Originally Posted by
PenguinGuy
Anyone with an attention span the width of a piece of paper can learn ASM. All you need is will, time, and a brain.
@Nobody666, look at my old thread. I gave enough information about the structure of game-modes.
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ZRule::CreateRule, I don't remember much of it.
Custom game modes aren't that hard, it just takes a few to look at what is it being controlled with. Test.txt is pretty organized on where the functions are, that's why ZRule::CreateRule is so close to DeathMatch and TeamDeathMatch.
(Maiet can't organize shit, and they can't decide what type of notation they want to use.)
@OP, someone else would have to write a library/header with all the RealSpace2 functions + more. (Unless I misunderstood your question.)
If I did; you would have to take control of the ZScreenManager or ZScreenEffectManager (can't remember the name), and have it check which weapon you are currently using. (I remember there's a function for that, but I can't say how much use it could do.) If you are holding "Pnxw3r rocket3" and you shoot, display the "lightning" effect, etc. There's to many aspects you would have to look into.