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Add original splitscreen mod by Bloodclaw for reference.
git-svn-id: https://svn.eduke32.com/eduke32@2898 1a8010ca-5511-0410-912e-c29ae57300e0
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586
polymer/eduke32/samples/splitscr.con
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polymer/eduke32/samples/splitscr.con
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/*
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--------------------------------------------------------------------------------
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Duke Nukem 3D SplitScreen mod
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Beta 1
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By Bloodclaw
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--------------------------------------------------------------------------------
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*/
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include GAME.CON
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// Those are inventory parts
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definequote 160 ON
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definequote 161 OFF
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definequote 162 %
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definequote 163 AUTO
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// Key name definitions
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definegamefuncname 11 P2_Move_Forward
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definegamefuncname 12 P2_Move_Backward
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definegamefuncname 13 P2_Turn_Left
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definegamefuncname 14 P2_Turn_Right
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definegamefuncname 17 P2_Aim_Up
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definegamefuncname 18 P2_Aim_Down
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definegamefuncname 19 P2_Fire
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definegamefuncname 20 P2_Open
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definegamefuncname 21 P2_Jump
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definegamefuncname 22 P2_Crouch
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definegamefuncname 23 P2_Inventory
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definegamefuncname 24 P2_Inventory_Left
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definegamefuncname 25 P2_Inventory_Right
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definegamefuncname 26 P2_Quick_Kick
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definegamefuncname 27 P2_Previous_Weapon
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definegamefuncname 28 P2_Next_Weapon
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gamevar pid 1 1 // This hold player 2 id
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gamevar pnum 0 1 // This is set to player 2 sprite number
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gamevar px 0 1 // Player (both 1 and 2) X coordinate
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gamevar py 0 1 // Player Y coordinate
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gamevar pz 0 1 // Player Z coordinate
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gamevar psect 0 1 // Player sector number
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gamevar pang 0 1 // Player angle
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gamevar phoriz 0 1 // Player vertical angle
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gamevar phorizoff 0 1 // Something similar
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gamevar pangcos 0 1 // Cosinus of player angle (used for player 2 movements)
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gamevar pangsin 0 1 // Sinus of player angle
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gamevar pinput 0 1 // Set to input, used in the PROCESSINPUT event
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gamevar pcrosshair 0 1 // Do you like crosshairs? Game options will tell.
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gamevar phealth 0 1 // Player health
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gamevar pweapon 0 1 // Player weapon
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gamevar pammo 0 1 // Player ammo
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gamevar pinv 0 1 // Player inventory
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gamevar pinvv 0 1 // Item amount
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gamevar pinva 0 1 // Item activated?
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gamevar pinvvx 0 1 // Sometimes, item icons must be realigned
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gamevar pfta 0 1 // Both used for quotes
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gamevar pftq 0 1
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gamevar pcolor 0 1 // Used to display quotes with player color
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gamevar p1heat 0 1 // Common night vision googles
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gamevar p2heat 0 1
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gamevar pcard 0 1 // Access cards
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// Following states are used in the hud
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state dispinvamount
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ifvare pinvv 100
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setvar pinvvx 98
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else ifvarg pinvv 9
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setvar pinvvx 100
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else ifvarl pinvv 10
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setvar pinvvx 102
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minitext 104 190 162 0 6
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digitalnumber THREEBYFIVE pinvvx 190 pinvv 0 0 26 0 0 xdim ydim
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ends
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state dispinvonoff
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ifvarg pinva 0
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minitext 100 180 160 0 0 // ON
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else
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minitext 96 180 161 0 21 // OFF
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ends
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state dispinvamount2
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ifvare pinvv 100
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setvar pinvvx 258
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else ifvarg pinvv 9
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setvar pinvvx 260
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else ifvarl pinvv 10
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setvar pinvvx 262
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minitext 264 190 162 0 6
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digitalnumber THREEBYFIVE pinvvx 190 pinvv 0 0 26 0 0 xdim ydim
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ends
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state dispinvonoff2
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ifvarg pinva 0
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minitext 260 180 160 0 0 // ON
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else
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minitext 256 180 161 0 21 // OFF
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ends
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// Crosshair need to be redone for two players
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onevent EVENT_DISPLAYCROSSHAIR
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setvar RETURN -1
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endevent
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// For some reasons, next and previous weapon actions will never pick expander or foot
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onevent EVENT_NEXTWEAPON
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getplayer[THISACTOR].curr_weapon pweapon
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ifvare pweapon 11
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{
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setplayer[THISACTOR].curr_weapon 7
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setvar RETURN -1
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}
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else ifvare pweapon 9
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{
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setplayer[THISACTOR].curr_weapon 0
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setvar RETURN -1
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}
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else ifvare pweapon 6
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{
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setplayer[THISACTOR].curr_weapon 11
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setvar RETURN -1
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}
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endevent
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onevent EVENT_PREVIOUSWEAPON
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getplayer[THISACTOR].curr_weapon pweapon
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ifvare pweapon 11
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{
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setplayer[THISACTOR].curr_weapon 6
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setvar RETURN -1
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}
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else ifvare pweapon 1
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{
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setplayer[THISACTOR].curr_weapon 0
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setvar RETURN -1
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}
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else ifvare pweapon 7
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{
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setplayer[THISACTOR].curr_weapon 11
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setvar RETURN -1
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}
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endevent
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// Disable all the following keys, need room for player 2
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onevent EVENT_LOOKUP // Move Forward
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setvar RETURN -1
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endevent
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onevent EVENT_LOOKDOWN // Move Backward
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setvar RETURN -1
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endevent
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onevent EVENT_LOOKLEFT // Turn Left
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setvar RETURN -1
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endevent
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onevent EVENT_LOOKRIGHT // Turn Right
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setvar RETURN -1
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endevent
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onevent EVENT_AIMUP // Aim Up
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setvar RETURN -1
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endevent
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onevent EVENT_AIMDOWN // Aim Down
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY1 // Fire
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY2 // Open
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY3 // Jump
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY4 // Crouch
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY5 // Inventory
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY6 // Inventory Left
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY7 // Inventory Right
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY8 // Quick Kick
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY9 // Previous Weapon
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY10 // Next Weapon
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setvar RETURN -1
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endevent
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// Controls for player 2
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onevent EVENT_PROCESSINPUT // I had to use this event in case player 1 die
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getinput[THISACTOR].bits pinput
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ifvarand pinput 8
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{
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setinput[pid].bits 8
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ifvarl phoriz 199 addvar phoriz 14
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setplayer[pid].horiz phoriz // For some reasons, only setting the bits won't work
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}
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ifvarand pinput 16
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{
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setinput[pid].bits 16
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ifvarg phoriz 1 subvar phoriz 14
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setplayer[pid].horiz phoriz
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}
