Just a quick question about 'checkactivatormotion' - what is its exact purpse? Is it to see if any activators have been activated in the same sector as the actor calling it, or something else? 
Last edited by Jblade; 08-28-2007 at 11:12 AM.  
       

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 08-28-2007, 03:21 PM    #605  
Hunter_rus 

  Re: EDuke32 Scripting (CON coding) 
check_activator_motion( lotag )
It is to see if any activators have been activated. It doesn't depend on the current sector. The function return 1, If at least one of them have been activated. The game uses that to make single-shot switches.
Spoiler:

show spoiler


Code:
    case DIPSWITCH2__STATIC:
        //case DIPSWITCH2+1:
    case DIPSWITCH3__STATIC:
        //case DIPSWITCH3+1:
    case MULTISWITCH__STATIC:
        //case MULTISWITCH+1:
        //case MULTISWITCH+2:
        //case MULTISWITCH+3:
    case PULLSWITCH__STATIC:
        //case PULLSWITCH+1:
    case HANDSWITCH__STATIC:
        //case HANDSWITCH+1:
    case SLOTDOOR__STATIC:
        //case SLOTDOOR+1:
    case LIGHTSWITCH__STATIC:
        //case LIGHTSWITCH+1:
    case SPACELIGHTSWITCH__STATIC:
        //case SPACELIGHTSWITCH+1:
    case SPACEDOORSWITCH__STATIC:
        //case SPACEDOORSWITCH+1:
    case FRANKENSTINESWITCH__STATIC:
        //case FRANKENSTINESWITCH+1:
    case LIGHTSWITCH2__STATIC:
        //case LIGHTSWITCH2+1:
    case POWERSWITCH1__STATIC:
        //case POWERSWITCH1+1:
    case LOCKSWITCH1__STATIC:
        //case LOCKSWITCH1+1:
    case POWERSWITCH2__STATIC:
        //case POWERSWITCH2+1:
        if( check_activator_motion( lotag ) ) return 0;
        break;
    default:
        if( isadoorwall(picnum) == 0 ) return 0;
        break;
    } 
       

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 08-28-2007, 03:47 PM    #606  
Jblade 

  Re: EDuke32 Scripting (CON coding) 
So in other words it checks to see if the activator with the lotag you defined is in use, and if it is it sets RETURN to 1?  
       

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 08-28-2007, 03:50 PM    #607  
Hunter_rus 

  Re: EDuke32 Scripting (CON coding) 
Yes, it is.  
