luckily I can back into the room to hit the switch. I'm good as long as I don't get too much of a look out the window.
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This post has been edited by Forge: 01 June 2017 - 03:15 PM
This post has been edited by Forge: 01 June 2017 - 05:35 PM
Forge, on 01 June 2017 - 05:29 PM, said:
icecoldduke, on 01 June 2017 - 05:32 PM, said:
icecoldduke, on 01 June 2017 - 05:32 PM, said:
This post has been edited by Forge: 01 June 2017 - 08:24 PM
Forge, on 01 June 2017 - 07:54 PM, said:
This post has been edited by Hank: 01 June 2017 - 08:38 PM
Hank, on 01 June 2017 - 08:38 PM, said:
This post has been edited by Forge: 01 June 2017 - 09:13 PM
Forge, on 01 June 2017 - 09:04 PM, said:
Hank, on 01 June 2017 - 09:34 PM, said:
This post has been edited by Forge: 01 June 2017 - 10:35 PM
void InitActorGrow(int spritenum, int scalex, int scaley) { USERp u = User[spritenum]; if (u == nullptr) return; u->isGrowingTillDeath = true; u->growingTicTimer = 0; u->growScaleX = scalex; u->growScaleY = scaley; } bool DoGenericGrowCode(int spritenum) { USERp u = User[spritenum]; if (u == nullptr) return FALSE; if (!u->isGrowingTillDeath) return FALSE; SPRITEp sprite = u->SpriteP; if (u->growingTicTimer < 32) { sprite->xrepeat += ksgn(u->growScaleX); sprite->yrepeat += ksgn(u->growScaleX); u->growingTicTimer++; } else { // spawn explosion int explosion = SpawnSectorExp(spritenum); ASSERT(explosion >= 0); SPRITEp exp = &sprite[explosion]; USERp eu = User[explosion]; exp->xrepeat += (RANDOM_P2(32 << 8) >> 8) - 16; exp->yrepeat += (RANDOM_P2(32 << 8) >> 8) - 16; eu->xchange = MOVEx(92, exp->ang); eu->ychange = MOVEy(92, exp->ang); KillSprite(spritenum); return TRUE; } return FALSE; }
void InitActorGrow(int spritenum, int scalex, int scaley); bool DoGenericGrowCode(int spritenum);
bool isGrowingTillDeath; int growingTicTimer; int growScaleX; int growScaleY;
#include "actor.h"
if (DoGenericGrowCode(sp - sprite)) continue;
case STAR1: case CROSSBOLT: damage = GetDamage(SpriteNum, Weapon, WPN_STAR); if (u->sop_parent) { break; } else if (u->PlayerP) { MONO_PRINT("Stat Hit Actor"); // Is the player blocking? if (u->PlayerP->WpnKungFuMove == 3) damage /= 3; PlayerDamageSlide(u->PlayerP, damage, wp->ang); if (PlayerTakeDamage(u->PlayerP, Weapon)) { PlayerUpdateHealth(u->PlayerP, damage); PlayerCheckDeath(u->PlayerP, Weapon); } if (u->PlayerP->Armor) PlaySound(DIGI_ARMORHIT,&u->PlayerP->posx,&u->PlayerP->posy,& u->PlayerP->posz,v3df_dontpan|v3df_follow|v3df_doppler); } else { MONO_PRINT("Star Hit Actor"); ActorHealth(SpriteNum, damage); ActorPain(SpriteNum); ActorStdMissile(SpriteNum, Weapon); ActorDamageSlide(SpriteNum, damage, wp->ang); ActorChooseDeath(SpriteNum, Weapon); } StarBlood(SpriteNum, Weapon); wu->ID = 0; SetSuicide(Weapon); break;
case STAR1: InitActorGrow(SpriteNum, 100, 100); StarBlood(SpriteNum, Weapon); wu->ID = 0; SetSuicide(Weapon); break; case CROSSBOLT: damage = GetDamage(SpriteNum, Weapon, WPN_STAR); if (u->sop_parent) { break; } else if (u->PlayerP) { MONO_PRINT("Stat Hit Actor"); // Is the player blocking? if (u->PlayerP->WpnKungFuMove == 3) damage /= 3; PlayerDamageSlide(u->PlayerP, damage, wp->ang); if (PlayerTakeDamage(u->PlayerP, Weapon)) { PlayerUpdateHealth(u->PlayerP, damage); PlayerCheckDeath(u->PlayerP, Weapon); } if (u->PlayerP->Armor) PlaySound(DIGI_ARMORHIT,&u->PlayerP->posx,&u->PlayerP->posy,& u->PlayerP->posz,v3df_dontpan|v3df_follow|v3df_doppler); } else { MONO_PRINT("Star Hit Actor"); ActorHealth(SpriteNum, damage); ActorPain(SpriteNum); ActorStdMissile(SpriteNum, Weapon); ActorDamageSlide(SpriteNum, damage, wp->ang); ActorChooseDeath(SpriteNum, Weapon); } StarBlood(SpriteNum, Weapon); wu->ID = 0; SetSuicide(Weapon); break;
This post has been edited by icecoldduke: 03 June 2017 - 08:07 PM
This post has been edited by icecoldduke: 03 June 2017 - 08:03 PM
Drek, on 02 June 2017 - 07:08 PM, said:
This post has been edited by icecoldduke: 04 June 2017 - 08:30 AM
Hank, on 04 June 2017 - 08:43 AM, said:
icecoldduke, on 04 June 2017 - 10:50 AM, said:
This post has been edited by Master O: 04 June 2017 - 01:28 PM
Master O, on 04 June 2017 - 01:28 PM, said:
TerminX, on 04 June 2017 - 01:50 PM, said:
icecoldduke, on 04 June 2017 - 08:44 AM, said:
This post has been edited by Paul B: 04 June 2017 - 03:20 PM
icecoldduke, on 04 June 2017 - 01:48 PM, said:
TerminX, on 04 June 2017 - 01:58 PM, said:
Paul B, on 04 June 2017 - 03:18 PM, said:
Master O, on 04 June 2017 - 03:20 PM, said:
This post has been edited by icecoldduke: 04 June 2017 - 03:49 PM
This post has been edited by icecoldduke: 04 June 2017 - 05:30 PM