1. EVENT_PREGAME
2. hardcoded stuff
3. EVENT_GAME
One potential use is to examine values which are clobbered by commands such as ifhitweapon/ifwasweapon.
git-svn-id: https://svn.eduke32.com/eduke32@2973 1a8010ca-5511-0410-912e-c29ae57300e0
The latter is only for development, since the embedded version already has a
undeclared-var-reference handling similar to that. Also fix parm2memberpat.
git-svn-id: https://svn.eduke32.com/eduke32@2762 1a8010ca-5511-0410-912e-c29ae57300e0
EVENT_SOUND: triggered upon playback of any sound, this allows the "hard coded" sounds to be altered in a context-aware fashion instead of having to resort to clunky hacks like replacing them with a blank sound effect. RETURN var
iable is set to the sound effect # of the sound to be played, or -1 to cancel playback.
EVENT_CHECKTOUCHDAMAGE: triggered in P_CheckTouchDamage() whenever the player collides with anything. Value of RET
URN is set to the result provided by clipmove() and so can be decoded in the same way. Value of RETURN when the event is over can also be manipulated to control some of the hard coded damage effects.
EVENT_CHECKFLOORDAMAGE: triggered in P_CheckFloorDamage(), RETURN is simply the picnum of the floor of the sector t
he player is in. Can be used to cancel hard coded floor damage effects or to make other tiles exhibit the same eff
ects
Other misc fixes and cleanups, including a possible workaround for Duke Plus SECTOREFFECTOR light issues wherein all SE49 and SE50 that have a statnum of STAT_EFFECTOR are simply changed to STAT_LIGHT during the STAT_EFFECTOR loop
now.
git-svn-id: https://svn.eduke32.com/eduke32@2652 1a8010ca-5511-0410-912e-c29ae57300e0