Reply to Re: Current Sprite
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Would this work?
void main(void)
{
sp_que(¤t_sprite,-1000);
preload_seq(860);
sp_touch_damage(¤t_sprite, -1);
}
void touch( void )
{
freeze(1);
int &csx = sp_x(¤t_sprite,-1);
int &csy = sp_y(¤t_sprite,-1);
&csx -= 8;
&csy -= 4;
int &newhole = create_sprite(&csx,&csy,0,sprite seq 860,sprite frame 1);
{
sp_seq(1, 860);
sp_frame(1, 1);
sp_nocontrol(1, 1); //dink can't move until anim is done!
}
sp_touch_damage(¤t_sprite, 0);
sp_brain(1, 0);
wait(2000);
script_attach(1000);
fade_down();
&player_map += 1;
sp_x(1, &csx);
sp_y(1, &csy);
load_screen(683);
sp_brain(1, 1);
draw_screen();
fade_up();
kill_this_task();
}
Yes, this script is work of Redink from FIAT (I took away the duck stuff but I might need it...)
void main(void)
{
sp_que(¤t_sprite,-1000);
preload_seq(860);
sp_touch_damage(¤t_sprite, -1);
}
void touch( void )
{
freeze(1);
int &csx = sp_x(¤t_sprite,-1);
int &csy = sp_y(¤t_sprite,-1);
&csx -= 8;
&csy -= 4;
int &newhole = create_sprite(&csx,&csy,0,sprite seq 860,sprite frame 1);
{
sp_seq(1, 860);
sp_frame(1, 1);
sp_nocontrol(1, 1); //dink can't move until anim is done!
}
sp_touch_damage(¤t_sprite, 0);
sp_brain(1, 0);
wait(2000);
script_attach(1000);
fade_down();
&player_map += 1;
sp_x(1, &csx);
sp_y(1, &csy);
load_screen(683);
sp_brain(1, 1);
draw_screen();
fade_up();
kill_this_task();
}
Yes, this script is work of Redink from FIAT (I took away the duck stuff but I might need it...)