mirror of
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synced 2024-12-24 02:30:46 +00:00
git-svn-id: https://svn.eduke32.com/eduke32@1653 1a8010ca-5511-0410-912e-c29ae57300e0
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BIN
polymer/eduke32/psd/game2.psd
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polymer/eduke32/psd/game2.psd
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polymer/eduke32/psd/game3.psd
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polymer/eduke32/psd/game3.psd
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887
polymer/eduke32/samples/a.m32
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887
polymer/eduke32/samples/a.m32
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@ -0,0 +1,887 @@
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// m32 script test & show-off file
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// do "include a" in the console
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include names.h
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|
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// flag 1: per-block (top-level, event, or state) variable
|
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gamevar i 0 1
|
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gamevar j 0 1
|
||||
gamevar k 0 1
|
||||
gamevar l 0 1
|
||||
gamevar m 0 1
|
||||
gamevar p 0 1
|
||||
gamevar q 0 1
|
||||
gamevar r 0 1
|
||||
|
||||
gamevar x 0 0
|
||||
gamevar y 0 0
|
||||
gamevar z 0 0
|
||||
|
||||
gamevar gi 0 0
|
||||
gamevar gj 0 0
|
||||
gamevar gk 0 0
|
||||
|
||||
gamevar dx 0 0
|
||||
gamevar dy 0 0
|
||||
gamevar dz 0 0
|
||||
gamevar dang 0 0
|
||||
|
||||
gamevar tmp 0 0
|
||||
gamevar cnt 0 0
|
||||
|
||||
gamevar davr 65536 0
|
||||
gamevar dayx 65536 0
|
||||
|
||||
gamevar drawcol 9 0
|
||||
|
||||
define TQUOTE 3
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||||
|
||||
definequote 0 OK
|
||||
definequote 1 DAMN
|
||||
|
||||
definequote 2 BU:%d ABS:%d
|
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definequote TQUOTE write on me!
|
||||
|
||||
definequote 4 ASPECT: VR=%d, YX=%d
|
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definequote 5 ALPHA KEY: %d (SCANCODE: %d)
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|
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definequote 6 time: %d ms
|
||||
|
||||
definequote 7 door sector not an island sector!
|
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definequote 8 door sector has no SE sprite!
|
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|
||||
//light sector x y z range r g b radi fade angle horiz mins maxs prio tile
|
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definequote 9 light %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d
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definequote 10 --PRLIGHTS--
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definequote 11 --ENDPRLIGHTS--
|
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|
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definequote 12 RED:
|
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definequote 13 GREEN:
|
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definequote 14 BLUE:
|
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|
||||
definequote 15 x/yoffset: %d %d
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definequote 16 (r/g/b)color: %d %d %d
|
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definequote 17 PICNUM:
|
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|
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definequote 18 NUMBER KEY: %d (SCANCODE: %d)
|
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|
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// Corruption checker
|
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definequote 19 PANIC!!! SECTOR OR WALL LIMIT EXCEEDED!!!
|
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definequote 20 SECTOR[%d].WALLPTR=%d out of range: numwalls=%d!!!
|
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definequote 21 SECTOR[%d].WALLPTR=%d inconsistent, expected %d!!!
|
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definequote 22 SECTOR[%d]: wallptr+wallnum=%d out of range: numwalls=%d!!!
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definequote 23 WALL[%d].POINT2=%d out of range: sector[%d].wallptr=%d, endwall=%d!!!
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definequote 24 WALL[%d].NEXTWALL=%d out of range: numwalls=%d!!!
|
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definequote 25 WALL[%d].NEXTSECTOR=%d out of range: numsectors=%d!!!
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|
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definequote 26 FLOAT ACCESS TEST
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|
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definequote 27 OVERRIDE POLYMER PARALLAX & SPECULAR: OFF
|
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definequote 28 OVERRIDE POLYMER PARALLAX & SPECULAR: ON
|
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|
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definequote 29 PARALLAX SCALE: %f
|
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definequote 30 PARALLAX BIAS: %f
|
||||
definequote 31 SPECULAR FACTOR: %f
|
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definequote 32 SPECULAR POWER: %f
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|
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define PRSCALE 1000
|
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// NOTE: inline constants >=32768 are sometimes broken ATM (when loading a second time?).
|
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// This should always work
|
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define MAXSPECULAR 100000
|
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|
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gamearray ar 128
|
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gamearray parm 8
|
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|
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// various tests of m32-script features
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defstate tests
|
||||
// array test
|
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getarraysize ar tmp
|
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resizearray ar 65536
|
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getticks parm[2]
|
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for j range 65536
|
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set ar[j] j
|
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set i 0
|
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for j range 65536
|
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add i ar[j]
|
||||
getticks parm[3]
|
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resizearray ar tmp
|
||||
ife i 2147450880 quote 0 else quote 1
|
||||
sub parm[3] parm[2]
|
||||
qsprintf TQUOTE 6 parm[3]
|
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quote TQUOTE
|
||||
|
||||
// iteration and break test
|
||||
for i range 10
|
||||
{
|
||||
addlogvar i
|
||||
ife i 5 break
|
||||
}
|
||||
ife i 5 quote 0 else quote 1
|
||||
|
||||
quote 26
|
||||
set tmp pr_parallaxscale
|
||||
|
||||
set gi tmp set gj tmp set gk tmp
|
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al gi al gj al gk
|
||||
ftoi gi 20 ftoi gj 200 ftoi gk 2000
|
||||
al gi al gj al gk
|
||||
mul gk 2
|
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itof gk 2000
|
||||
ends
|
||||
|
||||
// prints out maphack light definitions based on SE lights in map
|
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defstate printlights
|
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print 10
|
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for i allsprites, ifactor SECTOREFFECTOR, ifge .lotag 49, ifle .lotag 50
|
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{
|
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ife .lotag 50
|
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{
|
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set j 128, sub j .shade, shiftl j 1
|
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set k j, mul k 3, div k 4
|
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}
|
||||
else
|
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{
|
||||
set j 0, set k 0
|
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}
|
||||
|
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set l 0
|
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ifand .cstat 2
|
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{
|
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ifand .cstat 512
|
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set l 4
|
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else
|
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set l 2
|
||||
}
|
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qsprintf TQUOTE 9 .sectnum .x .y .z .hitag .xvel .yvel .zvel
|
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j k .ang .extra .xoffset .yoffset l .owner
|
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print TQUOTE
|
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}
|
||||
print 11
|
||||
ends
|
||||
|
||||
// convenient polymer SE light manipulation with keypad keys
|
||||
// when aiming at light SE (49 or 50):
|
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// KP 4,5,6,8: angle/horiz
|
||||
// KP 7,9: range
|
||||
// KP+/-: radius
|
||||
// KP 1,2,3: RGB color (Shift inverts)
|
||||
//
|
||||
// when aiming at wall or sector:
|
||||
// KP/ enable/disable overrides
|
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// when overrides are on:
|
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// KP 4,7: parallaxscale
|
||||
// KP 8,9: parallaxbias
|
||||
// KP 1,2: specularfactor
|
||||
// KP 3,6: specularpower
|
||||
//
|
||||
// Also try Shift and/or Ctrl modifiers for different increments
|
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defstate fiddlewithlights
|
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ife searchstat 3 nullop else
|
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{
|
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ifhitkey KEY_gSLASH
|
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{
|
||||
ife pr_overrideparallax 0
|
||||
{
|
||||
set pr_overrideparallax 1
|
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set pr_overridespecular 1
|
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quote 28
|
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}
|
||||
else
|
||||
{
|
||||
set pr_overrideparallax 0
|
||||
set pr_overridespecular 0
|
||||
quote 27
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if aiming at sector or wall
|
||||
ife searchstat 3 nullop
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else ifn pr_overrideparallax 0
|
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{
|
||||
// polymer override parallaxscale
|
||||
set j 0 set k 0
|
||||
|
||||
ifhitkey KEY_KP4 set j -1
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ifhitkey KEY_KP7 set j 1
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ifn j 0 set k 1
|
||||
|
||||
ifhitkey KEY_KP8 set j -1
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ifhitkey KEY_KP9 set j 1
|
||||
ife k 0 ifn j 0 set k 2
|
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|
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ifhitkey KEY_KP1 set j -1
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||||
ifhitkey KEY_KP2 set j 1
|
||||
ife k 0 ifn j 0 set k 3
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|
||||
ifhitkey KEY_KP3 set j -1
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ifhitkey KEY_KP6 set j 1
|
||||
ife k 0 ifn j 0 set k 4
|
||||
|
||||
ifeithershift mul j 2 else mul j 10
|
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ifeitherctrl mul j 10
|
||||
|
||||
switch k
|
||||
