// Use as root file, not as additional CON module.

// Test dynamic tile remapping.
dynamicremap
// Make MASKWALL2 (fence in E1L1 rooftop) execute the C side code of DUKECAR.
// This must be before the original DUKECAR definition, because label
// redefinitions are ignored in CON.
// XXX: Does MASKWALL2's code get executed, too?
define DUKECAR 913

include GAME.CON
// NOTE:
// DEFS.CON 520:6: warning: label "DUKECAR" not redefined with new value 2491 (old: 913)

gamevar LOGO_FLAGS 6399 0  // 255+2048+4096, test "no E4 intro", "no E1 bonus" bits

useractor  4  58 1 NO NO 0
    // usertype 4 is "rotation-fixed actor"
    // tile 58 is the space suit

    state killme
enda

// Test useractor type "enemy"
define CYCLOIDHEAD 490
// Will have a flat-sprite-on-floor shadow and be an autoaim target.
useractor 1 CYCLOIDHEAD 10
    ifpdistl 1024 tip
    state killme
enda

onevent EVENT_JUMP
    mail 2
    money 5
    paper 3
endevent

// Speed up sector effects a little 8-)
gamevar ra_temp 0 0
eventloadactor GPSPEED
    getactor[THISACTOR].lotag ra_temp
    mulvar ra_temp 4
    setactor[THISACTOR].lotag ra_temp
enda

gamevar ii 0 0
onevent EVENT_PROCESSINPUT
    setvar ii 0
    whilevarvarn ii MAXSPRITES
    {
        ifvare sprite[ii].picnum 58  // space suit
            ssp ii CLIPMASK0

        addvar ii 1
    }
endevent