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[Code] Split Hitler Boss into 2 Enemies - Adam Biser
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Adam Biser
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PostPosted: Sun Jan 04, 2004 11:17 am
   Subject: Re: Some Questions Please Help
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Hitler as two bosses...
Hmm, I haven't done this in code, but here it goes...

Add a 'normal Hitler' object code to your map editor...
for this example, I'll say it's code 228

Open WL_GAME.C and search for
::: CODE :::
case 178:
   SpawnHitler (x,y);
   break;


and add:
::: CODE :::
case 228:
   SpawnNormalHitler (x,y);
   break;


Open WL_DEF.H and add
::: CODE :::
void SpawnNormalHitler (int tilex, int tiley);
right below
::: CODE :::
void SpawnHitler (int tilex, int tiley);


Open WL_ACT2.C
At the top, comment out
::: CODE :::
void A_HitlerMorph (objtype *ob);


Search for this line:
::: CODE :::
statetype s_mechadie3   = {false,SPR_MECHA_DIE3,10,NULL,A_HitlerMorph,&s_mechadie4};

and change A_HitlerMorph to NULL

Go down a few lines to
::: CODE :::

statetype s_hitlerchase1    = {false,SPR_HITLER_W1,6,T_Chase,NULL,&s_hitlerchase1s};

and add this right above that line
::: CODE :::
statetype s_hitlerstand   = {false,SPR_HITLER_W1,0,T_Stand,NULL,&s_hitlerstand};


Do a search for the actual procedure A_HitlerMorph and change it to:
::: CODE :::
void SpawnNormalHitler (int tilex, int tiley)
{
   unsigned   far *map,tile,hitpoints[4]={500,700,800,900};

   SpawnNewObj (tilex,tiley,&s_hitlerstand);
   new->speed = SPDPATROL;

   new->obclass = realhitlerobj;
   new->hitpoints = hitpoints[gamestate.difficulty];

   new->dir = nodir;
   new->flags |= FL_SHOOTABLE|FL_AMBUSH;
   if (!loadedgame)
     gamestate.killtotal++;
}


I think that's it... let me know if it works. Very Happy

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Last edited by Adam Biser on Tue Jan 06, 2004 7:13 pm; edited 2 times in total
KyleRTCW
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PostPosted: Sun Jan 04, 2004 2:00 pm
   Subject: Re: Some Questions Please Help
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I used case 228 instead of 250 becuase 228 is unused, fired up windows calculator, typed in 228, changed it to hexadecimal got 00E4. it works!!!!

Thank you Adam!

Do you know that other questions? Razz

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Last edited by KyleRTCW on Sun Jan 04, 2004 2:17 pm; edited 1 time in total
Adam Biser
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PostPosted: Sun Jan 04, 2004 2:09 pm
   Subject: Re: Some Questions Please Help
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KyleRTCW wrote:
What do I put in objdata.wl6? 0250 ? or 0250 - 18?

Would that equal 00c*?

This is MapEdit stuff, right? The object code needs to be in hex, so it'd be 00FA... like this...

00fa c00H Boss: Normal Hitler

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Adam Biser
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PostPosted: Mon Jan 05, 2004 6:03 am
   Subject: Re: Some Questions Please Help
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@KyleRTCW: I almost didn't notice that you edited your last post.

Glad it worked, even though I'm a bit surprised I didn't forget something because I didn't make the changes myself. Maybe there was already a tutorial to do this... that would've been a good thing for me to check before typing up all that... Laughing I couldn't remember which numbers were unused and I was a bit rushed so I didn't check... I'll change my post to reflect 228 instead.

I'll look at the other questions when I get the chance.

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Adam Biser
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PostPosted: Mon Jan 05, 2004 12:13 pm
   Subject: Re: Some Questions Please Help
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KyleRTCW wrote:
4. How can I make the Fake Hitler enemy be able to open doors?


Try this:

In WL_ACT2.C, find the T_Fake procedure and go down until you see
::: CODE :::
while (move)
{
   if (move < ob->distance)
   {
      MoveObj (ob,move);
      break;
   }

and insert the following right before 'if (move < ob->distance)'
::: CODE :::
   if (ob->distance < 0)
   {
   //
   // waiting for a door to open
   //
      OpenDoor (-ob->distance-1);
      if (doorobjlist[-ob->distance-1].action != dr_open)
         return;
      ob->distance = TILEGLOBAL;   // go ahead, the door is now opoen
   }


This chunk of code can be found throughout WL_ACT2.C...

Again, this is untested. I'm just looking at the source, I'm not making any changes and testing it...

Let me know if this works...

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