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  This is useful if you want to link something, but aren't sure if
   you're already linked (I dunno what linking the same object twice
   might do).
    (if (has_object some_object) nil (link_object some_object))
 ;;------------------------------------------------------------------------
   Function:        has_weapon
   Usage:           (has_weapon weapon_type)
   Returns:         T or nil
   Checks to see whether or not the player already has the weapon
   [weapon_type].  If they don't, you can use (give_weapon) to give
   it to them.  If they do, you can use (add_ammo) to give them some
   more ammo, or take it away.  For example:
   (if (has_weapon type) (add_ammo type 10) (give_weapon type))
 ;;------------------------------------------------------------------------
   Function:        hurt_radius
   Usage:           (hurt_radius x y rad amount obj_ptr push)
   Returns:         dunno
   Damages everyone within [rad] pixels of position [x] [y] by
   [amount] damage, except for the object [obj_ptr].  If you want
   to damage everyone, set [obj_ptr] to nil.  I have no idea what
   the last parameter is for, but it ranges from 10 to 30 in the
   Abuse code.  You might write, (hurt_radius (x) (y) 19 30 (me) 15)
   to damage everyone around you, but not take damage yourself.
   The [push] parameter is how far to push the offending object.
 ;;------------------------------------------------------------------------
   Object Function: hp
   Usage:           (hp)
   Returns:         The value of the hp variable.
   (hp) returns how many hitpoints the current object has left.
   There's nothing special about how many (hp) a creature has, it
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