Feb 26, 2011 at 6:02 PM
Join Date: Jan 21, 2011
Location:
Posts: 249
Have you tried the bullet functions then?
According to Noxid's List:
Also, I have what may be a slightly stupid question but.... in a weapon function, how would I check if a specific flag is set or not?
According to Noxid's List:
Code:
-=Bullets=-
004029B0 - Bullet Tile Collison, Solid [08_X | 0C_Y | 10_???]
00402B30 - <Odd; after the main Tile collision runs, it does this check which returns which side of a tile it's hitting I think>
00402F50 - Generate effect, sound when Bullet hits wall [08_WeaponObj]
00402FC0 - Bullet Tile Collison, Roof Slope 1
004030B0 - Bullet Tile Collison, Roof Slope 2
004031A0 - Bullet Tile Collison, Roof Slope 3
00403290 - Bullet Tile Collison, Roof Slope 4
00403380 - Bullet Tile Collison, Floor Slope 1
00403470 - Bullet Tile Collison, Floor Slope 2
00403560 - Bullet Tile Collison, Floor Slope 3
00403650 - Bullet Tile Collison, Floor Slope 4
00403740 - Bullet Tile Detection Algorithm
00403C00 - Clear All Weapon Object Slots
00403C40 - Count Weapon Shot Occurences [08_WeaponID]
00403CB0 - Count All Slots Using Specific Shot [08_ShotID]
00403D10 - Free All Slots Using Specific Weapon [08_WeaponID]
00403D80 - Clear All Weapon Object Slots
00403DC0 - Render Bullets
00403F80 - Create Bullet
00404160 - Bullet 01: Snake Level 1
004043F0 - Bullet 02 - 03: Snake
004047B0 - Bullet 04 - 06: Polar Star [08_WeaponObject | 0C_Level]
00404B30 - Bullet 07 - 09: Fireball [08_WeaponObject]
00405120 - Bullet 0A - 0C: Machine Gun
004055A0 - Bullet 0D - 0F: Missile Launcher
00405D80 - Explosion from missile <Bullet ID 10-12>
00405F30 - Bullet 13: Bubbler Level 1
00406190 - <Bullet 14?>
004064D0 - Bullet 15: Bubbler Level 3
004068B0 - Bullet 16: Bubble Spurs
00406BB0 - Bullet 19: Blade Level 1
00406E60 - Bullet 1A: Blade Level 2
00407110 - Bullet 1B: Blade Level 3
004075E0 - Bullet 17: Blade Slashes
004078A0 - Bullet 18
00407910 - Bullet 1C - 1E: Super Missile Launcher
00408080 - Bullet 1F - 21:
00408230 - Bullet 22 - 24, 2B: Nemesis
00408710 - Bullet 25 - 27
00408AE0 - Bullet 28 - 2A
00408F40 - Bullet 2C: Spur Level 2
00408F90 - Bullet 2D: Spur Level 3
00408FC0 - Runs Bullet AI
00409190 - Bullet 14: Bubbler Level 2 (?)
004095C0 - <Related to Bubbler?>
Also, I have what may be a slightly stupid question but.... in a weapon function, how would I check if a specific flag is set or not?