raze/source/duke3d/src/lunatic/test/rotfixed_actor.con

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// 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