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ifvarand pinput 64
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{
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setinput[pid].avel -20
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}
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ifvarand pinput 128
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{
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setinput[pid].avel 20
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}
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ifvarand pinput 8192 // This block and the following one are for moving forward and backward, with X and Y speeds set with help of sinus and cosinus
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{
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setvar RETURN -1
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getplayer[pid].i pnum
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getactor[pnum].ang pang
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cos pangcos pang
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mulvar pangcos 10
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divvar pangcos 64
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sin pangsin pang
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mulvar pangsin 10
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divvar pangsin 64
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setinput[pid].fvel pangcos
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setinput[pid].svel pangsin
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}
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ifvarand pinput 16384
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{
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setvar RETURN -1
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getplayer[pid].i pnum
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getactor[pnum].ang pang
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cos pangcos pang
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mulvar pangcos -10
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divvar pangcos 64
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sin pangsin pang
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mulvar pangsin -10
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divvar pangsin 64
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setinput[pid].fvel pangcos
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setinput[pid].svel pangsin
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}
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// Following code come from Eduke32 wiki
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shiftvarr pinput 8
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andvar pinput 0xF
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switch pinput
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case 1:
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setinput[pid].bits 4
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break
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case 2:
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setinput[pid].bits 536870912
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break
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case 3:
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setinput[pid].bits 1
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break
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case 4:
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setinput[pid].bits 2
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break
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case 5:
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setinput[pid].bits 1073741824
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break
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case 6:
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setinput[pid].bits 1048576
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break
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case 7:
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setinput[pid].bits 134217728
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break
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case 8:
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setinput[pid].bits 4194304
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break
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case 9:
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setinput[pid].bits 2816
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break
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case 10:
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setinput[pid].bits 3072
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break
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endswitch
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endevent
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onevent EVENT_DISPLAYREST
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setplayer[THISACTOR].rotscrnang 0 // (almost) Prevent the screen rotation when player 1 die
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// This part just add a background
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rotatesprite 0 0 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 64 0 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 128 0 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 192 0 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 256 0 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 0 64 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 64 64 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 128 64 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 192 64 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 256 64 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 0 128 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 64 128 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 128 128 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 192 128 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 256 128 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 0 192 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 64 192 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 128 192 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 192 192 32768 0 1141 0 4 26 0 0 xdim ydim
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rotatesprite 256 192 32768 0 1141 0 4 26 0 0 xdim ydim
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// Took this code from the wiki
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// It show player 1 view
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getplayer[THISACTOR].posx px
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getplayer[THISACTOR].posy py
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getplayer[THISACTOR].posz pz
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getplayer[THISACTOR].ang pang
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getplayer[THISACTOR].horiz phoriz
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getplayer[THISACTOR].horizoff phorizoff
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addvarvar phoriz phorizoff
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updatesectorz px py pz psect
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showview px py pz pang phoriz psect 1 1 160 199
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// -------------------------------------
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// Player 2 view
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getplayer[pid].posx px
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getplayer[pid].posy py
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getplayer[pid].posz pz
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getplayer[pid].ang pang
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getplayer[pid].horiz phoriz
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getplayer[pid].horizoff phorizoff
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addvarvar phoriz phorizoff
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updatesectorz px py pz psect
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showview px py pz pang phoriz psect 160 1 319 199
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// -------------------------------------
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// Draw crosshairs if they are enabled
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getuserdef[THISACTOR].crosshair pcrosshair
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ifvare pcrosshair 1
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{
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rotatesprite 80 100 32768 0 CROSSHAIR 0 0 26 0 0 xdim ydim
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rotatesprite 240 100 32768 0 CROSSHAIR 0 0 26 0 0 xdim ydim
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}
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// Draw weapon icons
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getplayer[THISACTOR].curr_weapon pweapon
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ifvare pweapon 1
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rotatesprite 80 165 32768 0 FIRSTGUNSPRITE 0 0 10 0 0 xdim ydim // Pistol
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ifvare pweapon 2
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rotatesprite 80 165 32768 0 SHOTGUNSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 3
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rotatesprite 80 165 32768 0 CHAINGUNSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 4
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rotatesprite 80 165 32768 0 RPGSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 5
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rotatesprite 80 165 16384 0 HEAVYHBOMB 0 0 10 0 0 xdim ydim
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ifvare pweapon 6
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rotatesprite 80 165 32768 0 SHRINKERSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 7
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rotatesprite 80 165 32768 0 DEVISTATORSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 8
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rotatesprite 80 165 32768 0 TRIPBOMBSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 9
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rotatesprite 80 165 32768 0 FREEZESPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 10
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rotatesprite 80 165 16384 0 HEAVYHBOMB 0 0 10 0 0 xdim ydim // Pipebomb detonator
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ifvare pweapon 11
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rotatesprite 80 165 32768 0 GROWSPRITEICON 0 0 10 0 0 xdim ydim
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getplayer[pid].curr_weapon pweapon
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ifvare pweapon 1
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rotatesprite 240 165 32768 0 FIRSTGUNSPRITE 0 0 10 0 0 xdim ydim // Pistol
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ifvare pweapon 2
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rotatesprite 240 165 32768 0 SHOTGUNSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 3
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rotatesprite 240 165 32768 0 CHAINGUNSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 4
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rotatesprite 240 165 32768 0 RPGSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 5
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rotatesprite 240 165 16384 0 HEAVYHBOMB 0 0 10 0 0 xdim ydim
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ifvare pweapon 6
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rotatesprite 240 165 32768 0 SHRINKERSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 7
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rotatesprite 240 165 32768 0 DEVISTATORSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 8
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rotatesprite 240 165 32768 0 TRIPBOMBSPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 9
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rotatesprite 240 165 32768 0 FREEZESPRITE 0 0 10 0 0 xdim ydim
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ifvare pweapon 10
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rotatesprite 240 165 16384 0 HEAVYHBOMB 0 0 10 0 0 xdim ydim // Pipebomb detonator
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ifvare pweapon 11
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rotatesprite 240 165 32768 0 GROWSPRITEICON 0 0 10 0 0 xdim ydim
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// Draw hud boxes
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getactor[THISACTOR].extra phealth
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getplayer[THISACTOR].curr_weapon pweapon
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ifvare pweapon 10 setvar pweapon 5 // for pipebombs
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getplayer[THISACTOR].ammo_amount pweapon pammo
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rotatesprite 20 185 65536 0 HEALTHBOX 0 0 10 0 0 xdim ydim
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digitalnumber DIGITALNUM 20 183 phealth 0 0 26 0 0 xdim ydim
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rotatesprite 52 185 65536 0 AMMOBOX 0 0 10 0 0 xdim ydim
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digitalnumber DIGITALNUM 53 183 pammo 0 0 26 0 0 xdim ydim
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rotatesprite 90 184 65536 0 33 0 0 10 0 0 xdim ydim // Inventory box
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getplayer[pid].i pnum
