Fox, on 26 October 2014 - 12:52 AM, said:
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.
it works.. thx.
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