Does it fix it? Or somehow does a more complicated thing?
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function DatAGS(int image)
{
int x,y;
sprite= DynamicSprite.CreateFromExistingSprite(image);//this is declared on the top of the module
DrawingSurface*dest = sprite.GetDrawingSurface();
dest.DrawImage(x, y, image, 0);//i don't mind x and y being 0,0 for now it works
dest.DrawImage(x, y, image, 90);
dest.DrawImage(x, y+10, image, 90);
dest.DrawImage(x, y-10, image, 90);
dest.Release();
object[0].Graphic=sprite.Graphic;
if ( (Button.GetAtScreenXY(mouse.x, mouse.y) == Button16 || Button.GetAtScreenXY(mouse.x, mouse.y) == Button17|| Button.GetAtScreenXY(mouse.x, mouse.y) == Button18|| Button.GetAtScreenXY(mouse.x, mouse.y) == Button19) && scream_play==false) {
scream_play=true;
if(scream_play==true){
aSplash_Laugh.Play();
scream_play=false;
}
if ( (Button.GetAtScreenXY(mouse.x, mouse.y) == Button16 || Button.GetAtScreenXY(mouse.x, mouse.y) == Button17|| Button.GetAtScreenXY(mouse.x, mouse.y) == Button18|| Button.GetAtScreenXY(mouse.x, mouse.y) == Button19))
{
aSplash_Laugh.Play();
}
}
GUIControl *gui_control= GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if ( (gui_control == Button16 || gui_control == Button17|| gui_control== Button18|| gui_control == Button19))
{
aSplash_Laugh.Play();
}
}
function Noise(bool enabled, GUI*noise_ui, int speed);
Noise(true, gNoise, 4); // Place this whenever, and it will enable the ui.
Typewriter.Type (5, 185, 3, 65535, eFontNormal, "Write your text here[[AND WATCH IT TYPE ITSELF", eTypewriter_ShortSpace, eTypewriterDisplay_Overlay, aPop);
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