case 0: break;
|
||||
case 1:
|
||||
{
|
||||
set k pr_parallaxscale
|
||||
ftoi k PRSCALE // must convert to scaled integer, scale is 1:PRSCALE
|
||||
add k j, clamp k -10000 10000
|
||||
itof k PRSCALE // convert back
|
||||
qsprintf TQUOTE 29 k, quote TQUOTE
|
||||
set pr_parallaxscale k
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
set k pr_parallaxbias
|
||||
ftoi k PRSCALE, add k j, clamp k -10000 10000, itof k PRSCALE
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qsprintf TQUOTE 30 k, quote TQUOTE
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set pr_parallaxbias k
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break;
|
||||
}
|
||||
case 3:
|
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{
|
||||
set k pr_specularfactor
|
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ftoi k PRSCALE, add k j, clamp k -10000 MAXSPECULAR, itof k PRSCALE
|
||||
qsprintf TQUOTE 31 k, quote TQUOTE
|
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set pr_specularfactor k
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
{
|
||||
set k pr_specularpower
|
||||
ftoi k PRSCALE, add k j, clamp k -10000 MAXSPECULAR, itof k PRSCALE
|
||||
qsprintf TQUOTE 32 k, quote TQUOTE
|
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set pr_specularpower k
|
||||
break;
|
||||
}
|
||||
endswitch
|
||||
}
|
||||
|
||||
// if aiming at an SE with lotag 49 or 50
|
||||
ife searchstat 3 ife sprite[searchwall].picnum SECTOREFFECTOR
|
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ifge sprite[searchwall].lotag 49 ifle sprite[searchwall].lotag 50
|
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{
|
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set i searchwall, seti i // set current sprite = targeted sprite
|
||||
|
||||
// horiz
|
||||
ifeithershift set j 1 else set j 10
|
||||
ifhitkey KEY_gUP add .extra j
|
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else ifhitkey KEY_gKP5 sub .extra j
|
||||
clamp .extra -500 500
|
||||
|
||||
// angle
|
||||
set j 128
|
||||
ifeitherctrl set j 4
|
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ifeithershift { ifeitherctrl set j 1 else set j 32 }
|
||||
ifhitkey KEY_gLEFT sub .ang j
|
||||
else ifhitkey KEY_gRIGHT add .ang j
|
||||
|
||||
// range
|
||||
ifeithershift set j 10
|
||||
else ifeitherctrl set j 1000
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else set j 100
|
||||
ifhitkey KEY_gPGUP add .hitag j
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else ifhitkey KEY_gHOME sub .hitag j
|
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clamp .hitag 0 16000
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|
||||
// radius
|
||||
ifeitherctrl
|
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{
|
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ifholdkey KEY_gMINUS add .shade 9
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else ifholdkey KEY_gPLUS sub .shade 9
|
||||
|
||||
clamp .shade -118 117
|
||||
}
|
||||
|
||||
// min/max shade
|
||||
ifeithershift set j -1 else set j 1
|
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ifeitherctrl
|
||||
{
|
||||
ifhitkey KEY_gSLASH
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||||
{
|
||||
set .xoffset 0
|
||||
set .yoffset 0
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
set k 0
|
||||
ifhitkey KEY_gSLASH { add .xoffset j, set k 1 }
|
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else ifhitkey KEY_gSTAR { add .yoffset j, set k 1 }
|
||||
|
||||
ife k 1
|
||||
{
|
||||
qsprintf TQUOTE 15 .xoffset .yoffset
|
||||
quote TQUOTE
|
||||
}
|
||||
}
|
||||
|
||||
// color/picnum
|
||||
ifeitheralt
|
||||
{
|
||||
ifhitkey KEY_gEND
|
||||
{
|
||||
getnumber256 .xvel 12 255
|
||||
getnumber256 .yvel 13 255
|
||||
getnumber256 .zvel 14 255
|
||||
}
|
||||
else ifhitkey KEY_gDOWN
|
||||
{
|
||||
getnumber256 .owner 17 -MAXTILES
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ifeitherctrl set j 1 else set j 10
|
||||
ifeithershift inv j
|
||||
|
||||
set k 0
|
||||
ifhitkey KEY_gEND { add .xvel j, set k 1 }
|
||||
ifhitkey KEY_gDOWN { add .yvel j, set k 1 }
|
||||
ifhitkey KEY_gPGDN { add .zvel j, set k 1 }
|
||||
|
||||
ife k 1
|
||||
{
|
||||
clamp .xvel 1 255
|
||||
clamp .yvel 1 255
|
||||
clamp .zvel 1 255
|
||||
|
||||
qsprintf TQUOTE 16 .xvel .yvel .zvel
|
||||
quote TQUOTE
|
||||
}
|
||||
}
|
||||
}
|
||||
ends
|
||||
|
||||
/*
|
||||
defstate testkeyavail
|
||||
for i range 27
|
||||
{
|
||||
ifholdkey alphakeys[i]
|
||||
{
|
||||
qsprintf TQUOTE 5 i alphakeys[i]
|
||||
quote TQUOTE
|
||||
}
|
||||
}
|
||||
|
||||
for i range 10
|
||||
{
|
||||
ifholdkey numberkeys[i]
|
||||
{
|
||||
qsprintf TQUOTE 18 i numberkeys[i]
|
||||
quote TQUOTE
|
||||
}
|
||||
}
|
||||
ends
|
||||
*/
|
||||
|
||||
// rotate highlighted sprites around selected (closest to mouse) sprite
|
||||
// global parameter: dang
|
||||
defstate rotselspr
|
||||
ifg highlightcnt 0
|
||||
ifge pointhighlight 16384, ifl pointhighlight 32768
|
||||
{
|
||||
ife dang 0 return
|
||||
|
||||
set p pointhighlight, and p 16383
|
||||
|
||||
add sprite[p].ang dang
|
||||
|
||||
for i selsprites, ifn i p
|
||||
{
|
||||
rotatepoint sprite[p].x sprite[p].y .x .y dang (x y)
|
||||
add .ang dang
|
||||
bsetsprite I x y .z
|
||||
}
|
||||
}
|
||||
ends
|
||||
|
||||
onevent EVENT_PREKEYS2D
|
||||
// state testkeyavail
|
||||
|
||||
set j 0
|
||||
ifeitherctrl
|
||||
{
|
||||
ifhitkey KEY_COMMA set j -1
|
||||
ifhitkey KEY_PERIOD set j 1
|
||||
}
|
||||
|
||||
ifn j 0
|
||||
{
|
||||
mul j 512
|
||||
set dang j
|
||||
state rotselspr
|
||||
}
|
||||
endevent
|
||||
|
||||
onevent EVENT_PREKEYS3D
|
||||
// state testkeyavail
|
||||
state fiddlewithlights
|
||||
endevent
|
||||
|
||||
defstate setas
|
||||
set j dayx
|
||||
mul j ydim mul j 8
|
||||
div j xdim div j 5
|
||||
setaspect davr j
|
||||
ends
|
||||
|
||||
onevent EVENT_ENTER3DMODE
|
||||
state setas
|
||||
endevent
|
||||
|
||||
defstate cmp_by_lotag // comparator subroutine for sorting
|
||||
set RETURN sprite[SV2].lotag
|
||||
