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| 1 | h266 | 1 | /* |
| 2 | |||
| 3 | Better Falling Snow by Joe Wilcox |
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| 4 | (c) 1997, Simply Silly Software |
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| 5 | |||
| 6 | You need to add 3 sprites to your ART tiles and reference them below. |
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| 7 | I've included our default sprites.. feel free to use them. |
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| 8 | |||
| 9 | The 2 Snow Makers use their palettes to determine how often to spawn |
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| 10 | snow. It goes as follows: |
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| 11 | |||
| 12 | Pal 0 : Lite Snow Storm |
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| 13 | Pal 1 : Medium Snow Storm |
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| 14 | Pal 2 : Very Lite Snow Storm |
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| 15 | Pal 3 : Flurries |
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| 16 | Pal 4 : Blizzard |
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| 17 | |||
| 18 | |||
| 19 | The snowflake can be added by itself to give the appearance of it |
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| 20 | already snowing. SNOWMAKER will roam around the screen dropping a |
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| 21 | flake every now and this. This looks really good. SNOWMAKERNOMOVE |
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| 22 | stands in once place. You want to use this for holes in ceilings and |
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| 23 | other small areas. |
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| 24 | |||
| 25 | There are some limitations: |
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| 26 | |||
| 27 | These sprites move and will go through openings if it's open at the |
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| 28 | level they are at. It should however be easy to change them to |
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| 29 | ACTOR STAYPUTs so they stay in their sectors. That just didn't work |
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| 30 | for me since I had alot of sectors that were small. |
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| 31 | |||
| 32 | It seems you can't start a MAKER close to other sprites. If you do, the |
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| 33 | snow will get confused and stay on the ceiling. It's really weird. |
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| 34 | |||
| 35 | Oh.. I wouldn't put more than 15 or so in an area.. you will kill |
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| 36 | yourself. |
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| 37 | -------------------------------------------------------------------------------- |
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| 38 | Duke: Nuclear Winter |
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| 39 | By Joris Weimar |
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| 40 | © 1997 Simply Silly Software |
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| 41 | -------------------------------------------------------------------------------- |
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| 42 | Duke: Nuclear Winter Plus |
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| 43 | By Hendricks266 |
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| 44 | -------------------------------------------------------------------------------- |
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| 45 | */ |
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| 46 | |||
| 47 | // The Snowmaker is the actor that tosses out new snowflakes. |
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| 48 | |||
| 49 | action SNOWMAKE |
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| 50 | move SNOWMAKERMOVE 100 0 // Use this to adjust the speed at which the |
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| 51 | // SNOWMAKER's move |
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| 52 | |||
| 53 | ai AISNOWMAKERROAM SNOWMAKE SNOWMAKERMOVE getv geth randomangle |
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| 54 | |||
| 55 | useractor notenemy SNOWMAKER 0 0 randomangle |
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| 56 | cstat 32768 |
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| 57 | |||
| 58 | // I start by spawning a snowflake. |
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| 59 | |||
| 60 | ifai 0 |
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| 61 | { |
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| 62 | spawn SNOWFLAKE |
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| 63 | ai AISNOWMAKERROAM |
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| 64 | break |
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| 65 | } |
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| 66 | |||
| 67 | // Anytime the maker stops.. bounce it again |
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| 68 | |||
| 69 | ifnotmoving |
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| 70 | { |
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| 71 | ai AISNOWMAKERROAM |
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| 72 | } |
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| 73 | |||
| 74 | // the IFCOUNT sets the frequency that it drops snow |
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| 75 | |||
| 76 | ifspritepal 0 |
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| 77 | { |
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| 78 | ifcount 48 |
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| 79 | { |
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| 80 | |||
| 81 | ifcansee |
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| 82 | spawn SNOWFLAKE |
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| 83 | ai AISNOWMAKERROAM |
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| 84 | resetcount |
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| 85 | } |
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| 86 | } |
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| 87 | |||
| 88 | ifspritepal 1 |
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| 89 | { |
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| 90 | ifcount 32 |
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| 91 | { |
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| 92 | ifcansee |
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| 93 | spawn SNOWFLAKE |
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| 94 | ai AISNOWMAKERROAM |
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| 95 | resetcount |
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| 96 | } |
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| 97 | } |
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| 98 | ifspritepal 2 |
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| 99 | { |
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| 100 | ifcount 64 |
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| 101 | { |
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| 102 | ifcansee |
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| 103 | spawn SNOWFLAKE |
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| 104 | ai AISNOWMAKERROAM |
