onevent EVENT_DISPLAYREST ifvare BLOODTEMP 1 { setvarvar xdimminus xdim subvar xdimminus 1 setvarvar ydimminus ydim subvar ydimminus 1 rotatespritea 160 100 65536 0 BLOODSCREEN 0 0 8 BLOODTRANS 0 0 xdimminus ydimminus }

onevent EVENT_DISPLAYREST ifvare BLOODTEMP 1 { setvarvar xdimminus xdim subvar xdimminus 1 setvarvar ydimminus ydim subvar ydimminus 1 rotatespritea 160 100 65536 0 BLOODSCREEN 0 0 8 BLOODTRANS 0 0 xdimminus ydimminus }
This post has been edited by spacekebab: 28 November 2017 - 09:23 PM
spacekebab, on 28 November 2017 - 09:22 PM, said:
onevent EVENT_DISPLAYREST ifvare BLOODTEMP 1 { setvarvar xdimminus xdim subvar xdimminus 1 setvarvar ydimminus ydim subvar ydimminus 1 rotatespritea 160 100 65536 0 BLOODSCREEN 0 0 8 BLOODTRANS 0 0 xdimminus ydimminus }
This post has been edited by Striker: 29 November 2017 - 01:06 AM
This post has been edited by Mark.: 04 December 2017 - 11:16 AM
Mark., on 04 December 2017 - 11:06 AM, said:
Mark., on 04 December 2017 - 11:06 AM, said:
This post has been edited by Mark.: 16 December 2017 - 04:46 PM
ifvare currentweapon 3 { ifvare player[THISACTOR].reloading 1 { ifvare reload_flag 0 { setplayer[THISACTOR].weapon_pos -1 // go down... setvar reload_flag 1 } addvar ak47_lower 1 ifvarvare player[THISACTOR].weapon_pos ak47_lower setvar low_flag 1 subvar ak47_lower 1 ifvare low_flag 1 setplayer[THISACTOR].weapon_pos ak47_lower // ...and stop at 'ak47_lower' frame and wait for the reloading to end } else { ifvare reload_flag 1 { mulvar ak47_lower -1 setplayer[THISACTOR].weapon_pos ak47_lower // go up 'ak47_lower' frames mulvar ak47_lower -1 setvar reload_flag 0 setvar low_flag 0 } } }
This post has been edited by Mere_Duke: 02 February 2018 - 10:24 PM
ifvare currentweapon 3 { ifvare player[THISACTOR].reloading 1 { ifvare reload_flag 0 { setplayer[THISACTOR].weapon_pos -1 setvar reload_flag 1 } addvar ak47_lower 1 ifvarvare player[THISACTOR].weapon_pos ak47_lower // 'ak47_lower' frames down setvar low_flag 1 subvar ak47_lower 1 ifvare low_flag 1 setplayer[THISACTOR].weapon_pos ak47_lower } else { ifvare reload_flag 1 { mulvar ak47_lower -1 setplayer[THISACTOR].weapon_pos ak47_lower // 'ak47_lower' frames up mulvar ak47_lower -1 setvar reload_flag 0 setvar low_flag 0 } } }
Mere_Duke, on 02 February 2018 - 10:29 PM, said:
Trooper Dan, on 02 February 2018 - 10:43 PM, said:
ifvare currentweapon 3 { ifvare player[THISACTOR].reloading 1 { ifvare reload_flag 0 { setplayer[THISACTOR].weapon_pos -1 setvar reload_flag 1 } ifvarvare player[THISACTOR].weapon_pos -6 setvar low_flag 1 ifvare low_flag 1 setplayer[THISACTOR].weapon_pos -7 } else { ifvare reload_flag 1 { setplayer[THISACTOR].weapon_pos 7 setvar reload_flag 0 setvar low_flag 0 } } }
This post has been edited by Mere_Duke: 03 February 2018 - 04:48 AM
This post has been edited by Mark.: 04 February 2018 - 08:23 AM
This post has been edited by Mere_Duke: 04 February 2018 - 09:42 AM
Mere_Duke, on 04 February 2018 - 09:38 AM, said:
Trooper Dan, on 04 February 2018 - 11:48 AM, said:
This post has been edited by Mere_Duke: 04 February 2018 - 06:17 PM
Mere_Duke, on 04 February 2018 - 06:15 PM, said:
allsprites allspritesbystat allspritesbysect allsectors allwalls activelights / lights drawnsprites spritesofsector / sprofsec spritesofstatus / sprofstat loopofwall wallsofsector / walofsec range
#define / define #include / include abs / klabs add / addvarvar al / addlogvar and / andvarvar array / gamearray ck / cheatkeys dc / definecheat div / divvarvar / divrd eqspawn / eqspawnvar eshoot / eshootvar espawn / espawnvar ezshoot / ezshootvar findnearactor / findnearactorvar findnearactor3d / findnearactor3dvar findnearactorz / findnearactorzvar findnearsprite / findnearspritevar findnearsprite3d / findnearsprite3dvar findnearspritez / findnearspritezvar geta / getactor getav / getactorvar geti / getinput getp / getplayer getpv / getplayervar gets / getsector getu / getuserdef getw / getwall ifa / ifvarvara ifae / ifvarvarae ifand / ifvarvarand ifb / ifvarvarb ifbe / ifvarvarbe ifboth / ifvarvarboth ife / ifvarvare ifeither / ifvarvareither ifg / ifvarvarg ifge / ifvarvarge ifl / ifvarvarl ifle / ifvarvarle ifn / ifvarvarn ifor / ifvarvaror ifxor / ifvarvarxor mod / modvarvar mul / mulvarvar or / orvarvar print / quote qputs / redefinequote qspawn / qspawnvar rand / randvarvar set / setvarvar seta / setactor setav / setactorvar seti / setinput setp / setplayer setpv / setplayervar sets / setsector setu / setuserdef setw / setwall shiftl / shiftvarvarl shiftr / shiftvarvarr shoot / shootvar string / definequote sub / subvarvar var / gamevar whilel / whilevarvarl whilen / whilevarvarn xor / xorvarvar zshoot / zshootvar
This post has been edited by Fox: 05 February 2018 - 06:15 AM
Fox, on 05 February 2018 - 06:02 AM, said:
Fox, on 05 February 2018 - 06:02 AM, said:
Fox, on 05 February 2018 - 06:02 AM, said:
Fox, on 05 February 2018 - 06:02 AM, said:
Fox, on 05 February 2018 - 06:02 AM, said: