define DEFAULTVISIBILITY 512
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This post has been edited by Fox: 24 March 2014 - 05:54 AM
Drek, on 24 March 2014 - 05:28 AM, said:
Fox, on 24 March 2014 - 11:12 AM, said:
Simon_Croes, on 24 March 2014 - 01:57 PM, said:
gamevar TEMP 0 0
onevent EVENT_DISPLAYROOMS addvar cameraz 4096 // constantly moves the camera down by 4096 z units, to simulate Duke's eyeballs being where his other balls are endevent onevent EVENT_EGS ifspawnedby APLAYER { getactor[THISACTOR].z TEMP addvar TEMP 4096 setactor[THISACTOR].z TEMP } endevent
MrGlasses, on 31 March 2014 - 06:44 AM, said:
This post has been edited by Drek: 31 March 2014 - 07:34 AM
findnearspritevar TEMP 10241 TEMP2
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Drek, on 31 March 2014 - 09:30 AM, said:
findnearspritevar TEMP 10241 TEMP2
useractor notenemy SPAWNER findnearactor STALFOS 10241 TEMP2 ifvare TEMP2 -1 { espawnvar hitag killit } enda
useractor notenemy SPAWNER setvar TEMP 7000 findnearactorvar TEMP 10241 TEMP2 ifvare TEMP2 -1 { espawnvar hitag killit } enda
gamevar TEMP 0 2 gamevar TEMP2 0 2 useractor enemy NEWBEAST NEWBEASTSTRENGTH fall ifaction 0 { cstator 257 sizeat 40 40 ai AINEWBEASTDODGE } ifaction ANEWBEASTFROZEN state newbeastcode else { spritepal 6 state newbeastcode ifaction ANEWBEASTFROZEN break getlastpal } setvar TEMP 2000 findnearactorvar TEMP 10241 TEMP2 enda
This post has been edited by Drek: 31 March 2014 - 10:31 AM
Drek, on 31 March 2014 - 09:30 AM, said:
findnearspritevar TEMP 10241 TEMP2
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This post has been edited by Drek: 31 March 2014 - 10:40 AM
Drek, on 31 March 2014 - 10:38 AM, said:
onevent EVENT_SOUND ifvarand player[THISACTOR].gm 1 { ifvare RETURN JIBBED_ACTOR6 setvar RETURN BONUS_SPEECH1 else // piece of cake ifvare RETURN BONUS_SPEECH1 setvar RETURN DUKE_GETWEAPON2 else // let's rock ifvare RETURN DUKE_GETWEAPON2 setvar RETURN JIBBED_ACTOR5 else // come get some ifvare RETURN JIBBED_ACTOR5 setvar RETURN DAY2DIE else // DAMN I'M GOOD } endevent
This post has been edited by James: 19 April 2014 - 12:10 AM
Trooper Dan, on 18 April 2014 - 11:47 PM, said:
onevent EVENT_SOUND ifvarand player[THISACTOR].gm 1 { ifvare RETURN JIBBED_ACTOR6 setvar RETURN BONUS_SPEECH1 else // piece of cake ifvare RETURN BONUS_SPEECH1 setvar RETURN DUKE_GETWEAPON2 else // let's rock ifvare RETURN DUKE_GETWEAPON2 setvar RETURN JIBBED_ACTOR5 else // come get some ifvare RETURN JIBBED_ACTOR5 setvar RETURN DAY2DIE else // DAMN I'M GOOD } endevent
This post has been edited by Fox: 19 April 2014 - 03:45 AM
Trooper Dan, on 18 April 2014 - 11:47 PM, said:
switch (x) { case 0: g_skillSoundID = JIBBED_ACTOR6; break; (...) } S_PlaySound(g_skillSoundID);
if (g_skillSoundID >= 0 && ud.config.FXDevice >= 0 && ud.config.SoundToggle) { while (S_CheckSoundPlaying(-1, g_skillSoundID)) G_HandleAsync(); }
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{ (...) ifvare RETURN JIBBED_ACTOR5 setvar RETURN DAY2DIE else // DAMN I'M GOOD }
This post has been edited by James: 19 April 2014 - 04:02 AM
James, on 19 April 2014 - 12:09 AM, said:
Fox, on 19 April 2014 - 12:37 AM, said:
Helixhorned, on 19 April 2014 - 03:19 AM, said:
Helixhorned, on 19 April 2014 - 03:59 AM, said:
Helixhorned, on 19 April 2014 - 03:59 AM, said: