You know sometimes new codes emerges when Eduke32 updates.
How about we try to add ifwalldistl xxxx { do something else } like when the actor get soo close to the wall and then does something else.
![](https://forums.duke4.net/public/style_images/cgs/_custom/switch.png)
getflorzofslope sprite[THISACTOR].sectnum sprite[THISACTOR].x sprite[THISACTOR].y temp1 subvarvar temp1 sprite[THISACTOR].z ifvarl temp1 0 mulvar temp1 -1 ifvarl temp1 <value> { // do whatever }
Hendricks266, on 03 January 2015 - 09:28 AM, said:
Quote
getflorzofslope sprite[THISACTOR].sectnum sprite[THISACTOR].x sprite[THISACTOR].y temp1 subvarvar temp1 sprite[THISACTOR].z ifvarl temp1 0 mulvar temp1 -1 ifvarl temp1 <value> { // do whatever }
case CON_IFFLOORDISTL: insptr++; VM_CONDITIONAL((actor[vm.g_i].floorz - vm.g_sp->z) <= ((*insptr)<<8)); continue; case CON_IFCEILINGDISTL: insptr++; VM_CONDITIONAL((vm.g_sp->z - actor[vm.g_i].ceilingz) <= ((*insptr)<<8)); continue;