Picture Types
From WinWolf3D/WDC
These values are used by SetPicture inside the GameInfo Block.
| Name | Description |
|---|---|
| pt_a | The letter A for intermission screens (all other letter pictures are derived from this). [1] |
| pt_apostrophe | The apostrophe for intermission screens. [1] |
| pt_blanknum | The picture that shows to the left of the status bar numbers. |
| pt_bjwins | BJ image for the 'you won' screen. |
| pt_bottominfopic | The bottom border of the help/end article screen. [4] |
| pt_breath1 | BJ breathing animation for intermission screens. |
| pt_breath2 | BJ breathing animation for intermission screens. |
| pt_colon | The colon for intermission screens. [1] |
| pt_compass | The compass as drawn on the status bar. When GameType is set to gt_catacomb3d, the engine assumes that the next 15 pictures in EGAGRAPH represent the other compass angles. When GameType is set to gt_catacombtrilogy, the engine assumes that there is only one picture. |
| pt_credits | The credits screen. |
| pt_deadface | The face displayed when the player dies. |
| pt_deathcam | The deathcam sprite. [3] |
| pt_egadeadface | This is the "skull face" used in Catacomb 3D to show the player's health. This is only drawn when pt_sidebar is defined. |
| pt_egaface | This is the "healthy face" used in Catacomb 3D to show the player's health. This is only drawn when pt_sidebar is defined. |
| pt_expoint | The exclamation point for intermission screens. [1] |
| pt_firstface | The start of the living faces. |
| pt_firstscroll | This is the first scroll in the EGAGRAPH. The engine assumes that the next seven pictures are the other seven scrolls. |
| pt_fullcharge | This is the "nuclear explosion" image used in Catacomb 3D to show the charge level of your magic missile. This is only draw when pt_sidebar is defined. |
| pt_hsback | The background picture for the highscore screen. |
| pt_hsheader | The screen header for the high score screen. |
| pt_hslevel | The 'level' header for the high score screen. |
| pt_hsname | The 'name' header for the high score screen. |
| pt_hsscore | The 'score' header for the high score screen. |
| pt_hswongame | Placed beside the level on the highscore screen when the player won the game. |
| pt_inum0 | The number 0 for intermission screens (all other number pictures are derived from this). [1] |
| pt_key1 | The picture that shows that the player possesses key #1. |
| pt_key2 | The picture that shows that the player possesses key #2. |
| pt_leftwindowpic | The left border of the help/end article screen. [4] |
| pt_nocharge | This is the backgroun behind the "nuclear explosion" image used in Catacomb 3D to show the charge level of your magic missile. This is only draw when pt_sidebar is defined. |
| pt_nokey | The blank space that shows that the player does not possess the key. |
| pt_num0 | The start of the status bar numbers. They start with number 0. |
| pt_paused | The picture that displays in the center of the screen when pause. |
| pt_percent | The percent sign for intermission screens. |
| pt_rightwindowpic | The right border of the help/end article screen. [4] |
| pt_scrollbottom | This is the bottom of the scroll. |
| pt_scrolltop | This is the top of the scroll. |
| pt_sidebar | The side bar (drawn to the right of the play area). [2] |
| pt_statusbar | The status bar picture. |
| pt_tile8 | The TILE8 chunk used for message boxes. [2] |
| pt_title | The title screen. |
| pt_topwindowpic | The top border of the help/end article screen. [4] |
Notes
- 1 These pictures are required unless the NoIntermission flag has been set.
- 2 These pictures are always required.
- 3 These picture refer to VSWAP chunk numbers instead of VGAGRAPH or EGAGRAPH chunks like the others.
- 4 These pictures are required it SetReadThis, MapDoneEndArt, or MapStartEndArt are used in the script.
