forked from Mirrors/openclonk
C4Script style guidelines are there for a reason
Some might take a look here http://wiki.openclonk.org/w/C4Script_Style_Guidelines
parent
3347f2ca5d
commit
281abde3bb
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@ -7,24 +7,27 @@
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protected func Initialize()
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{
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// Create parkour goal & checkpoints.
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var goal = CreateObject(Goal_Parkour, 0, 0, NO_OWNER);
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var mode = PARKOUR_CP_Respawn | PARKOUR_CP_Check | PARKOUR_CP_Ordered;
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goal->SetStartpoint(90, 820);
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goal->AddCheckpoint(660, 580, 28);
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goal->AddCheckpoint(500, 270, 28);
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goal->AddCheckpoint(1850, 90, 28);
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goal->AddCheckpoint(1650, 740, 28);
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goal->AddCheckpoint(2200, 870, 28);
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goal->AddCheckpoint(3300, 240, 28);
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goal->AddCheckpoint(3830, 710, 28);
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goal->AddCheckpoint(660, 580, mode);
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goal->AddCheckpoint(500, 270, mode);
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goal->AddCheckpoint(1850, 90, mode);
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goal->AddCheckpoint(1650, 740, mode);
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goal->AddCheckpoint(2200, 870, mode);
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goal->AddCheckpoint(3300, 240, mode);
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goal->AddCheckpoint(3830, 710, mode);
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goal->SetFinishpoint(3650, 180);
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SetSkyAdjust(RGB(255,128,0), RGB(0,0,0));
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// Red sky.
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SetSkyAdjust(RGB(255, 128, 0), RGB(0, 0, 0));
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}
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// Gamecall from parkour goal, on respawning.
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protected func PlrHasRespawned(int iPlr, object cp)
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protected func PlrHasRespawned(int plr, object cp)
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{
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var clonk = GetCrew(iPlr);
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var clonk = GetCrew(plr);
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clonk->CreateContents(Boompack);
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}
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@ -32,4 +35,4 @@ global func FxRespawnBoomTimer(object target, int num, int time)
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{
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target->CreateContents(Boompack);
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return -1;
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}
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}
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@ -1,7 +1,11 @@
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// Give the player a new boompack 2.5 seconds after launch.
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#appendto Boompack
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func Launch(int angle, object clonk)
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{
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if(clonk) clonk->AddEffect("RespawnBoom",clonk,1,90,nil,nil);
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if (clonk)
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clonk->AddEffect("RespawnBoom", clonk, 100, 90, nil, nil);
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return _inherited(angle, clonk);
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}
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}
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@ -1,8 +1,11 @@
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// The clonk can only hold one item and only collect boompacks.
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#appendto Clonk
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protected func RejectCollect(id objid, object obj)
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{
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if(objid != Boompack) return true;
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if (objid != Boompack)
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return true;
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return _inherited(objid, obj);
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}
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@ -1,39 +1,36 @@
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overlay mats
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{
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mask = 1;
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overlay {algo = rndchecker; turbulence = 100; mat = granite; a=3;b=4;};
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overlay {algo = rndchecker; turbulence = 100; mat = rock; a=4;b=3;};
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overlay {algo = rndchecker; turbulence = 100; mat = ore; a=6;b=3;};
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overlay {algo = rndchecker; turbulence = 100; mat = rock; a=5;b=3; tex=rock_cracked;};
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overlay {algo = rndchecker; turbulence = 100; mat = gold; a=4;b=7;};
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overlay {algo = rndchecker; turbulence = 100; mat = earth; a=3;b=6;};
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/*-- BristleRidge --*/
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overlay Mats {
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mask=1;
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overlay { algo=rndchecker; turbulence=100; mat=Granite; a=3; b=4; };
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overlay { algo=rndchecker; turbulence=100; mat=Rock; a=4; b=3; };
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overlay { algo=rndchecker; turbulence=100; mat=Ore; a=6; b=3; };