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| 105 | resetcount |
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| 106 | } |
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| 107 | } |
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| 108 | ifspritepal 3 |
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| 109 | { |
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| 110 | ifcount 96 |
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| 111 | { |
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| 112 | ifcansee |
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| 113 | spawn SNOWFLAKE |
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| 114 | ai AISNOWMAKERROAM |
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| 115 | resetcount |
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| 116 | } |
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| 117 | } |
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| 118 | ifspritepal 4 |
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| 119 | { |
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| 120 | ifcount 16 |
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| 121 | { |
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| 122 | ifcansee |
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| 123 | spawn SNOWFLAKE |
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| 124 | ai AISNOWMAKERROAM |
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| 125 | resetcount |
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| 126 | } |
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| 127 | } |
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| 128 | |||
| 129 | |||
| 130 | enda |
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| 131 | |||
| 132 | // The SnowMakerNoMove is the actor that tosses out snowflakes from a |
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| 133 | // single position. |
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| 134 | |||
| 135 | useractor notenemy SNOWMAKERNOMOVE 0 0 randomangle |
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| 136 | cstat 32768 |
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| 137 | |||
| 138 | ifspritepal 0 |
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| 139 | { |
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| 140 | ifcount 32 |
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| 141 | { |
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| 142 | spawn SNOWFLAKE |
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| 143 | resetcount |
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| 144 | } |
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| 145 | } |
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| 146 | |||
| 147 | ifspritepal 1 |
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| 148 | { |
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| 149 | ifcount 48 |
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| 150 | { |
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| 151 | ifcansee |
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| 152 | spawn SNOWFLAKE |
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| 153 | resetcount |
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| 154 | } |
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| 155 | } |
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| 156 | ifspritepal 2 |
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| 157 | { |
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| 158 | ifcount 64 |
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| 159 | { |
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| 160 | ifcansee |
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| 161 | spawn SNOWFLAKE |
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| 162 | resetcount |
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| 163 | } |
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| 164 | } |
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| 165 | ifspritepal 3 |
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| 166 | { |
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| 167 | ifcount 96 |
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| 168 | { |
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| 169 | ifcansee |
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| 170 | spawn SNOWFLAKE |
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| 171 | resetcount |
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| 172 | } |
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| 173 | } |
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| 174 | ifspritepal 4 |
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| 175 | { |
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| 176 | ifcount 16 |
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| 177 | { |
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| 178 | ifcansee |
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| 179 | spawn SNOWFLAKE |
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| 180 | resetcount |
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| 181 | } |
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| 182 | } |
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| 183 | |||
| 184 | |||
| 185 | enda |
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| 186 | |||
| 187 | action ASNOW |
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| 188 | move SNOWMOVE -25 40 // You can tweak the motion here |
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| 189 | |||
| 190 | useractor notenemy SNOWFLAKE 0 ASNOW SNOWMOVE getv geth randomangle |
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| 191 | |||
| 192 | sizeat 25 25 |
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| 193 | cstat 0 |
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| 194 | |||
| 195 | ifcount 4 |
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| 196 | { |
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| 197 | move SNOWMOVE getv geth randomangle |
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| 198 | resetcount |
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| 199 | break |
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| 200 | } |
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| 201 | |||
| 202 | // Unlike the original code from Mystique, these flakes die when they |
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| 203 | // hit the ground.. Works much better. |
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| 204 | |||
| 205 | iffloordistl 5 killit |
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| 206 | |||
| 207 | // Unlike the original snow from Joe Wilcox, these flakes have significant |
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| 208 | // improvements in both code and looks. |
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| 209 | // I (Hendricks266) have changed the incredibly ugly snow tile to a more |
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| 210 | // detailed one with a smaller in-game size. |
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| 211 | |||
| 212 | setactor[THISACTOR].mdflags 16 |
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| 213 | ifnotmoving killit |
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| 214 | enda |
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| 215 | |||
| 216 | |||
| 217 | |||
| 218 | |||
| 219 | |||
