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
Quote


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 eyesThis post has been edited by RinyRed: 26 April 2014 - 05:30 PM
Darkus, on 23 April 2014 - 10:40 AM, said:
Quote
Quote
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