sub RETURN sprite[SV1].lotag
|
||||
ends
|
||||
|
||||
onevent EVENT_DRAW2DSCREEN
|
||||
ifl cursectnum 0 return
|
||||
|
||||
// connect LOCATORS in a sector by lines
|
||||
getarraysize ar tmp
|
||||
set j 0
|
||||
for i spritesofsector cursectnum
|
||||
{
|
||||
ifge j tmp nullop else
|
||||
ifactor LOCATORS
|
||||
{
|
||||
set ar[j] i
|
||||
add j 1
|
||||
}
|
||||
}
|
||||
|
||||
set tmp j
|
||||
sort ar tmp cmp_by_lotag
|
||||
|
||||
sub tmp 1
|
||||
for i range tmp
|
||||
{
|
||||
set j ar[i]
|
||||
set k i, add k 1, set k ar[k]
|
||||
drawline16b sprite[j].x sprite[j].y sprite[k].x sprite[k].y drawcol
|
||||
}
|
||||
/*
|
||||
set drawlinepat -1
|
||||
for i allsprites
|
||||
ifactor LIZTROOP
|
||||
drawcircle16b sprite[i].x sprite[i].y 256 drawcol
|
||||
*/
|
||||
endevent
|
||||
|
||||
// LOCATORS auto-incrementer
|
||||
onevent EVENT_INSERTSPRITE2D
|
||||
set k I
|
||||
set j -1
|
||||
for i spritesofsector .sectnum
|
||||
{
|
||||
ifn i k, ifactor LOCATORS, ifg .lotag j
|
||||
set j .lotag
|
||||
}
|
||||
ifg j -1
|
||||
{
|
||||
add j 1
|
||||
set .lotag j
|
||||
}
|
||||
endevent
|
||||
|
||||
|
||||
//////////////////// SPRITE DUPLICATORS ////////////////////
|
||||
|
||||
defstate transcnt
|
||||
ifle cnt 0 { inv cnt, add cnt 128 }
|
||||
ends
|
||||
|
||||
define DUP_ROT_MAGIC 123
|
||||
|
||||
// duplicates and rotates selected sprites around
|
||||
// pivot sprite with fields
|
||||
// .extra=123 (magic)
|
||||
// .ang: angle delta
|
||||
// .yrepeat*32: z delta (positive if pal!=0, i.e. going down)
|
||||
// .shade: count (-128 to 0 -> 255 to 128)
|
||||
defstate duprot
|
||||
ifn searchstat 3 return
|
||||
ifn sprite[searchwall].extra DUP_ROT_MAGIC return
|
||||
|
||||
set p searchwall // pivot sprite
|
||||
set cnt sprite[p].shade, state transcnt
|
||||
|
||||
set sprite[p].extra -1
|
||||
|
||||
for i range cnt
|
||||
{
|
||||
for j selsprites, ifn j p
|
||||
{
|
||||
dupsprite j // duplicate sprite j, I becomes index of newly created sprite
|
||||
|
||||
set dang i, add dang 1, mul dang sprite[p].ang
|
||||
rotatepoint sprite[p].x sprite[p].y .x .y dang (x y)
|
||||
add .ang dang
|
||||
|
||||
set z i, add z 1, mul z sprite[p].yrepeat, shiftl z 5
|
||||
ife sprite[p].pal 0, inv z
|
||||
add z .z
|
||||
|
||||
bsetsprite I x y z
|
||||
}
|
||||
}
|
||||
ends
|
||||
|
||||
// same as above but with tsprite[], as a kind of preview
|
||||
defstate tduprot
|
||||
ifn searchstat 3 return
|
||||
ifn sprite[searchwall].extra DUP_ROT_MAGIC return
|
||||
|
||||
set p searchwall // pivot sprite
|
||||
set cnt sprite[p].shade, state transcnt
|
||||
|
||||
for i range cnt
|
||||
{
|
||||
for j selsprites, ifn j p
|
||||
{
|
||||
set k spritesortcnt
|
||||
tdupsprite j
|
||||
|
||||
set dang i, add dang 1, mul dang sprite[p].ang
|
||||
rotatepoint sprite[p].x sprite[p].y tsprite[k].x tsprite[k].y dang (x y)
|
||||
add tsprite[k].ang dang
|
||||
|
||||
set z i, add z 1, mul z sprite[p].yrepeat, shiftl z 5
|
||||
ife sprite[p].pal 0 inv z
|
||||
add z tsprite[k].z
|
||||
|
||||
set tsprite[k].x x
|
||||
set tsprite[k].y y
|
||||
set tsprite[k].z z
|
||||
|
||||
or tsprite[k].cstat 514
|
||||
}
|
||||
}
|
||||
ends
|
||||
|
||||
define DUP_LIN_MAGIC 234
|
||||
define DUP_LIN_MAGIC2 345
|
||||
|
||||
// duplicates and translates selected sprites in the direction between two
|
||||
// reference sprites with fields
|
||||
// .extra=234 (1st sprite), =345 (2nd, aimed at sprite)
|
||||
// .shade: count (-128 to 0 -> 255 to 128)
|
||||
defstate duplin
|
||||
ifn searchstat 3 return
|
||||
ifn sprite[searchwall].extra DUP_LIN_MAGIC2 return
|
||||
|
||||
set r searchwall // 2nd reference point
|
||||
|
||||
set cnt sprite[r].shade, state transcnt
|
||||
|
||||
set p -1 // 1st reference point
|
||||
for i selsprites, ifn i r
|
||||
{
|
||||
ife .extra DUP_LIN_MAGIC { set p i, break }
|
||||
}
|
||||
ifl p 0 return
|
||||
|
||||
set sprite[p].extra -1
|
||||
set sprite[r].extra -1
|
||||
|
||||
set dx sprite[r].x, sub dx sprite[p].x
|
||||
set dy sprite[r].y, sub dy sprite[p].y
|
||||
set dz sprite[r].z, sub dz sprite[p].z
|
||||
|
||||
for i range cnt
|
||||
{
|
||||
for j selsprites, ifn j r
|
||||
{
|
||||
dupsprite j
|
||||
|
||||
set x i, add x 1, mul x dx, add x .x
|
||||
set y i, add y 1, mul y dy, add y .y
|
||||
set z i, add z 1, mul z dz, add z .z
|
||||
bsetsprite I x y z
|
||||
}
|
||||
}
|
||||
ends
|
||||
|
||||
defstate tduplin
|
||||
ifn searchstat 3 return
|
||||
ifn sprite[searchwall].extra DUP_LIN_MAGIC2 return
|
||||
|
||||
set r searchwall // 2nd reference point
|
||||
|
||||
set cnt sprite[r].shade, state transcnt
|
||||
|
||||
set p -1 // 1st reference point
|
||||
for i selsprites, ifn i r
|
||||
{
|
||||
ife .extra DUP_LIN_MAGIC { set p i, break }
|
||||
}
|
||||
ifl p 0 return
|
||||
|
||||
set dx sprite[r].x, sub dx sprite[p].x
|
||||
set dy sprite[r].y, sub dy sprite[p].y
|
||||
set dz sprite[r].z, sub dz sprite[p].z
|
||||
|
||||
for i range cnt
|
||||
{
|
||||
for j selsprites, ifn j r
|
||||
{
|
||||
set k spritesortcnt
|
||||
tdupsprite j
|
||||
|
||||
set tmp i, add tmp 1, mul tmp dx
|
||||
add tsprite[k].x tmp
|
||||
set tmp i, add tmp 1, mul tmp dy
|
||||
add tsprite[k].y tmp
|
||||
set tmp i, add tmp 1, mul tmp dz
|
||||
add tsprite[k].z tmp
|
||||
|
||||
or tsprite[k].cstat 514
|
||||
// bsetsprite I x y z
|
||||
}
|
||||
}
|
||||
ends
|
||||
|
||||
onevent EVENT_ANALYZESPRITES
|
||||
state tduprot
|
||||
state tduplin
|
||||
/*
|
||||
for i drawnsprites
|
||||
{
|
||||
set j tsprite[i].owner
|
||||
switch sprite[j].picnum
|
||||
case LIZTROOP spritepal 1 break
|
||||
case PIGCOP spritepal 2 break
|
||||
case BOSS1 spritepal 6 break
|
||||
endswitch
|
||||
}
|
||||
*/
|
||||
endevent
|
||||
|
||||
onevent EVENT_KEYS3D
|
||||
// door sound tester
|
||||
ife searchstat 0
|
||||
ifholdkey KEY_SPACE
|
||||
{
|
||||
set k wall[searchwall].nextsector
|
||||
ifl k 0 set k searchsector
|
||||
|
||||
ife sector[k].lotag 0 return
|
||||
|
||||
for i spritesofsector k
|
||||
{
|
||||
ifactor MUSICANDSFX
|
||||
ifge .lotag 0 ifl .lotag MAXSOUNDS
