VGames, on 14 September 2022 - 05:44 AM, said:
It is very hardcoded
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
Reaper_Man, on 28 September 2022 - 06:42 AM, said:
auto &deleteSpriteNum = SpriteDeletionQueue[g_spriteDeleteQueuePos];
if (deleteSpriteNum >= 0 && actor[deleteSpriteNum].flags & SFLAG_QUEUEDFORDELETE)
A_DeleteSprite(deleteSpriteNum);
deleteSpriteNum = spriteNum;
actor[spriteNum].flags |= SFLAG_QUEUEDFORDELETE;
g_spriteDeleteQueuePos = (g_spriteDeleteQueuePos+1)%g_deleteQueueSize;This post has been edited by Reaper_Man: 28 September 2022 - 03:31 PM
This post has been edited by VGames: 29 September 2022 - 06:00 AM
Danukem, on 07 October 2022 - 08:27 PM, said:
onevent EVENT_USE
ifn player[screenpeek].somethingonplayer -1
{
seta[player[screenpeek].somethingonplayer].htextra 1
seta[player[screenpeek].somethingonplayer].htg_t 0 0
setp[screenpeek].somethingonplayer -1
}
endevent
Doom64hunter, on 08 October 2022 - 12:20 PM, said:
onevent EVENT_USE
ifn player[screenpeek].somethingonplayer -1
{
seta[player[screenpeek].somethingonplayer].htextra 1
seta[player[screenpeek].somethingonplayer].htg_t 0 0
setp[screenpeek].somethingonplayer -1
}
endevent
state suckzone
{
findnearactor SC_BLACKHOLE 100000 TEMP
ifvarn TEMP -1
{
getactor[TEMP].x mx
getactor[TEMP].y my
getactor[THISACTOR].x x
getactor[THISACTOR].y y
subvarvar mx x
subvarvar my y
getangle ANGVAR mx my
setactor[THISACTOR].ang ANGVAR
seta[].xvel 500
}
findnearactor SC_BLACKHOLE 1000 TEMP
ifvarn TEMP -1
{
ifstrength 100
{
ifrnd 128
sound BODYEXPLODE1
else
sound BODYEXPLODE2
guts JIBS6 15
killit
}
}
}
ends