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	<id>https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EmericaSkater</id>
	<title>EDukeWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EmericaSkater"/>
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	<updated>2026-04-30T02:16:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYWEAPON&amp;diff=11325</id>
		<title>EVENT DISPLAYWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYWEAPON&amp;diff=11325"/>
		<updated>2012-11-16T14:36:30Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_DISPLAYWEAPON is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This event is similar to [[EVENT_DISPLAYREST]] and [[EVENT_DISPLAYCROSSHAIR]] in the fact that it is used to draw the HUD weapons on-screen. The only reason this is separated from [[EVENT_DISPLAYREST]] and [[EVENT_DISPLAYCROSSHAIR]] is that this event is only run when view mode (a.k.a. F7 or DNVIEW) is off. &lt;br /&gt;
&lt;br /&gt;
You can use it to draw your own custom weapons to the screen that do not have the exact same tile set as the pre-set weapons. Remember to check the player&#039;s current weapon first and then, if it is the weapon slot that you want replaced, put &amp;lt;code&amp;gt;setvar [[RETURN]] -1&amp;lt;/code&amp;gt; in your code. The constantly updated variable [[currentweapon]] should be used with this event, i.e do not use your own declared variables, otherwise when the player attempts to switch weapons, raising/lowering of the new weapon will be glitched. &lt;br /&gt;
&lt;br /&gt;
The difference between EVENT_DISPLAYWEAPON and [[EVENT_DRAWWEAPON]] is that the second doesn&#039;t hide the quick kick tile. EVENT_DRAWWEAPON may be useful if you don&#039;t plan to re-do the quick kick.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYWEAPON&amp;diff=11324</id>
		<title>EVENT DISPLAYWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYWEAPON&amp;diff=11324"/>
		<updated>2012-11-16T14:36:21Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_DISPLAYWEAPON is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This event is similar to [[EVENT_DISPLAYREST]] and [[EVENT_DISPLAYCROSSHAIR]] in the fact that it is used to draw the HUD weapons on-screen. The only reason this is separated from [[EVENT_DISPLAYREST]] and [[EVENT_DISPLAYCROSSHAIR]] is that this event is only run when view mode (a.k.a. F7 or DNVIEW) is off. &lt;br /&gt;
&lt;br /&gt;
 You can use it to draw your own custom weapons to the screen that do not have the exact same tile set as the pre-set weapons. Remember to check the player&#039;s current weapon first and then, if it is the weapon slot that you want replaced, put &amp;lt;code&amp;gt;setvar [[RETURN]] -1&amp;lt;/code&amp;gt; in your code. The constantly updated variable [[currentweapon]] should be used with this event, i.e do not use your own declared variables, otherwise when the player attempts to switch weapons, raising/lowering of the new weapon will be glitched. &lt;br /&gt;
&lt;br /&gt;
The difference between EVENT_DISPLAYWEAPON and [[EVENT_DRAWWEAPON]] is that the second doesn&#039;t hide the quick kick tile. EVENT_DRAWWEAPON may be useful if you don&#039;t plan to re-do the quick kick.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DRAWWEAPON&amp;diff=11323</id>
		<title>EVENT DRAWWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DRAWWEAPON&amp;diff=11323"/>
		<updated>2012-11-16T14:36:00Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_DRAWWEAPON is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when a weapon is being displayed on the screen. &lt;br /&gt;
&lt;br /&gt;
Set gamevar [[RETURN]] to any non-zero value to hide weapon tile. The constantly updated variable [[currentweapon]] should be used with this event, i.e do not use your own declared variables, otherwise when the player attempts to switch weapons, raising/lowering of the new weapon will be glitched. &lt;br /&gt;
&lt;br /&gt;
The difference between [[EVENT_DISPLAYWEAPON]] and EVENT_DRAWWEAPON is that the second doesn&#039;t hide the quick kick tile. EVENT_DRAWWEAPON may be useful if you don&#039;t plan to re-do the quick kick.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DRAWWEAPON&amp;diff=11322</id>
		<title>EVENT DRAWWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DRAWWEAPON&amp;diff=11322"/>
		<updated>2012-11-16T14:35:34Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_DRAWWEAPON is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when a weapon is being displayed on the screen. &lt;br /&gt;
&lt;br /&gt;
Set gamevar [[RETURN]] to any non-zero value to hide weapon tile. The constantly updated variable [[currentweapon]] should be used with this event, i.e do not use your own declared variables, otherwise when the player attempts to switch weapons, raising/lowering of the new weapon will be glitched. &lt;br /&gt;
&lt;br /&gt;
The difference between [[EVENT_DISPLAYWEAPON]] and [[EVENT_DRAWWEAPON]] is that the second doesn&#039;t hide the quick kick tile. [[EVENT_DRAWWEAPON]] may be useful if you don&#039;t plan to re-do the quick kick.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DRAWWEAPON&amp;diff=11321</id>
		<title>EVENT DRAWWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DRAWWEAPON&amp;diff=11321"/>
		<updated>2012-11-16T14:34:41Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_DRAWWEAPON is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when a weapon is being displayed on the screen. &lt;br /&gt;
&lt;br /&gt;
Set gamevar [[RETURN]] to any non-zero value to hide weapon tile. The constantly updated variable [[currentweapon]] should be used with this event, i.e do not use your own declared variables, otherwise when the player attempts to switch weapons, raising/lowering of the new weapon will be glitched. &lt;br /&gt;
&lt;br /&gt;
The difference between [[EVENT_DISPLAYWEAPON]] and EVENT_DRAWWEAPON is that the second doesn&#039;t hide the quick kick tile. EVENT_DRAWWEAPON may be useful if you don&#039;t plan to re-do the quick kick.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYWEAPON&amp;diff=11320</id>
		<title>EVENT DISPLAYWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYWEAPON&amp;diff=11320"/>
		<updated>2012-11-16T14:32:35Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_DISPLAYWEAPON is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This event is similar to [[EVENT_DISPLAYREST]] and [[EVENT_DISPLAYCROSSHAIR]] in the fact that it is used to draw the HUD weapons on-screen. The only reason this is separated from [[EVENT_DISPLAYREST]] and [[EVENT_DISPLAYCROSSHAIR]] is that this event is only run when view mode (a.k.a. F7 or DNVIEW) is off. You can use it to draw your own custom weapons to the screen that do not have the exact same tile set as the pre-set weapons. Remember to check the player&#039;s current weapon first and then, if it is the weapon slot that you want replaced, put &amp;lt;code&amp;gt;setvar [[RETURN]] -1&amp;lt;/code&amp;gt; in your code. The constantly updated variable [[currentweapon]] should be used with this event, i.e do not use your own declared variables, otherwise when the player attempts to switch weapons, raising/lowering of the new weapon will be glitched. &lt;br /&gt;
&lt;br /&gt;
The difference between EVENT_DISPLAYWEAPON and [[EVENT_DRAWWEAPON]] is that the second doesn&#039;t hide the quick kick tile. EVENT_DRAWWEAPON may be useful if you don&#039;t plan to re-do the quick kick.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Main_Page&amp;diff=10077</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Main_Page&amp;diff=10077"/>
		<updated>2011-12-27T12:54:13Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: Undo revision 10076 by Apple (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
Welcome to EDukeWiki!  This wiki serves to provide the most accurate and complete source of [[EDuke32]] documentation on the Internet.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;66%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color: #f8f8ff; border: 2px solid #dddddd; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color: #f8f8ff; border: none; border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Using EDuke32=== &lt;br /&gt;
* [[Installation and configuration]]&lt;br /&gt;
* [[Multiplayer]]&lt;br /&gt;
* [[Configuration file options]]&lt;br /&gt;
* [[Command line options]]&lt;br /&gt;
* [[Environment variables]]&lt;br /&gt;
* [[Console commands]] &lt;br /&gt;
* [[Frequently Asked Questions]] &lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===EDuke32 on Linux, OS X or from source===&lt;br /&gt;
* [[Building EDuke32 on Linux]] &lt;br /&gt;
* [[Building EDuke32 on Windows]]&lt;br /&gt;
* [http://www.spam-filter.de/osx/eduke32_on_os_x Building and running EDuke32 on OS X]&lt;br /&gt;
* [[APT repository | APT repositories for Debian and Ubuntu]]&lt;br /&gt;
* [[Packages | Packages for other systems]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color: #f8f8ff; border: none; border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Creating and editing EDuke32 content=== &lt;br /&gt;
* [[Scripting|Scripting using CON files]] &lt;br /&gt;
* [[Tutorials|CON script tutorials and examples]] &lt;br /&gt;
* [[DEF Language|Engine content definition language]]&lt;br /&gt;
* [[Maphack Language|Maphack level adjustments]]&lt;br /&gt;
* [[Level editing|Editing levels with Mapster32]] &lt;br /&gt;
* [[Cross-Platform Modding|Can users of other operating systems play my mod?]]&lt;br /&gt;
* [[Utilities|Utilities for use with EDuke32]]&lt;br /&gt;
