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;
Where g_pipebombBlastRadius is the tenth parameter of gamestartup (defined in the stock USER.CON as PIPEBOMBRADIUS), and x = getactor[<pipebomb actor>].extra = the strength of the HEAVYHBOMB actor (defined by default as HANDBOMB_WEAPON_STRENGTH).
So:
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
I don't think I need that.
What I mean is.
I made a Pseudopipebomb or pipebomb clone that we take.
The normal heavyhbomb is incharge for the rest.
The reason I made that "clone" like you know when you shoot or anything hit a heavyhbomb on the floor it blows up.
If you set the var of the enhancer it will make "all the heavyhbomb" make the super explosion.
So to not make that I cloned the pipebomb (item we take).
The Pseudopipebomb doesn't make the "Super explosion" when you shoot it, it get shot or destroyed if never taken.
The Pseudopipe bomb is to prevent untaken pipebomb from making "Super explosion" of the enhanced pipebomb,
The enhanced pipebomb thing works, All I need is just the hitradius of the pipebomb in numbers or etc to the Pseudopipebomb (A_PIPEBOMB).
Its code
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
All I need is the radius.