|
||||
{
|
||||
getsoundflags .lotag m
|
||||
ifand m 1 nullop else soundonce .lotag
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// swinging doors tester -- hit space on a door wall
|
||||
ife searchstat 0
|
||||
ifhitkey KEY_SPACE // SE11 ST23 up:ccw
|
||||
{
|
||||
set k wall[searchwall].nextsector
|
||||
ifl k 0 return
|
||||
ifn sector[k].lotag 23 return
|
||||
set tmp 0
|
||||
for i loopofwall searchwall
|
||||
{
|
||||
ifl wall[i].nextsector 0 set tmp 1 else
|
||||
ifn wall[i].nextsector k set tmp 1
|
||||
}
|
||||
// a weaker condition
|
||||
// for i loopofwall wall[searchwall].nextwall
|
||||
// {
|
||||
// ifl wall[i].nextsector 0 set tmp 1 else
|
||||
// ifn wall[i].nextsector searchsector set tmp 1
|
||||
// }
|
||||
ifn tmp 0
|
||||
{
|
||||
quote 7
|
||||
return
|
||||
}
|
||||
|
||||
set l -1
|
||||
for i spritesofsector k
|
||||
{
|
||||
ifactor SECTOREFFECTOR ife sprite[i].lotag 11
|
||||
{
|
||||
set l i
|
||||
ifn sprite[i].ang 512 ifn sprite[i].ang 1024 ifn sprite[i].ang 1536 set l -1
|
||||
}
|
||||
}
|
||||
ifl l 0
|
||||
{
|
||||
quote 8
|
||||
return
|
||||
}
|
||||
|
||||
for tmp wallsofsector k
|
||||
{
|
||||
rotatepoint (sprite[l].x sprite[l].y) (wall[tmp].x wall[tmp].y) sprite[l].ang (i j)
|
||||
dragpoint tmp i j
|
||||
}
|
||||
for tmp spritesofsector k
|
||||
{
|
||||
ifn tmp l
|
||||
{
|
||||
rotatepoint (sprite[l].x sprite[l].y) (sprite[tmp].x sprite[tmp].y) sprite[l].ang (i j)
|
||||
bsetsprite tmp i j sprite[tmp].z
|
||||
}
|
||||
}
|
||||
inv sprite[l].ang
|
||||
}
|
||||
|
||||
// teleporter -- works on SE7 and SE17 (elevator)
|
||||
ife searchstat 3
|
||||
ifhitkey KEY_SPACE
|
||||
{
|
||||
ife sprite[searchwall].picnum SECTOREFFECTOR
|
||||
{
|
||||
set tmp 0
|
||||
ife sprite[searchwall].lotag 7 set tmp 1
|
||||
ife sprite[searchwall].lotag 17 set tmp 1
|
||||
ife tmp 0 return
|
||||
|
||||
for i allsprites
|
||||
{
|
||||
ifn i searchwall, ifactor SECTOREFFECTOR, ife sprite[i].lotag sprite[searchwall].lotag
|
||||
ife sprite[i].hitag sprite[searchwall].hitag
|
||||
{
|
||||
add posx sprite[i].x, sub posx sprite[searchwall].x
|
||||
add posy sprite[i].y, sub posy sprite[searchwall].y
|
||||
add posz sprite[i].z, sub posz sprite[searchwall].z
|
||||
|
||||
updatecursectnum
|
||||
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
else ife sprite[searchwall].extra DUP_ROT_MAGIC
|
||||
{
|
||||
state duprot
|
||||
}
|
||||
else ife sprite[searchwall].extra DUP_LIN_MAGIC2
|
||||
{
|
||||
state duplin
|
||||
}
|
||||
}
|
||||
|
||||
ifholdkey KEY_0
|
||||
// ife 0 1
|
||||
{
|
||||
ifeithershift sub davr 512 else add davr 512
|
||||
ifl davr 32768 set davr 32768
|
||||
ifg davr 256000 set davr 256000
|
||||
setaspect davr yxaspect
|
||||
qsprintf TQUOTE 4 davr yxaspect
|
||||
quote TQUOTE
|
||||
}
|
||||
endevent
|
||||
|
||||
defstate replacestuff
|
||||
for i spritesofsector searchsector
|
||||
// ife sprite[i].picnum AMMO set sprite[i].picnum BATTERYAMMO
|
||||
ifactor parm[0] cactor parm[1]
|
||||
ends
|
||||
|
||||
defstate convlights // convert (0,0,0) lights to (255,255,255)-ones
|
||||
for i allsprites ifactor 1 ifge .lotag 49 ifle .lotag 50 ife .xvel 0 ife .yvel 0 ife .zvel 0
|
||||
{ set .xvel 255 set .yvel 255 set .zvel 255 }
|
||||
ends
|
||||
|
||||
defstate resetallws // reset all sprites and walls to default repeat/panning
|
||||
for i allsprites
|
||||
{
|
||||
set .xrepeat 64
|
||||
set .yrepeat 64
|
||||
}
|
||||
for i allwalls
|
||||
{
|
||||
set wall[i].cstat 0
|
||||
set wall[i].xpanning 0
|
||||
set wall[i].ypanning 0
|
||||
set wall[i].yrepeat 8
|
||||
fixrepeats i
|
||||
}
|
||||
ends
|
||||
|
||||
defstate jumptosec // (tmp)
|
||||
for i allsectors
|
||||
{
|
||||
ife i tmp
|
||||
{
|
||||
set j sector[i].wallptr
|
||||
set posx wall[j].x
|
||||
set posy wall[j].y
|
||||
}
|
||||
}
|
||||
ends
|
||||
|
||||
// Map corruption checker
|
||||
|
||||
gamevar ewall 0 0
|
||||
gamevar endwall 0 0
|
||||
|
||||
defstate corruptchk
|
||||
ifle numsectors MAXSECTORS ifle numwalls MAXWALLS nullop else
|
||||
{ quote 19 printmessage16 19 return }
|
||||
|
||||
set ewall 0 // expected wall index
|
||||
for i allsectors
|
||||
{
|
||||
set k 1
|
||||
ifge sector[i].wallptr 0 ifl sector[i].wallptr numwalls nullop else
|
||||
{
|
||||
qsprintf TQUOTE 20 i sector[i].wallptr numwalls
|
||||
quote TQUOTE printmessage16 TQUOTE
|
||||
set k 0
|
||||
}
|
||||
ifn ewall sector[i].wallptr
|
||||
{
|
||||
qsprintf TQUOTE 21 i sector[i].wallptr ewall
|
||||
quote TQUOTE printmessage16 TQUOTE
|
||||
set ewall sector[i].wallptr
|
||||
}
|
||||
add ewall sector[i].wallnum
|
||||
|
||||
set endwall sector[i].wallptr add endwall sector[i].wallnum
|
||||
ifg endwall numwalls
|
||||
{
|
||||
qsprintf TQUOTE 22 i endwall numwalls
|
||||
quote TQUOTE printmessage16 TQUOTE
|
||||
set k 0
|
||||
}
|
||||
|
||||
ifn k 0
|
||||
{
|
||||
for j wallsofsector i
|
||||
{
|
||||
ifge wall[j].point2 sector[i].wallptr ifl wall[i].point2 endwall nullop else
|
||||
{
|
||||
qsprintf TQUOTE 23 j wall[j].point2 i sector[i].wallptr endwall
|
||||
quote TQUOTE printmessage16 TQUOTE
|
||||
}
|
||||
|
||||
ifge wall[i].nextwall numwalls
|
||||
{
|
||||
qsprintf TQUOTE 24 j wall[j].nextwall numwalls
|
||||
quote TQUOTE printmessage16 TQUOTE
|
||||
}
|
||||
|
||||
ifge wall[i].nextsector numsectors
|
||||
{
|
||||
qsprintf TQUOTE 25 j wall[j].nextsector numsectors
|
||||
quote TQUOTE printmessage16 TQUOTE
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ends
|
69
polymer/eduke32/samples/duke3d.def.sample
Normal file
69
polymer/eduke32/samples/duke3d.def.sample
Normal file
|
@ -0,0 +1,69 @@
|
|||
// Duke Nukem 3D Sample Defs file
|
||||
//
|
||||
// For an explanation of the contents of this file, read releasenotes.html
|
||||
// in the section titled "DEF-file Language"
|
||||
|
||||
include DEFS.CON
|
||||
|
||||
// These entries define Hightile tints
|
||||
// definetint <pal> <r> <g> <b> <effects>
|
||||
definetint 1 110 110 255 1
|
||||
definetint 2 255 110 80 1
|
||||
definetint 4 0 0 0 0
|
||||
