Zandronum #997: new ccmd (spyme)

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Expand view Topic review: Zandronum #997: new ccmd (spyme)

Re: Zandronum #997: new ccmd (spyme)

by Graf Zahl » Mon Jun 24, 2013 2:54 pm

Done.

Re: Zandronum #997: new ccmd (spyme)

by Edward-san » Mon Jun 24, 2013 2:48 pm

... is it possible to add this improvement?
spycancel1.txt
(598 Bytes) Downloaded 75 times

Re: Zandronum #997: new ccmd (spyme)

by Graf Zahl » Sun Jun 23, 2013 12:07 pm

Thanks. Added.

Re: Zandronum #997: new ccmd (spyme)

by Edward-san » Sun Jun 23, 2013 11:36 am

I believe it should work with this patch ...
Attachments
spycancel.txt
yeah, still using 'svn diff' ...
(1.92 KiB) Downloaded 80 times

Re: Zandronum #997: new ccmd (spyme)

by Graf Zahl » Sun Jun 23, 2013 10:45 am

This isn't a code submission. The Zandronum code is not usable as-is.

Zandronum #997: new ccmd (spyme)

by Nightfall » Sun Jun 23, 2013 9:19 am

http://zandronum.com/tracker/view.php?id=997

Found this while digging through older tickets.. reported by `vulpes`, posting here because I believe stuff like this goes through here first:
Hello. I made a new CCMD, that returns camera (and control) back to the player, while he spying via "spynext" or "spyprev" commands. This makes spying a lot easier in 16x16 games, when you need to regain control of yourself very quickly.

Code: Select all

CCMD (spyme)
 {
 players[consoleplayer].camera = players[consoleplayer].mo;
 FinishChangeSpy( consoleplayer );
 return;
 }

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