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This post has been edited by The Commander: 11 February 2010 - 09:12 PM
This post has been edited by The Commander: 11 February 2010 - 09:28 PM
DeeperThought, on May 19 2009, 07:28 AM, said:
A Number One, on May 19 2009, 07:41 AM, said:
action TOILETWATERFRAMES 0 4 1 1 1 actor TOILETWATER 0 TOILETWATERFRAMES ifpdistl 8192 { soundonce WATER_GURGLE ifspawnedby TOILET sizeto 34 34 else { ifspawnedby WATERFOUNTAINBROKE sizeto 6 15 else ifspawnedby TOILETWATER nullop else sizeto 24 32 } ifp palive ifpdistl RETRIEVEDISTANCE ifp pfacing ifactioncount 32 ifphealthl MAXWATERFOUNTAINHEALTH ifhitspace ifcansee { ifvare mtype 0 { setvar mtype 1 sound REFRESHING addphealth 5 } addphealth 1 globalsound DUKE_DRINKING resetactioncount } } enda
williamjcm, on Feb 19 2010, 04:37 AM, said:
williamjcm, on Feb 20 2010, 01:37 AM, said:
This post has been edited by The Commander: 19 February 2010 - 10:14 AM
The Commander, on Feb 19 2010, 03:07 PM, said:
This post has been edited by Fox: 21 February 2010 - 10:16 AM
The Commander, on Feb 19 2010, 07:07 PM, said:
Fox, on Feb 22 2010, 07:14 AM, said:
williamjcm, on Feb 22 2010, 07:39 AM, said:
This post has been edited by The Commander: 21 February 2010 - 07:32 PM
This post has been edited by Fox: 08 March 2010 - 03:00 PM
setvar I 0 whilevarvarn I NUMWALLS { setvarvar A I getwall[I].point2 B setvarvar K I whilevarvarn A B { addvar K 1 getwall[K].point2 B }
setvar I 0 whilevarvarn I NUMWALLS { setvarvar A I getwall[I].point2 B setvarvar K I whilevarvarn A B { addvar K 1 ifvarvare K NUMWALLS setvarvar B A else getwall[K].point2 B } ifvarvarn K NUMWALLS { setvarvar A K setvarvar J I setvarvar L K subvarvar L J divvar L 2 addvar J 1 whilevarn L 0 { state swapwall setarray SWAPWALLS[J] K setarray SWAPWALLS[K] J addvar J 1 addvar K -1 addvar L -1 } setvarvar J I whilevarvarn I A { setvarvar K I addvar K 1 getwall[J].x B getwall[J].y C getwall[K].x D getwall[K].y E setwall[J].x D setwall[J].y E setwall[K].x B setwall[K].y C addvar I 1 } } addvar I 1 }
This post has been edited by DeeperThought: 09 March 2010 - 11:07 PM
This post has been edited by M210: 13 March 2010 - 03:09 PM
onevent EVENT_TURNLEFT setvar angle 512 setplayer[THISACTOR].ang 1024 // Somewhere here I would want it to cause the player to walk forward whilst this event was going on. endevent
Quote
High Treason, on Mar 14 2010, 01:44 PM, said:
DeeperThought, on Mar 10 2010, 03:40 AM, said:
setvar I 0 whilevarvarn I NUMWALLS { setvarvar A I getwall[I].point2 B setvarvar K I whilevarvarn A B { addvar K 1 getwall[K].point2 B }
(...)
This post has been edited by Fox: 14 March 2010 - 10:11 AM
getactor[THISACTOR].htextra htextra ifvarg htextra 0 setvarvar k_damage htextra getactor[THISACTOR].htang a cos x a sin y a getactor[THISACTOR].htg_t 0 b // actor`s count - deacceleration mulvar b 8 setvarvar tmp k_damage // damage iffloordistl 10 // deaccelerate on ground subvarvar tmp b ifvarl tmp 0 setvar tmp 0 // clamping multiplier mulvarvar x tmp // roll force = damage - deacceleration mulvarvar y tmp shiftvarr x 12 shiftvarr y 12 setvar z 0 ifwasweapon RADIUSEXPLOSION // Additional up velosity from explossion { divvar x 3 divvar y 3 setvar z -100 subvarvar tmp b mulvarvar z tmp } movesprite THISACTOR x y z CLIPMASK0 RETURN
This post has been edited by M210: 22 March 2010 - 01:15 AM
The Commander, on Mar 24 2010, 08:45 PM, said: