Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //Game->
- //Returns Screen->Door[index] for a given DMap and Screen
- int GetDMapScreenDoor( int dmap, int screen, int index )
- //Sets Screen->Door[index] for a given DMap and Screen to 'value'
- void SetDMapScreenDoor( int dmap, int screen, int index, int value)
- //Returns Screen->State[index] for a given DMap and Screen
- bool GetDMapScreenState( int dmap, int screen, int index )
- //Sets Screen->State[index] for a given DMap and Screen to 'value'
- void SetDMapScreenState( int dmap, int screen, int index, bool value)
- //Returns if the 'Cap FPS' setting is enabled.
- //! At present you may only check, but not set this value.
- bool CappedFPS ZASM: THROTTLEFPS
- //Global
- /************************************************************************************************************/
- void OverlayTile(int firsttile, int secondtile); ZASM Instruction:
- OVERLAYTILEVV
- OVERLAYTILEVR
- OVERLAYTILERV
- OVERLAYTILERR
- /**
- * Overlays secondtile onto firsttile, ignoring all pixels of colour 0.
- * The valid tile value range is 0 to 65519.
- * This change is *TEMPORARY* within the quest file
- * and will not be retained when saving the game.
- *
- */ Example Use:
- //Screen
- void Quad ( int layer,
- int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4,
- int w, int h, int cset, int flip, int texture, int render_mode);
- ZASM Instruction:
- QUADR
- /**
- * Draws a quad on the specified layer with the corners x1,y1 through x4,y4.
- * Corners are drawn in a counterclockwise order starting from x1,y1. ( So
- * if you draw a "square" for example starting from the bottom-right corner
- * instead of the usual top-left, the the image will be textured onto the
- * quad so it appears upside-down. -yes, these are rotatable. )
- *
- * From there a single or block of tiles, combos **or a bitmap** is then texture mapped
- * onto the quad using the arguments w, h, cset, flip, and render_mode.
- * A positive vale in texture will draw the image from the tilesheet pages,
- * whereas a negative value will be drawn from the combo page. 0 will draw combo number 0.
- * Both w and h are undefined unless 1 <= blockh, blockw <= 16, and it is a power of
- * two. ie: 1, 2 are acceptable, but 2, 15 are not.
- *
- * To specify a bitmap as a texture, sum 65520 with the bitmap ID, or use the constant TEX_BITMAP + Bitmap
- * Example: Screen->Quad(6, 0, 0, 40, 25, 18, 50, 60, 110, 0, 0, 0, 0, TEX_BITMAP+RT_BITMAP0, PT_TEXTURE);
- *
- *
- * Flip specifies how the tiles/combos should be flipped when drawn:
- * 0: No flip
- * 1: Horizontal flip
- * 2: Vertical flip
- * 3: Both (180 degree rotation)
- * (!) See std.zh for a list of all available render_mode arguments.
- */ Example Use: !#!
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement