forked from Mirrors/openclonk
Remove Rule_Restart from Parkour.ocf
parent
22bf8ad1f7
commit
25f77fd12c
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@ -45,10 +45,9 @@ protected func Initialize()
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// Rules: no power and restart with keeping inventory.
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// Rules: no power and restart with keeping inventory.
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CreateObject(Rule_NoPowerNeed);
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CreateObject(Rule_NoPowerNeed);
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var restart = FindObject(Find_ID(Rule_Restart));
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GetRelaunchRule()
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if (!restart)
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->EnablePlayerRestart()
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restart = CreateObject(Rule_Restart);
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->SetInventoryTransfer(true);
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restart->SetRemoveContents(false);
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// Initialize parts of the scenario.
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// Initialize parts of the scenario.
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var amount = BoundBy(SCENPAR_NrCheckPoints, 6, 20);
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var amount = BoundBy(SCENPAR_NrCheckPoints, 6, 20);
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@ -503,7 +503,6 @@ func InitializeObjects()
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var Torch018 = CreateObjectAbove(Torch, 1005, 1164);
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var Torch018 = CreateObjectAbove(Torch, 1005, 1164);
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Torch018->AttachToWall(true);
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Torch018->AttachToWall(true);
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var Rule_Restart001 = CreateObject(Rule_Restart);
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g_goal = CreateObject(Goal_Parkour);
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g_goal = CreateObject(Goal_Parkour);
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@ -2,6 +2,8 @@
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private func Initialize()
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private func Initialize()
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{
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{
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GetRelaunchRule()
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->EnablePlayerRestart();
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// Create dynamite below the first lava basin
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// Create dynamite below the first lava basin
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DrawMaterialQuad("Tunnel",1378,1327-5,1860,1327-5,1860,1330,1387,1330,1);
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DrawMaterialQuad("Tunnel",1378,1327-5,1860,1327-5,1860,1330,1387,1330,1);
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@ -62,7 +62,6 @@ protected func Initialize()
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// Create Disasters.
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// Create Disasters.
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//Earthquake->SetChance(2); - this is so random...not fair without relaunches
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//Earthquake->SetChance(2); - this is so random...not fair without relaunches
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ScheduleCall(nil, Global.RemoveAll, 3, nil, Find_ID(Rule_Restart));
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return;
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return;
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}
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}
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@ -42,7 +42,6 @@ protected func Initialize()
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};
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};
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CreateEffect(fx_volcano, 1, 40);
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CreateEffect(fx_volcano, 1, 40);
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ScheduleCall(nil, Global.RemoveAll, 3, nil, Find_ID(Rule_Restart));
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// Bottom is open, so put some stable lava here to prevent remaining lava from just flowing out of the map
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// Bottom is open, so put some stable lava here to prevent remaining lava from just flowing out of the map
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DrawMaterialQuad("StableLava",0,h0,w,h0,w,h,0,h);
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DrawMaterialQuad("StableLava",0,h0,w,h0,w,h,0,h);
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return;
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return;
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