This repository has been archived by the owner on Sep 24, 2018. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Lets simplify our lives with ACS Libraries!
I changed my mind; this should be much more efficient than individual imports and re-compiling the map scripts every time there's a change within the included scripts. Note: We're using ZDoom's ACC version 1.55 from [ http://zdoom.org/Download ]
- Loading branch information
Showing
10 changed files
with
1,604 additions
and
40 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,23 @@ | ||
// 3D Teleport | ||
// Specialized script to teleport the player while on a 3D plain | ||
// ---- | ||
// Description | ||
// This will allow teleports that are either above, below, or inbetween 3D Floors to behave exactly like | ||
// the standard teleporters; the player will be able to walk on to and above the LineDef to activate it. | ||
// This is the only way I can figure out how to make teleporters that are above, below, or in-between 3D floors to behave EXACTLY | ||
// like the regular teleporters that we all know in Doom ;) | ||
// ---- | ||
// Parameters | ||
// heightCeiling <int> | ||
// The real value of the nearest ceiling | ||
// heightFloor <int> | ||
// The real value of the nearest floor | ||
// mapSpotTarget <int> | ||
// Teleport destination | ||
SCRIPT "3DTeleport" (int heightCeiling, int heightFloor, int mapSpotTarget) | ||
{ | ||
// Check the player's 2D vector | ||
if ( ((GetActorCeilingZ(0) >> 16) == heightCeiling) && ( (GetActorFloorZ(0) >> 16) == heightFloor) ) | ||
// If the player is between the heightCeiling and heightFloor of the 3D Plain, teleport the player | ||
Teleport(mapSpotTarget, 0, 0); | ||
} // 3DTeleport() |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,13 @@ | ||
// Jumping Pad Sound | ||
// This is a very tiny script that simply plays the jumping pad sound once activated | ||
// ---- | ||
// Description | ||
// This script will only play the default jumping pad sound as defined in the SNDINFO lump. | ||
// ---- | ||
// Parameters | ||
// Host THING tag <int> | ||
// Plays the jump pad sound at the tag source | ||
SCRIPT "JumpPadSound" (int tagTarget) | ||
{ | ||
PlaySound(tagTarget, "World/JumpPad", CHAN_AUTO, 1.0, false, ATTN_NORM); | ||
} // JumpPadSound() |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,40 +1,14 @@ | ||
// 3D Teleport | ||
// Specialized script to teleport the player while on a 3D plain | ||
// ---- | ||
// Description | ||
// This will allow teleports that are either above, below, or inbetween 3D Floors to behave exactly like | ||
// the standard teleporters; the player will be able to walk on to and above the LineDef to activate it. | ||
// This is the only way I can figure out how to make teleporters that are above, below, or in-between 3D floors to behave EXACTLY | ||
// like the regular teleporters that we all know in Doom ;) | ||
// ---- | ||
// Parameters | ||
// heightCeiling <int> | ||
// The real value of the nearest ceiling | ||
// heightFloor <int> | ||
// The real value of the nearest floor | ||
// mapSpotTarget <int> | ||
// Teleport destination | ||
SCRIPT "3DTeleport" (int heightCeiling, int heightFloor, int mapSpotTarget) | ||
{ | ||
// Check the player's 2D vector | ||
if ( ((GetActorCeilingZ(0) >> 16) == heightCeiling) && ( (GetActorFloorZ(0) >> 16) == heightFloor) ) | ||
// If the player is between the heightCeiling and heightFloor of the 3D Plain, teleport the player | ||
Teleport(mapSpotTarget, 0, 0); | ||
} // 3DTeleport() | ||
// Library name | ||
#library "StandardLib" | ||
|
||
// ZDoom stuff | ||
#include "zcommon.acs" | ||
|
||
// 3D Teleport algorithm | ||
#include "3DTeleport.acs" | ||
|
||
// Jumping Pad sounds | ||
#include "JumpPadSounds.acs" | ||
|
||
// Jumping Pad Sound | ||
// This is a very tiny script that simply plays the jumping pad sound once activated | ||
// ---- | ||
// Description | ||
// This script will only play the default jumping pad sound as defined in the SNDINFO lump. | ||
// ---- | ||
// Parameters | ||
// Host THING tag <int> | ||
// Plays the jump pad sound at the tag source | ||
SCRIPT "JumpPadSound" (int tagTarget) | ||
{ | ||
PlaySound(tagTarget, "World/JumpPad", CHAN_AUTO, 1.0, false, ATTN_NORM); | ||
} // JumpPadSound() | ||
// Lighting Fallback algorithm | ||
#include "LightFallback.acs" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Binary file not shown.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,15 @@ | ||
|
||
//************************************************************************** | ||
//** | ||
//** zcommon.acs | ||
//** | ||
//************************************************************************** | ||
|
||
// If you are not using the -h command line switch and do not want to use | ||
// WadAuthor's error checker, you can uncomment the following line to shave | ||
// a few bytes off the size of compiled scripts. | ||
//#nowadauthor | ||
|
||
#include "zspecial.acs" | ||
#include "zdefs.acs" | ||
#include "zwvars.acs" |
Oops, something went wrong.