Reply to Re: Data type hacks...
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Working with &player_map is kinda buggy affair. I has an intro script:
For some reason, &player_map ends up having value of 0. If I force it one more time to be 197 after last script attach, walking to another screen on occasion throws you at screen 1 (meaning it's still set to 0)
fade_up();
sp_nodraw(1, 1);
wait(1);
freeze(1);
dink_can_walk_off_screen(1);
// doing stuff with editor seq
int &old_map = &player_map;
&player_map = 0;
editor_seq(0, 26);
editor_seq(1, 26);
editor_seq(2, 15);
editor_seq(3, 29);
&player_map = 1;
editor_seq(0, 1);
editor_seq(1, 1);
editor_seq(2, 1);
editor_seq(3, 1);
&player_map = &old_map;
// intro blah blah
fade_down();
&player_map = 197;
script_attach(1000);
load_screen();
draw_screen();
freeze(1);
fade_up();
For some reason, &player_map ends up having value of 0. If I force it one more time to be 197 after last script attach, walking to another screen on occasion throws you at screen 1 (meaning it's still set to 0)