definetint 6 192 255 138 3
|
||||
definetint 7 228 200 172 0
|
||||
definetint 8 180 255 200 0
|
||||
|
||||
// This entry defines a texture replacement
|
||||
// definetexture <tilenum> <pal> 0 0 -1 -1 <filename>
|
||||
//definetexture FEMPIC7 0 0 0 -1 -1 "textures/rikaa.png"
|
||||
|
||||
// These entries demonstrate replacing the Pig Cop character with a model
|
||||
// Editart tile indices:
|
||||
// walk 2000-2019
|
||||
// pump 2025-2027
|
||||
// stand 2030-2034
|
||||
// shoot 2035-2037
|
||||
// dive 2040-2044
|
||||
// dived 2045-2049
|
||||
// dshoot 2050-2052
|
||||
// hit 2055
|
||||
// die 2056-2059
|
||||
// dead 2060
|
||||
// definemodel <filename> <scale> <shadeoffs>
|
||||
// defineskin <palette> <filename>
|
||||
// definemodelanim <startframe> <endframe> <fps> <flags>
|
||||
// definemodelframe <framename> <starttile> <endtile>
|
||||
definemodel "models/pigcop.md2" 1.30 0
|
||||
definemodelskin 0 "models/pigcop.jpg"
|
||||
|
||||
definemodelanim "walk0" "walk13" 20 0
|
||||
definemodelframe "walk0" 2000 2019
|
||||
|
||||
definemodelanim "pump0" "pump2" 10 1
|
||||
definemodelframe "pump0" 2025 2027
|
||||
|
||||
definemodelframe "stand" 2030 2034
|
||||
|
||||
definemodelanim "shoot0" "shoot2" 10 1
|
||||
definemodelframe "shoot0" 2035 2037
|
||||
|
||||
definemodelanim "dive0" "dive3" 8 1
|
||||
definemodelframe "dive0" 2040 2044
|
||||
definemodelframe "dive3" 2045 2049
|
||||
|
||||
definemodelanim "dshoot0" "dshoot2" 10 1
|
||||
definemodelframe "dshoot0" 2050 2052
|
||||
|
||||
definemodelframe "die0" 2055 2055
|
||||
definemodelanim "die1" "dead" 13 1
|
||||
definemodelframe "die1" 2056 2059
|
||||
definemodelframe "dead" 2060 2060
|
||||
|
||||
|
||||
// These entries demonstrate voxel replacements
|
||||
// definevoxel <filename>
|
||||
// definevoxeltiles <starttile> <endtile>
|
||||
//definevoxel "voxels/barstool.kvx"
|
||||
//definevoxeltiles 1006 1006
|
||||
|
389
polymer/eduke32/samples/enhance.con.sample
Normal file
389
polymer/eduke32/samples/enhance.con.sample
Normal file
|
@ -0,0 +1,389 @@
|
|||
// include this file at the top of your game.con or eduke.con
|
||||
|
||||
// Game Events
|
||||
|
||||
// SYNTAX:
|
||||
//
|
||||
// onevent <eventid>
|
||||
// {
|
||||
// ... actions
|
||||
// }
|
||||
// endevent
|
||||
|
||||
// Internal event IDs
|
||||
|
||||
/*
|
||||
enum events {
|
||||
EVENT_INIT,
|
||||
EVENT_ENTERLEVEL,
|
||||
EVENT_RESETWEAPONS,
|
||||
EVENT_RESETINVENTORY,
|
||||
EVENT_HOLSTER,
|
||||
EVENT_LOOKLEFT,
|
||||
EVENT_LOOKRIGHT,
|
||||
EVENT_SOARUP,
|
||||
EVENT_SOARDOWN,
|
||||
EVENT_CROUCH,
|
||||
EVENT_JUMP,
|
||||
EVENT_RETURNTOCENTER,
|
||||
EVENT_LOOKUP,
|
||||
EVENT_LOOKDOWN,
|
||||
EVENT_AIMUP,
|
||||
EVENT_FIRE,
|
||||
EVENT_CHANGEWEAPON,
|
||||
EVENT_GETSHOTRANGE,
|
||||
EVENT_GETAUTOAIMANGLE,
|
||||
EVENT_GETLOADTILE,
|
||||
EVENT_CHEATGETSTEROIDS,
|
||||
EVENT_CHEATGETHEAT,
|
||||
EVENT_CHEATGETBOOT,
|
||||
EVENT_CHEATGETSHIELD,
|
||||
EVENT_CHEATGETSCUBA,
|
||||
EVENT_CHEATGETHOLODUKE,
|
||||
EVENT_CHEATGETJETPACK,
|
||||
EVENT_CHEATGETFIRSTAID,
|
||||
EVENT_QUICKKICK,
|
||||
EVENT_INVENTORY,
|
||||
EVENT_USENIGHTVISION,
|
||||
EVENT_USESTEROIDS,
|
||||
EVENT_INVENTORYLEFT,
|
||||
EVENT_INVENTORYRIGHT,
|
||||
EVENT_HOLODUKEON,
|
||||
EVENT_HOLODUKEOFF,
|
||||
EVENT_USEMEDKIT,
|
||||
EVENT_USEJETPACK,
|
||||
EVENT_TURNAROUND,
|
||||
EVENT_DISPLAYWEAPON,
|
||||
EVENT_FIREWEAPON,
|
||||
EVENT_SELECTWEAPON,
|
||||
EVENT_MOVEFORWARD,
|
||||
EVENT_MOVEBACKWARD,
|
||||
EVENT_TURNLEFT,
|
||||
EVENT_TURNRIGHT,
|
||||
EVENT_STRAFELEFT,
|
||||
EVENT_STRAFERIGHT,
|
||||
EVENT_WEAPKEY1,
|
||||
EVENT_WEAPKEY2,
|
||||
EVENT_WEAPKEY3,
|
||||
EVENT_WEAPKEY4,
|
||||
EVENT_WEAPKEY5,
|
||||
EVENT_WEAPKEY6,
|
||||
EVENT_WEAPKEY7,
|
||||
EVENT_WEAPKEY8,
|
||||
EVENT_WEAPKEY9,
|
||||
EVENT_WEAPKEY10,
|
||||
EVENT_DRAWWEAPON,
|
||||
EVENT_DISPLAYCROSSHAIR,
|
||||
EVENT_DISPLAYREST,
|
||||
EVENT_RESETPLAYER,
|
||||
EVENT_INCURDAMAGE,
|
||||
EVENT_AIMDOWN,
|
||||
EVENT_GAME,
|
||||
EVENT_PREVIOUSWEAPON,
|
||||
EVENT_NEXTWEAPON,
|
||||
EVENT_SWIMUP,
|
||||
EVENT_SWIMDOWN,
|
||||
EVENT_GETMENUTILE,
|
||||
EVENT_SPAWN,
|
||||
EVENT_LOGO,
|
||||
EVENT_EGS,
|
||||
EVENT_DOFIRE,
|
||||
EVENT_PRESSEDFIRE,
|
||||
EVENT_USE,
|
||||
EVENT_PROCESSINPUT
|
||||
};
|
||||
*/
|
||||
|
||||
// Internal projectile stuff
|
||||
|
||||
/*
|
||||
enum projectilelabels {
|
||||
PROJ_WORKSLIKE,
|
||||
PROJ_SPAWNS,
|
||||
PROJ_SXREPEAT,
|
||||
PROJ_SYREPEAT,
|
||||
PROJ_SOUND,
|
||||
PROJ_ISOUND,
|
||||
PROJ_VEL,
|
||||
PROJ_EXTRA,
|
||||
PROJ_DECAL,
|
||||
PROJ_TRAIL,
|
||||
PROJ_TXREPEAT,
|
||||
PROJ_TYREPEAT,
|
||||
PROJ_TOFFSET,
|
||||
PROJ_TNUM,
|
||||
PROJ_DROP,
|
||||
PROJ_CSTAT,
|
||||
PROJ_CLIPDIST,
|
||||
PROJ_SHADE,
|
||||
PROJ_XREPEAT,
|
||||
PROJ_YREPEAT,
|
||||
PROJ_PAL,
|
||||
PROJ_EXTRA_RAND,
|
||||
PROJ_HITRADIUS,
|
||||
PROJ_VEL_MULT,
|
||||
PROJ_OFFSET,
|
||||
PROJ_BOUNCES,
|
||||
PROJ_BSOUND,
|
||||
PROJ_RANGE
|
||||
};
|
||||
*/
|
||||
|
||||
// Variable definition Flags
|
||||
|
||||
#define GAMEVAR_FLAG_GLOBAL 0 // global variable (default)
|
||||
#define GAMEVAR_FLAG_PERPLAYER 1 // per-player variable
|
||||
#define GAMEVAR_FLAG_PERACTOR 2 // per-actor variable
|
||||
|
||||
// Weapon Flags
|
||||
// 1 Holstering Clears Clip
|
||||
// 2 Glows
|
||||
// 4 Automatic
|
||||
// 8 Fire Every other frame
|
||||
// 16 Fire Every third frame
|
||||
// 32 Random restart on automatic
|
||||
// 64 Use Ammo per burst
|
||||
// 128 Is a Bomb trigger
|
||||
// 256 Using does NOT cause player to become 'visible'
|
||||
// 512 Use 'throws' the 'shoots' item
|
||||
// 1024 Check weapon availability at 'reload' time
|
||||
// 2048 player should stop jumping
|
||||
// 0 Spawn Type 1 (pistol shells)
|
||||
// 4096 Spawn Type 2 (Shotgun shells)
|
||||
// 8192 Spawn Type 3 (CHAINGUN shells)
|
||||
// 16384 Semi-automatic
|
||||
// 32768 Pistol reload sound hack
|
||||
// 65536 Cycle kickback_pic back to 1 if fire is held down, else set to 0
|
||||
|
||||
// TRIPBOMB_CONTROL
|
||||
// 1 Tripwire. Trip Bomb works with tripwire.