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overlay { algo=rndchecker; turbulence=100; mat=Rock; tex=rock_cracked; a=5; b=3; };
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overlay { algo=rndchecker; turbulence=100; mat=Gold; a=4; b=7; };
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overlay { algo=rndchecker; turbulence=100; mat=Earth; a=3; b=6; };
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};
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map o
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{
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overlay
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{
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algo = lines; a=26; b=46; mat = tunnel; turbulence = 100; zoomY=60; y=5; loosebounds=1; x=-10; wdt=120;
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overlay {mat = earth; algo = rndchecker; zoomX=40; a=2;b=1; turbulence = 100; mats{};};
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overlay {mat = earth; hgt=3;};
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overlay
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{
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algo = lines; rotate = 75; a=5; b=30; turbulence = 50; mat = earth; mats{};
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overlay {algo = rndchecker; a=2;b=2; mat = tunnel; turbulence = 100;};
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};
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};
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overlay
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{
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algo = sin; mask = 1; oy=80; zoomY=-100; zoomX=50;
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overlay
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{
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mat = earth; algo = border; invert = 1; a=2;b=2; turbulence = 100;
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mats{};
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overlay {algo = lines; mat = tunnel; a=13; b=55; turbulence = 20;};
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};
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};
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overlay {y=86;wdt=5; mat = earth; mats{};
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overlay{ mat=Brick; algo=border; a=1; };
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};
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overlay {y = 76;hgt=9;wdt=6; mat = tunnel;};
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map BristleRidge {
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overlay {
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algo=lines; a=26; b=46; mat=Tunnel; turbulence=100; zoomY=60; y=5; loosebounds=1; x=-10; wdt=120;
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overlay { mat=earth; algo=rndchecker; zoomX=40; a=2; b=1; turbulence=100; Mats{}; };
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overlay { mat=earth; hgt=3; };
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overlay {
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algo=lines; rotate=75; a=5; b=30; turbulence=50; mat=Earth; Mats{};
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overlay { algo=rndchecker; a=2; b=2; mat=tunnel; turbulence=100; };
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};
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};
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overlay {
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algo=sin; mask=1; oy=80; zoomY=-100; zoomX=50;
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overlay {
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mat=Earth; algo=border; invert=1; a=2; b=2; turbulence=100;
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Mats{};
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overlay { algo=lines; mat=Tunnel; a=13; b=55; turbulence=20; };
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};
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};
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overlay {
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y=86; wdt=5; mat=Earth; Mats{};
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overlay { mat=Brick; algo=border; a=1; };
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};
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overlay { y=76; hgt=9; wdt=6; mat=Tunnel; };
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};
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@ -5,37 +5,44 @@
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Parkour on a dynamic map.
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--*/
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func Initialize()
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protected func Initialize()
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{
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var pGoal = CreateObject(Goal_Parkour, 0, 0, NO_OWNER);
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var goal = CreateObject(Goal_Parkour, 0, 0, NO_OWNER);
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var x, y;
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y=LandscapeHeight()-400;
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x=10;
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pGoal->SetStartpoint(x, y);
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y = LandscapeHeight() - 400;
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x = 10;
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goal->SetStartpoint(x, y);
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var ix,iy;
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for(var i=0; i<5;i++)
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var mode = PARKOUR_CP_Check | PARKOUR_CP_Respawn | PARKOUR_CP_Ordered;
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for (var i = 0; i < 5; i++)
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{
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y-=LandscapeHeight()/10;
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x+=LandscapeWidth()/6;
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iy=y;ix=x;
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var l=0,u=20;
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while(GBackSolid(ix,iy) || GBackSky(ix,iy)) {++l;u+=3;iy=y-u+Random(2*u); ix=x-u+Random(2*u);if(l>100){break;};}
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var mode = PARKOUR_CP_Check | PARKOUR_CP_Respawn | PARKOUR_CP_Ordered;
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pGoal->AddCheckpoint(ix, iy, mode);
