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[r3634] by utunnels

NULL return value in openbor_projectile before return E_FAIL.

2011-12-15 09:03:46 Tree
[r3633] by utunnels

Add selectable as loadmodel's third parameter (since changemodelproperty is not complete).
Add level->bosses count check for openbor_spawn.

2011-12-15 02:24:46 Tree
[r3632] by utunnels

Add waiting to system variant (or should it be a level property?)
Merge some property lists for better maintainability.

2011-12-15 01:45:24 Tree
[r3631] by utunnels

Force playercount = 1 even if all players have died in smartspawn, otherwise all spawn slots are skipped.

2011-12-14 01:35:18 Tree
[r3630] by utunnels

Forgot to initialize return value for allocscript, fixed.

2011-12-13 07:21:31 Tree
[r3629] by utunnels

New script functions:

allocscript()
loadscript(handle, path) ...multiple times
compiilescript(handle)
executescript(handle)
...
free(handle)

2011-12-13 02:59:48 Tree
[r3628] by utunnels

Add combostyle 2 (SOR3 style).
So,
combostyle 0 = default bor pattern (default),
combostyle 1 = golden axe style (range based),
combostyle 2 = SOR3 style (chain without hitting),
combostyle 3 = 1+2 (though it is hardly needed)

2011-12-12 15:17:56 Tree
[r3627] by utunnels

Use magic number for bitmap, screen and sprite, make script resource management easier.
Remove script function getpixel, use getgfxproperty instead.
* getgfxproperty(handle, propertyname, ...)
- handle can be sprite or screen
- propertyname: width, height, srcwidth, srcheight, centerx, centery, pixel...
- for pixel, x, y must follow
- other properties such offsetx, offsety have not been added yet.

2011-12-12 06:27:34 Tree
[r3626] by utunnels

Complete palette none code.

2011-12-09 13:06:57 Tree
[r3625] by utunnels

Use palette none to disable palette and use individual palette for each frame.

2011-12-09 06:52:07 Tree
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