I'll Begin
🐑✨
When a map loads, automatically say what map and gametype it is in the console.
if (HOMING && RAIL && AUTOMATIC && EXPLOSION && INFINITE)
{
// Don't even TRY stopping this guy!
P_NukeAllPlayers(player);
player->blackow = 1; // Yay, explosion!
INFINITE = 0; // Take away your Infinite ring, so that after you do the WOP, you start doing the below.
return;
}
}
else if (HOMING && RAIL && AUTOMATIC && EXPLOSION)
{
player->weapondelay = 2;
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATICEXPLOSIONHOMING);
if (mo)
{
mo->flags2 |= MF2_RAILRING;
mo->flags2 |= MF2_HOMING;
mo->flags2 |= MF2_EXPLOSION;
mo->flags2 |= MF2_AUTOMATIC;
mo->flags2 |= MF2_DONTDRAW;
if (gametype == GT_CTF && player->ctfteam == 2)
mo->flags = (mo->flags & ~MF_TRANSLATION) | (8<<MF_TRANSSHIFT);
}
for (i = 0; i < 256; i++)
{
if (mo && mo->flags & MF_MISSILE)
{
if (!(mo->flags & MF_NOBLOCKMAP))
{
P_UnsetThingPosition(mo);
mo->flags |= MF_NOBLOCKMAP;
P_SetThingPosition(mo);
}
if (i&1)
P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
P_RailThinker(mo);
}
else
return;
}
}
Wouldn't the stencil buffer work there? Just a suggestion, you draw the sky and then the stencil buffer would "render" the walls and flats with "F_SKY1", that would help... Or maybe something with the depth buffer and alpha 0 (it is possible to do that) would work, too.on Edge said:What dash said. Also, should you do this to thok barriers, you'd need to make it optional. OGL looks funny when you can see things that you shouldn't see just because the walls use F_Sky1.Chaos said:The ability to look beyond the thok barrier, useful if you want to make hills and stuff to look nice.
sonicfreak94 said:Kaysakado said:First off, your first request is already done; go play the SVN version and press Y. Second, emphasis on making your second request an option.
I meant without needing SVN >_>. And SVN 1.1 doesn't exist.
Flame_the_hedgehog said:I think this will be good for if you have infinitely looping things, you'll need some type of countdown timer to go to another state.