They will walk through water as long as their picnums are not the same as the default enemies.
This post has been edited by MusicallyInspired: 08 December 2013 - 02:44 PM
MusicallyInspired, on 08 December 2013 - 02:43 PM, said:
necroslut, on 18 October 2013 - 04:12 AM, said:
; make backslash function as RAlt remap = 2B-B8
onevent EVENT_GAME
ifactor SECTOREFFECTOR {
ifvare LOTAG 49 {
do some stuff
}
}
endevent
Fox, on 11 December 2013 - 06:16 PM, said:
int32_t Sect_DamageCeiling(int32_t sn)
{
int32_t i, j;
switch (DYNAMICTILEMAP(sector[sn].ceilingpicnum))
{
case WALLLIGHT1__STATIC:
// (...)
case TECHLIGHT4__STATIC:
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i,sn,10);
A_PlaySound(GLASS_BREAKING,g_player[screenpeek].ps->i);
if (sector[sn].ceilingpicnum == WALLLIGHT1)
sector[sn].ceilingpicnum = WALLLIGHTBUST1;
// (...)
if (sector[sn].ceilingpicnum == TECHLIGHT4)
sector[sn].ceilingpicnum = TECHLIGHTBUST4;
// [handle SE12]
// [handle SE3]
Hendricks266, on 11 December 2013 - 09:48 PM, said:
This post has been edited by Fox: 17 December 2013 - 08:53 AM
Fox, on 17 December 2013 - 08:42 AM, said:
Quote
Fox, on 17 December 2013 - 11:48 AM, said: