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A friendly Wolfenstein 3D community, about Wolfenstein 3D, the game that gave birth to first person shooters...


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    [code] movable objects...

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    WLHack
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    [code] movable objects... Empty [code] movable objects...

    Post by WLHack Mon Apr 09, 2007 2:58 am

    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 "boolean elevatorok" 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
     //
      PushWall (checkx,checky,dir);
      return;
     }

    Now just under it add this block:
    Code:

     for(statptr = &statobjlist[0]; statptr != laststatobj; statptr++)
     {
        if(statptr->tilex == checkx && statptr->tiley == checky &&
          statptr->shapenum == SPR_STAT_1 && !buttonheld[bt_use])
        {
          buttonheld[bt_use] = true;
           
                  //Check direction of movement (corrected directions)
                  switch(dir)
                  {
      case di_north:
       
        if((unsigned)actorat[checkx][checky-1] == 1) // Check if new tile is free
        return;
                       
        check = actorat[checkx][checky-1];          // Check for walls
        if (check && check<objlist)
                              return;
        statptr->tiley = checky-1;                //Move object north
        statptr->visspot = &spotvis[checkx][checky-1];
        (unsigned)actorat[checkx][checky] = 0;    //Make old tile unblocking...
        (unsigned)actorat[checkx][checky-1] = 1;  //...And new one blocking
      break;
      case di_east:
        if((unsigned)actorat[checkx+1][checky] == 1)
        return;
        check = actorat[checkx+1][checky];       
        if (check && check<objlist)
                              return;
        statptr->tilex = checkx+1;                //Move object east
        statptr->visspot = &spotvis[checkx+1][checky];
        (unsigned)actorat[checkx][checky] = 0;   
        (unsigned)actorat[checkx+1][checky] = 1; 
      break;
      case di_south:
        if((unsigned)actorat[checkx][checky+1] == 1)
        return;
        check = actorat[checkx][checky+1];         
        if (check && check<objlist)
                              return;
        statptr->tiley = checky+1;                //Move object south
        statptr->visspot = &spotvis[checkx][checky+1];
        (unsigned)actorat[checkx][checky] = 0; 
        (unsigned)actorat[checkx][checky+1] = 1;
      break;
      case di_west:
        if((unsigned)actorat[checkx-1][checky] == 1)
        return;
        check = actorat[checkx-1][checky];         
        if (check && check<objlist)
                              return;
        statptr->tilex = checkx-1;                //Move object west
        statptr->visspot = &spotvis[checkx-1][checky];
        (unsigned)actorat[checkx][checky] = 0;   
        (unsigned)actorat[checkx-1][checky] = 1; 
      break;
      case nodir:
        return;
          }
    // This is optional:
     
    //    gamestate.secretcount++;
    //        SD_PlaySound (PUSHWALLSND);
        }
     }

    And now you have a movable object...
    Oh, change the SPR_STAT_1 to match the objects sprite
    define, that you want to move...

    And to avoid strange reactions, please select SPR_STAT
    that is defined as blocking in WL_Act1.C
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    [code] movable objects... Empty Re: [code] movable objects...

    Post by Dark_wizzie Mon Apr 09, 2007 9:55 am

    :shock:





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    [code] movable objects... Empty Re: [code] movable objects...

    Post by drchainsaw Tue Apr 10, 2007 1:38 pm

    I just tried this and it works perfect. I might use this in my next mod :D

    Good work WLHack!
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    [code] movable objects... Empty Re: [code] movable objects...

    Post by Airslide Fri May 25, 2007 7:09 pm

    I haven't tried it yet, though it looks good and I may use it in my current mod. Could be useful for moving obstacles to block flamewalls in my game Smile



    [code] movable objects... Marchtowarsigez7
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    [code] movable objects... Empty Re: [code] movable objects...

    Post by Dark_wizzie Fri May 25, 2007 7:12 pm

    and i suggested it >< =)



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    [code] movable objects... Empty Re: [code] movable objects...

    Post by jayngo26 Thu Jun 25, 2009 8:46 am

    Great code, but it appears this only works for 1 movable object. How would you code it to have multiple moving objects in your mod?



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    [code] movable objects... Empty Re: [code] movable objects...

    Post by Dark_wizzie Sat Oct 24, 2009 10:04 am

    Have 1 object be movable and others be nonmovable...Makes a perfect disguise. Just make both objects look the same to create a secret, secret area.



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