#include "editor.h" // Explanations by Lady Saavik const char *CEditor::Explain(int Tile, int Layer) { switch(Tile) { case TILE_AIR: return "EMPTY: Can be used as an eraser."; case TILE_SOLID: if(Layer == LAYER_GAME) return "HOOKABLE: It's possible to hook and collide with it."; break; case TILE_DEATH: if(Layer == LAYER_GAME) return "KILL: Kills the tee."; break; case TILE_NOHOOK: if(Layer == LAYER_GAME) return "UNHOOKABLE: It's not possible to hook it, but can collide with it."; break; case TILE_NOLASER: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "LASER BLOCKER: Doesn't let DRAGGIN & SPINNING LASER and PLASMA TURRET reach tees through it."; break; case TILE_THROUGH_CUT: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "HOOKTRHOUGH: Shortcut for new hookthrough."; case TILE_THROUGH_ALL: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "HOOKTRHOUGH: Combined with collision tile is new hookthrough, otherwise stops hooks, from all directions."; case TILE_THROUGH_DIR: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "HOOKTRHOUGH: Combined with a collision tile is new hookthrough, otherwise stops hook, from one direction."; case TILE_THROUGH: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "HOOKTHROUGH: Combined with (UN)HOOKABLE tiles, allows to hook through the walls."; break; case TILE_JUMP: if(Layer == LAYER_SWITCH) return "JUMP: Sets defined amount of jumps (default is 2)."; break; case TILE_FREEZE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "FREEZE: Freezes tees for 3 seconds."; if(Layer == LAYER_SWITCH) return "FREEZE: Freezes tees for defined amount of seconds."; break; case TILE_UNFREEZE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "UNFREEZE: Unfreezes tees immediately."; break; case TILE_TELEINEVIL: if(Layer == LAYER_TELE) return "RED TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hooks are reset."; break; case TILE_DFREEZE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "DEEP FREEZE: Permanent freeze. Only UNDEEP tile can cancel this effect."; break; case TILE_DUNFREEZE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "UNDEEP: Removes DEEP FREEZE effect."; break; case TILE_TELEINWEAPON: if(Layer == LAYER_TELE) return "WEAPON TELEPORT: Teleports bullets shot into it to TELEPORT TO, where it comes out. Direction, angle and length are kept."; break; case TILE_TELEINHOOK: if(Layer == LAYER_TELE) return "HOOK TELEPORT: Teleports hooks entering into it to TELEPORT TO, where it comes out. Direction, angle and length are kept."; break; case TILE_WALLJUMP: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "WALLJUMP: Placed next to a wall. Enables climbing up the wall."; break; case TILE_EHOOK_START: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "ENDLESS HOOK: Activates endless hook."; break; case TILE_EHOOK_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "ENDLESS HOOK OFF: Deactivates endless hook."; break; case TILE_HIT_START: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "HIT OTHERS: You can hit others."; if(Layer == LAYER_SWITCH) return "HIT OTHERS: You can activate hitting others for single weapons, using delay number to select which."; break; case TILE_HIT_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "HIT OTHERS: You can't hit others."; if(Layer == LAYER_SWITCH) return "HIT OTHERS: You can deactivate hitting others for single weapons, using delay number to select which."; break; case TILE_SOLO_START: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "SOLO: You are now in a solo part."; break; case TILE_SOLO_END: // also TILE_SWITCHTIMEDOPEN if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "SOLO: You are now out of the solo part."; if(Layer == LAYER_SWITCH) return "TIME SWITCH: Activates switch (e.g. closes door) with the same number for a set amount of seconds."; break; case TILE_SWITCHTIMEDCLOSE: if(Layer == LAYER_SWITCH) return "TIME SWITCH: Deactivates switch (e.g. opens door) with the same number for a set amount of seconds."; break; case TILE_SWITCHOPEN: if(Layer == LAYER_SWITCH) return "SWITCH: Activates switch (e.g. closes door) with the same number."; break; case TILE_SWITCHCLOSE: if(Layer == LAYER_SWITCH) return "SWITCH: Deactivates switch (e.g. opens door) with the same number."; break; case TILE_TELEIN: if(Layer == LAYER_TELE) return "BLUE TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hook are kept."; break; case TILE_TELEOUT: if(Layer == LAYER_TELE) return "TELEPORT TO: Destination tile for FROMs, WEAPON & HOOK TELEPORTs with the same numbers."; break; case TILE_BOOST: if(Layer == LAYER_SPEEDUP) return "SPEEDUP: Gives tee defined speed. Arrow shows direction and angle."; break; case TILE_TELECHECK: if(Layer == LAYER_TELE) return "CHECKPOINT TELEPORT: After having touched this tile, any CFRM will teleport you to CTO with the same number."; break; case TILE_TELECHECKOUT: if(Layer == LAYER_TELE) return "CHECKPOINT TELEPORT TO: Tees will appear here after touching TELEPORT CHECKPOINT with the same number and falling into CFROM TELEPORT."; break; case TILE_TELECHECKIN: if(Layer == LAYER_TELE) return "BLUE CHECKPOINT TELEPORT: Sends tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are kept."; break; case TILE_REFILL_JUMPS: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "REFILL JUMPS: Restores all jumps."; break; case TILE_BEGIN: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "START: Starts counting your race time."; break; case TILE_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "FINISH: End of race."; break; case TILE_STOP: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "STOPPER: You can hook and shoot through it. You can't go through it against the arrow."; break; case TILE_STOPS: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "STOPPER: You can hook and shoot through it. You can't go through it against the arrows."; break; case TILE_STOPA: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "STOPPER: You can hook and shoot through it. You can't go through it."; break; case TILE_TELECHECKINEVIL: if(Layer == LAYER_TELE) return "RED CHECKPOINT TELEPORT: Send tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are reset."; break; case TILE_CP: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "SPEEDER: Causes weapons, SHIELD, HEART and SPINNING LASER to move slowly."; break; case TILE_CP_F: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "SPEEDER: Causes weapons, SHIELD, HEART and SPINNING LASER to move quickly."; break; case TILE_TUNE1: if(Layer == LAYER_TUNE) return "TUNE ZONE: Area where defined tunes work."; break; case TILE_OLDLASER: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "GLOBAL OLD SHOTGUN: Shotgun drags others always towards the shooter, even after having bounced. Shooter can't hit themselves. Place only one tile somewhere on the map."; break; case TILE_NPC: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "GLOBAL COLLISION OFF: Nobody can collide with others. Place only one tile somewhere on the map."; break; case TILE_EHOOK: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "GLOBAL ENDLESS HOOK ON: Everyone has endless hook. Place only one tile somewhere on the map."; break; case TILE_NOHIT: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "GLOBAL HIT OTHERS OFF: Nobody can hit others. Place only one tile somewhere on the map."; break; case TILE_NPH: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "GLOBAL HOOK OTHERS OFF: Nobody can hook others. Place only one tile somewhere on the map."; break; case TILE_UNLOCK_TEAM: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "UNLOCK TEAM: Forces team to be unlocked so that team doesn't get killed when one dies."; break; case TILE_PENALTY: if(Layer == LAYER_SWITCH) return "PENALTY: Adds time to your current race time. Opposite of BONUS."; break; case TILE_NPC_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "COLLISION OFF: You can't collide with others."; break; case TILE_SUPER_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "SUPER JUMP OFF: You don't have unlimited air jumps."; break; case TILE_JETPACK_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "JETPACK OFF: You lose your jetpack gun."; break; case TILE_NPH_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "HOOK OTHERS OFF: You can't hook others."; break; case TILE_BONUS: if(Layer == LAYER_SWITCH) return "BONUS: Subtracts time from your current race time. Opposite of PENALTY."; break; case TILE_NPC_START: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "COLLISION: You can collide with others."; break; case TILE_SUPER_START: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "SUPER