forked from Mirrors/openclonk
Raid: Fix multiplayer balloon deployment and remove balloons after intro.
The balloons serve no purpose here and the scenario should be kept as simple as possible.issue1247
parent
6569a47e37
commit
0966404db7
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@ -37,15 +37,16 @@ func Intro_1()
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func Intro_2()
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{
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// Wait until balloon has dropped
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var all_balloons = FindObjects(Find_ID(BalloonDeployed)), balloon;
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if (this.hero) this.balloon = this.hero->GetActionTarget();
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if (this.balloon)
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{
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if (this.balloon->GetX() > 330)
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this.balloon->ControlLeft();
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for (balloon in all_balloons) balloon->ControlLeft();
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else if (this.balloon->GetX() < 300)
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this.balloon->ControlRight();
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for (balloon in all_balloons) balloon->ControlRight();
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else if (this.hero->GetY() > 310)
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this.balloon->~ControlUp();
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for (balloon in all_balloons) balloon->~ControlUp();
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return ScheduleSame(10);
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}
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return ScheduleNext(20);
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@ -97,9 +98,9 @@ func Intro_8()
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return ScheduleNext(60);
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}
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func Intro_9()
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{
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RemoveAll(Find_ID(Balloon)); // they just confuse players
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return Stop();
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}
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