| 220 | // Hendricks266's much better Snow |
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| 221 | |||
| 222 | /* |
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| 223 | ActorExtra[i].floorz = s->z = getflorzofslope(s->sectnum,s->x,s->y); |
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| 224 | |||
| 225 | |||
| 226 | s->xvel = (krand()&7)+(sintable[T1&2047]>>9); |
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| 227 | T1 += (krand()&63); |
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| 228 | if ((T1&2047) > 512 && (T1&2047) < 1596) |
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| 229 | { |
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| 230 | if (sector[sect].lotag == 2) |
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| 231 | { |
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| 232 | if (s->zvel < 64) |
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| 233 | s->zvel += (g_spriteGravity>>5)+(krand()&7); |
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| 234 | } |
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| 235 | else if (s->zvel < 144) |
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| 236 | s->zvel += (g_spriteGravity>>5)+(krand()&7); |
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| 237 | } |
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| 238 | |||
| 239 | A_SetSprite(i,CLIPMASK0); |
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| 240 | |||
| 241 | if ((krand()&3) == 0) |
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| 242 | setsprite(i,(vec3_t *)s); |
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| 243 | |||
| 244 | if (s->sectnum == -1) KILLIT(i); |
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| 245 | l = getflorzofslope(s->sectnum,s->x,s->y); |
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| 246 | |||
| 247 | if (s->z > l) |
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| 248 | { |
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| 249 | s->z = l; |
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| 250 | |||
| 251 | A_AddToDeleteQueue(i); |
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| 252 | PN ++; |
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| 253 | |||
| 254 | j = headspritestat[STAT_MISC]; |
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| 255 | while (j >= 0) |
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| 256 | { |
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| 257 | if (sprite[j].picnum == BLOODPOOL) |
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| 258 | if (ldist(s,&sprite[j]) < 348) |
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| 259 | { |
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| 260 | s->pal = 2; |
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| 261 | break; |
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| 262 | } |
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| 263 | j = nextspritestat[j]; |
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| 264 | } |
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| 265 | } |
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| 266 | |||
| 267 | |||
| 268 | if (sp->picnum == MONEY || sp->picnum == MAIL || sp->picnum == PAPER) |
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| 269 | { |
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| 270 | ActorExtra[i].temp_data[0] = krand()&2047; |
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| 271 | sp->cstat = krand()&12; |
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| 272 | sp->xrepeat = sp->yrepeat = 8; |
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| 273 | sp->ang = krand()&2047; |
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| 274 | } |
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| 275 | changespritestat(i,5); |
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| 276 | */ |
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| 277 | |||
| 278 | |||
| 279 | useractor notenemy SNOW 0 |
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| 280 | sizeat 4 4 |
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| 281 | |||
| 282 | addvar temp2 16 |
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| 283 | ifvarg temp2 2047 subvar temp2 4095 |
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| 284 | setvarvar temp3 temp2 |
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| 285 | sin temp3 temp3 |
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| 286 | shiftvarr temp3 5 |
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| 287 | |||
| 288 | /* |
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| 289 | getactor[THISACTOR].x x |
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| 290 | getactor[THISACTOR].y y |
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| 291 | getactor[THISACTOR].z z |
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| 292 | |||
| 293 | updatesectorz x y z temp |
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| 294 | getactor[THISACTOR].zvel z |
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| 295 | ifvare sector[temp].lotag 2 |
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| 296 | { |
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| 297 | ifvarl z 64 |
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| 298 | { |
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| 299 | setvar tempb GRAVITATIONALCONSTANT |
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| 300 | shiftvarr tempb 5 |
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| 301 | addvarvar tempb temp4 |
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| 302 | addvarvar z tempb |
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| 303 | } |
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| 304 | } |
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| 305 | else |
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| 306 | { |
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| 307 | ifvarl z 144 |
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| 308 | { |
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| 309 | setvar tempb GRAVITATIONALCONSTANT |
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| 310 | shiftvarr tempb 5 |
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| 311 | addvarvar tempb temp4 |
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| 312 | addvarvar z tempb |
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| 313 | } |
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| 314 | } |
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| 315 | */ |
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| 316 | |||
| 317 | movesprite THISACTOR temp3 0 256 CLIPMASK0 RETURN |
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| 318 | ifvarn RETURN 0 killit |
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| 319 | |||
| 320 | |||
| 321 | getactor[THISACTOR].x x |
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| 322 | getactor[THISACTOR].y y |
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| 323 | getactor[THISACTOR].z z |
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| 324 | |||
| 325 | updatesectorz x y z temp |
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| 326 | ifvarn temp -1 getflorzofslope temp x y temp2 else killit |
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| 327 | |||
| 328 | ifvarvare z temp2 killit |
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| 329 | |||
| 330 | enda |