JUMP: You have unlimited air jumps."; break; case TILE_JETPACK_START: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "JETPACK: You have a jetpack gun."; break; case TILE_NPH_START: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "HOOK OTHERS: You can hook others."; break; case TILE_CREDITS_1: case TILE_CREDITS_2: case TILE_CREDITS_3: case TILE_CREDITS_4: case TILE_CREDITS_5: case TILE_CREDITS_6: case TILE_CREDITS_7: case TILE_CREDITS_8: return "CREDITS: Who designed the entities."; case TILE_ENTITIES_OFF_1: case TILE_ENTITIES_OFF_2: return "ENTITIES OFF SIGN: Informs people playing with entities about important marks, tips, information or text on the map."; // Entities case ENTITY_OFFSET + ENTITY_SPAWN: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "SPAWN: Here tees will appear after joining the game or dying somewhere on the map."; break; case ENTITY_OFFSET + ENTITY_SPAWN_RED: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "SPAWN: Red team members spawn here, same as normal spawn in DDRace."; break; case ENTITY_OFFSET + ENTITY_SPAWN_BLUE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "SPAWN: Blue team members spawn here, same as normal spawn in DDRace."; break; case ENTITY_OFFSET + ENTITY_FLAGSTAND_RED: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "FLAG: Not used in DDRace. Place where red team flag is."; break; case ENTITY_OFFSET + ENTITY_FLAGSTAND_BLUE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "FLAG: Not used in DDRace. Place where blue team flag is."; break; case ENTITY_OFFSET + ENTITY_ARMOR_1: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "SHIELD: Takes all weapons (except hammer and pistol) away."; break; case ENTITY_OFFSET + ENTITY_HEALTH_1: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "HEART: Works like a FREEZE tile. Freezes tees for 3 seconds by default."; break; case ENTITY_OFFSET + ENTITY_WEAPON_SHOTGUN: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "SHOTGUN: Drags the tees towards it. Bounces off the walls."; break; case ENTITY_OFFSET + ENTITY_WEAPON_GRENADE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "GRENADE LAUNCHER: Throws exploding bullets. Also known as rocket."; break; case ENTITY_OFFSET + ENTITY_POWERUP_NINJA: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "NINJA: Makes you invisible in the darkest nights."; break; case ENTITY_OFFSET + ENTITY_WEAPON_RIFLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "RIFLE: Unfreezes hit tee. Bounces off the walls. Also known as laser."; break; case ENTITY_OFFSET + ENTITY_LASER_FAST_CCW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Counter-Clockwise, fast."; break; case ENTITY_OFFSET + ENTITY_LASER_NORMAL_CCW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Counter-Clockwise, medium speed."; break; case ENTITY_OFFSET + ENTITY_LASER_SLOW_CCW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Counter-Clockwise, slow."; break; case ENTITY_OFFSET + ENTITY_LASER_STOP: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "NON-SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins."; break; case ENTITY_OFFSET + ENTITY_LASER_SLOW_CW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Clockwise, slow."; break; case ENTITY_OFFSET + ENTITY_LASER_NORMAL_CW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Clockwise, medium speed."; break; case ENTITY_OFFSET + ENTITY_LASER_FAST_CW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Clockwise, fast."; break; case ENTITY_OFFSET + ENTITY_LASER_SHORT: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 3 tiles long."; break; case ENTITY_OFFSET + ENTITY_LASER_MEDIUM: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 6 tiles long."; break; case ENTITY_OFFSET + ENTITY_LASER_LONG: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 9 tiles long."; break; case ENTITY_OFFSET + ENTITY_LASER_C_SLOW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, slow."; break; case ENTITY_OFFSET + ENTITY_LASER_C_NORMAL: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, medium speed."; break; case ENTITY_OFFSET + ENTITY_LASER_C_FAST: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, fast."; break; case ENTITY_OFFSET + ENTITY_LASER_O_SLOW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, slow."; break; case ENTITY_OFFSET + ENTITY_LASER_O_NORMAL: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, medium speed."; break; case ENTITY_OFFSET + ENTITY_LASER_O_FAST: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, fast."; break; case ENTITY_OFFSET + ENTITY_PLASMAE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "PLASMA TURRET: Shoots plasma bullets at the closest tee. They explode on an obstactle they hit (wall or tee)."; break; case ENTITY_OFFSET + ENTITY_PLASMAF: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "PLASMA TURRET: Shoots plasma bullets that work like FREEZE at the closest tee."; break; case ENTITY_OFFSET + ENTITY_PLASMA: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "PLASMA TURRET: Shoots plasma bullets that work like FREEZE at the closest tee. They also explode on an obstactly they hit (wall or tee)."; break; case ENTITY_OFFSET + ENTITY_PLASMAU: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "PLASMA TURRET: Shoots plasma bullets that work like UNFREEZE at the closest tee."; break; case ENTITY_OFFSET + ENTITY_CRAZY_SHOTGUN_EX: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "EXPLODING BULLET: Bounces off the walls with explosion. Touching the bullet works like FREEZE tile (freezes for 3 seconds by default)."; break; case ENTITY_OFFSET + ENTITY_CRAZY_SHOTGUN: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "EXPLODING BULLET: Bounces off the walls without explosion. Touching the bullet works like FREEZE tile (freezes for 3 seconds by default)."; break; case ENTITY_OFFSET + ENTITY_DRAGGER_WEAK: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can't reach tees through walls and LASER BLOCKER. Weak."; break; case ENTITY_OFFSET + ENTITY_DRAGGER_NORMAL: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can't reach tees through walls and LASER BLOCKER. Medium strength."; break; case ENTITY_OFFSET + ENTITY_DRAGGER_STRONG: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can't reach tees through walls and LASER BLOCKER. Strong."; break; case ENTITY_OFFSET + ENTITY_DRAGGER_WEAK_NW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can reach tees through walls but not through LASER BLOCKER. Weak."; break; case ENTITY_OFFSET + ENTITY_DRAGGER_NORMAL_NW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can reach tees through walls but not through LASER BLOCKER. Medium strength."; break; case ENTITY_OFFSET + ENTITY_DRAGGER_STRONG_NW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can reach tees through walls but not through LASER BLOCKER. Strong."; break; case ENTITY_OFFSET + ENTITY_DOOR: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) return "DOOR: Combined with LASER LENGTH creates doors. Doesn't allow to go through it (only with NINJA)."; break; case TILE_TELE_GUN_ENABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "TELEGUN: Turn gun on as telegun weapon."; break; case TILE_TELE_GUN_DISABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "TELEGUN OFF: Turn gun off as telegun weapon."; break; case TILE_ALLOW_TELE_GUN: if(Layer == LAYER_FRONT) return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement."; if(Layer == LAYER_SWITCH) return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement, for single weapons, using delay number to select which."; break; case TILE_ALLOW_BLUE_TELE_GUN: if(Layer == LAYER_FRONT) return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement."; if(Layer == LAYER_SWITCH) return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement, for single weapons, using delay number to select which."; break; case TILE_TELE_GRENADE_ENABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "TELEGRENADE: Turn grenade on as telegun weapon."; break; case TILE_TELE_GRENADE_DISABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "TELEGRENADE OFF: Turn grenade off as telegun weapon."; break; case TILE_TELE_LASER_ENABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "TELELASER: Turn laser on as telegun weapon."; break; case TILE_TELE_LASER_DISABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "TELELASER OFF: Turn laser off as telegun weapon."; break; } if(Tile >= TILE_CHECKPOINT_FIRST && Tile <= TILE_CHECKPOINT_LAST && (Layer == LAYER_GAME || Layer == LAYER_FRONT)) return "TIME CHECKPOINT: Compares your current race time with your record to show you whether you are running faster or slower."; return ""; }