Copy to Clipboard Test

Non Symmetrical Sword Fix Code

@InitD0("Original Tile"),
@InitDHelp0("The first of an 8x2 tile block. Both rows of tiles use the U,D,L,R,UL,UR,DL,DR ordering. The first 8 tiles face counter clockwise. The second face clockwise.")
itemdata script SwordGFX
{
	void run(int OriginalTile)
	{
		bool FlipSlash = this->Flags[7];
		int Offsets[] = {0, 0, 0, 20};
		if(FlipSlash)
			Offsets[DIR_RIGHT] = 0;
		// Wait for the sword to exist
		while(true)
		{
			lweapon l = LoadLWeaponOf(LW_SWORD);
			if(l->isValid())
				break;
			Waitframe();
		}
		// Run until the sword stops existing
		while(true)
		{
			lweapon l = LoadLWeaponOf(LW_SWORD);
			if(l->isValid())
			{
				int dir = AngleDir8(Angle(Link->X, Link->Y, l->X, l->Y));
				l->ScriptTile = OriginalTile+Offsets[l->Dir]+dir;
				l->ScriptFlip = 0;
			}
			else
				break;
			Waitframe();
		}
	}
}