|
||||
// 2 On timer. Trip Bomb works on timer
|
||||
|
||||
// PIPEBOMB_CONTROL
|
||||
// 1 Detonator. Pipe Bomb works with detonator.
|
||||
// 2 On timer. Pipe Bomb works on timer
|
||||
|
||||
gamevar WEAPON0_WORKSLIKE 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_FIREDELAY 7 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_TOTALTIME 14 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_FLAGS 292 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_SHOOTS 2521 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_SHOTSPERBURST 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON0_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON1_WORKSLIKE 1 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_CLIP 12 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_RELOAD 27 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_FIREDELAY 2 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_FLAGS 32768 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_SHOOTS 2595 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_SPAWNTIME 2 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_SPAWN 2533 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_SHOTSPERBURST 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_FIRESOUND 3 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON1_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON2_WORKSLIKE 2 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_RELOAD 13 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_TOTALTIME 30 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_FLAGS 1024 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_SHOOTS 2613 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_SPAWNTIME 24 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_SPAWN 2535 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_SHOTSPERBURST 7 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_FIRESOUND 109 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_SOUND2TIME 15 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_SOUND2SOUND 169 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON2_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON3_WORKSLIKE 3 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_TOTALTIME 12 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_HOLDDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_FLAGS 73812 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_SHOOTS 2536 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_SPAWNTIME 1 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_SPAWN 2533 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_SHOTSPERBURST 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_FIRESOUND 6 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON3_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON4_WORKSLIKE 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_TOTALTIME 20 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_FLAGS 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_SHOOTS 2605 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_SHOTSPERBURST 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON4_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON5_WORKSLIKE 5 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_RELOAD 30 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_FIREDELAY 6 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_TOTALTIME 19 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_HOLDDELAY 12 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_FLAGS 512 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_SHOOTS 26 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_SHOTSPERBURST 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON5_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON6_WORKSLIKE 6 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_FIREDELAY 10 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_TOTALTIME 12 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_FLAGS 2 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_SHOOTS 2556 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_SHOTSPERBURST 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_INITIALSOUND 11 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON6_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON7_WORKSLIKE 7 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_TOTALTIME 6 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_HOLDDELAY 5 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_FLAGS 72 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_SHOOTS 2605 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_SHOTSPERBURST 2 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_INITIALSOUND 10 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON7_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON8_WORKSLIKE 8 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_RELOAD 16 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_TOTALTIME 16 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_HOLDDELAY 7 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_FLAGS 3072 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_SHOOTS 2563 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_SHOTSPERBURST 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON8_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON9_WORKSLIKE 9 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_FLAGS 65536 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_SHOOTS 1641 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_SHOTSPERBURST 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_INITIALSOUND 10 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_FIRESOUND 10 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON9_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON10_WORKSLIKE 10 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_RELOAD 10 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_FIREDELAY 2 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_TOTALTIME 10 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_FLAGS 384 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_SHOOTS 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_SHOTSPERBURST 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON10_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar WEAPON11_WORKSLIKE 11 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_FLAGS 2 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_SHOOTS 2448 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_SHOTSPERBURST 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_FIRESOUND 388 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar WEAPON11_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar GRENADE_LIFETIME 120 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar GRENADE_LIFETIME_VAR 30 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar STICKYBOMB_LIFETIME 120 GAMEVAR_FLAG_PERPLAYER
|
||||
gamevar STICKYBOMB_LIFETIME_VAR 30 GAMEVAR_FLAG_PERPLAYER
|
||||
|
||||
gamevar TRIPBOMB_CONTROL 1 GAMEVAR_FLAG_PERPLAYER // set value to 2 for timed bomb
|
||||
gamevar PIPEBOMB_CONTROL 1 GAMEVAR_FLAG_PERPLAYER // set value to 2 for grenade behavior
|
BIN
polymer/eduke32/samples/m32script_ex.map
Normal file
BIN
polymer/eduke32/samples/m32script_ex.map
Normal file
Binary file not shown.
BIN
polymer/eduke32/samples/ror.map
Normal file
BIN
polymer/eduke32/samples/ror.map
Normal file
Binary file not shown.
219
polymer/eduke32/samples/tiles.cfg
Normal file
219
polymer/eduke32/samples/tiles.cfg
Normal file
|
@ -0,0 +1,219 @@
|
|||
// Mapster32 tile grouping configuration file
|
||||
// Press T on the tile selection screen to access the tileset selection menu
|
||||
|
||||
#include "names.h"
|
||||
|
||||
tilegroup "Player"
|
||||
{
|
||||
hotkey "P"
|
||||
|
||||
// Colors are the colors for Blocking OFF and Blocking ON.
