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- int fgs;
- script 800 ENTER
- {
- int i;
- Thing_ChangeTID(0, 900 + playernumber() );
- SetHudSize(640, 400, 1);
- SetFont("RDR1A0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 129.0, 107.0, 0, 0.5);
- while (1)
- {
- for (i = 0; i < fgs; i++) drawdot(1000 + i, 0);
- //for (i = 0; i < 16; i++)
- // if (i != playernumber()) drawdot(900 + i, 1);
- Delay(1);
- }
- }
- script 801 RESPAWN
- {
- Thing_ChangeTID(0, 900+playernumber());
- }
- // to be called in each monster spawn state: ACS_ExecuteAlways(802, 0, Radius, Height)
- script 802 (int type)
- {
- Thing_ChangeTID(0, 1000+fgs++);
- // if (GetActorProperty(0, APROP_Damage)) printbold(d:fgs); (for debug purposes only)
- }
- function void drawdot(int tid, int player)
- {
- int x, y, ang, len;
- if (GetActorProperty (tid, APROP_Health) > 0)
- {
- x = GetActorX(0) - GetActorX(tid);
- y = GetActorY(0) - GetActorY(tid);
- ang = VectorAngle(x, y);
- if (((ang + 0.128) % 0.5) > 0.25) len = FixedDiv(y,sin(ang));
- else len = FixedDiv(x, Cos(ang));
- len /= 25; //FOV RADAR
- if (checkinventory("detector")>0 && len <= 35.0) // RADIO RADAR
- {
- ang = GetActorAngle(0) - ang + 0.25; //0 , 0.5 es 2d y 0.25 es fps
- x = (FixedMul(len, Cos(ang)) + 64.0) >> 16; //POSICION X RADAR
- y = (FixedMul(len, Sin(ang)) + 47.0) >> 16; // POSICION Y RADAR
- SetFont("RCIA"); // high-tier foes are red dots
- GIVEINVENTORY("Beeper",1);
- ACS_Execute(804, 0, 0, 0, 0);
- HudMessage(c:'A'; HUDMSG_PLAIN, 0, 1, x << 16, y << 16, 1873);
- }
- }
- }
- SCRIPT 803 ENTER
- {
- while(1){
- SetHudSize(640, 400, 1);
- SetFont("RDR1A0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(8);
- SetFont("RDR1B0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(1);
- GIVEINVENTORY("DETECTOR",1);
- LOCALAMBIENTSOUND("DET",127);
- SetFont("RDR1C0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(2);
- SetFont("RDR1D0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(2);
- SetFont("RDR1E0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(2);
- SetFont("RDR1F0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(2);
- SetFont("RDR1G0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(2);
- SetFont("RDR1H0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(2);
- SetFont("RDR1I0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(2);
- SetFont("RDR1J0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(2);
- SetFont("RDR1K0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(2);
- SetFont("RDR1A0"); // the actual rounded radar display
- HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
- DELAY(20);
- TAKEINVENTORY("DETECTOR",1);
- DELAY(1);
- }
- }
- Script 804 (void)
- {
- int call = CheckInventory("Beeper");
- If (Call > 0)
- {
- LOCALAMBIENTSOUND("BLIP",70);
- DELAY(40);
- TAKEINVENTORY("DETECTOR",1);
- //Delay(20);
- }
- }
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