39,7 → 39,7 |
gamevar y2 0 2 |
gamevar pose 0 0 |
|
// The following gamevars disable the Polymer dynamic muzzle flashes for certain Caribbean weapons. |
// disable Polymer dynamic muzzle flashes |
gamevar WEAPON1_FLASHCOLOR 0 1 |
gamevar WEAPON2_FLASHCOLOR 0 1 |
gamevar WEAPON3_FLASHCOLOR 0 1 |
47,10 → 47,19 |
gamevar WEAPON7_FLASHCOLOR 0 1 |
gamevar WEAPON9_FLASHCOLOR 0 1 |
|
// disable voodoo ring glowing flag, just in case |
// disable voodoo ring glowing flag |
// even though only the crystals are supposed to glow, bugs in EDuke32 have caused the frames to glow too |
gamevar WEAPON6_FLAGS 0 1 |
gamevar WEAPON11_FLAGS 0 1 |
|
// disable visibility clearing |
gamevar WEAPON1_FLAGS 33024 1 |
gamevar WEAPON2_FLAGS 1280 1 |
gamevar WEAPON3_FLAGS 74068 1 |
gamevar WEAPON4_FLAGS 256 1 |
gamevar WEAPON7_FLAGS 328 1 |
gamevar WEAPON9_FLAGS 65792 1 |
|
onevent EVENT_GETMENUTILE |
setvar RETURN 3281 |
endevent |
123,26 → 132,26 |
|
case RPG |
case FREEZEBLAST |
setactor[THISACTOR].htflags 256 |
break |
setactor[THISACTOR].htflags 256 |
break |
|
case FIRELASER |
spritepal 1 |
setactor[THISACTOR].htflags 256 |
break |
spritepal 1 |
setactor[THISACTOR].htflags 256 |
break |
|
/* |
case MUSICANDSFX |
ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE |
ifsound WIND_REPEAT stopsound WIND_REPEAT |
break |
ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE |
ifsound WIND_REPEAT stopsound WIND_REPEAT |
break |
*/ |
|
case CHAIR3 |
ifvare temp3 0 |
{ |
findnearsprite3d 1037 768 temp |
ifvarn temp -1 |
findnearsprite3d 1037 768 temp |
ifvarn temp -1 |
{ |
getactor[temp].x x2 |
getactor[temp].y y2 |
154,22 → 163,22 |
setactor[THISACTOR].ang temp2 // sets the angle |
setvar temp3 1 |
} |
else setvar temp3 1 |
else setvar temp3 1 |
} |
break |
break |
|
case SHELL |
case SHOTGUNSHELL |
killit |
break |
killit |
break |
|
case CAMERA1 |
setactor[THISACTOR].cstat temp2 |
break |
setactor[THISACTOR].cstat temp2 |
break |
|
case SMALLSMOKE |
ifspawnedby RPG killit |
break |
ifspawnedby RPG killit |
break |
|
case SHOTSPARK1 |
ifspawnedby JIBS6 spritepal 1 |
181,8 → 190,12 |
ifspawnedby APLAYER spritepal 1 |
ifspawnedby RPG killit |
ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available |
break |
break |
|
case GROWAMMO |
setactor[THISACTOR].mdflags 16 |
break |
|
endswitch |
endevent |
|
192,18 → 205,14 |
|
case FREEZEAMMO |
spritepal 1 |
spawn BLOODPOOL |
spawn BLOODPOOL // spawn a water puddle as an added "cool" effect |
getlastpal |
break |
break |
|
case WATERSPLASH2 |
ifspawnedby SEAGULLSHIT spritepal 19 |
break |
break |
|
case GROWAMMO |
setactor[THISACTOR].mdflags 16 |
break |
|
endswitch |
endevent |
|
424,16 → 433,25 |
|
|
onevent EVENT_ANIMATESPRITES |
ifactor GROWAMMO |
{ |
// t->shade = (sintable[(totalclock<<4)&2047]>>10); |
setvarvar temp totalclock |
shiftvarl temp 4 |
andvar temp 2047 |
sin temp temp |
shiftvarr temp 10 |
settspr[THISACTOR].tsprshade temp |
} |
switch picnum |
|
case GROWAMMO |
// t->shade = (sintable[(totalclock<<4)&2047]>>10); |
setvarvar temp totalclock |
shiftvarl temp 4 |
andvar temp 2047 |
sin temp temp |
shiftvarr temp 10 |
settspr[THISACTOR].tsprshade temp |
break |
|
case DRAGON |
case DRAGONDEATH |
ifvarn temp3 -1 |
settspr[THISACTOR].tsprang temp3 |
break |
|
endswitch |
endevent |
|
define title_x1 54 |