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Rev 17 | Rev 25 | ||
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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 |
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- | 56 | gamevar WEAPON1_FLAGS 33024 1 |
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- | 57 | gamevar WEAPON2_FLAGS 1280 1 |
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- | 58 | gamevar WEAPON3_FLAGS 74068 1 |
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- | 59 | gamevar WEAPON4_FLAGS 256 1 |
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- | 60 | gamevar WEAPON7_FLAGS 328 1 |
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- | 61 | gamevar WEAPON9_FLAGS 65792 1 |
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- | 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 181... | Line 190... | ||
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 |
185 | 194 | ||
- | 195 | case GROWAMMO |
|
- | 196 | setactor[THISACTOR].mdflags 16 |
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- | 197 | break |
|
- | 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 | 215 | ||
203 | case GROWAMMO |
- | |
204 | setactor[THISACTOR].mdflags 16 |
- | |
205 | break |
- | |
206 | - | ||
207 | endswitch |
216 | endswitch |
208 | endevent |
217 | endevent |
209 | 218 | ||
210 | state scrap3_colorchange |
219 | state scrap3_colorchange |
211 | ifspritepal 10 spritepal 2 |
220 | ifspritepal 10 spritepal 2 |
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 |
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- | 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 |