Quasar
Moderator

Posts: 5154
Registered: 08-00 |
Small got a lot bigger last night. I'm going to try to remember all the functions I added:
EngineVersion() -- returns version of the Eternity Engine
Random() -- returns random number between 0 and 255
M_Random() -- as above, but for non-demo-sync stuff like particles, cameras, and screen graphics
Chasecam(bool:onoff) -- toggles the chasecam on or off
IsChasecamOn() -- returns whether the chasecam is on or not
ExitLevel() -- exits current level
ExitSecret() -- exits current level as a secret exit
StartGame(skill, mapname[]) -- starts a new game on the specified skill level and specified map name (yes, it works with any map, and yes, this will be useful later on to make a custom episode menu)
GameType() -- returns one of GAMETYPE_SINGLE, GAMETYPE_COOPERATIVE,
or GAMETYPE_DEATHMATCH
GameSkill() -- returns the current game skill level (1-5)
ConsoleBeep() -- makes the console eminate its gamemode-dependent warning sound (DSTINK in any doom game, CHAT in Heretic)
ForceLightning() -- forces a lightning strike on the next tic if the current level has lightning enabled -- good for dramatic effect (see the Matrix scene where Neo meets Morpheus to see what I mean :P)
I'd venture to bet there were some more that I forgot (I'm at school right now and thus cannot look at my running list to double check).
As for Heretic support, I now have almost all the static, decorative items in -- I need to do a final check to see if I caught them all (I may have missed the dead hanging heretic come to think of it...). Besides these, all the normal, non-inventory powerups are in, and the teleglitter spawners are in as noted earlier. Footclipping is finalized at last. SoM and I came up with some ideas that helped smooth out transitions between liquid regions.
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