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d9b94c772d
This is in contrast to C-CON, where the implications are not clearly obvious. See this discussion/monologue: http://forums.duke4.net/topic/955-eduke32-scripting/page__view__findpost__p__159613 Currently not implemented for session gamevars: - per-player, will be made a global one instead - per-actor, will be made a plain per-actor one instead DONT_BUILD. git-svn-id: https://svn.eduke32.com/eduke32@4112 1a8010ca-5511-0410-912e-c29ae57300e0
162 lines
3.7 KiB
Text
162 lines
3.7 KiB
Text
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// Map state test.
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// To warp to a particular map, press the steroids key.
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// Volume: player angle / 512, displayed on screen.
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// Level: current weapon.
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define Q 400
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definequote Q ====== TEMP =======
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definequote 401 WILL WARP TO VOLUME %d
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define SQ 402
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definequote SQ <source>
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definequote 403 <dest>
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definequote 404 <dest>
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definequote 405 <dest>
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definequote 406 <dest>
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definequote 407 <dest>
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definequote 408 <dest>
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definequote 409 <dest>
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definequote 410 <dest>
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definequote 411 <dest>
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definequote 412 <dest>
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definequote 413 <dest>
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definequote 414 <dest>
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// Test gamevar flags GAMEVAR_NODEFAULT and GAMEVAR_NORESET.
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// Global.
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define GV_NODEFAULT 1024
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define GV_NORESET 131072
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define GV_NODEFAULT_NORESET 132096
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// Per-player.
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define PV_NODEFAULT 1025
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define PV_NORESET 131073
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define PV_NODEFAULT_NORESET 132097
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// Per-actor (not very meaningful, as the APLAYER actor will in general have a
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// different sprite for different levels).
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define AV_NODEFAULT 1026
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define AV_NORESET 131074
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define AV_NODEFAULT_NORESET 132098
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// global
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gamevar numwarps 0 0
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gamevar numwarpsD 0 GV_NODEFAULT
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gamevar numwarpsR 0 GV_NORESET
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gamevar numwarpsDR 0 GV_NODEFAULT_NORESET
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// per-player
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gamevar Pnumwarps 0 1
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gamevar PnumwarpsD 0 PV_NODEFAULT
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gamevar PnumwarpsR 0 PV_NORESET
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gamevar PnumwarpsDR 0 PV_NODEFAULT_NORESET
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// per-actor
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gamevar Anumwarps 0 2
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gamevar AnumwarpsD 0 AV_NODEFAULT
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gamevar AnumwarpsR 0 AV_NORESET
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gamevar AnumwarpsDR 0 AV_NODEFAULT_NORESET
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gamevar pal 0 0
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gamevar dq 0 0
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gamevar y 0 0
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state calcvolume
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getplayer[THISACTOR].ang gs
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andvar gs 2047
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divvar gs 512
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ends
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state dispnumwarps
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gametextz STARTALPHANUM 20 y dq 0 pal 0 0 0 xdim ydim 32768
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addvar dq 1
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addvar y 8
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ends
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onevent EVENT_DISPLAYREST
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state calcvolume
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qsprintf Q /*<-*/ 401 /**/ gs
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gametext STARTALPHANUM 20 20 Q 0 0 0 0 0 xdim ydim
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setvar y 40
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setvar dq 403
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setvar pal 0
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// global
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redefinequote SQ numwarps (no flags): %d
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qsprintf dq SQ numwarps
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state dispnumwarps
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redefinequote SQ numwarps (NODEFAULT): %d
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qsprintf dq SQ numwarpsD
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state dispnumwarps
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redefinequote SQ numwarps (NORESET): %d
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qsprintf dq SQ numwarpsR
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state dispnumwarps
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redefinequote SQ numwarps (NODEFAULT, NORESET): %d
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qsprintf dq SQ numwarpsDR
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state dispnumwarps
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// per-player
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setvar pal 14
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redefinequote SQ Pnumwarps (no flags): %d
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qsprintf dq SQ Pnumwarps
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state dispnumwarps
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redefinequote SQ Pnumwarps (NODEFAULT): %d
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qsprintf dq SQ PnumwarpsD
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state dispnumwarps
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redefinequote SQ Pnumwarps (NORESET): %d
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qsprintf dq SQ PnumwarpsR
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state dispnumwarps
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redefinequote SQ Pnumwarps (NODEFAULT, NORESET): %d
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qsprintf dq SQ PnumwarpsDR
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state dispnumwarps
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// per-actor
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setvar pal 10
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redefinequote SQ Anumwarps (no flags): %d
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qsprintf dq SQ Anumwarps
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state dispnumwarps
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redefinequote SQ Anumwarps (NODEFAULT): %d
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qsprintf dq SQ AnumwarpsD
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state dispnumwarps
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redefinequote SQ Anumwarps (NORESET): %d
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qsprintf dq SQ AnumwarpsR
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state dispnumwarps
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redefinequote SQ Anumwarps (NODEFAULT, NORESET): %d
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qsprintf dq SQ AnumwarpsDR
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state dispnumwarps
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endevent
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onevent EVENT_USESTEROIDS
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// global
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addvar numwarps 1
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addvar numwarpsD 1
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addvar numwarpsR 1
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addvar numwarpsDR 1
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// per-player
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addvar Pnumwarps 1
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addvar PnumwarpsD 1
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addvar PnumwarpsR 1
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addvar PnumwarpsDR 1
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// per-actor
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addvar Anumwarps 1
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addvar AnumwarpsD 1
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addvar AnumwarpsR 1
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addvar AnumwarpsDR 1
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savemapstate
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state calcvolume
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startlevel gs currentweapon
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endevent
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onevent EVENT_ENTERLEVEL
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loadmapstate
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endevent
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onevent EVENT_USEJETPACK
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savegamevar numwarpsD
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endevent
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onevent EVENT_USENIGHTVISION
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readgamevar numwarpsD
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endevent
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