0 0 xdim ydim
Instead of
windowx1 windowy1 windowx2 windowy2
You are not drawing below the HUD, but rather within the area of the player view.
0 0 xdim ydim
windowx1 windowy1 windowx2 windowy2
Fox, on 26 October 2014 - 12:52 AM, said:
0 0 xdim ydim
windowx1 windowy1 windowx2 windowy2
chuck bronson, on 09 November 2014 - 07:07 PM, said:
This post has been edited by Zaxtor: 10 November 2014 - 05:03 AM
This post has been edited by Zaxtor: 16 November 2014 - 02:12 PM
This post has been edited by Zaxtor: 16 November 2014 - 07:31 PM
Jblade, on 29 November 2014 - 03:23 AM, said:
Quote
Zaxtor, on 14 December 2014 - 10:32 PM, said:
int32_t j;
x = s->extra;
m = 0;
switch (DYNAMICTILEMAP(s->picnum))
{
case HEAVYHBOMB__STATIC:
m = g_pipebombBlastRadius;
break;
case MORTER__STATIC:
m = g_morterBlastRadius;
break;
case BOUNCEMINE__STATIC:
m = g_bouncemineBlastRadius;
break;
}
A_RadiusDamage(i, m,x>>2,x>>1,x-(x>>2),x);
j = A_Spawn(i,EXPLOSION2);
A_PlaySound(PIPEBOMB_EXPLODE,j);
if (s->zvel == 0)
A_Spawn(i,EXPLOSION2BOT);
for (x=0; x<8; x++)
RANDOMSCRAP;setvar temp1 HANDBOMB_WEAPON_STRENGTH shiftvarr temp1 2 setvar temp2 HANDBOMB_WEAPON_STRENGTH shiftvarr temp1 1 setvar temp3 HANDBOMB_WEAPON_STRENGTH subvarvar temp3 temp1 hitradiusvar PIPEBOMBRADIUS temp1 temp2 temp3 HANDBOMB_WEAPON_STRENGTH
Hendricks266, on 15 December 2014 - 01:46 AM, said:
int32_t j;
x = s->extra;
m = 0;
switch (DYNAMICTILEMAP(s->picnum))
{
case HEAVYHBOMB__STATIC:
m = g_pipebombBlastRadius;
break;
case MORTER__STATIC:
m = g_morterBlastRadius;
break;
case BOUNCEMINE__STATIC:
m = g_bouncemineBlastRadius;
break;
}
A_RadiusDamage(i, m,x>>2,x>>1,x-(x>>2),x);
j = A_Spawn(i,EXPLOSION2);
A_PlaySound(PIPEBOMB_EXPLODE,j);
if (s->zvel == 0)
A_Spawn(i,EXPLOSION2BOT);
for (x=0; x<8; x++)
RANDOMSCRAP;setvar temp1 HANDBOMB_WEAPON_STRENGTH shiftvarr temp1 2 setvar temp2 HANDBOMB_WEAPON_STRENGTH shiftvarr temp1 1 setvar temp3 HANDBOMB_WEAPON_STRENGTH subvarvar temp3 temp1 hitradiusvar PIPEBOMBRADIUS temp1 temp2 temp3 HANDBOMB_WEAPON_STRENGTH
actor A_PIPEBOMB
sizeat 9 9
cstator 256
fall
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifcount 6
ifpdistl RETRIEVEDISTANCE
ifcanseetarget
{
addweapon HANDBOMB_WEAPON HANDBOMBAMOUNT
quote 55
ifspawnedby A_PIPEBOMB
state getcode
else
state quikget
}
ifhitweapon { hitradius xxxx xx xx xx sound PIPEBOMB_EXPLODE spawn EXPLOSION2 debris SCRAP1 3 debris SCRAP6 4 killit }
enda
This post has been edited by Zaxtor: 15 December 2014 - 06:52 AM
hitradius PIPEBOMBRADIUS 625 1250 1875 2500
Fox, on 15 December 2014 - 08:04 AM, said:
hitradius PIPEBOMBRADIUS 625 1250 1875 2500
Fox, on 15 December 2014 - 08:04 AM, said:
hitradius PIPEBOMBRADIUS 625 1250 1875 2500
This post has been edited by Zaxtor: 15 December 2014 - 04:37 PM
Zaxtor, on 15 December 2014 - 02:43 PM, said:
hitradius PIPEBOMBRADIUS 35 70 105 140
This post has been edited by RichardStorm: 30 December 2014 - 02:05 AM