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- //item fists
-
- void use( void )
- {
- //disallow diagonal punches
-
- if (sp_dir(1, -1) == 1)
- sp_dir(1, 2);
- if (sp_dir(1, -1) == 3)
- sp_dir(1, 2);
- if (sp_dir(1, -1) == 7)
- sp_dir(1, 8);
- if (sp_dir(1, -1) == 9)
- sp_dir(1, 8);
-
- &basehit = sp_dir(1, -1);
- &basehit += 100; //100 is the 'base' for the hit animations, we just add
- //the direction
- sp_seq(1, &basehit);
- sp_frame(1, 1); //reset seq to 1st frame
- sp_kill_wait(1); //make sure dink will punch right away
- sp_nocontrol(1, 1); //dink can't move until anim is done!
- playsound(8, 8000,0,0,0);
- }
-
- void disarm(void)
- {
- kill_this_task();
- }
-
- void arm(void)
- {
- int &basehit;
- }
-
- void pickup(void)
- {
- Debug("Player now owns this item.");
- kill_this_task();
- }
-
- void drop(void)
- {
- Debug("Item dropped.");
- kill_this_task();
- }
-
-
-