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- //Lifting should be assigned to a button that need not be unique?
- //link.cpp
- fix liftedobjecttile;
- bool liftingobject;
- link action LA_CARRY
- void liftObject(fix obj);
- fix liftedObject();
- void throwObject();
- LinkClass::liftedObject(){ return liftedobjecttile;}
- void liftObject(fix obj){
- liftedobjecttile = obj;
- liftingobject = true;
- }
- LinkClass::throwObject(){
- //make a weapon, set the object tile to it and throw it, setting a temp attack action
- liftingObject = false;
- //change link action
- }
- //lifting srites for link
- /*
- Meaningless for versions <= 0x250, so we don;t need to worry about forwarding
- Set link's sprite to this when lifting stuff. Same indices as walksprite
- */
- //link also needs pushing sprites
- /*
- Same indices as walksprite
- We can make a new sprite set, and assign the ordinary walk sprites to it for quests with a zc version <= 0x250
- For versions higher, whenever link tries to push blocks, or the user sets LA_PUSHING, use this sprite.
- */
- //combo type lift
- //combo type slash or lift
- //weapons.cpp
- //weapon type liftobject
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