* [[EDuke32 Modifications|Index of existing EDuke32 mods]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===External links=== &lt;br /&gt;
* [http://forums.duke4.net/index.php?showforum=26 Official EDuke32 forum]&lt;br /&gt;
* [irc://irc.freenode.net/eduke32 #eduke32 on irc.freenode.net]&lt;br /&gt;
* [http://infosuite.duke4.net/ The Duke Nukem 3D Informational Suite (mapping guide)]&lt;br /&gt;
* [http://www.moddb.com/engines/eduke32/ EDuke32 on Mod DB]&lt;br /&gt;
* [http://dukeworld.duke4.net/eduke32/synthesis/ Automated daily EDuke32 svn builds]&lt;br /&gt;
* [http://eduke32.svn.sourceforge.net/viewvc/eduke32/polymer/?view=log EDuke32 svn commit log]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- | width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 2px solid #dddddd; border-left: none; padding: 0.6em;&amp;quot; | --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please remember that EDukeWiki is a community project.  It relies on content contributed by users such as yourself in order to stay alive and continue to be useful.  It is the responsibility of users like you to not only make sure that the documentation here is both accurate and relevant to current version of [[EDuke32]], but to also help reverse any vandalism you see.  Thank you for your contributions and for helping to keep our wiki friendly and clean of vandalism and spam!&lt;br /&gt;
&lt;br /&gt;
This wiki is supported by [http://www.plagman.net Plagman]&#039;s ongoing donation of server hosting, by our sponsored links, and by purchases of games from [http://www.gog.com/en/frontpage/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 gog.com] by accounts registered through our banners.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t yet own &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039;, [http://www.gog.com/en/gamecard/duke_nukem_3d_atomic_edition/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 buy it now for $5.99!]&lt;br /&gt;
&lt;br /&gt;
In fact, [http://www.gog.com/en/frontpage/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 check out gog.com] even if you already own Duke; if you&#039;re reading this wiki, chances are you&#039;re interested in other classic games, of which gog.com has plenty available for quick download at unbeatable prices.  They even have a few things you can snag for free.  Give &#039;em a try!&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Yoffset&amp;diff=10023</id>
		<title>Yoffset</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Yoffset&amp;diff=10023"/>
		<updated>2011-11-13T15:37:44Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: Created page with &amp;quot;Alters the actor&amp;#039;s relative position on the y-axis in the same way tile offsets could be altered in DukeRes. Also like DukeRes, the valid numbers that can be added/subtracted ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alters the actor&#039;s relative position on the y-axis in the same way tile offsets could be altered in DukeRes. Also like DukeRes, the valid numbers that can be added/subtracted range from 0-128. Adding to this struct member will move the tile up, and subtracting from it moves it down. Since this is a member of the tsprite array, it is important to note that the new position of the tile number will NOT reflect the actual position of the actor. The altered position exists in appearance only.&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Xoffset&amp;diff=10022</id>
		<title>Xoffset</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Xoffset&amp;diff=10022"/>
		<updated>2011-11-13T15:36:08Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: Created page with &amp;quot;Alters the actor&amp;#039;s relative position on the x-axis in the same way tile offsets could be altered in DukeRes. Also like DukeRes, the valid numbers that can be added/subtracted ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alters the actor&#039;s relative position on the x-axis in the same way tile offsets could be altered in DukeRes. Also like DukeRes, the valid numbers that can be added/subtracted range from 0-128. Since this is a member of the tsprite array, it is important to note that the new position of the tile number will NOT reflect the actual position of the actor. The altered position exists in appearance only.&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User_talk:EmericaSkater&amp;diff=9989</id>
		<title>User talk:EmericaSkater</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User_talk:EmericaSkater&amp;diff=9989"/>
		<updated>2011-10-21T19:23:47Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User_talk:EmericaSkater&amp;diff=9988</id>
		<title>User talk:EmericaSkater</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User_talk:EmericaSkater&amp;diff=9988"/>
		<updated>2011-10-21T19:23:22Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: Created page with &amp;quot;Sorry if this edit seems a bit pointless, but I held off on creating my own lock/key actors for a long time because I didn&amp;#039;t think operateactivators could take gamevars, and I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorry if this edit seems a bit pointless, but I held off on creating my own lock/key actors for a long time because I didn&#039;t think operateactivators could take gamevars, and I wasn&#039;t sure how else to go about doing it if that were the case...&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Operateactivators&amp;diff=9987</id>
		<title>Operateactivators</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Operateactivators&amp;diff=9987"/>
		<updated>2011-10-21T17:19:15Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;operateactivators &#039;&#039;&#039;&amp;lt;lotag&amp;gt; &amp;lt;player id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Placed inside an actor code, it allows an actor to trigger activators and activatorlocked sprites. The actor does not need to be near the activator at hand, as long as it identifies the lotag specified in the map. The parameter &amp;quot;lotag&amp;quot; can be either a gamevar or a regular number. The player id specified determines which player receives the &amp;quot;LOCKED&amp;quot; and &amp;quot;UNLOCKED&amp;quot; messages (quotes 4 and 8, respectively).  A value greater than the current [[MULTIMODE]] will cause the messages not to be sent to any player.&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Sector manipulation]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ammo_amount&amp;diff=9879</id>
		<title>Ammo amount</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ammo_amount&amp;diff=9879"/>
		<updated>2011-07-29T12:50:39Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;ammo_amount #&#039;&#039;&#039;&#039;&#039; is an array holding the amount of ammo the player currently has for each weapon. &#039;&#039;#&#039;&#039; Indicates the weapon which the game is getting or setting the ammo for.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Build/Mapster32_Keyboard_Commands&amp;diff=9876</id>
		<title>Talk:Build/Mapster32 Keyboard Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Build/Mapster32_Keyboard_Commands&amp;diff=9876"/>
		<updated>2011-07-28T13:41:27Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Mod_eduke32_for_n00bs&amp;diff=9853</id>
		<title>Talk:Mod eduke32 for n00bs</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Mod_eduke32_for_n00bs&amp;diff=9853"/>
		<updated>2011-07-03T15:41:03Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: Created page with &amp;quot;Blanked this page because the concept seemed a tad trivial, and nearly six months have gone by with absolutely no update. Shit or get off the pot.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blanked this page because the concept seemed a tad trivial, and nearly six months have gone by with absolutely no update. Shit or get off the pot.&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=9852</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=9852"/>
		<updated>2011-07-03T15:37:31Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are a few basic tutorials which show off some things made possible by EDuke32&#039;s enhanced [[scripting]] system.  Want more examples?  Download one of the many existing EDuke32 mods, open up the CON files and dig in!&lt;br /&gt;
&lt;br /&gt;
==Table of Tutorials==&lt;br /&gt;
&amp;lt;table width=80%  class=wikitable&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th rowspan=1&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th colspan=5&amp;gt;Difficulty Level 1 - 4&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Artificial_Intelligence_101|Artificial Intelligence 101]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Change_the_Loading_Screen_Background|Change the loading screen background]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Value_controlled_rain_code|Control rain on a fine scale]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_display_negative_numbers_with_the_digital_font|Display negative numbers with the digital font]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_Shrunk_Enemies_Attacking_Bug|Eliminate the &amp;quot;shrunk enemies attacking&amp;quot; bug]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Enable_and_fix_minibosses|Enable and fix the minibosses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_manually_reload|How to code a manual reload for the pistol]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Improve_The_Third_Person_View_with_Zoom|Improve the third person view with