Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /// Tamamo's Holes, Lava, and Platforms
- /// Plus Barriers + Followers, for Nightmeres (on PZC)
- /// Combined together for ease of use, and streamlined for stack efficiency.
- /// Global Constants, Arrays, and Variables
- //Common Constant, only need to define once per script file.
- const int BIG_LINK = 0; //Set this constant to 1 if using the Large Link Hit Box feature.
- const int DIAGONAL_MOVEMENT = 1; //Enable the option and change this to 0 for nes movement.
- //Constants used by Bottomless Pits & Lava.
- const int CT_HOLELAVA = 128; //Combo type to use for pit holes and lava."No Ground Enemies by default"
- const int CF_PIT = 101; //The combo flag to register combos as pits.
- const int CF_LAVA = 102; //The combo flag to register combos as lava.
- const int WPS_LINK_FALL = 89; //The weapon sprite to display when Link falls into a pit. "Sprite 88 by default"
- const int WPS_LINK_LAVA = 90; //The weapon sprite to display when Link drowns in lava. "Sprite 89 by default"
- const int SFX_LINK_FALL = 38; //The sound to play when Link falls into a pit. "SFX_FALL by default"
- const int SFX_LINK_LAVA = 55; //The sound to play when Link drowns in Lava. "SFX_SPLASH by default.
- const int CMB_AUTOWARP = 48; //The first of your four transparent autowarp combos.
- const int HOLELAVA_DAMAGE = 8; //Damage in hit points to inflict on link. "One Heart Container is worth 16 hit points"
- //Global variables used by Bottomless Pits & Lava.
- float PitsLava[256];
- const int HL_FALLING = 0;
- const int HL_WARPING = 1;
- const int HL_ONPLATFORM = 3;
- const int CMB_FFC_INVIS = 1; //Combo higher than ID 0 with an invisible tile.
- // ID's of barrier-related combos
- // Barriers in raised state
- const int BARRIER_A_RAISED = 15036;
- const int BARRIER_B_RAISED = 15038;
- // Barriers in lowered state
- const int BARRIER_A_LOWERED = 15037;
- const int BARRIER_B_LOWERED = 15039;
- // Barriers animating to raised state
- const int BARRIER_A_ANIMRAISE = 15041;
- const int BARRIER_B_ANIMRAISE = 15043;
- // Barriers animating to lowered state
- const int BARRIER_A_ANIMLOWER = 15040;
- const int BARRIER_B_ANIMLOWER = 15042;
- // Raised barriers that Link can walk on
- const int BARRIER_A_WALKABLE = 15044;
- const int BARRIER_B_WALKABLE = 15045;
- // Barrier switches
- const int BARRIER_A_SWITCH = 15046;
- const int BARRIER_B_SWITCH = 15047;
- const int BARRIER_SWITCH_DUMMY = 191; // ID of a switch hit detection dummy enemy
- const int BARRIER_SWITCH_DUMMY_HP = 32767;
- // Global array to store the state of barriers per dmap
- // If you have more than 16 dmaps you can change the capacity in the []'s
- // You may change the states in other scripts, but the changes will not be visible
- // until there is a new screen, so set them before Barriers_NewScreen() is called.
- bool barriers[255]; // false = blue barriers raised, true = red barriers raised
- //Follower script constants.
- const int FOLLOWER_FFC_INDEX = 32; //The number of the FFC used. This script will "hijack" this one, so don't use it for anything else on screens when you expect the player to have a follower.
- const int FOLLOWER_FIRST_COMBO_ID = 23568; //combo of the first combo. In order, the concecutive combos must be "still up", "still down", "still left", "still right", "moving up", "moving down", "moving left", "moving right".
- const int FOLLOWER_CSET = 11;
- const int FOLLOWER_REQUIRED_ITEM = 158; //Item that makes the FFC follower follow you
- //Barriers array indices.
- const int BAR_PASTX = 14; //followerX[]
- const int BAR_PASTY = 14; //followerY[] //why not one array? -Z
- /// FFC Scripts
- ffc script Holelava
- {
- void run(int warp, bool position, int damage)
- {
- while(true)
- {
- while(!PitsLava[HL_WARPING] || OnPlatform()) Waitframe();
- if(warp > 0)
- {
- this->Data = CMB_AUTOWARP+warp-1;
- this->Flags[FFCF_CARRYOVER] = true;
- Waitframe();
- this->Data = FFCS_INVISIBLE_COMBO;
- this->Flags[FFCF_CARRYOVER] = false;
- Link->Z = Link->Y;
- PitsLava[HL_WARPING] = 0;
- Link->DrawXOffset -= Cond(Link->DrawXOffset < 0, -1000, 1000);
- Link->HitXOffset -= Cond(Link->HitXOffset < 0, -1000, 1000);
- Quit();
- }
- if(position)
- {
- Link->X = this->X;
- Link->Y = this->Y;
- }
- else
- {
- Link->X = this->InitD[6];
- Link->Y = this->InitD[7];
- }
- if(damage)
- {
- Link->HP -= damage;
- Link->Action = LA_GOTHURTLAND;
- Link->HitDir = -1;
- Game->PlaySound(SFX_OUCH);
- }
- Link->DrawXOffset -= Cond(Link->DrawXOffset < 0, -1000, 1000);
- Link->HitXOffset -= Cond(Link->HitXOffset < 0, -1000, 1000);
- PitsLava[HL_WARPING] = 0;
- Waitframe();
- }
- }
- }
- ffc script MovingPlatform {
- void run(){
- float oldx = this->X;
- float oldy = this->Y;
- float linkx;
- float linky;
- while(true){
- if ( OnPlatform() == FFCNum(this) ){
- linkx += this->X - oldx;
- linky += this->Y - oldy;
- if ( linkx << 0 != 0 ) {
- Link->X += linkx << 0;
- linkx -= linkx << 0;
- }
- if ( linky << 0 != 0 ){
- Link->Y += linky << 0;
- linky -= linky << 0;
- }
- }
- else {
- linkx = 0;
- linky = 0;
- }
- oldx = this->X;
- oldy = this->Y;
- Waitframe();
- }
- }
- }
- /// Global Scripts
- global script active{
- void run(){
- // Initialize variables used to listen on screen changes
- int curscreen = -1;
- bool firstCheck = false; //leave this alone
- ffc follower;
- int followerX[15];
- int followerY[15];
- int switch_index;
- StartGhostZH();
- while(true){
- UpdateGhostZH1();
- _Do_Barriers();
- _Follower();
- InitHoleLava();
- NesMovementFix();
- Waitdraw();
- UpdateGhostZH2();
- LREx1Ex2ItemSwitch();
- MovingPlatforms();
- RunHoleLava();
- Waitframe();
- }//end whileloop
- }//end run
- }//end global slot2
- /// Global Functions
- //Sets or returns if we are on a platform.
- int OnPlatform(){return PitsLava[HL_ONPLATFORM];}
- void OnPlatform(int a){ PitsLava[HL_ONPLATFORM] = a; }
- //Used to determine if Link is on a Pit or Lava combo.
- int OnPitCombo()
- {
- int comboLoc = ComboAt(Link->X+8, Link->Y + Cond(BIG_LINK==0, 12, 8));
- if(Screen->ComboT[comboLoc] != CT_HOLELAVA)
- return 0;
- else if(Screen->ComboI[comboLoc] == CF_PIT || Screen->ComboI[comboLoc] == CF_LAVA)
- return Screen->ComboI[comboLoc];
- else if(Screen->ComboF[comboLoc] == CF_PIT || Screen->ComboF[comboLoc] == CF_LAVA)
- return Screen->ComboF[comboLoc];
- else
- return 0;
- }
- //Snaps Link to the combo so he appears completely over pit and lava combos.
- void SnaptoGrid()
- {
- int x = Link->X;
- int y = Link->Y + Cond(BIG_LINK==0, 8, 0);
- int comboLoc = ComboAt(x, y);
- //X Axis
- if(Screen->ComboT[comboLoc] == CT_HOLELAVA && Cond(x % 16 == 0, true, Screen->ComboT[comboLoc+1] != CT_HOLELAVA))
- Link->X = ComboX(comboLoc);
- else if(Screen->ComboT[comboLoc+1] == CT_HOLELAVA && Cond(x % 16 == 0, true, Screen->ComboT[comboLoc] != CT_HOLELAVA))
- Link->X = ComboX(comboLoc+1);
- if(Cond(y % 16 == 0, false, Screen->ComboT[comboLoc+16] == CT_HOLELAVA) && Cond(x % 16 == 0, true, Screen->ComboT[comboLoc+17] != CT_HOLELAVA))
- Link->X = ComboX(comboLoc+16);
- else if(Cond(y % 16 == 0, false, Screen->ComboT[comboLoc+17] == CT_HOLELAVA) && Cond(x % 16 == 0, true, Screen->ComboT[comboLoc+16] != CT_HOLELAVA))
- Link->X = ComboX(comboLoc+17);
- //Y Axis
- if(Screen->ComboT[comboLoc] == CT_HOLELAVA && Cond(y % 16 == 0, true, Screen->ComboT[comboLoc+16] != CT_HOLELAVA))
- Link->Y = ComboY(comboLoc);
- else if(Screen->ComboT[comboLoc+16] == CT_HOLELAVA && Cond(y % 16 == 0, true, Screen->ComboT[comboLoc] != CT_HOLELAVA))
- Link->Y = ComboY(comboLoc+16);
- if(Cond(x % 16 == 0, false, Screen->ComboT[comboLoc+1] == CT_HOLELAVA) && Cond(y % 16 == 0, true, Screen->ComboT[comboLoc+17] != CT_HOLELAVA))
- Link->Y = ComboY(comboLoc+1);
- else if(Cond(x % 16 == 0, false, Screen->ComboT[comboLoc+17] == CT_HOLELAVA) && Cond(y % 16 == 0, true, Screen->ComboT[comboLoc+1] != CT_HOLELAVA))
- Link->Y = ComboY(comboLoc+17);
- }
- void LREx1Ex2ItemSwitch()
- {
- if (Link->PressL && Link->Action != LA_SCROLLING)
- {
- Link->SelectBWeapon(DIR_LEFT);
- }
- if (Link->PressR && Link->Action != LA_SCROLLING)
- {
- Link->SelectBWeapon(DIR_RIGHT);
- }
- if (Link->PressEx1 && Link->Action != LA_SCROLLING)
- {
- Link->SelectAWeapon(DIR_LEFT);
- }
- if (Link->PressEx2 && Link->Action != LA_SCROLLING)
- {
- Link->SelectAWeapon(DIR_RIGHT);
- }
- }
- //Hole_Lava Init. Call before Waitdraw().
- void InitHoleLava(){
- //Initialize variables used to store Link's strating position on Screen Init.
- int olddmap = Game->GetCurDMap();
- int oldscreen = Game->GetCurDMapScreen();
- int startx = Link->X;
- int starty = Link->Y;
- int startdir = Link->Dir;
- //Clear global variables used by Bottomless pits.
- PitsLava[HL_FALLING] = 0;
- PitsLava[HL_WARPING] = 0;
- }
- //Main Hole_Lava Rountine. Call after Waitdraw().
- void RunHoleLava(){
- if(Link->Action != LA_SCROLLING)
- {
- Update_HoleLava(startx, starty, olddmap, oldscreen, startdir);
- if(Link->Z==0 && !PitsLava[HL_FALLING] && (oldscreen != Game->GetCurDMapScreen() || olddmap != Game->GetCurDMap()))
- {
- olddmap = Game->GetCurDMap();
- oldscreen = Game->GetCurDMapScreen();
- startx = Link->X;
- starty = Link->Y;
- startdir = Link->Dir;
- }
- }
- }
- //Handles Pit Combo Functionality.
- void Update_HoleLava(int x, int y, int dmap, int scr, int dir)
- {
- lweapon hookshot = LoadLWeaponOf(LW_HOOKSHOT);
- if(hookshot->isValid()) return;
- if(PitsLava[HL_FALLING])
- {
- if(IsSideview()) Link->Jump=0;
- PitsLava[HL_FALLING]--;
- if(PitsLava[HL_FALLING] == 1)
- {
- int buffer[] = "Holelava";
- if(CountFFCsRunning(Game->GetFFCScript(buffer)))
- {
- ffc f = Screen->LoadFFC(FindFFCRunning(Game->GetFFCScript(buffer)));
- PitsLava[HL_WARPING] = 1;
- if(f->InitD[1]==0)
- {
- f->InitD[6] = x;
- f->InitD[7] = y;
- }
- }
- else
- {
- Link->X = x;
- Link->Y = y;
- Link->Dir = dir;
- Link->DrawXOffset -= Cond(Link->DrawXOffset < 0, -1000, 1000);
- Link->HitXOffset -= Cond(Link->HitXOffset < 0, -1000, 1000);
- Link->HP -= HOLELAVA_DAMAGE;
- Link->Action = LA_GOTHURTLAND;
- Link->HitDir = -1;
- Game->PlaySound(SFX_OUCH);
- if(Game->GetCurDMap()!=dmap || Game->GetCurDMapScreen()!=scr)
- Link->PitWarp(dmap, scr);
- }
- NoAction();
- Link->Action = LA_NONE;
- }
- }
- else if(Link->Z==0 && OnPitCombo() && !PitsLava[HL_WARPING] && !OnPlatform())
- {
- Link->DrawXOffset += Cond(Link->DrawXOffset < 0, -1000, 1000);
- Link->HitXOffset += Cond(Link->HitXOffset < 0, -1000, 1000);
- int comboflag = OnPitCombo();
- SnaptoGrid();
- Game->PlaySound(Cond(comboflag == CF_PIT, SFX_LINK_FALL, SFX_LINK_LAVA));
- lweapon dummy = CreateLWeaponAt(LW_SCRIPT10, Link->X, Link->Y);
- dummy->UseSprite(Cond(comboflag == CF_PIT, WPS_LINK_FALL, WPS_LINK_LAVA));
- dummy->DeadState = dummy->NumFrames*dummy->ASpeed;
- dummy->DrawXOffset = 0;
- dummy->DrawYOffset = 0;
- PitsLava[HL_FALLING] = dummy->DeadState;
- NoAction();
- Link->Action = LA_NONE;
- }
- }
- //Handles moving platforms
- void MovingPlatforms(){
- OnPlatform(0);
- if ( Link->Z == 0 ) {
- int buffer[] = "MovingPlatform";
- for(int i = 1; i <= 32; i++) {
- ffc f = Screen->LoadFFC(i);
- if(f->Script != Game->GetFFCScript(buffer)) continue;
- if(Abs(Link->X + 8 - CenterX(f)) >= f->TileWidth*8) continue;
- if(Abs(Link->Y + 12 - CenterY(f)) >= f->TileHeight*8) continue;
- OnPlatform(FFCNum(f));
- break;
- }
- }
- }
- //Used if we are using NES movement
- void NesMovementFix(){
- if(DIAGONAL_MOVEMENT==0 && (Link->InputUp || Link->InputDown)){
- Link->InputLeft = false;
- Link->InputRight = false;
- }
- }
- // Function that makes preparations for barriers on each screen and starts an FFC script
- void Barriers_NewScreen()
- {
- int cd; int cd2; int i; int j;
- // Search for a barrier-related combo
- for (i = 0; i <= 175; ++i)
- {
- cd = Screen->ComboD[i];
- if (cd == BARRIER_A_RAISED || cd == BARRIER_A_LOWERED || cd == BARRIER_A_SWITCH ||
- cd == BARRIER_B_RAISED || cd == BARRIER_B_LOWERED || cd == BARRIER_B_SWITCH)
- {
- // A barrier-related combo was found
- // Make initial changes to combos
- if (barriers[Game->GetCurLevel()])
- {
- for (j = i; j <= 175; ++j)
- {
- cd2 = Screen->ComboD[j];
- if (cd2 == BARRIER_A_RAISED) Screen->ComboD[j] = BARRIER_A_LOWERED;
- else if (cd2 == BARRIER_B_LOWERED) Screen->ComboD[j] = BARRIER_B_RAISED;
- else if (cd2 == BARRIER_A_SWITCH) Screen->ComboD[j] = BARRIER_B_SWITCH;
- }
- }
- else
- {
- for (j = i; j <= 175; ++j)
- {
- cd2 = Screen->ComboD[j];
- if (cd2 == BARRIER_B_RAISED) Screen->ComboD[j] = BARRIER_B_LOWERED;
- else if (cd2 == BARRIER_A_LOWERED) Screen->ComboD[j] = BARRIER_A_RAISED;
