dome
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 ", bo_death" so the code will look like this:
{SPR_STAT_##, bo_death} // death artefact
Now scroll down until you see a bunch of "case bo_" names. Before bo_spear, add "bo_death:" with no quotes.
Now close WL_ACT1.C and open WL_DEF.H.
Do a search for bo_spear and you should see a bunch of bo_ names. Now add a comma after bo_spear and then add bo_death so the code will look like this:
bo_spear,
bo_death
}
Now close WL_DEF.H and open WL_AGENT.C.
Search for bo_spear and you should see a bunch of case's being defined. before bo_spear add:
case bo_death:
playstate = ex_died;
StatusDrawPic (17,4,FACE8APIC);
break;
Save and Build All. When you move over the object you replaced, you should die!
Code Editing Tutorials
Adding a Death Artifact
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 ", bo_death" so the code will look like this:
{SPR_STAT_##, bo_death} // death artefact
Now scroll down until you see a bunch of "case bo_" names. Before bo_spear, add "bo_death:" with no quotes.
Now close WL_ACT1.C and open WL_DEF.H.
Do a search for bo_spear and you should see a bunch of bo_ names. Now add a comma after bo_spear and then add bo_death so the code will look like this:
bo_spear,
bo_death
}
Now close WL_DEF.H and open WL_AGENT.C.
Search for bo_spear and you should see a bunch of case's being defined. before bo_spear add:
case bo_death:
playstate = ex_died;
StatusDrawPic (17,4,FACE8APIC);
break;
Save and Build All. When you move over the object you replaced, you should die!