<?xml version="1.0" encoding="iso-8859-1"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title>Dusty Books</title>
		<link>http://wolf3d.darkbb.com/dusty-books-f21/-t1.htm</link>
		<description>Lots of guides, answered tips, how to's, etc. Post them here. There is no auto pruning here, so your guides won't vanish.</description>
		<lastBuildDate>Tue, 30 Dec 2008 22:48:37 GMT</lastBuildDate>
		<ttl>10</ttl>
		<image>
			<title>Dusty Books</title>
			<url>http://illiweb.com/fa/invision/en/logo.png</url>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/-t1.htm</link>
		</image>
		<item>
			<title>[code] movable objects...</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/code-movable-objects-t133.htm</link>
			<dc:creator>WLHack</dc:creator>
			<description>Finally, here is the tutorial for it...

This might be a bit memorywasting, but it works...

 

Okay, lets start... First open WL_Agent.C and go to the 

Cmd_Use function...

 

Now under &quot;boolean elevatorok&quot; add this line:

Code:

statobj_t       *statptr;



 

Then scroll few lines down and you should see

this:

Code:

 doornum = tilemap&#91;checkx&#93;&#91;checky&#93;;

 if &#40;*&#40;mapsegs&#91;1&#93;+farmapylookup&#91;checky&#93;+checkx&#41;  ...</description>
			<category>Dusty Books</category>
			<pubDate>Mon, 09 Apr 2007 09:58:46 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/code-movable-objects-t133.htm#560</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/code-movable-objects-t133.htm</guid>
		</item>
		<item>
			<title>disabling deathcam</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/disabling-deathcam-t227.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Disabling DeathCam









Open WL_ACT2.C . Now do a search for &quot;A_StartDeathCam&quot;. Every time you find this, you replace it with &quot;NULL&quot;. Example(Old Schabbs code):

statetype s_schabbdie6 ={false,SPR_SCHABB_DEAD,20,NULL,A_StartDeathCam,&amp;s_schabbdie6};

New Schabbs code:

statetype s_schabbdie6 = {false,SPR_SCHABB_DEAD,20,NULL,NULL,&amp;s_schabbdie6};

 



 this is useful for long wolf3ds with many levels and multipule bosses </description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:20:37 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/disabling-deathcam-t227.htm#1610</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/disabling-deathcam-t227.htm</guid>
		</item>
		<item>
			<title>Games with 3 or 4 keys, FloEdit</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/games-with-3-or-4-keys-floedit-t1124.htm</link>
			<dc:creator>stathmk</dc:creator>
			<description><![CDATA[Does anybody know any add-ons, mods, or total conversions besides Spear Resurrection, Spear End of Destiny, and WolfCollection that have 3 or 4 keys? I want to make levels that have 3 or 4 keys per level.
<br />

<br />
Is there anybody on this message board besides me that wants to make levels with 3 or 4 keys?
<br />

<br />
Does anybody know why I can't get Spear End of Destiny to load up in FloEdit? Should I use FloEdit, ChaosEdit, MapEdit, or another editor to make my levels?]]></description>
			<category>Dusty Books</category>
			<pubDate>Tue, 30 Dec 2008 22:48:37 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/games-with-3-or-4-keys-floedit-t1124.htm#10197</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/games-with-3-or-4-keys-floedit-t1124.htm</guid>
		</item>
		<item>
			<title>[code] defusable bombs...</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/code-defusable-bombs-t343.htm</link>
			<dc:creator>WLHack</dc:creator>
			<description>This is a really easy tutorial...

Though I suppose in this tutorial that you have enabled WSJs 

in-game messages and Flamer46s timer display.



We start from WL_Def.H. Add these lines in the end of the file:

Code:

//--Bomb variables



int bombs;

int bombcount;



int active;

int deact;



int test;



//--





Now open WL_Agent.C (the main code is implemented here),

and search for &quot;Thrust&quot; (without quotes). Now in the end of the 

function add these lines:



Code:

if&#40;*&#40;mapsegs&#91;1&#93;  ...</description>
			<category>Dusty Books</category>
			<pubDate>Fri, 25 May 2007 07:36:54 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/code-defusable-bombs-t343.htm#3419</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/code-defusable-bombs-t343.htm</guid>
		</item>
		<item>
			<title>taking off extra space off menu</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/taking-off-extra-space-off-menu-t253.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Removing extra space from Menu (below Quit when ReadMe is disabled)









 



By: Kyle Albert



Ever wonder how to get that extra space below quit to go away, this tutorial will show you how.



Step 1:



Open WL_MENU.H and goto Line 49, you should see something like this:



#ifndef SPEAR

#define MENU_H 13*10+6

#else

#define MENU_H 13*9+6

#endif



Change that to:



#ifndef SPEAR

#define MENU_H 13*9+6 // We changed the &quot;10&quot;  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:46:17 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/taking-off-extra-space-off-menu-t253.htm#1640</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/taking-off-extra-space-off-menu-t253.htm</guid>
		</item>
		<item>
			<title>[Code Tutorial]Making Enemies Enter Pain States Less</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/code-tutorialmaking-enemies-enter-pain-states-less-t336.htm</link>
			<dc:creator>Airslide</dc:creator>
			<description>You know how in Doom enemies only sometimes entered their pain states when getting hit? Ever wanted that simple effect in Wolf? Now ya can! And it's only 3 lines of code to add.



First, open up wl_state.c and search for the Damage Actor() routine. Look for this block:

Code:switch &#40;ob-&gt;obclass&#41;      // dogs only have one hit point

      &#123;

      case guardobj&#58;

         if &#40;ob-&gt;hitpoints&amp;1&#41;

   ...</description>
			<category>Dusty Books</category>
			<pubDate>Wed, 23 May 2007 04:00:51 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/code-tutorialmaking-enemies-enter-pain-states-less-t336.htm#3276</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/code-tutorialmaking-enemies-enter-pain-states-less-t336.htm</guid>
		</item>
		<item>
			<title>[Code Tutorial]Non-Actor Flame Walls</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/code-tutorialnon-actor-flame-walls-t341.htm</link>
			<dc:creator>Airslide</dc:creator>
			<description>Well, here's my first big tutorial, so there's bound to be mistakes   It comes from my project source, so if you have any problems let me know and I'll try to fix it. I said flame wall, but really it is just using the rocket, you'll have to add your own flame projectile. Some credit goes to Wolf3DBreaker, as I used a modified portion of his code for player shooting projectiles in the T_Projectile function (so it will kill guards).



It uses an object to spawn rockets at set intervals rather  ...</description>
			<category>Dusty Books</category>
			<pubDate>Fri, 25 May 2007 03:41:17 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/code-tutorialnon-actor-flame-walls-t341.htm#3394</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/code-tutorialnon-actor-flame-walls-t341.htm</guid>
		</item>
		<item>
			<title>[code] Animated dead guard body</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/code-animated-dead-guard-body-t331.htm</link>
			<dc:creator>ronwolf1705</dc:creator>
			<description>Here's how to make the dead guards body animated:



In WL_DEF.H search for: 



Code:

SPR_GRD_DEAD,





After that add: 



Code:

SPR_GRD_DEAD2, 





You have to add the sprite with an editor ofcourse.



Then in WL_ACT2.C search for: 



Code:

extern   statetype s_grddie1; 

extern   statetype s_grddie1d; 

extern   statetype s_grddie2; 

extern   statetype s_grddie3; 

extern   statetype s_grddie4; 





and add underneath that: 



Code:

extern   ...</description>
			<category>Dusty Books</category>
			<pubDate>Mon, 21 May 2007 12:49:23 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/code-animated-dead-guard-body-t331.htm#3132</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/code-animated-dead-guard-body-t331.htm</guid>
		</item>
		<item>
			<title>[Code] Thrust player when hit by a shot</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/code-thrust-player-when-hit-by-a-shot-t324.htm</link>
			<dc:creator>ronwolf1705</dc:creator>
			<description>This will push the player backwards, when hit by a shot.



In WL_ACT2.C search for:



Code:

void T_Shoot &#40;objtype *ob&#41;





Then add underneath TakeDamage (damage,ob); in that function:



Code:

Thrust&#40;player-&gt;angle,-0x500&#41;;





You can change the 500 to your likings. </description>
			<category>Dusty Books</category>
			<pubDate>Sun, 20 May 2007 18:47:46 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/code-thrust-player-when-hit-by-a-shot-t324.htm#3033</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/code-thrust-player-when-hit-by-a-shot-t324.htm</guid>
		</item>
		<item>
			<title>Changing the amount of otto's smoke by wolfenstein3D Fan</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/changing-the-amount-of-otto-s-smoke-by-wolfenstein3d-fan-t291.htm</link>
			<dc:creator>PicNic</dc:creator>
			<description>Here is the code I maded 



Code:By&#58; Wolfenstein_3D Fan



Ever wonder how to change the amount of smoke emitted from Otto's rockets, well this tutorial will show you how



 



Step 1&#58;



Open WL_ACT2.C and search for&#58; void A_Smoke &#40;objtype *ob&#41; in the A_Smoke section. You should see something like this&#58;







=================



=



= A_Smoke



=



=================



*/



 



void A_Smoke &#40;objtype *ob&#41;



&#123;



GetNewActor  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 06 May 2007 06:00:10 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/changing-the-amount-of-otto-s-smoke-by-wolfenstein3d-fan-t291.htm#2303</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/changing-the-amount-of-otto-s-smoke-by-wolfenstein3d-fan-t291.htm</guid>
		</item>
		<item>
			<title>Re: Posting tutorials from other sites</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/re-posting-tutorials-from-other-sites-t275.htm</link>
			<dc:creator>Schabbs</dc:creator>
			<description>Please do not post tutorials from sites other than the Dome unless permission has been given. A number of tutorials were copied from the 'MCS Coding Tips' site and I have now replaced these with links to the tutorials.</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 23:11:35 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/re-posting-tutorials-from-other-sites-t275.htm#1687</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/re-posting-tutorials-from-other-sites-t275.htm</guid>
		</item>
		<item>
			<title>moving objects by wlhack</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/moving-objects-by-wlhack-t273.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>Finally, here is the tutorial for it...

This might be a bit memorywasting, but it works...



Okay, lets start... First open WL_Agent.C and go to the 

Cmd_Use function...



Now under &quot;boolean elevatorok&quot; add this line:









Code:





statobj_t       *statptr;





Then scroll few lines down and you should see

this:









Code:





 doornum = tilemap[checkx][checky];

 if (*(mapsegs[1]+farmapylookup[checky]+checkx) == PUSHABLETILE)

 {

 //

 // pushable wall

  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 21:49:33 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/moving-objects-by-wlhack-t273.htm#1683</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/moving-objects-by-wlhack-t273.htm</guid>
		</item>
		<item>
			<title>mcs Reducing the number of episodes</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/mcs-reducing-the-number-of-episodes-t271.htm</link>
			<dc:creator>lilmanjs</dc:creator>
			<description><![CDATA[For this tutorial 'Reducing the number of episodes' by MCS, please use the following link:
<br />

<br />
<a href="http://www.areyep.com/Codingtips/episodes.html" target="_blank"><a href="http://www.areyep.com/Codingtips/episodes.html" target="_blank">http://www.areyep.com/Codingtips/episodes.html</a></a>]]></description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 21:24:49 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/mcs-reducing-the-number-of-episodes-t271.htm#1664</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/mcs-reducing-the-number-of-episodes-t271.htm</guid>
		</item>
		<item>
			<title>MCS- Adding a new enemy</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/mcs-adding-a-new-enemy-t270.htm</link>
			<dc:creator>lilmanjs</dc:creator>
			<description><![CDATA[For the tutorial 'adding a new enemy' by MCS, please use this link 
<br />
<a href="http://www.areyep.com/Codingtips/addenemy.html" target="_blank"><a href="http://www.areyep.com/Codingtips/addenemy.html" target="_blank">http://www.areyep.com/Codingtips/addenemy.html</a></a>]]></description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 21:21:52 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/mcs-adding-a-new-enemy-t270.htm#1663</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/mcs-adding-a-new-enemy-t270.htm</guid>
		</item>
		<item>
			<title>mcs coding - Adding new images to the engine</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/mcs-coding-adding-new-images-to-the-engine-t269.htm</link>
			<dc:creator>lilmanjs</dc:creator>
			<description><![CDATA[For the 'adding new images to the engine' tutorial by MCS, please use the link:
<br />

<br />
<a href="http://www.areyep.com/Codingtips/addimage.html" target="_blank"><a href="http://www.areyep.com/Codingtips/addimage.html" target="_blank">http://www.areyep.com/Codingtips/addimage.html</a></a>]]></description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 21:17:23 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/mcs-coding-adding-new-images-to-the-engine-t269.htm#1661</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/mcs-coding-adding-new-images-to-the-engine-t269.htm</guid>
		</item>
		<item>
			<title>Adding walls and sprites to MapEdit definition files</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/adding-walls-and-sprites-to-mapedit-definition-files-t267.htm</link>
			<dc:creator>lilmanjs</dc:creator>
			<description><![CDATA[For the 'adding walls and sprites to Mapedit definition files' tutorial by MCS, please use the link:
<br />
<a href="http://www.areyep.com/Codingtips/add2mapedit.html" target="_blank"><a href="http://www.areyep.com/Codingtips/add2mapedit.html" target="_blank">http://www.areyep.com/Codingtips/add2mapedit.html</a></a>]]></description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 21:12:43 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/adding-walls-and-sprites-to-mapedit-definition-files-t267.htm#1659</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/adding-walls-and-sprites-to-mapedit-definition-files-t267.htm</guid>
		</item>
		<item>
			<title>misc tutorials from dome</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/misc-tutorials-from-dome-t266.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>link for sprites and graphics

http://www.wolfenstein3d.co.uk/graphics.htm

sounds

http://www.wolfenstein3d.co.uk/sounds.htm

basic level design tutorial

http://www.wolfenstein3d.co.uk/levels.htm

tutorial

http://www.wolfenstein3d.co.uk/utilities.htm </description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 21:02:03 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/misc-tutorials-from-dome-t266.htm#1658</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/misc-tutorials-from-dome-t266.htm</guid>
		</item>
		<item>
			<title>motor bike</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/motor-bike-t265.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome











Code Editing Tutorials

Adding a motorbike.









You want to add a motorbike run to you game, like in Project Weltuntergang? Here's how to do it, by Kuki:



*WL_DEF.H



-add this to the gamestate structure: 

boolean mbike; // is the player riding on the mbike

int motospeed; // what's the bike's speed

boolean left; // are you turning left

boolean right; // are you turning right 



*WL_GAME.C

- in SetupGameLevel add: (it sets mbike to true, left &amp; right  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:59:48 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/motor-bike-t265.htm#1657</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/motor-bike-t265.htm</guid>
		</item>
		<item>
			<title>creating endtext between levels</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/creating-endtext-between-levels-t264.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Creating EndText between levels











Creating internal art (EndText between levels):



by Codetech







*NOTE* This is the first and the only tutorial on the matter



(at least the only one I've seen).











Part 1: Making a Basic EndText between levels



Part 2: Making a Tekkoudan like Endart







======================================



!IMPORTANT!







DO THIS STEP BEFORE YOU MAKE ANY OTHER CHANGES...



======================================







The  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:55:51 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/creating-endtext-between-levels-t264.htm#1651</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/creating-endtext-between-levels-t264.htm</guid>
		</item>
		<item>
			<title>adding new wep</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/adding-new-wep-t263.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Adding a brand new weapon









Hello soldier! I see you would like to get a new, shiny and pickable weapon... Well, read on! The

tools you will need is: 



- of course the code

- FloEdit

- MapEdit (to add the weapon to maps)

- Compiler 



1. Open up WL_AGENT.C file, and do a search for 'struct atkinf' (without quotes, of course). You should find a piece of code looking like this one:



struct atkinf

{

char tics,attack,frame; // attack  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:54:44 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/adding-new-wep-t263.htm#1650</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/adding-new-wep-t263.htm</guid>
		</item>
		<item>
			<title>adding death artifaact</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/adding-death-artifaact-t262.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Adding a Death Artifact









Open WL_ACT1.C and scroll down and pick a not-needed sprite. For example



{SPR_STAT_##} // ## is the number of whatever object number you choose 



after ##, insert &quot;, bo_death&quot; so the code will look like this:



{SPR_STAT_##, bo_death} // death artefact 



Now scroll down until you see a bunch of &quot;case bo_&quot; names. Before bo_spear, add &quot;bo_death:&quot; with no quotes.



Now close WL_ACT1.C  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:53:59 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/adding-death-artifaact-t262.htm#1649</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/adding-death-artifaact-t262.htm</guid>
		</item>
		<item>
			<title>deleting boss animation delay</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/deleting-boss-animation-delay-t261.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Deleting the Boss Dead Animation delay















Open WL_ACT2.C, Today, we're going to do it with Otto Giftmacher. Do a search for &quot;SpawnGift&quot; (no quotes!) and you should see this:







==============



=



= SpawnGift



=



==============







void SpawnGift (int tilex, int tiley)



{



unsigned far *map,tile;







if (DigiMode != sds_off)



s_giftdie2.tictime = 140;



else



s_giftdie2.tictime = 5;



(...)





Change  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:53:15 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/deleting-boss-animation-delay-t261.htm#1648</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/deleting-boss-animation-delay-t261.htm</guid>
		</item>
		<item>
			<title>changing speed doors open and close</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/changing-speed-doors-open-and-close-t260.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Changing the speed of doors open &amp; close









This tutorial is more Basic than Advanced, but it's very unknown in the community so I placed it here . The same's with next Kuki's tutorial. Okay, let's get to work.



Step 1. Open WL_ACT1.C



Step 2. In function void_DoorOpening (int door) there's written:



position += tics&lt;&lt;10;



Change the number '10' to number from 0 to 10. When the number's higher, the door will open faster.  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:52:22 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/changing-speed-doors-open-and-close-t260.htm#1647</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/changing-speed-doors-open-and-close-t260.htm</guid>
		</item>
		<item>
			<title>doors not closing automatically</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/doors-not-closing-automatically-t259.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Making non-closing doors









This tutorial is more Basic than Advanced, but it's very unknown in the community so I placed it here .



Step 1. Open WL_ACT1.C



Step 2. In 270 line you should find: 



#define OPENTICS 300



Step 3. Delete this line.



Step 4. In lines 538-542 of the same file you should find the void OpenDoor (int door) function:



void DoorOpen (int door)



{



               if ( (doorobjlist[door].ticcount  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:51:44 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/doors-not-closing-automatically-t259.htm#1646</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/doors-not-closing-automatically-t259.htm</guid>
		</item>
		<item>
			<title>replacing pg13 with shareware notice</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/replacing-pg13-with-shareware-notice-t258.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Getting rid of PG13 pic









I'm sure many of you know several ways to use the stupid PG13 picture. Perhaps you just get irritated of the screen. To replace it with the Non-Shareware Notice, read on (you already need to have set up the Restoring Non-Shareware notice tutorial)!







Step 1b. Go to your source code directory and open the file WL_MAIN.C .



Step 2b. Go to line 1267. You should now see this:







#ifndef DEMOTEST







#ifndef  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:51:06 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/replacing-pg13-with-shareware-notice-t258.htm#1645</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/replacing-pg13-with-shareware-notice-t258.htm</guid>
		</item>
		<item>
			<title>restore shareware notice</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/restore-shareware-notice-t257.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Restoring the Shareware Notice









So, you'd like to have the Non-Shareware Notice back? Well, that's



possible. Not even difficult.







Step 1. Go to your source code directory and open the file WL_INTER.C .



Step 2. Go to line 1267. You should now see this:







#ifndef UPLOAD



#ifndef SPEAR



#ifndef JAPAN



////////////////////////////////////////////////////////



//



// NON-SHAREWARE NOTICE



//



////////////////////////////////////////////////////////



void  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:50:17 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/restore-shareware-notice-t257.htm#1644</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/restore-shareware-notice-t257.htm</guid>
		</item>
		<item>
			<title>endart/helpart</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/endart-helpart-t256.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Enabling EndArt/HelpArt









, I was a bit selfish about this code alteration. Because I found out how to do it, I wanted it to be unique to my game. However, that went away when I saw the wrong information at Wolfenstein Insanity. Then I figured it would be nice to tell you all how to do it right. I went as far as sparing you the horrible, long, aggravating re-coding of WL_TEXT.C(I had to re-write it, but it works!).



Editing Read This! and End Art isn't  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:49:13 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/endart-helpart-t256.htm#1643</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/endart-helpart-t256.htm</guid>
		</item>
		<item>
			<title>change of border color</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/change-of-border-color-t255.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Recoloring the Screen Border









In this tutorial you're going to learn how to change the screen border color. I'd like to thank Brian Rowan for the basic tutorial of this. You could say that this is HIS tutorial, I only pointed out where to find the lines necessary. This tutorial is especially written for people who are creating new status bars(like me). Ready? GO! 



There are 4 different values that can be set independently: The screen  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:48:10 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/change-of-border-color-t255.htm#1642</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/change-of-border-color-t255.htm</guid>
		</item>
		<item>
			<title>changing amount of smoke otto emmits</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/changing-amount-of-smoke-otto-emmits-t254.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Changing the amount of smoke from Otto's rockets









 



By: Wolfenstein_3D Fan



Ever wonder how to change the amount of smoke emitted from Otto's rockets, well this tutorial will show you how



 



Step 1:



Open WL_ACT2.C and search for: void A_Smoke (objtype *ob) in the A_Smoke section. You should see something like this:



=================



=



= A_Smoke



=



=================



*/



 



void A_Smoke (objtype  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:47:04 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/changing-amount-of-smoke-otto-emmits-t254.htm#1641</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/changing-amount-of-smoke-otto-emmits-t254.htm</guid>
		</item>
		<item>
			<title>making enemies drop certain things in certain levels</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/making-enemies-drop-certain-things-in-certain-levels-t252.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Making boss drop certain things on certain levels











Step 1: Open WL_STATE.C and do a search for &quot;bossobj:&quot;



(no quotes)and you should see something like this:







case bossobj:



GivePoints (5000);



NewState (ob,&amp;s_bossdie1);



PlaceItemType (bo_key1,tilex,tiley);



break;







Step 2: Now if you want the boss &quot;Hans Grosse&quot; to drop a gold key on every level except level 8, you change it so it looks like  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:45:34 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/making-enemies-drop-certain-things-in-certain-levels-t252.htm#1639</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/making-enemies-drop-certain-things-in-certain-levels-t252.htm</guid>
		</item>
		<item>
			<title>making chainggun jam randomly</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/making-chainggun-jam-randomly-t251.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Making the chaingun jam at random time











Step 1: Open WL_AGENT.C and do a search for &quot;change frame and fire&quot; (no quotes and include the spaces) Scroll down to here:







case 4:



if(!gamestate.ammo)



break;





Add this under &quot;break;&quot; (ahh! no quotes)







if (US_RndT()&lt;



{



if (US_RndT()&lt;24)



{



SD_PlaySound(YOURSOUNDSND);// choose a sound



buttonstate[bt_attack] = false;



// IN_ClearKeysDown ();



gamestate.attackframe  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:44:31 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/making-chainggun-jam-randomly-t251.htm#1638</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/making-chainggun-jam-randomly-t251.htm</guid>
		</item>
		<item>
			<title>no score from cheating</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/no-score-from-cheating-t250.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

How to make player get NO score when cheating!











Doing this doesn't give you a score if you use Debug Keys. Like in Totengraber 2.







Step 1:



Open WL_DEF.H and add this somewhere:





extern int DebugOk;





Step 2:



Open WL_AGENT.C and do a search for &quot;Give Points&quot;(no quotes!) you should see something like this:







/*



=============



=



=Give Points



=



=============



*/







void GivePoints (long  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:43:34 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/no-score-from-cheating-t250.htm#1637</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/no-score-from-cheating-t250.htm</guid>
		</item>
		<item>
			<title>changing speed of fake hitler's flames</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/changing-speed-of-fake-hitler-s-flames-t249.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Changing the speed of FH Flamethrower











Step 1:



Open WL_ACT2.C and go to line 2961 and you should see this:





new-&gt;speed = 1200l;





Step 2:



Change the 1200l to your liking!



I put: (for instance)





new-&gt;speed = 3000l;





Three thousand is a good value, I tested it, it goes kinda fast (so it could actually hit the player!). But if it goes too fast it could be very deadly! Remember the higher the number the faster it goes, the  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:42:47 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/changing-speed-of-fake-hitler-s-flames-t249.htm#1636</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/changing-speed-of-fake-hitler-s-flames-t249.htm</guid>
		</item>
		<item>
			<title>ammo box in wolf3d</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/ammo-box-in-wolf3d-t248.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Adding the 25 ammo box into Wolf









Step 1:



Open WL_ACT1.C and choose a sprite to edit, I chose Suit of Armor:





{SPR_STAT_16,block}





Step 2: (in this case) replace &quot;block&quot; with &quot;bo_25clip&quot;



Save it DON'T COMPILE.





Step 3: Open WL_AGENT.C and do a search for:&quot;bo_25clip&quot;



(no quotes) and you should find this:







#ifdef SPEAR



case bo_25clip:



if (gamestate.ammo == 99)



return;







SD_PlaySound  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:41:56 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/ammo-box-in-wolf3d-t248.htm#1635</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/ammo-box-in-wolf3d-t248.htm</guid>
		</item>
		<item>
			<title>changing enemy speed</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/changing-enemy-speed-t247.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Changing the enemies speeds









Step 1:



Open WL_STATE.C and do a search for &quot;ob-&gt;speed&quot;no quotes! If found you should see this: (this is the standard guard)





case guardobj:



PlaySoundLocActor (HALTSND,ob);



NewState (ob,&amp;s_grdchase1);



ob-&gt;speed *= 3;



break;





Step 2:



Change the &quot;3&quot; to whatever number you want.(for instance):



ob-&gt;speed *= 5;



NOTE: you can do this with every enemy.

Have fun with  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:41:19 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/changing-enemy-speed-t247.htm#1634</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/changing-enemy-speed-t247.htm</guid>
		</item>
		<item>
			<title>new difficulty names</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/new-difficulty-names-t246.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Changing the Difficulty level names









Look in WL_MENU.C and go to line 237, u should see:



#else

{1,STR_DADDY,0},

{1,STR_HURTME,0},

{1,STR_BRINGEM,0},

{1,STR_DEATH,0},



AGAIN do the same like this:



{1,&quot;I'm a Wimp!,0},



THERE!!!



(note from Martin 17.04.2003):



You may also change the difficulty and other menu names by opening the FOREIGN.H. Scroll down

a bit and you should see your difficulty names .



  </description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:40:20 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/new-difficulty-names-t246.htm#1633</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/new-difficulty-names-t246.htm</guid>
		</item>
		<item>
			<title>changing menu names</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/changing-menu-names-t245.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Changing the menu names









Open WL_MENU.C and go to line 78,



u should see this :



#else



{1,STR_NG,NewGame},



{1,STR_SD,Sound},



{1,STR_CL,Contol},



{1,STR_LG,LoadGame},



{0,STR_SG,SaveGame},



{1,STR_CV,ChangeView},



Now see the &quot;STR_NG&quot;(No quotes!!!) change that to (for instance):



{1,&quot;Start New Game&quot;,NewGame},//quotes that time!



To change the &quot;View Scores, Back To Demo, and Quit&quot;(No Quotes!)

go  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:39:41 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/changing-menu-names-t245.htm#1631</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/changing-menu-names-t245.htm</guid>
		</item>
		<item>
			<title>changing all pac man into 1 shootable enemy</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/changing-all-pac-man-into-1-shootable-enemy-t244.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Changing all Pacmans to 1 shootable enemy!









Step 1. Open up WL_DEF.H and do a search for s_grddie. You should find it around line 1184. Now, below &quot;s_grddie&quot;, you add this line:



extern statetype s_ghostdie;



Step 2. Open up WL_ACT2.C and go to line 451. There you will find:



extern statetype s_blinkychase1;



extern statetype s_blinkychase2;



extern statetype s_inkychase1;



extern statetype s_inkychase2;



extern statetype  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:38:54 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/changing-all-pac-man-into-1-shootable-enemy-t244.htm#1630</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/changing-all-pac-man-into-1-shootable-enemy-t244.htm</guid>
		</item>
		<item>
			<title>altering highscores</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/altering-highscores-t243.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Altering the High Scores









Step 1. Open up ID_US_1.C, line 59.

2.You will see some text that will look something like this:



HighScore Scores[MaxScores] =v {

{&quot;id software-'92&quot;,10000,1},

{&quot;Adrian Carmack&quot;,10000,1},

{&quot;John Carmack&quot;,10000,1},

{&quot;Kevin Cloud&quot;,10000,1},

{&quot;Tom Hall&quot;,10000,1},

{&quot;John Romero&quot;,10000,1},

{&quot;Jay Wilbur&quot;,10000,1},

};



3. To edit it, just place whatever  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:37:50 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/altering-highscores-t243.htm#1629</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/altering-highscores-t243.htm</guid>
		</item>
		<item>
			<title>landmines</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/landmines-t242.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Adding Landmines









Step 1. Open up WL_AGENT.C and search for &quot;bo_cross&quot;. Now replace everything under &quot;Case bo_cross&quot; with:



TakeDamage(30,NULL); // 30 is a variable for the amount of health to remove. You can customize this ofcourse!



break;

Step 2. Save the file and compile. Now it works!



  </description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:37:13 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/landmines-t242.htm#1627</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/landmines-t242.htm</guid>
		</item>
		<item>
			<title>no more demos</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/no-more-demos-t241.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Disabling the Demo player









Wolfenstein 3D EXE writers most of the time get irritated of the demos Wolfenstein starts to play each time you've seen the entire title sequence. Most of the time, the levels they have in that slot are empty or have another start position. Today, you'll be able to put in a code that makes the game &quot;loop&quot; the title sequences forever, and no demos will be played. That's a lot better, right?



Step 1. Open WL_MAIN.C  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:35:40 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/no-more-demos-t241.htm#1626</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/no-more-demos-t241.htm</guid>
		</item>
		<item>
			<title>taking out the need of using goobers for cheats</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/taking-out-the-need-of-using-goobers-for-cheats-t240.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Disabling the Goobers









The code here tells the game that he does NOT search for the parameter &quot;Goobers&quot; or the Shift-etc. code. You can use the Tab keys right away.



Step 1. Go to your source code directory and open the file WL_PLAY.C.



Step 2. Go to line 823. You should now see this:



if (Keyboard[sc_Tab] &amp;&amp; DebugOk)



replace that with:



if (Keyboard[sc_tab])



Step 3. Save the file and compile. Now there's no need for GOOBERS  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:34:17 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/taking-out-the-need-of-using-goobers-for-cheats-t240.htm#1625</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/taking-out-the-need-of-using-goobers-for-cheats-t240.htm</guid>
		</item>
		<item>
			<title>reenabling no clipping</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/reenabling-no-clipping-t239.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome









Code Editing Tutorials

Getting the No Clipping cheat back









You dirty cheater! You want to clip again eh? Well, read on!



Step 1. Go to your source code directory and open the file WL_DEBUG.C .



Step 2. Go to line 502. You should now see this:



#ifdef SPEAR %%%



else if (Keyboard[sc_N]) // N = no clip



{



noclip^=1;



CenterWindow (18,3);



if (noclip)



US_PrintCentered (&quot;No clipping ON&quot;);



else



US_PrintCentered (&quot;No clipping  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:33:30 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/reenabling-no-clipping-t239.htm#1624</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/reenabling-no-clipping-t239.htm</guid>
		</item>
		<item>
			<title>changing max ammo and hp</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/changing-max-ammo-and-hp-t238.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Changing the amount of Ammo &amp; Health









I see you want to have more ammo and health. I provide you all info, also how to correct the face display on the status bar(thanks to Martin Bonnet). OK, read on!



FOR HEALTH:



Step 1. Go to your source code directory and open the file WL_AGENT.C .



Step 2. Do a search for “gamestate.health”(no quotes as usual).



Step 3. Move to the lines saying:



if (gamestate.health&gt;100)



gamestate.health  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:32:38 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/changing-max-ammo-and-hp-t238.htm#1623</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/changing-max-ammo-and-hp-t238.htm</guid>
		</item>
		<item>
			<title>no damage flash in godmode</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/no-damage-flash-in-godmode-t237.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Removing Damage Flashing in God Mode









Don't you get irritated and aggravated everytime you get shot while in Godmode and your screen turns red? I do. Here's how to disable it(not forever, only when the player is in Godmode). It's freaking easy, so this is a good starter.



Step 1. Go to your source directory and open the file WL_AGENT.C .



Step 2. Do a search for StartDamageFlash. The first hit will be line 406. This one is the one we need to alter.



Step  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:31:23 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/no-damage-flash-in-godmode-t237.htm#1622</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/no-damage-flash-in-godmode-t237.htm</guid>
		</item>
		<item>
			<title>changing pacman ghosts into odinary sprites</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/changing-pacman-ghosts-into-odinary-sprites-t236.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome



Code Editing Tutorials

Changing Pacmans into ordinary sprites









Yes, it's time to get rid of Pac Man. It's a damn simple process.



Open up WL_ACT2.C and do a search for &quot;SpawnGhosts&quot;(no quotes). What you should remove from the SpawnGhosts code are the following 3 lines:



new-&gt;speed = SPDDOG;

if (!loadedgame)

gamestate.killtotal++;



Save and compile. Ghosts will no longer harm you, nor will they move.



  </description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:30:24 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/changing-pacman-ghosts-into-odinary-sprites-t236.htm#1621</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/changing-pacman-ghosts-into-odinary-sprites-t236.htm</guid>
		</item>
		<item>
			<title>bj spead</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/bj-spead-t235.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Changing B.J.'s speed!









Don't you also think &quot;damn, B.J.'s really slow”? Well, if you want a faster player, read on.



Step 1. Open up WL_DEF.H and go to line . There you see:



#define PLAYERSPEED 3000



#define RUNSPEED 6000



To change the speed, just change the digits with another digit(keep the exact amount of digits! Not less, not more, or do you want the game to crash when you start moving?!?



  </description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:28:46 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/bj-spead-t235.htm#1620</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/bj-spead-t235.htm</guid>
		</item>
		<item>
			<title>ss always drops machine gun</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/ss-always-drops-machine-gun-t234.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

How to let SS drop his machinegun when killed









This change seems to be popular too. It's quite easy. Thanks to WolfTrap for this tutorial.



Step 1. Open WL_STATE.C and go to line . There you see:



case ssobj:



GivePoints (500);



NewState (ob,&amp;s_ssdie1);



if (gamestate.bestweapon &lt; wp_machinegun)



PlaceItemType (bo_machinegun,tilex,tiley);



else



PlaceItemType (bo_clip2,tilex,tiley);



break;



Step 2. Change that with:



case  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:28:12 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/ss-always-drops-machine-gun-t234.htm#1619</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/ss-always-drops-machine-gun-t234.htm</guid>
		</item>
		<item>
			<title>changing music order</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/changing-music-order-t233.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Changing the music order









Open up WL_PLAY.C and search for “_MUS” . There you see:



#ifndef SPEAR



//



// Episode One



//



GETTHEM_MUS,



SEARCHN_MUS,



POW_MUS,



SUSPENSE_MUS,



GETTHEM_MUS,



SEARCHN_MUS,



POW_MUS,



SUSPENSE_MUS,



WARMARCH_MUS, // Boss level



CORNER_MUS, // Secret level



Step 2. To change the music for a level, simply change the _MUS lines with another _MUS name. For an index of available _MUS files, read the  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:27:22 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/changing-music-order-t233.htm#1617</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/changing-music-order-t233.htm</guid>
		</item>
		<item>
			<title>multiple and single color flooring</title>
			<link>http://wolf3d.darkbb.com/dusty-books-f21/multiple-and-single-color-flooring-t232.htm</link>
			<dc:creator>Dark_wizzie</dc:creator>
			<description>dome

Code Editing Tutorials

Changing the Floor Colours / how to have multiple









I've seen that many people want to change the color of the floor. Personally I avoid doing this as I tend to like &quot;inside locations&quot;, where, for example, black floors aren't welcome. It just doesn't look &quot;realistic&quot;. But you may have other opinions about this, so read on.



IF YOU WANT FOR ALL 60 LEVELS ONE AND THE SAME FLOOR COLOR:



Step 1. Open up WL_DRAW.C and search for &quot;1919&quot;  ...</description>
			<category>Dusty Books</category>
			<pubDate>Sun, 29 Apr 2007 20:26:17 GMT</pubDate>
			<comments>http://wolf3d.darkbb.com/dusty-books-f21/multiple-and-single-color-flooring-t232.htm#1616</comments>
			<guid>http://wolf3d.darkbb.com/dusty-books-f21/multiple-and-single-color-flooring-t232.htm</guid>
		</item>
	</channel>
</rss>