In Beta 0.99's GAME.CON, this function is called in the unused ORGANTIC enemy's code, but commented out. Second frame of the Shrinker projectile (Tile 1646 SHRINKSPARK). Tile 1394 is documented below, but the label for the initial sprite still exists here the graphic is the last frame of the FIREVASE object. This set is more complete and starts at 1385. Repeat of the LameDuke plasma bolts at 604, 605.
#Duke nukem 3d pistol code
However opposing code in GAME.CON caused it to be deleted.Ī very thin dark olive color seven pixels tall. Its sister tile, 1175, is listed as MASKWALL7. No apparent effect despite being labelled. The numbers have existed since LameDuke, and are used as a decorative in several levels in that proto. A label would imply some sort of menu use, but neither the 0.99 Beta nor LameDuke use these in any sort of coded fashion. These numbers aren't actually used in the final Duke3D campaign. Is actually a green short metallic/stone horizontal texture to be used with steps or raised teleporters or the like. Since animated sprites are defined separately from Tile defines, it's unknown what function this would have. Is in reality the teleporter floor sprite which animates. It's unknown what function CAMERAPOLE could have had GENERICPOLE is used when possible in the final campaign. Is in reality the fourth frame of Tile 551 DOMELITE. Labelled, but it doesn't appear to have any noticeable function. No longer has an effect without modifications. Most likely replaced in favor of using alternate effects. The DOORTILE labels are also dubious at best and it's questionable to what function they would have been used for, since you don't need specifically-labelled textures in order to operate a door in the final game.Ī Space Shuttle texture, comes right after the fan textures. Most DOORTILEs correspond to actual door textures, but a few don't and are assumed to have been overwritten at some point. It certainly could be used as a door tile, but it doesn't seem like that is what this label was intended for in this circumstance. Certainly isn't a water tile now.Ī "dumpster" texture with yellow warning stripes. "EPISODE" is too ambiguous to guess what it would have meant, but probably something to do with menu graphics.Ī worn metal texture.
Of course, there's a lot of defines that are unused, so an attempt to document strange and unused functions/labels is below.Īccording to the source code, this tile would be used by a floor-over-floor effector (SE 40).Ī wall texture with a circuit breaker box.
Much of it is hard-coded to the executable, but some of it is soft-coded within the GAME.CON script file.