|
||||
colors 2 2
|
||||
|
||||
tiles
|
||||
{
|
||||
APLAYER
|
||||
}
|
||||
}
|
||||
|
||||
tilegroup "Actors"
|
||||
{
|
||||
hotkey "A"
|
||||
|
||||
colors 31 31
|
||||
|
||||
tiles
|
||||
{
|
||||
LIZTROOP LIZTROOPRUNNING LIZTROOPSTAYPUT LIZTROOPSHOOT LIZTROOPJETPACK
|
||||
LIZTROOPONTOILET LIZTROOPJUSTSIT LIZTROOPDUCKING
|
||||
PIGCOP PIGCOPSTAYPUT PIGCOPDIVE
|
||||
LIZMAN LIZMANSTAYPUT LIZMANSPITTING LIZMANFEEDING LIZMANJUMP
|
||||
COMMANDER COMMANDERSTAYPUT
|
||||
OCTABRAIN OCTABRAINSTAYPUT
|
||||
ORGANTIC
|
||||
DRONE
|
||||
NEWBEAST NEWBEASTSTAYPUT NEWBEASTHANG NEWBEASTJUMP
|
||||
EGG GREENSLIME ROTATEGUN RECON TANK BOUNCEMINE
|
||||
FLOORFLAME
|
||||
// FEMS
|
||||
FEM1 FEM2 FEM3 FEM4 FEM5 FEM6 FEM7 FEM8 FEM9 FEM10 NAKED1
|
||||
// Lil' critters
|
||||
SHARK
|
||||
// BIG critters
|
||||
BOSS1 BOSS1STAYPUT BOSS1SHOOT BOSS1LOB
|
||||
BOSS2
|
||||
BOSS3
|
||||
BOSS4 BOSS4STAYPUT
|
||||
}
|
||||
}
|
||||
|
||||
tilegroup "Doors"
|
||||
{
|
||||
hotkey "D"
|
||||
|
||||
tiles
|
||||
{
|
||||
DOORTILE1 DOORTILE2 DOORTILE3 DOORTILE4 DOORTILE5
|
||||
DOORTILE6 DOORTILE7 DOORTILE8 DOORTILE9 DOORTILE10
|
||||
312 313 314 345
|
||||
DOORTILE22 DOORTILE18 DOORTILE19 DOORTILE20
|
||||
450 455 457 458 459 469 470 477
|
||||
DOORTILE14
|
||||
719 735 771
|
||||
DOORTILE16
|
||||
843 858 883
|
||||
DOORTILE15 DOORTILE21
|
||||
1173
|
||||
DOORTILE11 DOORTILE12
|
||||
353 355
|
||||
// Related items
|
||||
DOORSHOCK ACCESSCARD
|
||||
}
|
||||
}
|
||||
|
||||
tilegroup "Effectors"
|
||||
{
|
||||
hotkey "E"
|
||||
|
||||
tilerange 1 10
|
||||
|
||||
colors 15 15
|
||||
}
|
||||
|
||||
tilegroup "Switches"
|
||||
{
|
||||
hotkey "S"
|
||||
|
||||
tiles
|
||||
{
|
||||
ACCESSSWITCH ACCESSSWITCH2 ACCESSCARD SLOTDOOR LIGHTSWITCH SPACEDOORSWITCH SPACELIGHTSWITCH
|
||||
FRANKENSTINESWITCH MULTISWITCH
|
||||
DIPSWITCH DIPSWITCH2 DIPSWITCH3 TECHSWITCH
|
||||
LIGHTSWITCH2 713 // LIGHTSWITCH2+1
|
||||
POWERSWITCH1 LOCKSWITCH1 POWERSWITCH2 HANDSWITCH PULLSWITCH
|
||||
ALIENSWITCH HANDPRINTSWITCH NUKEBUTTON
|
||||
TARGET
|
||||
4083 4954 // Busted switches (Atomic)
|
||||
}
|
||||
}
|
||||
|
||||
tilegroup "Items"
|
||||
{
|
||||
hotkey "I"
|
||||
|
||||
colors 24 24
|
||||
|
||||
tiles
|
||||
{
|
||||
// Ammo
|
||||
AMMO SHOTGUNAMMO BATTERYAMMO RPGAMMO HEAVYHBOMB FREEZEAMMO GROWAMMO CRYSTALAMMO
|
||||
DEVISTATORAMMO HBOMBAMMO
|
||||
|
||||
// Items (healthetc)
|
||||
COLA SIXPAK FIRSTAID SHIELD STEROIDS AIRTANK JETPACK HEATSENSOR ACCESSCARD
|
||||
BOOTS ATOMICHEALTH HOLODUKE
|
||||
|
||||
// Weapons
|
||||
FIRSTGUNSPRITE CHAINGUNSPRITE RPGSPRITE FREEZESPRITE SHRINKERSPRITE
|
||||
TRIPBOMBSPRITE SHOTGUNSPRITE DEVISTATORSPRITE
|
||||
}
|
||||
}
|
||||
|
||||
tilegroup "Respawn triggers"
|
||||
{
|
||||
hotkey "R"
|
||||
|
||||
tiles
|
||||
{
|
||||
CANWITHSOMETHING CANWITHSOMETHING2 CANWITHSOMETHING3 CANWITHSOMETHING4
|
||||
// FEMS
|
||||
FEM1 FEM2 FEM3 FEM4 FEM5 FEM6 FEM7 FEM8 FEM9 FEM10 NAKED1
|
||||
}
|
||||
}
|
||||
|
||||
tilegroup "Exploding stuff"
|
||||
{
|
||||
hotkey "X"
|
||||
|
||||
tiles
|
||||
{
|
||||
CRACK1 CRACK2 CRACK3 CRACK4
|
||||
FIREEXT SEENINE OOZFILTER
|
||||
EXPLODINGBARREL EXPLODINGBARREL2 FIREBARREL GUNPOWDERBARREL
|
||||
REACTOR2SPARK BOLT1 SIDEBOLT1
|
||||
CEILINGSTEAM
|
||||
FIREVASE 2066 BURNING FIRE BURNING2 FIRE2
|
||||
}
|
||||
}
|
||||
|
||||
tilegroup "Letters and numbers"
|
||||
{
|
||||
hotkey "L"
|
||||
|
||||
tilerange 2822 2915
|
||||
tilerange 2929 3022
|
||||
tilerange 3072 3135
|
||||
tilerange 3162 3165
|
||||
tilerange 640 649
|
||||
tilerange 2472 2481
|
||||
}
|
||||
|
||||
|
||||
// Alphabet configuration for text entry tool in 3D mode
|
||||
// (press Ctrl-T on a wall-aligned letter)
|
||||
// 32 alphabets max.
|
||||
|
||||
alphabet // blue font
|
||||
{
|
||||
maprange 33 126 STARTALPHANUM
|
||||
|
||||
offseta "^" 0 2
|
||||
offseta "qQ;" 0 -1
|
||||
}
|
||||
|
||||
alphabet
|
||||
{
|
||||
maprange 33 126 MINIFONT
|
||||
maprangea "a" "z" 3104
|
||||
|
||||
// offset "\\" 0 3 doesn't work
|
||||
offset 92 0 3
|
||||
offseta "qQ" 0 -1
|
||||
offseta ":" 0 1
|
||||
offseta "'\"" 0 3
|
||||
}
|
||||
|
||||
alphabet // red font
|
||||
{
|
||||
maprangea "0" "9" 2930
|
||||
maprangea "A" "Z" BIGALPHANUM
|
||||
maprangea "a" "z" BIGALPHANUM
|
||||
mapa "-" 2929
|
||||
mapa ".,!?;:/%" 3002
|
||||
mapa "'" 3022
|
||||
}
|
||||
|
||||
alphabet // silver font
|
||||
{
|
||||
maprangea "0" "9" 2992
|
||||
maprangea "A" "Z" 2966
|
||||
maprangea "a" "z" 2966
|
||||
}
|
||||
|
||||
alphabet // yellow numbers 3x5
|
||||
{
|
||||
maprangea "0" "9" THREEBYFIVE
|
||||
mapa ":/" 3020
|
||||
offseta ":" 0 1
|
||||
}
|
||||
|
||||
alphabet // silver numbers
|
||||
{
|
||||
maprangea "1" "9" W_NUMBERS
|
||||
mapa "0" 649
|
||||
}
|
||||
|
||||
alphabet
|
||||
{
|
||||
maprangea "0" "9" DIGITALNUM
|
||||
}
|
Loading…
Reference in a new issue