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getactor[pnum].extra phealth
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getplayer[pid].curr_weapon pweapon
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ifvare pweapon 10 setvar pweapon 5
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getplayer[pid].ammo_amount pweapon pammo
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rotatesprite 180 185 65536 0 HEALTHBOX 0 0 10 0 0 xdim ydim
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digitalnumber DIGITALNUM 180 183 phealth 0 0 26 0 0 xdim ydim
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rotatesprite 212 185 65536 0 AMMOBOX 0 0 10 0 0 xdim ydim
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digitalnumber DIGITALNUM 213 183 pammo 0 0 26 0 0 xdim ydim
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rotatesprite 250 184 65536 0 33 0 0 10 0 0 xdim ydim
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// Draw inventory icons
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getplayer[THISACTOR].inven_icon pinv
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ifvare pinv 1
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{
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rotatesprite 81 185 65536 0 FIRSTAID_ICON 0 0 10 0 0 xdim ydim // Medkit
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getplayer[THISACTOR].firstaid_amount pinvv
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state dispinvamount
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}
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ifvare pinv 2
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{
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rotatesprite 79 186 65536 0 STEROIDS_ICON 0 0 10 0 0 xdim ydim // Steroids
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getplayer[THISACTOR].steroids_amount pinvv
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divvar pinvv 4 // Each item amount need to be divided, to have 100% instead of 6400%
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state dispinvamount
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}
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ifvare pinv 3
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{
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rotatesprite 78 188 65536 0 HOLODUKE_ICON 0 0 10 0 0 xdim ydim // HoloDuke
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getplayer[THISACTOR].holoduke_amount pinvv
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getplayer[THISACTOR].holoduke_on pinva
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divvar pinvv 24
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state dispinvamount
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state dispinvonoff
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}
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ifvare pinv 4
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{
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rotatesprite 80 186 65536 0 JETPACK_ICON 0 0 10 0 0 xdim ydim // Jetpack
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getplayer[THISACTOR].jetpack_amount pinvv
|
||||
getplayer[THISACTOR].jetpack_on pinva
|
||||
divvar pinvv 16
|
||||
state dispinvamount
|
||||
state dispinvonoff
|
||||
}
|
||||
ifvare pinv 5
|
||||
{
|
||||
rotatesprite 81 185 65536 0 HEAT_ICON 0 0 10 0 0 xdim ydim // Night Vision Googles
|
||||
getplayer[THISACTOR].heat_amount pinvv
|
||||
getplayer[THISACTOR].heat_on pinva
|
||||
divvar pinvv 12
|
||||
state dispinvamount
|
||||
state dispinvonoff
|
||||
}
|
||||
ifvare pinv 6
|
||||
{
|
||||
rotatesprite 81 187 65536 0 AIRTANK_ICON 0 0 10 0 0 xdim ydim // Scuba Gear
|
||||
getplayer[THISACTOR].scuba_amount pinvv
|
||||
divvar pinvv 64
|
||||
state dispinvamount
|
||||
minitext 91 180 163 0 21 // AUTO
|
||||
}
|
||||
ifvare pinv 7
|
||||
{
|
||||
rotatesprite 81 186 65536 0 BOOT_ICON 0 0 10 0 0 xdim ydim // Boots
|
||||
getplayer[THISACTOR].boot_amount pinvv
|
||||
divvar pinvv 2
|
||||
state dispinvamount
|
||||
minitext 91 180 163 0 21 // AUTO
|
||||
}
|
||||
|
||||
getplayer[pid].inven_icon pinv
|
||||
ifvare pinv 1
|
||||
{
|
||||
rotatesprite 241 185 65536 0 FIRSTAID_ICON 0 0 10 0 0 xdim ydim // Medkit
|
||||
getplayer[pid].firstaid_amount pinvv
|
||||
state dispinvamount2
|
||||
}
|
||||
ifvare pinv 2
|
||||
{
|
||||
rotatesprite 239 186 65536 0 STEROIDS_ICON 0 0 10 0 0 xdim ydim // Steroids
|
||||
getplayer[pid].steroids_amount pinvv
|
||||
divvar pinvv 4
|
||||
state dispinvamount2
|
||||
}
|
||||
ifvare pinv 3
|
||||
{
|
||||
rotatesprite 238 188 65536 0 HOLODUKE_ICON 0 0 10 0 0 xdim ydim // HoloDuke
|
||||
getplayer[pid].holoduke_amount pinvv
|
||||
getplayer[pid].holoduke_on pinva
|
||||
divvar pinvv 24
|
||||
state dispinvamount2
|
||||
state dispinvonoff2
|
||||
}
|
||||
ifvare pinv 4
|
||||
{
|
||||
rotatesprite 240 186 65536 0 JETPACK_ICON 0 0 10 0 0 xdim ydim // Jetpack
|
||||
getplayer[pid].jetpack_amount pinvv
|
||||
getplayer[pid].jetpack_on pinva
|
||||
divvar pinvv 16
|
||||
state dispinvamount2
|
||||
state dispinvonoff2
|
||||
}
|
||||
ifvare pinv 5
|
||||
{
|
||||
rotatesprite 241 185 65536 0 HEAT_ICON 0 0 10 0 0 xdim ydim // Night Vision Googles
|
||||
getplayer[pid].heat_amount pinvv
|
||||
getplayer[pid].heat_on pinva
|
||||
divvar pinvv 12
|
||||
state dispinvamount2
|
||||
state dispinvonoff2
|
||||
}
|
||||
ifvare pinv 6
|
||||
{
|
||||
rotatesprite 241 187 65536 0 AIRTANK_ICON 0 0 10 0 0 xdim ydim // Scuba Gear
|
||||
getplayer[pid].scuba_amount pinvv
|
||||
divvar pinvv 64
|
||||
state dispinvamount2
|
||||
minitext 251 180 163 0 21 // AUTO
|
||||
}
|
||||
ifvare pinv 7
|
||||
{
|
||||
rotatesprite 241 186 65536 0 BOOT_ICON 0 0 10 0 0 xdim ydim // Boots
|
||||
getplayer[pid].boot_amount pinvv
|
||||
divvar pinvv 2
|
||||
state dispinvamount2
|
||||
minitext 251 180 163 0 21 // AUTO
|
||||
}
|
||||
|
||||
|
||||
// Common night vision googles
|
||||
getplayer[THISACTOR].heat_on p1heat
|
||||
getplayer[pid].heat_on p2heat
|
||||
ifvarn p1heat 1
|
||||
ifvarn p2heat 1
|
||||
setgamepalette 0
|
||||
else
|
||||
setgamepalette 2
|
||||
|
||||
|
||||
// This part was for showing keycards, but I don't know how to check if player has a keycard
|
||||
/*
|
||||
getplayer[THISACTOR].got_access pcard
|
||||
ifvare pcard 1 rotatesprite 150 178 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
|
||||
ifvare pcard 2 rotatesprite 150 185 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
|
||||
ifvare pcard 3 rotatesprite 150 192 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
|
||||
*/
|
||||
|
||||
|
||||
getactor[THISACTOR].pal pcolor
|
||||
getplayer[THISACTOR].ftq pftq
|
||||
getplayer[THISACTOR].fta pfta
|
||||
ifvarn pfta 0
|
||||
gametext STARTALPHANUM 4 2 pftq 0 pcolor 26 0 0 xdim ydim
|
||||
getactor[pnum].pal pcolor
|
||||
getplayer[pid].ftq pftq
|
||||
getplayer[pid].fta pfta
|
||||
ifvarn pfta 0
|
||||
gametext STARTALPHANUM 4 10 pftq 0 pcolor 26 0 0 xdim ydim
|
||||
|
||||
|
||||
endevent
|
Loading…
Reference in a new issue