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CreateObject(Dynamite,ix,iy,NO_OWNER)->Explode(20);
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y -= LandscapeHeight()/10;
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x += LandscapeWidth()/6;
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iy = y; ix = x;
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var l = 0, u = 20;
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while (GBackSolid(ix, iy) || GBackSky(ix, iy))
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{
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++l; u += 3;
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iy = y - u + Random(2 * u);
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ix = x - u + Random(2 * u);
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if (l > 100)
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break;
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}
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goal->AddCheckpoint(ix, iy, mode);
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CreateObject(Dynamite, ix, iy, NO_OWNER)->Explode(20);
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}
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x=LandscapeWidth()-130;
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y=50;
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pGoal->SetFinishpoint(x, y);
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SetFoW(0);
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Sound("BirdsLoop.ogg",true,100,nil,+1);
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x = LandscapeWidth() - 130;
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y = 50;
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goal->SetFinishpoint(x, y);
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SetFoW(false);
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Sound("BirdsLoop.ogg", true, 100, nil, 1);
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CreateObject(Environment_Clouds);
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PlaceGrass(200);
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}
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protected func PlrHasRespawned(int iPlr, object cp)
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protected func PlrHasRespawned(int plr, object cp)
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{
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var clonk = GetCrew(iPlr);
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var clonk = GetCrew(plr);
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clonk->CreateContents(GrappleBow);
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clonk->CreateContents(JarOfWinds);
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clonk->CreateContents(Loam);
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@ -1,4 +0,0 @@
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RelaunchMsg0=%s versucht es nochmal.
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RelaunchMsg1=%s ist tot.
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RelaunchMsg2=Eine Runde Gelaechter fuer %s.
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RelaunchMsg3=Wir trauern um %s.
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@ -1,4 +0,0 @@
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RelaunchMsg0=%s tries it again.
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RelaunchMsg1=%s is dead.
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RelaunchMsg2=Haha, %s!
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RelaunchMsg3=We're mourning %s.
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@ -1,74 +1,63 @@
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map mount
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/*-- ShiverPeak --*/
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map ShiverPeak
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{
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overlay
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{
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algo = poly; mask = 1;
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point {x=18%;y=100%;};
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point {x=82%;y=100%;};
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point {x=74%;y=41%;};
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point {x=50%;y=0%;};
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point {x=26%;y=41%;};
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overlay
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{
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algo = border; mat = ice; invert = 1; a=7; b=7; turbulence = 100;
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overlay {algo = rndchecker; turbulence = 100; mat = earth; tex = earth_dry;};
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overlay { algo = rndchecker; a=5;b=5; zoomX=-30; zoomY=-30; turbulence = 100; mat = ore; };
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overlay { algo = rndchecker; a=2;b=2; zoomX=30; zoomY=30; turbulence = 100; mat = granite; };
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overlay { algo = rndchecker; a=19;b=19; zoomX=-30; zoomY=-30; turbulence = 100; mat = gold; };
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overlay
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{
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algo = rndchecker; turbulence = 190; a=2;b=2; invert = 1;
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mask = 1;
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overlay {algo = rndchecker; mat = rock; a=2; b=2; turbulence = 100;};
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overlay
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{
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algo = border; a=10; b=10; invert = 1; turbulence = 100; mask = 1;
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overlay { algo = rndchecker; a=3;b=3; zoomX=-50; zoomY=-50; turbulence = 100; mat = granite; };
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overlay { algo = rndchecker; a=6;b=6; zoomX=-20; zoomY=-20; turbulence = 100; mat = gold; }
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overlay { algo = rndchecker; a=8;b=8; zoomX=10; zoomY=10; turbulence = 100; mat = gold; };
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overlay { algo = rndchecker; a=4;b=4; zoomX=-40; zoomY=-40; turbulence = 100; mat = sulphur; }
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overlay { algo = rndchecker; a=4;b=4; zoomX=-40; zoomY=-40; turbulence = 100; mat = sulphur; };
