Subversion Repositories vaca_plus

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Regard 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
183,6 → 192,10
ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
break
 
case GROWAMMO
setactor[THISACTOR].mdflags 16
break
 
endswitch
endevent
 
192,7 → 205,7
 
case FREEZEAMMO
spritepal 1
spawn BLOODPOOL
spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
getlastpal
break
 
200,10 → 213,6
ifspawnedby SEAGULLSHIT spritepal 19
break
 
case GROWAMMO
setactor[THISACTOR].mdflags 16
break
 
endswitch
endevent
 
424,8 → 433,9
 
 
onevent EVENT_ANIMATESPRITES
ifactor GROWAMMO
{
switch picnum
 
case GROWAMMO
// t->shade = (sintable[(totalclock<<4)&2047]>>10);
setvarvar temp totalclock
shiftvarl temp 4
433,7 → 443,15
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