Subversion Repositories vaca_plus

Compare Revisions

Ignore whitespace Rev 24 → Rev 25

/vaca_plus/Vacation.con
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