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Rev 17 Rev 25
Line 37... Line 37...
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gamevar temp3 0 2
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gamevar temp3 0 2
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gamevar x2 0 2
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gamevar x2 0 2
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gamevar y2 0 2
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gamevar y2 0 2
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gamevar pose 0 0
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gamevar pose 0 0
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// The following gamevars disable the Polymer dynamic muzzle flashes for certain Caribbean weapons.
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// disable Polymer dynamic muzzle flashes
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gamevar WEAPON1_FLASHCOLOR 0 1
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gamevar WEAPON1_FLASHCOLOR 0 1
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gamevar WEAPON2_FLASHCOLOR 0 1
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gamevar WEAPON2_FLASHCOLOR 0 1
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gamevar WEAPON3_FLASHCOLOR 0 1
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gamevar WEAPON3_FLASHCOLOR 0 1
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gamevar WEAPON4_FLASHCOLOR 0 1
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gamevar WEAPON4_FLASHCOLOR 0 1
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gamevar WEAPON7_FLASHCOLOR 0 1
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gamevar WEAPON7_FLASHCOLOR 0 1
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gamevar WEAPON9_FLASHCOLOR 0 1
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gamevar WEAPON9_FLASHCOLOR 0 1
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// disable voodoo ring glowing flag, just in case
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// disable voodoo ring glowing flag
-
 
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// even though only the crystals are supposed to glow, bugs in EDuke32 have caused the frames to glow too
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gamevar WEAPON6_FLAGS 0 1
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gamevar WEAPON6_FLAGS 0 1
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gamevar WEAPON11_FLAGS 0 1
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gamevar WEAPON11_FLAGS 0 1
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-
 
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// disable visibility clearing
-
 
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gamevar WEAPON1_FLAGS 33024 1
-
 
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gamevar WEAPON2_FLAGS 1280 1
-
 
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gamevar WEAPON3_FLAGS 74068 1
-
 
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gamevar WEAPON4_FLAGS 256 1
-
 
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gamevar WEAPON7_FLAGS 328 1
-
 
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gamevar WEAPON9_FLAGS 65792 1
-
 
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onevent EVENT_GETMENUTILE
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onevent EVENT_GETMENUTILE
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 setvar RETURN 3281
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 setvar RETURN 3281
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endevent
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endevent
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/*
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/*
Line 181... Line 190...
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     ifspawnedby APLAYER spritepal 1
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     ifspawnedby APLAYER spritepal 1
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     ifspawnedby RPG killit
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     ifspawnedby RPG killit
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     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
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     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
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   break
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     break
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-
 
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   case GROWAMMO
-
 
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     setactor[THISACTOR].mdflags 16
-
 
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     break
-
 
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  endswitch
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  endswitch
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endevent
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endevent
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onevent EVENT_EGS
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onevent EVENT_EGS
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  getactor[THISACTOR].picnum picnum
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  getactor[THISACTOR].picnum picnum
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  switch picnum
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  switch picnum
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   case FREEZEAMMO
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   case FREEZEAMMO
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     spritepal 1
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     spritepal 1
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     spawn BLOODPOOL
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     spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
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     getlastpal
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     getlastpal
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   break
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     break
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   case WATERSPLASH2
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   case WATERSPLASH2
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     ifspawnedby SEAGULLSHIT spritepal 19
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     ifspawnedby SEAGULLSHIT spritepal 19
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   break
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     break
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   case GROWAMMO
-
 
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     setactor[THISACTOR].mdflags 16
-
 
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   break
-
 
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-
 
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  endswitch
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  endswitch
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endevent
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endevent
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state scrap3_colorchange
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state scrap3_colorchange
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        ifspritepal 10 spritepal 2
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        ifspritepal 10 spritepal 2
Line 422... Line 431...
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     ifvarand temp 16 setactor[THISACTOR].mdflags 1
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     ifvarand temp 16 setactor[THISACTOR].mdflags 1
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enda
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enda
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onevent EVENT_ANIMATESPRITES
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onevent EVENT_ANIMATESPRITES
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 ifactor GROWAMMO
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  switch picnum
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   {
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-
 
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    case GROWAMMO
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   // t->shade = (sintable[(totalclock<<4)&2047]>>10);
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    // t->shade = (sintable[(totalclock<<4)&2047]>>10);
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     setvarvar temp totalclock
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      setvarvar temp totalclock
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     shiftvarl temp 4
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      shiftvarl temp 4
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     andvar temp 2047
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      andvar temp 2047
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     sin temp temp
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      sin temp temp
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     shiftvarr temp 10
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      shiftvarr temp 10
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     settspr[THISACTOR].tsprshade temp
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      settspr[THISACTOR].tsprshade temp
-
 
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      break
-
 
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-
 
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    case DRAGON
-
 
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    case DRAGONDEATH
-
 
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      ifvarn temp3 -1
-
 
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        settspr[THISACTOR].tsprang temp3
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   }
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      break
-
 
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-
 
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  endswitch
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endevent
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endevent
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define title_x1 54
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define title_x1 54
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define title_x2 306
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define title_x2 306
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define title_y1 186
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define title_y1 186