zoom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Limit_the_height_of_the_player&#039;s_jump|Limit/extend the player&#039;s jumping height]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_health_bar|Make a health bar]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_clock|Make a in-game clock]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_sprint_key|Make a sprint key]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_a_Working_Keypad|Make a working keypad]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Shoot_Different_Kinds_of_RPGs|Make actors shoot different types of RPGs]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_actor_aim_vertical|Make an actor aim vertically at another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Controllable_Security_Cameras|Make controllable security cameras]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Models_Pitch|Make models pitch on sloped surfaces]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_one_actor_face_another|Make one actor face another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_Nightvision_light_rooms|Make the night vision goggles light up darkened areas]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Player_Swim_Like_Modern_FPS|Make the player swim like in a modern FPS]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Screen_Tilt_While_Using_Jetpack|Make the screen tilt while using jetpack]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Prevent_fall_damage_or_falling_death|Prevent damage/death from long falls]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_player_self-damage|Prevent players/actors from inflicting self-damage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Build/Mapster32_Keyboard_Commands&amp;diff=9775</id>
		<title>Talk:Build/Mapster32 Keyboard Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Build/Mapster32_Keyboard_Commands&amp;diff=9775"/>
		<updated>2011-05-31T16:08:20Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=How_to_manually_reload&amp;diff=9429</id>
		<title>How to manually reload</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=How_to_manually_reload&amp;diff=9429"/>
		<updated>2011-03-01T13:10:31Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial will explain how, by accessing a few members of the player structure and manipulating some game events, the player can be given an option to manually reload the pistol, rather than shooting till the clip&#039;s empty.&lt;br /&gt;
&lt;br /&gt;
First, we&#039;ll declare the necessary gamevars...&lt;br /&gt;
&lt;br /&gt;
 gamevar PISTOLAMMO 0 1 &lt;br /&gt;
 gamevar KICKBACK 0 1&lt;br /&gt;
 gamevar PWEAPON 0 1 &lt;br /&gt;
 gamevar PISTOLMAGAZINE 0 1&lt;br /&gt;
 gamevar PERPLAYER1 0 1&lt;br /&gt;
 gamevar WEAPON1_CLIP 0 0 // this last gamevar disables the game&#039;s automatic reloading&lt;br /&gt;
&lt;br /&gt;
then, under the APLAYER line in the game.con, we&#039;ll store our static variables that will be used, and code in a few functions that the reload is supposed to perform...&lt;br /&gt;
&lt;br /&gt;
 actor APLAYER MAXPLAYERHEALTH PSTAND 0 0&lt;br /&gt;
   getplayer[THISACTOR].curr_weapon PWEAPON // the player&#039;s current weapon&lt;br /&gt;
   getplayer[THISACTOR].kickback_pic KICKBACK // the frame of animation the player&#039;s weapon is at&lt;br /&gt;
   getplayer[THISACTOR].ammo_amount 1 PISTOLAMMO // the player&#039;s pistol ammo&lt;br /&gt;
   &lt;br /&gt;
   ifvare PWEAPON 1 // if the player has the pistol selected...&lt;br /&gt;
   {&lt;br /&gt;
     ifvarl PISTOLMAGAZINE 1 // and his magazine count is at zero...&lt;br /&gt;
     {&lt;br /&gt;
       getplayer[THISACTOR].weapon_pos PERPLAYER1&lt;br /&gt;
       &lt;br /&gt;
       ifvarn PERPLAYER1 0&lt;br /&gt;
         break // if he has a weapon that&#039;s lowering off screen, break&lt;br /&gt;
       else ifvarl PISTOLAMMO 1&lt;br /&gt;
         break&lt;br /&gt;
       else // otherwise, if he has ammo for the pistol, start the reloading anim&lt;br /&gt;
       {&lt;br /&gt;
         setplayer[THISACTOR].reloading 1&lt;br /&gt;
         setplayer[THISACTOR].kickback_pic 4&lt;br /&gt;
       } }&lt;br /&gt;
       &lt;br /&gt;
       ifvare KICKBACK 5 // if the reloading animation is on its second frame...&lt;br /&gt;
       {&lt;br /&gt;
         ifvarg PISTOLAMMO 11 // if the player has at least twelve pistol rounds left,&lt;br /&gt;
           setvar PISTOLMAGAZINE 12 // then set his magazine counter to a full magazine&lt;br /&gt;
         else&lt;br /&gt;
           setvarvar PISTOLMAGAZINE PISTOLAMMO // otherwise set the magazine counter equal to his remaining ammo&lt;br /&gt;
       }&lt;br /&gt;
     }&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
Next we&#039;ll access the DOFIRE event, which is called if/when a weapon fires its projectile...&lt;br /&gt;
&lt;br /&gt;
 onevent EVENT_DOFIRE &lt;br /&gt;
 &lt;br /&gt;
   ifvare PWEAPON 1 // if the player has the pistol selected when he fires a projectile...&lt;br /&gt;
     ifvarl PISTOLMAGAZINE 1&lt;br /&gt;
       break&lt;br /&gt;
     else&lt;br /&gt;
       subvar PISTOLMAGAZINE 1 // subtract 1 from the magazine count, unless it&#039;s already at zero&lt;br /&gt;
 &lt;br /&gt;
 endevent&lt;br /&gt;
&lt;br /&gt;
In order to perform a reload, you&#039;ll need to assign it a key, which means booting out one of the game&#039;s more useless functions. In this example, it&#039;ll be the TurnAround key...&lt;br /&gt;
&lt;br /&gt;
 definegamefuncname 36 Reload // rename it, so it&#039;ll appear as Reload in the control settings menu&lt;br /&gt;
 &lt;br /&gt;
 onevent EVENT_TURNAROUND &lt;br /&gt;
 &lt;br /&gt;
   setvar RETURN -1 // disable the event&lt;br /&gt;
   ifvare PWEAPON 1 // if the player has the pistol armed&lt;br /&gt;
   {&lt;br /&gt;
     ifvare PISTOLMAGAZINE 12 // and his magazine is full, break&lt;br /&gt;
       break&lt;br /&gt;
     else ifvarvare PISTOLMAGAZINE PISTOLAMMO // if his magazine is equal to his pistol ammo, break&lt;br /&gt;
       break&lt;br /&gt;
     else // otherwise, start the reloading sequence&lt;br /&gt;
     {&lt;br /&gt;
       setplayer[THISACTOR].reloading 1&lt;br /&gt;
       setplayer[THISACTOR].kickback_pic 4&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
 &lt;br /&gt;
 endevent&lt;br /&gt;
&lt;br /&gt;
Because the game&#039;s original reloading system is disabled, the player won&#039;t load in a clip when the game starts up. We&#039;ll take care of that, as well as another potential glitch, by accessing the RESETPLAYER event.&lt;br /&gt;
&lt;br /&gt;
 onevent EVENT_RESETPLAYER&lt;br /&gt;
 &lt;br /&gt;
   setvar PISTOLMAGAZINE 0 // if the player was reset to his starting position (i.e, he died), reset the clip amount to zero.&lt;br /&gt;
   &lt;br /&gt;
   ifvare PWEAPON 1 // if he has the pistol selected when he loads into the map...&lt;br /&gt;
   {&lt;br /&gt;
     setplayer[THISACTOR].reloading 1 &lt;br /&gt;
     setplayer[THISACTOR].kickback_pic 4 // start the reloading sequence.&lt;br /&gt;
   }&lt;br /&gt;
 &lt;br /&gt;
 endevent&lt;br /&gt;
&lt;br /&gt;
The code that was under the APLAYER line made sure the player will automatically reload the pistol if his magazine&#039;s empty (and of course, he has the ammunition to do so), however he&#039;ll still shoot the projectile even if the magazine&#039;s empty, unless the firing key is disabled appropriately...&lt;br /&gt;
&lt;br /&gt;
 onevent EVENT_PRESSEDFIRE // when the player presses the fire button...&lt;br /&gt;
 &lt;br /&gt;
   ifvare PWEAPON 1 // and he has the pistol armed...&lt;br /&gt;
     ifvarl PISTOLMAGAZINE 1&lt;br /&gt;
       setvar RETURN -1 // if his magazine is at zero, disable the firing key&lt;br /&gt;
 &lt;br /&gt;
 endevent&lt;br /&gt;
&lt;br /&gt;
And lastly, we&#039;re going to want the player to know what his magazine count&#039;s at, so we&#039;ll put a small counter next to the ammo amount...&lt;br /&gt;
&lt;br /&gt;
 onevent EVENT_DISPLAYREST&lt;br /&gt;
 &lt;br /&gt;
   digitalnumberz 2930 280 175 PISTOLMAGAZINE 0 0 0 0 0 xdim ydim 50000 // display the magazine count at a slightly smaller size (50000) next to the ammo&lt;br /&gt;
 &lt;br /&gt;
 endevent&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=9420</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=9420"/>
		<updated>2011-02-26T19:00:34Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are a few basic tutorials which show off some things made possible by EDuke32&#039;s enhanced [[scripting]] system.  Want more examples?  Download one of the many existing EDuke32 mods, open up the CON files and dig in!&lt;br /&gt;
&lt;br /&gt;
==Table of Tutorials==&lt;br /&gt;
&amp;lt;table width=80%  class=wikitable&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th rowspan=1&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th colspan=5&amp;gt;Difficulty Level 1 - 4&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Artificial_Intelligence_101|Artificial Intelligence 101]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Change_the_Loading_Screen_Background|Change the loading screen background]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Value_controlled_rain_code|Control rain on a fine scale]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_display_negative_numbers_with_the_digital_font|Display negative numbers with the digital font]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_Shrunk_Enemies_Attacking_Bug|Eliminate the &amp;quot;shrunk enemies attacking&amp;quot; bug]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Enable_and_fix_minibosses|Enable and fix the minibosses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_manually_reload|How to code a manual reload for the pistol]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Improve_The_Third_Person_View_with_Zoom|Improve the third person view with zoom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Limit_the_height_of_the_player&#039;s_jump|Limit/extend the player&#039;s jumping height]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_health_bar|Make a health bar]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_clock|Make a in-game clock]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_sprint_key|Make a sprint key]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_a_Working_Keypad|Make a working keypad]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Shoot_Different_Kinds_of_RPGs|Make actors shoot different types of RPGs]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_actor_aim_vertical|Make an actor aim vertically at another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Controllable_Security_Cameras|Make controllable security cameras]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Models_Pitch|Make models pitch on sloped surfaces]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_one_actor_face_another|Make one actor face another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_Nightvision_light_rooms|Make the night vision goggles light up darkened areas]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Player_Swim_Like_Modern_FPS|Make the player swim like in a modern FPS]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Screen_Tilt_While_Using_Jetpack|Make the screen tilt while using jetpack]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Mod_eduke32_for_n00bs|Modding eduke32 for n00bs - Basics of mod editing]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Prevent_fall_damage_or_falling_death|Prevent damage/death from long falls]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_player_self-damage|Prevent players/actors from inflicting self-damage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=9419</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=9419"/>
		<updated>2011-02-26T17:44:38Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are a few basic tutorials which show off some things made possible by EDuke32&#039;s enhanced [[scripting]] system.  Want more examples?  Download one of the many existing EDuke32 mods, open up the CON files and dig in!&lt;br /&gt;
&lt;br /&gt;
==Table of Tutorials==&lt;br /&gt;
&amp;lt;table width=80%  class=wikitable&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th rowspan=1&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th colspan=5&amp;gt;Difficulty Level 1 - 4&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Artificial_Intelligence_101|Artificial Intelligence 101]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Change_the_Loading_Screen_Background|Change the loading screen background]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Value_controlled_rain_code|Control rain on a fine scale]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_display_negative_numbers_with_the_digital_font|Display negative numbers with the digital font]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_Shrunk_Enemies_Attacking_Bug|Eliminate the &amp;quot;shrunk enemies attacking&amp;quot; bug]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Enable_and_fix_minibosses|Enable and fix the minibosses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=How_to_manually_reload&amp;diff=9418</id>
		<title>How to manually reload</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=How_to_manually_reload&amp;diff=9418"/>
		<updated>2011-02-26T17:40:48Z</updated>

		<summary type="html">&lt;p&gt;EmericaSkater: Just a tutorial showing how to code in a manual reload for the pistol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial will explain how, by accessing a few members of the player structure and manipulating some game events, the player can be given an option to manually reload the pistol, rather than shooting till the clip&#039;s empty.&lt;br /&gt;
&lt;br /&gt;
First, we&#039;ll declare the necessary gamevars...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gamevar PISTOLAMMO 0 1 &lt;br /&gt;
gamevar KICKBACK 0 1&lt;br /&gt;
gamevar PWEAPON 0 1 &lt;br /&gt;
gamevar PISTOLMAGAZINE 0 1&lt;br /&gt;
gamevar PERPLAYER1 0 1&lt;br /&gt;
gamevar WEAPON1_CLIP 0 0 // this last gamevar disable&#039;s the game&#039;s automatic reloading&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then, under the APLAYER line in the game.con, we&#039;ll store our static variables that will be used, and code in a few functions that the reload is supposed to perform...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
