You'd
like a longer elevator
sound? Read
on!
Step
1. Go to your source
code directory and open
the file WL_AGENT.C
.
Step 2. Go to line 1068.
You should now see
this:
{
//
// use elevator
//
buttonheld[bt_use]
= true;
tilemap[checkx][checky]++;
// flip switch
if
(*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex)
== ALTELEVATORTILE)
playstate =
ex_secretlevel;
else
playstate =
ex_completed;
SD_PlaySound
(LEVELDONESND);
SD_WaitSoundDone();
}
else if
(!buttonheld[bt_use]
&& doornum &
0x80)
{
buttonheld[bt_use]
= true;
OperateDoor (doornum
& ~0x80);
}
else
SD_PlaySound
(DONOTHINGSND);
}
Step 3. Replace all the
text in the elevator
code(see above) with
that
below(don't print it,
copy it to your
clipboard and extract it
over
the other text, or it
will not
work):
if
(!buttonheld[bt_use]
&& doornum ==
ELEVATORTILE &&
elevatorok)
{
//
// use elevator
//
buttonheld[bt_use]
= true;
tilemap[checkx][checky]++;
// flip
switch
if
(*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex)
==
ALTELEVATORTILE)
playstate
=
ex_secretlevel;
else
SD_StopSound();
SD_PlaySound(LEVELDONESND);
if
(DigiMode !=
sds_Off)
{
long lasttimecount =
TimeCount;
while(TimeCount
<
lasttimecount+150)
SD_Poll();
}
playstate =
ex_completed;
}
else
if
(!buttonheld[bt_use]
&& doornum &
0x80)
{
buttonheld[bt_use]
= true;
OperateDoor (doornum
& ~0x80);
}
else
SD_PlaySound
(DONOTHINGSND);
}
Step
4. Now the code looks
like this:
if
(!buttonheld[bt_use]
&& doornum ==
ELEVATORTILE &&
elevatorok)
{
//
// use elevator
//
buttonheld[bt_use]
= true;
tilemap[checkx][checky]++;
// flip
switch
if
(*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex)
==
ALTELEVATORTILE)
playstate
=
ex_secretlevel;
else
SD_StopSound();
SD_PlaySound(LEVELDONESND);
if
(DigiMode !=
sds_Off)
{
long lasttimecount =
TimeCount;
while(TimeCount <
lasttimecount+150)
SD_Poll();
}
playstate =
ex_completed;
}
else if
(!buttonheld[bt_use]
&& doornum &
0x80)
{
buttonheld[bt_use]
= true;
OperateDoor (doornum
& ~0x80);
}
else
SD_PlaySound
(DONOTHINGSND);
}
Step
5. Save the file and
Compile. Now you can use
long elevator sounds(the
Lost Episodes' elevator
sound works
fine!)
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