// 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