Fix variable_out_of_scope warnings in Arena

master
Nicolas Hake 2018-07-23 12:07:37 +02:00
parent 1bb728b047
commit 1ef6b7a7fc
4 changed files with 19 additions and 18 deletions

View File

@ -164,27 +164,28 @@ global func FxFillBaseChestStart(object target, effect, int temporary, bool supp
return 1;
effect.supply_type=supply;
var w_list;
if(effect.supply_type)
var w_list = [Firestone, Dynamite, IronBomb, Shovel, Loam, Ropeladder];
w_list = [Firestone, Dynamite, IronBomb, Shovel, Loam, Ropeladder];
else
var w_list = [Bow, Shield, Sword, Javelin, Blunderbuss, FrostboltScroll];
w_list = [Bow, Shield, Sword, Javelin, Blunderbuss, FrostboltScroll];
for(var i=0; i<5; i++)
target->CreateChestContents(w_list[i]);
return 1;
}
global func FxFillBaseChestTimer(object target, effect)
{
var maxcount = [];
var maxcount = [], w_list = [];
if(effect.supply_type)
{
var w_list = [Firestone, Dynamite, IronBomb, Shovel, Loam, Ropeladder];
var maxcount = [2,2,1,2,1];
w_list = [Firestone, Dynamite, IronBomb, Shovel, Loam, Ropeladder];
maxcount = [2,2,1,2,1];
}
else
{
var w_list = [Bow, Shield, Sword, Javelin, Blunderbuss, FrostboltScroll];
var maxcount = [1,2,1,1,1,2];
w_list = [Bow, Shield, Sword, Javelin, Blunderbuss, FrostboltScroll];
maxcount = [1,2,1,1,1,2];
}
var contents;

View File

@ -150,25 +150,27 @@ global func FxFillBaseChestStart(object target, effect, int temporary, bool supp
return 1;
effect.supply_type=supply;
var w_list;
if(effect.supply_type)
var w_list = [Firestone, Dynamite, Ropeladder, ShieldGem];
w_list = [Firestone, Dynamite, Ropeladder, ShieldGem];
else
var w_list = [Bow, Sword, Javelin, PyreGem];
w_list = [Bow, Sword, Javelin, PyreGem];
for(var i=0; i<4; i++)
target->CreateChestContents(w_list[i]);
return 1;
}
global func FxFillBaseChestTimer(object target, effect)
{
var w_list, maxcount;
if(effect.supply_type)
{
var w_list = [Firestone, Dynamite, Shovel, Loam, Ropeladder, SlowGem, ShieldGem];
var maxcount = [2,2,1,2,1,2,1];
w_list = [Firestone, Dynamite, Shovel, Loam, Ropeladder, SlowGem, ShieldGem];
maxcount = [2,2,1,2,1,2,1];
}
else
{
var w_list = [Sword, Javelin, Blunderbuss, ShieldGem, PyreGem];
var maxcount = [1,2,1,1,1];
w_list = [Sword, Javelin, Blunderbuss, ShieldGem, PyreGem];
maxcount = [1,2,1,1,1];
}
var contents;

View File

@ -97,6 +97,7 @@ func InitPlayerRound(int plr, object crew) // called by Goal_MultiRoundMelee
crew->SetAction("Ride", balloon);
balloon->SetSpeed(0,0);
crew->SetSpeed(0,0);
balloon->CreateEffect(IntNoGravity, 1, 1);
}
// initial material
if (SCENPAR_Weapons == 0)
@ -129,9 +130,6 @@ func InitPlayerRound(int plr, object crew) // called by Goal_MultiRoundMelee
}
crew.MaxEnergy = 100000;
crew->DoEnergy(1000);
if (SCENPAR_SpawnType == 1 && balloon)
balloon->CreateEffect(IntNoGravity, 1, 1);
}
func StartRound() // called by Goal_MultiRoundMelee

View File

@ -99,10 +99,10 @@ global func FxThunderStrikeTimer(pTarget, effect, iEffectTime)
{
if(iEffectTime%3)
{
for (var y = 0; !GBackSolid(x+move+5,y) && y < LandscapeHeight(); y += Random(4) + 3)
for (var y = 0; !GBackSolid(move+5,y) && y < LandscapeHeight(); y += Random(4) + 3)
{
var add=Random((iEffectTime*5))*((Random(2)*2) -1);
CreateParticle("Air", x+move+5+add, y, PV_Random(-2, 2), PV_Random(-10, -5), PV_Random(5, 20), effect.particles_air);
CreateParticle("Air", move+5+add, y, PV_Random(-2, 2), PV_Random(-10, -5), PV_Random(5, 20), effect.particles_air);
}
}
}