- else if (cd2 == BARRIER_B_SWITCH) Screen->ComboD[j] = BARRIER_A_SWITCH;
- }
- }
- // So run FFCscript to control barriers
- int fif[]="Barriers";
- ffc f = Screen->LoadFFC(FOLLOWER_FFC_INDEX);
- f->Script = Game->GetFFCScript(fif);
- f->Data = CMB_FFC_INVIS;
- f->X = -100;
- f->Y = -100;
- f->Flags[FFCF_PRELOAD] = true;
- break;
- }
- }
- }
- // This lets you toggle barriers on any dmap
- bool ToggleBarriers(int dmap)
- {
- if (dmap == Game->GetCurLevel()) ToggleBarriers();
- else barriers[dmap] = !barriers[dmap];
- return barriers[dmap];
- }
- // This toggles barriers on the current dmap
- bool ToggleBarriers()
- {
- int cd;
- int curdmap = Game->GetCurLevel();
- if (!barriers[curdmap])
- {
- barriers[curdmap] = true;
- for (int i = 0; i <= 175; ++i)
- {
- cd = Screen->ComboD[i];
- if (cd == BARRIER_A_RAISED || cd == BARRIER_A_WALKABLE || cd == BARRIER_A_ANIMRAISE)
- {
- Screen->ComboD[i] = BARRIER_A_ANIMLOWER;
- }
- else if (cd == BARRIER_B_LOWERED || cd == BARRIER_B_ANIMLOWER)
- {
- Screen->ComboD[i] = BARRIER_B_ANIMRAISE;
- }
- else if (cd == BARRIER_A_SWITCH)
- {
- Screen->ComboD[i] = BARRIER_B_SWITCH;
- }
- }
- }
- else
- {
- barriers[curdmap] = false;
- for (int i = 0; i <= 175; ++i)
- {
- cd = Screen->ComboD[i];
- if (cd == BARRIER_B_RAISED || cd == BARRIER_B_WALKABLE || cd == BARRIER_B_ANIMRAISE) #
- {
- Screen->ComboD[i] = BARRIER_B_ANIMLOWER;
- }
- else if (cd == BARRIER_A_LOWERED || cd == BARRIER_A_ANIMLOWER)
- {
- Screen->ComboD[i] = BARRIER_A_ANIMRAISE;
- }
- else if (cd == BARRIER_B_SWITCH)
- {
- Screen->ComboD[i] = BARRIER_A_SWITCH;
- }
- }
- }
- return barriers[curdmap];
- }
- // This script controls barriers on the screen
- // The FFC is automatically created by Barriers_NewScreen()
- ffc script Barriers
- {
- void run()
- {
- // Initialize storage for bswitch hit dummies
- int bswitch_count;
- npc bswitch[8]; int i; int j;
- for (i = 0; i <= 175; ++i)
- {
- if (Screen->ComboD[i] == BARRIER_A_SWITCH || Screen->ComboD[i] == BARRIER_B_SWITCH)
- {
- npc bs = CreateNPCAt(BARRIER_SWITCH_DUMMY, ComboX(i), ComboY(i));
- bs->HitWidth = 8; // Smaller hit box to avoid annoying collisions with Link
- bs->HitHeight = 8;
- bs->HP = BARRIER_SWITCH_DUMMY_HP;
- bswitch[bswitch_count++] = bs;
- }
- }
- // Change raised barriers to walkable ones if Link enters screen on a raised barrier
- int lcombo = LinkOnComboD();
- bool onbarrier = (lcombo == BARRIER_A_RAISED || lcombo == BARRIER_B_RAISED);
- if (onbarrier)
- {
- for (i = 0; i < 176; ++i)
- {
- if (Screen->ComboD[i] == BARRIER_A_RAISED)
- {
- Screen->ComboD[i] = BARRIER_A_WALKABLE;
- }
- else if (Screen->ComboD[i] == BARRIER_B_RAISED)
- {
- Screen->ComboD[i] = BARRIER_B_WALKABLE;
- }
- }
- }
- while (true)
- {
- // Detect hits on bswitches, and change combos accordingly
- for (j = 0; j < bswitch_count; ++j)
- {
- if (bswitch[j]->HP < BARRIER_SWITCH_DUMMY_HP)
- {
- bswitch[j]->HP = BARRIER_SWITCH_DUMMY_HP;
- ToggleBarriers();
- break; //break so that only one bswitch hit may register per frame
- }
- }
- // Make barriers walkable if Link is on raised barriers, or unwalkable if not
- lcombo = LinkOnComboD();
- if (!onbarrier && (lcombo == BARRIER_A_RAISED || lcombo == BARRIER_B_RAISED))
- {
- onbarrier = true;
- for (i = 0; i <= 175; ++i)
- {
- if (Screen->ComboD[i] == BARRIER_A_RAISED)
- {
