darkprince227, on 28 December 2014 - 12:26 PM, said:

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:
Quote
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: