Great addition, anyway, and a long time in coming.
TerminX, on 23 October 2012 - 07:16 AM, said:
This post has been edited by Diaz: 23 October 2012 - 12:34 PM
TerminX, on 23 October 2012 - 07:16 AM, said:
This post has been edited by Fox: 23 October 2012 - 01:16 PM
Diaz, on 23 October 2012 - 12:11 PM, said:
Fox, on 23 October 2012 - 01:15 PM, said:
Darkus, on 23 October 2012 - 01:59 PM, said:
This post has been edited by Fox: 23 October 2012 - 04:27 PM
zazo, on 23 October 2012 - 01:22 PM, said:
zazo, on 23 October 2012 - 01:22 PM, said:
Diaz, on 23 October 2012 - 11:59 PM, said:
This post has been edited by Reaper_Man: 24 October 2012 - 12:12 PM
hall.zip (4.69K)
Darkus, on 24 October 2012 - 07:09 AM, said:
ifactioncount 2
{
ifcansee ifcanshoottarget
{
resetactioncount
sound PISTOL_FIRE
ifvarg GAMESKILL 1
{
ifvare GAMESKILL 5
{
shoot SHOTSPARK1
shoot SHOTSPARK1
shoot SHOTGUN
shoot ENEMYFIRE
}
else
{
shoot SHOTSPARK1
shoot SHOTSPARK1
shoot ENEMYFIRE
}
}
else
{
shoot SHOTSPARK1
shoot ENEMYFIRE
}
}
else
{
resetactioncount
ai AIPIGSEEKENEMY
break
}
}This post has been edited by Diaz: 25 October 2012 - 12:35 AM
Cage, on 29 October 2012 - 05:17 AM, said:
James, on 29 October 2012 - 01:15 AM, said:
state scanwalls
getsector[NUMSECTORS1].wallptr FIRSTWALL // get the firstwall of the sector
getsector[NUMSECTORS1].wallnum NUMWALLS1 // get the number of walls in the sector
setvar MX 0
setvar MY 0
setvarvar WALLPOINT FIRSTWALL
setvar COUNTWALLS 0
whilevarvarn COUNTWALLS NUMWALLS1
{
getwall[WALLPOINT].x WALLX1
getwall[WALLPOINT].y WALLY1
divvarvar WALLX1 NUMWALLS1 // divide it first because the numbers might overflow
divvarvar WALLY1 NUMWALLS1
addvarvar MX WALLX1 // add it all up
addvarvar MY WALLY1
getwall[WALLPOINT].point2 WALLPOINT // next wall
addvar COUNTWALLS 1
// this will kill EVENT_GAME until code execution is finished
break
}
ends