Tweaked evaporation so it won't produce bumpy water surfaces

Charles Spurrill 2009-11-22 17:33:40 -08:00
parent 9f29f83588
commit 24490877a7
1 changed files with 9 additions and 9 deletions

View File

@ -91,11 +91,11 @@ protected func Evaporation() //Creates a search line every x-amount(currently fi
if(GetMaterial(0, iSearchY) != Material("Water") && GetMaterial(0, iSearchY) != Material("Acid") && GetMaterial(0, iSearchY) != Material("Sky")) return(iSearchY=0);
if(GetMaterial(0, iSearchY) == Material("Water"))
{
ExtractLiquid(0, iSearchY) &&
(iSize = ++iSize);
ExtractMaterialAmount(0, iSearchY,Material("Water"), 3) &&
(iSize = iSize+3);
}
if(ObjectCount(Find_ID(ACDR))>=1 && GetMaterial(0, iSearchY) == Material("Acid")) ExtractLiquid(0, iSearchY) &&
(iAcidity = ++iAcidity);
if(ObjectCount(Find_ID(ACDR))>=1 && GetMaterial(0, iSearchY) == Material("Acid")) ExtractMaterialAmount(0, iSearchY,Material("Acid"), 3) &&
(iAcidity = iAcidity+3);
if(GetMaterial(0, iSearchY) != Material("Water") && GetMaterial(0, iSearchY) != Material("Acid"))
iSearchY = iSearchY + iPrecision;
if(iSearchY >= LandscapeHeight()-GetY()) (iSearchY = 0);
@ -109,9 +109,9 @@ private func CloudShade()
var iShade3 = (iAcidity*255/100)/2;
if(iSize <= 600) SetObjAlpha(iShade);
if(iSize > 600) SetObjAlpha();
if(iSize > 600 && szMat=="Water") SetClrModulation(RGBa(255-iShade2,255-iShade2,255-iShade2));
if(iAcidity >= 1) SetClrModulation(RGBa(255-iShade3,255,255-iShade3, iShade));
if(iSize > 600) SetObjAlpha(255);
if(iSize > 600 && szMat=="Water") SetClrModulation(RGBa(255-iShade2,255-iShade2,255-iShade2, 255));
if(iAcidity >= 1) SetClrModulation(RGBa(255-iShade3,255,255-iShade3, 255-iShade));
}
public func RainDrop()
@ -146,8 +146,8 @@ private func WindDirection()
{
var iWind = GetWind();
if(iWind >= 7) SetXDir(355,1000);
if(iWind <= -7) SetXDir(-355,1000);
if(iWind >= 7) SetXDir(Random(355),1000);
if(iWind <= -7) SetXDir(Random(-355),1000);
if(iWind < 6 && iWind > -6) SetXDir();
}