// Map state test. // To warp to a particular map, press the steroids key. // Volume: player angle / 512, displayed on screen. // Level: current weapon. define Q 400 definequote Q ====== TEMP ======= definequote 401 WILL WARP TO VOLUME %d define SQ 402 definequote SQ definequote 403 definequote 404 definequote 405 definequote 406 definequote 407 definequote 408 definequote 409 definequote 410 definequote 411 definequote 412 definequote 413 definequote 414 // Test gamevar flags GAMEVAR_NODEFAULT and GAMEVAR_NORESET. // Global. define GV_NODEFAULT 1024 define GV_NORESET 131072 define GV_NODEFAULT_NORESET 132096 // Per-player. define PV_NODEFAULT 1025 define PV_NORESET 131073 define PV_NODEFAULT_NORESET 132097 // Per-actor (not very meaningful, as the APLAYER actor will in general have a // different sprite for different levels). define AV_NODEFAULT 1026 define AV_NORESET 131074 define AV_NODEFAULT_NORESET 132098 // global gamevar numwarps 0 0 gamevar numwarpsD 0 GV_NODEFAULT gamevar numwarpsR 0 GV_NORESET gamevar numwarpsDR 0 GV_NODEFAULT_NORESET // per-player gamevar Pnumwarps 0 1 gamevar PnumwarpsD 0 PV_NODEFAULT gamevar PnumwarpsR 0 PV_NORESET gamevar PnumwarpsDR 0 PV_NODEFAULT_NORESET // per-actor gamevar Anumwarps 0 2 gamevar AnumwarpsD 0 AV_NODEFAULT gamevar AnumwarpsR 0 AV_NORESET gamevar AnumwarpsDR 0 AV_NODEFAULT_NORESET gamevar pal 0 0 gamevar dq 0 0 gamevar y 0 0 state calcvolume getplayer[THISACTOR].ang gs andvar gs 2047 divvar gs 512 ends state dispnumwarps gametextz STARTALPHANUM 20 y dq 0 pal 0 0 0 xdim ydim 32768 addvar dq 1 addvar y 8 ends onevent EVENT_DISPLAYREST state calcvolume qsprintf Q /*<-*/ 401 /**/ gs gametext STARTALPHANUM 20 20 Q 0 0 0 0 0 xdim ydim setvar y 40 setvar dq 403 setvar pal 0 // global redefinequote SQ numwarps (no flags): %d qsprintf dq SQ numwarps state dispnumwarps redefinequote SQ numwarps (NODEFAULT): %d qsprintf dq SQ numwarpsD state dispnumwarps redefinequote SQ numwarps (NORESET): %d qsprintf dq SQ numwarpsR state dispnumwarps redefinequote SQ numwarps (NODEFAULT, NORESET): %d qsprintf dq SQ numwarpsDR state dispnumwarps // per-player setvar pal 14 redefinequote SQ Pnumwarps (no flags): %d qsprintf dq SQ Pnumwarps state dispnumwarps redefinequote SQ Pnumwarps (NODEFAULT): %d qsprintf dq SQ PnumwarpsD state dispnumwarps redefinequote SQ Pnumwarps (NORESET): %d qsprintf dq SQ PnumwarpsR state dispnumwarps redefinequote SQ Pnumwarps (NODEFAULT, NORESET): %d qsprintf dq SQ PnumwarpsDR state dispnumwarps // per-actor setvar pal 10 redefinequote SQ Anumwarps (no flags): %d qsprintf dq SQ Anumwarps state dispnumwarps redefinequote SQ Anumwarps (NODEFAULT): %d qsprintf dq SQ AnumwarpsD state dispnumwarps redefinequote SQ Anumwarps (NORESET): %d qsprintf dq SQ AnumwarpsR state dispnumwarps redefinequote SQ Anumwarps (NODEFAULT, NORESET): %d qsprintf dq SQ AnumwarpsDR state dispnumwarps endevent onevent EVENT_USESTEROIDS // global addvar numwarps 1 addvar numwarpsD 1 addvar numwarpsR 1 addvar numwarpsDR 1 // per-player addvar Pnumwarps 1 addvar PnumwarpsD 1 addvar PnumwarpsR 1 addvar PnumwarpsDR 1 // per-actor addvar Anumwarps 1 addvar AnumwarpsD 1 addvar AnumwarpsR 1 addvar AnumwarpsDR 1 savemapstate state calcvolume startlevel gs currentweapon endevent onevent EVENT_ENTERLEVEL loadmapstate endevent onevent EVENT_USEJETPACK savegamevar numwarpsD endevent onevent EVENT_USENIGHTVISION readgamevar numwarpsD endevent