darkprince227, on 28 December 2014 - 12:26 PM, said:
duke0006.png
I'm very sure it shouldn't be like that.
I don't understand what you think is the problem. Also, that is not a screenshot from the most recent build.
darkprince227, on 28 December 2014 - 12:26 PM, said:
Hendricks266, on 28 December 2014 - 12:35 PM, said:
Fox, on 28 December 2014 - 12:06 PM, said:
r4863 said:
Hendricks266, on 28 December 2014 - 12:45 PM, said:
This post has been edited by Fox: 28 December 2014 - 01:04 PM
Fox, on 28 December 2014 - 01:02 PM, said:
Helixhorned, on 28 December 2014 - 01:13 PM, said:
Roma Loom, on 02 December 2014 - 11:38 PM, said:
Helixhorned, on 15 December 2014 - 12:15 PM, said:
darkprince227, on 28 December 2014 - 12:26 PM, said:
This post has been edited by LeoD: 28 December 2014 - 02:39 PM
Fox, on 28 December 2014 - 01:51 PM, said:
This post has been edited by Fox: 29 December 2014 - 07:53 PM
Diaz, on 30 December 2014 - 04:01 AM, said:
gamevar tmp 0 0 state setup_animatesprites ifactor LIZTROOP { getactor[THISACTOR].mdflags tmp orvar tmp 16 setactor[THISACTOR].mdflags tmp } ends onevent EVENT_EGS state setup_animatesprites endevent onevent EVENT_LOADACTOR state setup_animatesprites endevent onevent EVENT_ANIMATESPRITES ifactor LIZTROOP { setvarvar tmp totalclock andvar tmp 255 settspr[THISACTOR].tsprshade tmp } endevent
LeoD, on 28 December 2014 - 02:30 PM, said:
Quote
LeoD, on 28 December 2014 - 02:30 PM, said:
Helixhorned, on 30 December 2014 - 01:05 PM, said:
Helixhorned, on 30 December 2014 - 01:05 PM, said:
Hendricks266, on 30 December 2014 - 02:34 PM, said:
Hendricks266, on 30 December 2014 - 02:34 PM, said:
This post has been edited by LeoD: 02 January 2015 - 03:34 PM
This post has been edited by Micky C: 04 January 2015 - 04:57 AM
TerminX, on 04 January 2015 - 06:24 AM, said:
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Helixhorned, on 04 January 2015 - 06:37 AM, said:
TerminX, on 04 January 2015 - 06:49 AM, said:
LeoD, on 02 January 2015 - 03:30 PM, said:
Fox, on 29 December 2014 - 07:07 PM, said:
//Check randomly to see of there is an actor near if (rnd(32)) { for (SPRITES_OF_SECT(sect, j)) { switch (DYNAMICTILEMAP(sprite[j].picnum)) { case LIZTROOP__STATIC: case LIZMAN__STATIC: case PIGCOP__STATIC: case NEWBEAST__STATIC: if (ldist(s,&sprite[j]) < 768 && (klabs(s->z-sprite[j].z)<8192)) //Gulp them { t[5] = j; t[0] = -2; t[1] = 0; goto BOLT; } } } }
This post has been edited by Fox: 04 January 2015 - 12:29 PM
This post has been edited by darkprince227: 04 January 2015 - 01:51 PM
darkprince227, on 04 January 2015 - 01:51 PM, said:
Fox, on 04 January 2015 - 02:22 PM, said: