Loke, on 23 April 2014 - 01:28 PM, said:

Loke, on 23 April 2014 - 01:28 PM, said:
This post has been edited by High Treason: 23 April 2014 - 02:03 PM
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MrFlibble, on 25 April 2014 - 11:47 AM, said:
This post has been edited by mxrtxn: 26 April 2014 - 10:17 AM
PlayerCheckDeath(PLAYERp pp, short Weapon) { SPRITEp sp = pp->SpriteP; USERp u = User[pp->PlayerSprite]; SPRITEp wp = &sprite[Weapon]; USERp wu = User[Weapon]; int SpawnZombie(PLAYERp pp, short);
//nu->tgt_sp = pp->SpriteP; // Make it target last killed player initially
#if 0 {sg_ZombieUzi}, {1024}, {sg_ZombieUzi, sg_ZombieRocket, sg_ZombieGrenade, sg_ZombieNuke}, {400, 750, 1000, 1024}, #endif {sg_ZombieRail}, {1024}, {sg_ZombieRail}, {1024},
This post has been edited by James: 26 April 2014 - 02:31 PM
This post has been edited by Fox: 26 April 2014 - 03:07 PM
Fox, on 26 April 2014 - 03:04 PM, said:
James, on 26 April 2014 - 02:29 PM, said:
SpawnNuclearExp(SHORT Weapon) { ... // if (pp->NightVision) // { // SetFadeAmt(pp, -300, 1); // Idiot had night vision on in nuke flash // PlayerUpdateHealth(pp,-25); // Just burned your eyes out of their sockets! // }
PlayerInitFlashBomb(PLAYERp pp) { ... // if(hu->PlayerP->NightVision) // { // SetFadeAmt(hu->PlayerP, -200, 1); // Got him with night vision on! // PlayerUpdateHealth(hu->PlayerP, -15); // Hurt eyes
This post has been edited by RinyRed: 26 April 2014 - 05:30 PM
Darkus, on 23 April 2014 - 10:40 AM, said:
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Plagman, on 26 April 2014 - 07:45 PM, said:
James, on 26 April 2014 - 11:44 PM, said:
This post has been edited by mxrtxn: 27 April 2014 - 05:37 PM
This post has been edited by Commando Nukem: 28 April 2014 - 12:47 PM