Again one nifty code change...
This time exploding guards (Like in Spear Resurrection and E.O.D)...
First add exploding barrels using Zuljins tutorial (You can use
any tutorial you want but I used this one, oh and remember
to credit Paal, since I heard its originally his tutorial),
it can be found from here http://clik.to/zrtc
Then place the "A_BarrelAttack" at the beginning of WL_Act2.C
so it looks like this:
Then search for "// dogs" (without the quotes)
until you see this:
Then edit that part to look like this:
Then go down to "T_Bite"-function and change it to this:
And suddenly you have changed the dog to a suicide bomber-wannabe.
This time exploding guards (Like in Spear Resurrection and E.O.D)...
First add exploding barrels using Zuljins tutorial (You can use
any tutorial you want but I used this one, oh and remember
to credit Paal, since I heard its originally his tutorial),
it can be found from here http://clik.to/zrtc
Then place the "A_BarrelAttack" at the beginning of WL_Act2.C
so it looks like this:
- Code:
/ WL_ACT2.C
#include "math.h"
#include "WL_DEF.H"
#pragma hdrstop
void A_BarrelAttack (objtype *ob);
/*
Then search for "// dogs" (without the quotes)
until you see this:
- Code:
//
// dogs
//
extern statetype s_dogpath1;
extern statetype s_dogpath1s;
-- and so on --
Then edit that part to look like this:
- Code:
extern statetype s_dogpath1;
extern statetype s_dogpath1s;
extern statetype s_dogpath2;
extern statetype s_dogpath3;
extern statetype s_dogpath3s;
extern statetype s_dogpath4;
extern statetype s_dogjump1;
extern statetype s_dogjump2;
extern statetype s_dogjump3;
extern statetype s_dogjump4;
extern statetype s_dogjump5;
extern statetype s_dogchase1;
extern statetype s_dogchase1s;
extern statetype s_dogchase2;
extern statetype s_dogchase3;
extern statetype s_dogchase3s;
extern statetype s_dogchase4;
extern statetype s_dogdie1;
extern statetype s_dogdie1d;
extern statetype s_dogdie2;
extern statetype s_dogdie3;
extern statetype s_dogdead;
statetype s_dogpath1 = {true,SPR_DOG_W1_1,20,T_Path,NULL,&s_dogpath1s};
statetype s_dogpath1s = {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2};
statetype s_dogpath2 = {true,SPR_DOG_W2_1,15,T_Path,NULL,&s_dogpath3};
statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,T_Path,NULL,&s_dogpath3s};
statetype s_dogpath3s = {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4};
statetype s_dogpath4 = {true,SPR_DOG_W4_1,15,T_Path,NULL,&s_dogpath1};
statetype s_dogjump1 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2};
statetype s_dogjump2 = {false,SPR_DOG_JUMP2,10,NULL,NULL,&s_dogjump3};
statetype s_dogjump3 = {false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4};
statetype s_dogjump4 = {false,SPR_DOG_JUMP1,10,NULL,T_Bite,&s_dogdie1};
statetype s_dogchase1 = {true,SPR_DOG_W1_1,10,T_DogChase,NULL,&s_dogchase1s};
statetype s_dogchase1s = {true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2};
statetype s_dogchase2 = {true,SPR_DOG_W2_1,8,T_DogChase,NULL,&s_dogchase3};
statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,T_DogChase,NULL,&s_dogchase3s};
statetype s_dogchase3s = {true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4};
statetype s_dogchase4 = {true,SPR_DOG_W4_1,8,T_DogChase,NULL,&s_dogchase1};
statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,A_DeathScream,&s_dogdie2};
statetype s_dogdie2 ={false,SPR_DOG_DIE_2,15,NULL,A_BarrelAttack,&s_dogdie3};
statetype s_dogdie3 = {false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead};
statetype s_dogdead = {false,SPR_DOG_DEAD,130,NULL,NULL,&s_dogdead};
Then go down to "T_Bite"-function and change it to this:
- Code:
/*
===============
=
= T_Bite
=
===============
*/
void T_Bite (objtype *ob)
{
PlaySoundLocActor(DOGATTACKSND,ob); // JAB
KillActor (ob);
}
And suddenly you have changed the dog to a suicide bomber-wannabe.