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.

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;