- Screen->ComboD[i] = BARRIER_A_WALKABLE;
- }
- else if (Screen->ComboD[i] == BARRIER_B_RAISED)
- {
- Screen->ComboD[i] = BARRIER_B_WALKABLE;
- }
- }
- }
- else if (onbarrier && !(lcombo == BARRIER_A_WALKABLE || lcombo == BARRIER_B_WALKABLE))
- {
- onbarrier = false;
- for (i = 0; i <= 175; ++i)
- {
- if (Screen->ComboD[i] == BARRIER_A_WALKABLE)
- {
- Screen->ComboD[i] = BARRIER_A_RAISED;
- }
- else if (Screen->ComboD[i] == BARRIER_B_WALKABLE)
- {
- Screen->ComboD[i] = BARRIER_B_RAISED;
- }
- }
- }
- Waitframe();
- }
- }
- }
- // A utility function that returns the ID of the combo that Link appears to stand on
- int LinkOnComboD() {
- return Screen->ComboD[ComboAt(Link->X+8, Link->Y+13)];
- }
- void _Follower()
- {
- if(Link->Item[FOLLOWER_REQUIRED_ITEM])
- {
- if(Link->Action != LA_SCROLLING && follower->Data==0)
- {
- follower = Screen->LoadFFC(FOLLOWER_FFC_INDEX);
- follower->Data = FOLLOWER_FIRST_COMBO_ID;
- follower->CSet = FOLLOWER_CSET;
- followerX[BAR_PASTX] = Link->X;
- follower->X = Link->X;
- followerY[BAR_PASTY] = Link->Y;
- follower->Y = Link->Y;
- for ( int i = 0; i < 13; i++ )
- {
- followerX[i] = Link->X;
- followerY[i] = Link->Y;
- }
- firstCheck = true;
- }
- if(Link->Action != LA_SCROLLING)
- {
- if((Link->InputUp || Link->InputDown || Link->InputRight || Link->InputLeft)&&(!(Link->InputA || Link->InputB)))
- {
- followerX[BAR_PASTX] = follower->X;
- follower->X = followerX[0];
- for(switch_index=0; switch_index<12; switch_index++)
- {
- followerX[switch_index] = followerX[switch_index + 1];
- }
- followerX[12] = Link->X;
- followerY[BAR_PASTY] = follower->Y;
- follower->Y = followerY[0];
- for(switch_index=0; switch_index<12; switch_index++)
- {
- followerY[switch_index] = followerY[switch_index + 1];
- }
- followerY[12] = Link->Y;
- }
- if(follower->Y > followerY[BAR_PASTY])
- {
- follower->Data = FOLLOWER_FIRST_COMBO_ID + 5;
- }
- else if(follower->Y < followerY[BAR_PASTY])
- {
- follower->Data = FOLLOWER_FIRST_COMBO_ID + 4;
- }
- else if(follower->X > followerX[BAR_PASTX])
- {
- follower->Data = FOLLOWER_FIRST_COMBO_ID + 7;
- }
- else if(follower->X < followerX[BAR_PASTX])
- {
- follower->Data = FOLLOWER_FIRST_COMBO_ID + 6;
- }
- if(!(Link->InputUp || Link->InputDown || Link->InputRight || Link->InputLeft))
- {
- if((follower->Data == (FOLLOWER_FIRST_COMBO_ID + 4))||(follower->Data == (FOLLOWER_FIRST_COMBO_ID + 5))||(follower->Data == (FOLLOWER_FIRST_COMBO_ID + 6))||(follower->Data == (FOLLOWER_FIRST_COMBO_ID + 7)))
- {
- follower->Data = follower->Data - 4;
- }
- else if((follower->Data == (FOLLOWER_FIRST_COMBO_ID + 3))||(follower->Data == (FOLLOWER_FIRST_COMBO_ID + 2))||(follower->Data == (FOLLOWER_FIRST_COMBO_ID + 1))||(follower->Data == (FOLLOWER_FIRST_COMBO_ID)))
- {
- //empty else if ??? -Z
- }
- else
- {
- follower->Data = FOLLOWER_FIRST_COMBO_ID;
- }
- }
- }
- if(Link->Action == LA_SCROLLING)
- {
- firstCheck = false;
- }
- }
- }
- void _Do_Barriers()
- {
- // Keep track of screen changes
- // Run a Barrier script on every screen change
- if (Game->GetCurScreen() != curscreen)
- {
- curscreen = Game->GetCurScreen();
- Barriers_NewScreen();
- }
- }
- //When will I be done editing/fixing these same three scripts as a courtesy for users?! I didn't even write the things! -Z
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement