICANDSFX
136
       ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
145
     ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
137
       ifsound WIND_REPEAT stopsound WIND_REPEAT
146
     ifsound WIND_REPEAT stopsound WIND_REPEAT
138
   break
147
     break
139
*/
148
*/
140
 
149
 
141
   case CHAIR3
150
   case CHAIR3
142
     ifvare temp3 0
151
     ifvare temp3 0
143
     {
152
     {
144
     findnearsprite3d 1037 768 temp
153
       findnearsprite3d 1037 768 temp
145
     ifvarn temp -1
154
       ifvarn temp -1
146
       {
155
       {
147
          getactor[temp].x x2
156
          getactor[temp].x x2
148
          getactor[temp].y y2
157
          getactor[temp].y y2
149
          getactor[THISACTOR].x x
158
          getactor[THISACTOR].x x
150
          getactor[THISACTOR].y y // gets the coordinates of the chair and table
159
          getactor[THISACTOR].y y // gets the coordinates of the chair and table
Line 152... Line 161...
152
          subvarvar y2 y
161
          subvarvar y2 y
153
          getangle temp2 x2 y2 // calculates the angle to face the table
162
          getangle temp2 x2 y2 // calculates the angle to face the table
154
          setactor[THISACTOR].ang temp2 // sets the angle
163
          setactor[THISACTOR].ang temp2 // sets the angle
155
          setvar temp3 1
164
          setvar temp3 1
156
       }
165
       }
157
     else setvar temp3 1
166
       else setvar temp3 1
158
     }
167
     }
159
   break
168
     break
160
 
169
 
161
   case SHELL
170
   case SHELL
162
   case SHOTGUNSHELL
171
   case SHOTGUNSHELL
163
    killit
172
     killit
164
   break
173
     break
165
 
174
 
166
   case CAMERA1
175
   case CAMERA1
167
      setactor[THISACTOR].cstat temp2
176
     setactor[THISACTOR].cstat temp2
168
   break
177
     break
169
 
178
 
170
   case SMALLSMOKE
179
   case SMALLSMOKE
171
      ifspawnedby RPG killit
180
     ifspawnedby RPG killit
172
   break
181
     break
173
 
182
 
174
   case SHOTSPARK1
183
   case SHOTSPARK1
175
     ifspawnedby JIBS6 spritepal 1
184
     ifspawnedby JIBS6 spritepal 1
176
     ifspawnedby BLOODSPLAT1 spritepal 1
185
     ifspawnedby BLOODSPLAT1 spritepal 1
177
     ifspawnedby SHOTSPARK1 spritepal 1
186
     ifspawnedby SHOTSPARK1 spritepal 1
Line 179... Line 188...
179
     ifspawnedby CHAINGUN spritepal 1
188
     ifspawnedby CHAINGUN spritepal 1
180
     ifspawnedby FIRELASER spritepal 1
189
     ifspawnedby FIRELASER spritepal 1
181
     ifspawnedby APLAYER spritepal 1
190
     ifspawnedby APLAYER spritepal 1
182
     ifspawnedby RPG killit
191
     ifspawnedby RPG killit
183
     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
192
     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
184
   break
193
     break
-
 
194
 
-
 
195
   case GROWAMMO
-
 
196
     setactor[THISACTOR].mdflags 16
-
 
197
     break
185
 
198
 
186
  endswitch
199
  endswitch
187
endevent
200
endevent
188
 
201
 
189
onevent EVENT_EGS
202
onevent EVENT_EGS
190
  getactor[THISACTOR].picnum picnum
203
  getactor[THISACTOR].picnum picnum
191
  switch picnum
204
  switch picnum
192
 
205
 
193
   case FREEZEAMMO
206
   case FREEZEAMMO
194
     spritepal 1
207
     spritepal 1
195
     spawn BLOODPOOL
208
     spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
196
     getlastpal
209
     getlastpal
197
   break
210
     break
198
 
211
 
199
   case WATERSPLASH2
212
   case WATERSPLASH2
200
     ifspawnedby SEAGULLSHIT spritepal 19
213
     ifspawnedby SEAGULLSHIT spritepal 19
201
   break
214
     break
202
 
-
 
203
   case GROWAMMO
-
 
204
     setactor[THISACTOR].mdflags 16
-
 
205
   break
-
 
206
 
215
 
207
  endswitch
216
  endswitch
208
endevent
217
endevent
209
 
218
 
210
state scrap3_colorchange
219
state scrap3_colorchange
Line 422... Line 431...
422
     ifvarand temp 16 setactor[THISACTOR].mdflags 1
431
     ifvarand temp 16 setactor[THISACTOR].mdflags 1
423
enda
432
enda
424
 
433
 
425
 
434
 
426
onevent EVENT_ANIMATESPRITES
435
onevent EVENT_ANIMATESPRITES
427
 ifactor GROWAMMO
436
  switch picnum
428
   {
437
 
-
 
438
    case GROWAMMO
429
   // t->shade = (sintable[(totalclock<<4)&2047]>>10);
439
    // t->shade = (sintable[(totalclock<<4)&2047]>>10);
430
     setvarvar temp totalclock
440
      setvarvar temp totalclock
431
     shiftvarl temp 4
441
      shiftvarl temp 4
432
     andvar temp 2047
442
      andvar temp 2047
433
     sin temp temp
443
      sin temp temp
434
     shiftvarr temp 10
444
      shiftvarr temp 10
435
     settspr[THISACTOR].tsprshade temp
445
      settspr[THISACTOR].tsprshade temp
-
 
446
      break
-
 
447
 
-
 
448
    case DRAGON
-
 
449
    case DRAGONDEATH
-
 
450
      ifvarn temp3 -1
-
 
451
        settspr[THISACTOR].tsprang temp3
436
   }
452
      break
-
 
453
 
-
 
454
  endswitch
437
endevent
455
endevent
438
 
456
 
439
define title_x1 54
457
define title_x1 54
440
define title_x2 306
458
define title_x2 306
441
define title_y1 186
459
define title_y1 186