

VGames, on 03 September 2022 - 01:25 PM, said:
Danukem, on 03 September 2022 - 01:42 PM, said:
Sangman, on 10 February 2020 - 06:44 AM, said:
Danukem, on 10 February 2020 - 09:44 AM, said:
This post has been edited by VGames: 10 September 2022 - 11:07 AM
VGames, on 10 September 2022 - 10:55 AM, said:
jimbob, on 10 September 2022 - 11:01 AM, said:
Danukem, on 10 September 2022 - 12:31 PM, said:
Danukem, on 10 September 2022 - 12:40 PM, said:
This post has been edited by jimbob: 11 September 2022 - 10:53 AM
ifactor ID_ALT1 { rotatepoint player[].posx player[].posy 100 player[].posy player[].ang temp tempb setsprite THISACTOR temp player[].posy player[].posz }
VGames, on 14 September 2022 - 05:44 AM, said:
Danukem, on 16 June 2009 - 11:01 AM, said:
This post has been edited by VGames: 16 September 2022 - 04:27 AM
VGames, on 16 September 2022 - 04:25 AM, said:
MC84, on 16 September 2022 - 02:40 PM, said:
action BLOODDRIP_FRAMES 0 1 1 1 1 actor REDBLOODDRIP 0 BLOODDRIP_FRAMES setactor[THISACTOR].xrepeat 20 setactor[THISACTOR].yrepeat 20 seta[].htflags 2048 fall state thisactor_getzrange // <---------- THIS IS WHERE I'M CALLING TO THE STATE DEFINED IN THE GETZRANGE.CON FILE iffloordistl 2 { ifge tagz_florhit 16384 { sub tagz_florhit 16384 ifrnd 128 { setactor[THISACTOR].picnum REDSPLAT1 cstat 4 sound BLOODSPLAT1SFX } else { setactor[THISACTOR].picnum REDSPLAT2 sound BLOODSPLAT2SFX } setactor[THISACTOR].xrepeat 6 setactor[THISACTOR].yrepeat 6 cstat 32 insertspriteq fall } } enda
// In gamevar tagz_z 0 0 // Temp gamevar tagz_cstat 0 0 // Out gamevar tagz_ceilz 0 0 gamevar tagz_ceilhit 0 0 gamevar tagz_florz 0 0 gamevar tagz_florhit 0 0 // ZOFFSET in the EDuke32 source. define TAGZ_ZOFFSET 256 // In the EDuke32 source, the <walldist> passed to VM_GetZRange(). define TAGZ_WALLDIST 127 gamevar check_count 0 2 // Updates the current actor's actor[].floorz and actor[].ceilngz members in // the same way A_GetZRange() does. defstate thisactor_getzrange ifl check_count 1 { set tagz_z sprite[].z, sub tagz_z TAGZ_ZOFFSET // Back up and clear cstat. set tagz_cstat sprite[].cstat seta[].cstat 0 getzrange sprite[].x sprite[].y tagz_z sprite[].sectnum /*out:*/ tagz_ceilz tagz_ceilhit tagz_florz tagz_florhit /*in:*/ TAGZ_WALLDIST CLIPMASK0 // Restore cstat. seta[].cstat tagz_cstat // Set actor[] members for the current actor. seta[].htceilingz tagz_ceilz seta[].htfloorz tagz_florz set check_count 5 } else sub check_count 1 ends
This post has been edited by VGames: 23 September 2022 - 03:58 PM
Reaper_Man, on 23 September 2022 - 05:41 PM, said:
gamevar tempvar 0 0 gamevar floorz 0 0 gamevar floorhit 0 0
getzrange sprite[].x sprite[].y sprite[].z sprite[].sectnum tempvar tempvar floorz floorhit 256 CLIPMASK0 sub floorz sprite[].z ifl floorz 12288 ifge floorhit 49152 { sub floorhit 49152 ife floorhit player[].i killit }
Danukem, on 23 September 2022 - 10:02 PM, said:
gamevar tempvar 0 0 gamevar floorz 0 0 gamevar floorhit 0 0
getzrange sprite[].x sprite[].y sprite[].z sprite[].sectnum tempvar tempvar floorz floorhit 256 CLIPMASK0 sub floorz sprite[].z ifl floorz 12288 ifge floorhit 49152 { sub floorhit 49152 ife floorhit player[].i killit }
This post has been edited by VGames: 24 September 2022 - 10:41 AM