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managed struct cWorld {
float x,y,z;
};
struct cSegment {
cWorld *world;
};
cSegment segments[1000];
segment[0].world = new cWorld;
segment[0].world.x = 0.1235;
struct cSegment {
float world_x;
float world_y;
float world_z;
};
cSegment segments[1000];
segment[0].world_x = 0.1235;
function WalkOffScreen(){
//handles the action of hotspots with exit extension ('>e').
//double click in such hotspots/objects... will make the player skip
//walking to it. Look the documentation for more information on exits.
// doubleclick
if (UsedAction(eMA_WalkTo)) {
if (timer_run == true)
{
timer_run=false;
if (MovePlayerEx(player.x,player.y,eWalkableAreas)>0) {
if (GSloctype==eLocationHotspot) hotspot[GSlocid].RunInteraction(eModeUsermode1);
else if (GSloctype==eLocationObject) object[GSlocid].RunInteraction(eModeUsermode1);
}
}
else
{
//doubleclick = false;
timer_run = true;
if (Go()){
int x=player.x,y=player.y;
int offset=walkoffscreen_offset;
int dir=ExtensionEx(2,GSlocname);
if (dir=='u') y-=offset;
else if (dir=='d') y+=offset;
else if (dir=='l') x-=offset;
else if (dir=='r') x+=offset;
if (MovePlayerEx(x,y,eAnywhere)>0){
if (GSloctype==eLocationHotspot) hotspot[GSlocid].RunInteraction(eModeUsermode1);
else if (GSloctype==eLocationObject) object[GSlocid].RunInteraction(eModeUsermode1);
}
}
}
}
}
bool hide_gui_while_dialog;
bool in_speech;
// Activate this to hide the action GUI while a dialog is active.
this.hide_gui_while_dialog = true;
if (this.hide_gui_while_dialog == true && gMaingui.Visible == true && gAction.Visible == true) {
gMaingui.Visible = false;
gAction.Visible = false;
}
if (in_speech == true) {
in_speech = false;
if (CDG.hide_gui_while_dialog == true && gMaingui.Visible == false && gAction.Visible == false) {
gMaingui.Visible = true;
gAction.Visible = true;
}
}
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