// The lower left tile of every map determines the start texture of the parallax sky.
static int GetParallaxStartTexture()
{
int startTex = ffDataBottomLeft;
assert(startTex >= 0 && startTex < 139);
return startTex;
}
#else
static int GetParallaxStartTexture()
{
int startTex;
switch(gamestate.episode * 10 + mapon)
{
case 0: startTex = 139; break;
default: startTex = 0; break;
}
assert(startTex >= 0 && startTex < 139);
return startTex;
}
#endif
{ {5,0,1},{7,1,3},{3,0,2},{7,1,4},{3,-1,1} },
case -1:
ob->state = &s_player;
if (!gamestate.ammo && gamestate.weapon == wp_pistol ||
!gamestate.ammo && gamestate.weapon == wp_machinegun ||
!gamestate.ammo && gamestate.weapon == wp_chaingun ||
!gamestate.ammo && gamestate.weapon == wp_dpistol ||
!gamestate.shells && gamestate.weapon == wp_shotgun ||
!gamestate.shells && gamestate.weapon == wp_dshotgun ||
!gamestate.clip && gamestate.weapon == wp_assault)
{
gamestate.weapon = gamestate.chosenweapon = wp_knife;
DrawWeapon ();
}
else
{
// if (gamestate.weapon != gamestate.chosenweapon)
// {
gamestate.weapon = gamestate.chosenweapon;
DrawWeapon ();
// }
}
gamestate.attackframe = gamestate.weaponframe = 0;
return;
case 4:
case 6:
if (!gamestate.ammo && !gamestate.shells && !gamestate.clip)
break;
if (buttonstate[bt_attack])
gamestate.attackframe -= 2;
case 1:
case 5:
if (!gamestate.ammo && gamestate.weapon == wp_pistol ||
!gamestate.ammo && gamestate.weapon == wp_machinegun ||
!gamestate.ammo && gamestate.weapon == wp_chaingun ||
!gamestate.ammo && gamestate.weapon == wp_dpistol ||
!gamestate.shells && gamestate.weapon == wp_shotgun ||
!gamestate.shells && gamestate.weapon == wp_dshotgun ||
!gamestate.clip && gamestate.weapon == wp_assault)
{ // can only happen with chain gun
gamestate.attackframe++;
break;
}
GunAttack (ob);
if (gamestate.chosenweapon == wp_pistol)
{
gamestate.ammo--;
DrawAmmo ();
}
if (gamestate.chosenweapon == wp_machinegun)
{
gamestate.ammo--;
DrawAmmo ();
}
if (gamestate.chosenweapon == wp_chaingun)
{
gamestate.ammo--;
DrawAmmo ();
}
if (gamestate.chosenweapon == wp_dpistol)
{
gamestate.ammo--;
DrawAmmo ();
}
if (gamestate.chosenweapon == wp_shotgun)
{
gamestate.shells--;
DrawAmmo ();
}
if (gamestate.chosenweapon == wp_dshotgun)
{
gamestate.shells--;
DrawAmmo ();
}
if (gamestate.chosenweapon == wp_assault)
{
gamestate.clip--;
DrawAmmo ();
}
break;
case 2:
KnifeAttack (ob);
break;
case 3:
case 7:
if (ChkAtkAmmo(gamestate.weapon) && buttonstate[bt_attack])
gamestate.attackframe -= 2;
break;
case 8:
case 9:
buttonstate[bt_attack] = false;
break;
case 10:
SD_PlaySound (EVASND);
break;
Seeing as OMJ is disobeying this request, I encourage everyone to ignore this thread until he gets back on-topic. He can always create a new topic on this question if he wants an answer.Tricob1974 wrote:Don't bounce from one topic to another in the same thread. It's confusing.
Tricob1974 wrote:Seeing as OMJ is disobeying this request, I encourage everyone to ignore this thread until he gets back on-topic. He can always create a new topic on this question if he wants an answer.Tricob1974 wrote:Don't bounce from one topic to another in the same thread. It's confusing.
Tricob1974 wrote:If you have asked for help but didn't get help, then you are on your own.
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