actor APLAYER MAXPLAYERHEALTH PSTAND 0 0&lt;br /&gt;
getplayer[THISACTOR].curr_weapon PWEAPON // the player&#039;s current weapon&lt;br /&gt;
getplayer[THISACTOR].kickback_pic KICKBACK // the frame of animation the player&#039;s weapon is at&lt;br /&gt;
getplayer[THISACTOR].ammo_amount 1 PISTOLAMMO // the player&#039;s pistol ammo&lt;br /&gt;
&lt;br /&gt;
ifvare PWEAPON 1 { // if the player has the pistol selected...&lt;br /&gt;
ifvarl PISTOLMAGAZINE 1 { // and his magazine count is at zero...&lt;br /&gt;
&lt;br /&gt;
getplayer[THISACTOR].weapon_pos PERPLAYER1 ifvarn PERPLAYER1 0 break // if he has a weapon that&#039;s lowering off screen, break&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 else { ifvarl PISTOLAMMO 1 break else setplayer[THISACTOR].reloading 1 setplayer[THISACTOR].kickback_pic 4 } } // otherwise, if he has ammo for the pistol, start the reloading anim      &lt;br /&gt;
&lt;br /&gt;
ifvare KICKBACK 5 { // if the reloading animation is on its second frame...&lt;br /&gt;
ifvarg PISTOLAMMO 11 { setvar PISTOLMAGAZINE 12 } // if the player has at least twelve pistol rounds left, then set his magazine counter to a full magazine&lt;br /&gt;
else setvarvar PISTOLMAGAZINE PISTOLAMMO } } // otherwise set the magazine counter equal to his remaining ammo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next we&#039;ll access the DOFIRE event, which is called if/when a weapon fires its projectile...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
onevent EVENT_DOFIRE &lt;br /&gt;
&lt;br /&gt;
ifvare PWEAPON 1 { // if the player has the pistol selected when he fires a projectile...&lt;br /&gt;
&lt;br /&gt;
ifvarl PISTOLMAGAZINE 1 break else { subvar PISTOLMAGAZINE 1 } } // subtract 1 from the magazine count, unless it&#039;s already at zero&lt;br /&gt;
&lt;br /&gt;
endevent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In order to perform a reload, you&#039;ll need to assign it a key, which means booting out one of the game&#039;s more useless functions. In this example, it&#039;ll be the TURNAROUND key...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
definegamefuncname 36 RELOAD // rename it, so it&#039;ll appear as RELOAD in the control settings menu&lt;br /&gt;
&lt;br /&gt;
onevent EVENT_TURNAROUND &lt;br /&gt;
setvar RETURN -1 // disable the event&lt;br /&gt;
ifvare PWEAPON 1 { // if the player has the pistol armed&lt;br /&gt;
&lt;br /&gt;
 ifvare PISTOLMAGAZINE 12 break // and his magazine is full, break&lt;br /&gt;
&lt;br /&gt;
else ifvarvare PISTOLMAGAZINE PISTOLAMMO break // if his magazine is equal to his pistol ammo, break&lt;br /&gt;
&lt;br /&gt;
 else setplayer[THISACTOR].reloading 1 setplayer[THISACTOR].kickback_pic 4 } // otherwise, start the reloading sequence&lt;br /&gt;
endevent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Because the game&#039;s original reloading system is disabled, the player won&#039;t load in a clip when the game starts up. We&#039;ll take care of that, as well as another potential glitch, by accessing the RESET_PLAYER event.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
onevent EVENT_RESETPLAYER&lt;br /&gt;
setvar PISTOLMAGAZINE 0 // if the player was reset to his starting position (i.e, he died), reset the clip amount to zero.&lt;br /&gt;
ifvare PWEAPON 1 { // if he has the pistol selected when he loads into the map...&lt;br /&gt;
setplayer[THISACTOR].reloading 1 &lt;br /&gt;
setplayer[THISACTOR].kickback_pic 4 } // start the reloading sequence.&lt;br /&gt;
endevent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The code that was under the APLAYER line made sure the player will automatically reload the pistol if his magazine&#039;s empty (and of course, he has the ammunition to do so), however he&#039;ll still shoot the projectile even if the magazine&#039;s empty, unless the firing key is disabled appropriately...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
onevent EVENT_PRESSEDFIRE //when the player presses the fire button...&lt;br /&gt;
ifvare PWEAPON 1 { // and he has the pistol armed...&lt;br /&gt;
ifvarl PISTOLMAGAZINE 1 { setvar RETURN -1 } } // if his magazine is at zero, disable the firing key&lt;br /&gt;
endevent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And lastly, we&#039;re going to want the player to know what his magazine count&#039;s at, so we&#039;ll put a small counter next to the ammo amount...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
onevent EVENT_DISPLAYREST&lt;br /&gt;
digitalnumberz 2930 280 175 PISTOLMAGAZINE 0 0 0 0 0 xdim ydim 50000 // display the magazine count at a slightly smaller size (50000) next to the ammo&lt;br /&gt;
endevent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>EmericaSkater</name></author>
	</entry>
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