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overlay { algo = rndchecker; a=3;b=3; zoomX=30; zoomY=30; turbulence = 100; mat = earth; tex = earth_rough;};
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overlay
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{
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algo = rndchecker; a=2;b=2; zoomX=50; zoomY=50; turbulence = 100; mat = tunnel;
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overlay {algo = border; b=1; mat = rock; turbulence = 2;};
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}
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overlay
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{
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algo = rndchecker; a=1;b=2; zoomX=50; zoomY=50; turbulence = 100; mat = tunnel;
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overlay {algo = border; b=1; mat = rock; turbulence = 2;};
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};
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};
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overlay {algo = border; invert = 1; turbulence = 80; a=4; b=4;}
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&
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overlay
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{
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algo = lines; a=22; b=24; rotate = 90; mask = 1;
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overlay
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{
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algo = border; invert = 1; a=2; b=2; turbulence = 20; mask = 1;
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overlay
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{
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algo = solid; mask = 1;
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overlay
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{
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algo = solid; wdt=45; hgt=90; mask = 1;
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overlay {algo = border; mat = tunnel; invert = 1; a=2; b=1; turbulence = 60;};
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};
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overlay
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{
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algo = solid; x=55; hgt=90; mask = 1;
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overlay {algo = border; mat = tunnel; invert = 1; a=2; b=1; turbulence = 60;};
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};
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};
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};
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};
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};
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overlay {x=37; wdt = 26; y=86; hgt = 12; mask = 1; overlay {algo = border; invert = 1; a=2;b=2; turbulence = 100; mat = tunnel;};};
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};
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};
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overlay {
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algo=poly; mask=1;
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point { x=18%; y=100%; };
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point { x=82%; y=100%; };
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point { x=74%; y=41%; };
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point { x=50%; y=0%; };
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point { x=26%; y=41%; };
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overlay {
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algo = border; mat = ice; invert = 1; a=7; b=7; turbulence = 100;
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overlay {algo = rndchecker; turbulence = 100; mat = earth; tex = earth_dry;};
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overlay { algo = rndchecker; a=5;b=5; zoomX=-30; zoomY=-30; turbulence = 100; mat = ore; };
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overlay { algo = rndchecker; a=2;b=2; zoomX=30; zoomY=30; turbulence = 100; mat = granite; };
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overlay { algo = rndchecker; a=19;b=19; zoomX=-30; zoomY=-30; turbulence = 100; mat = gold; };
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overlay {
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algo = rndchecker; turbulence = 190; a=2;b=2; invert = 1; mask = 1;
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overlay {algo = rndchecker; mat = rock; a=2; b=2; turbulence = 100;};
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overlay {
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algo = border; a=10; b=10; invert = 1; turbulence = 100; mask = 1;
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overlay { algo = rndchecker; a=3;b=3; zoomX=-50; zoomY=-50; turbulence = 100; mat = granite; };
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overlay { algo = rndchecker; a=6;b=6; zoomX=-20; zoomY=-20; turbulence = 100; mat = gold; }
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| overlay { algo = rndchecker; a=8;b=8; zoomX=10; zoomY=10; turbulence = 100; mat = gold; };
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overlay { algo = rndchecker; a=4;b=4; zoomX=-40; zoomY=-40; turbulence = 100; mat = sulphur; }
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| overlay { algo = rndchecker; a=4;b=4; zoomX=-40; zoomY=-40; turbulence = 100; mat = sulphur; };
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overlay { algo = rndchecker; a=3;b=3; zoomX=30; zoomY=30; turbulence = 100; mat = earth; tex = earth_rough;};
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overlay {
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algo = rndchecker; a=2;b=2; zoomX=50; zoomY=50; turbulence = 100; mat = tunnel;
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overlay {algo = border; b=1; mat = rock; turbulence = 2;};
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}
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| overlay {
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algo = rndchecker; a=1;b=2; zoomX=50; zoomY=50; turbulence = 100; mat = tunnel;
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overlay {algo = border; b=1; mat = rock; turbulence = 2;};
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};
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};
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overlay {algo = border; invert = 1; turbulence = 80; a=4; b=4;}
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& overlay {
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algo = lines; a=22; b=24; rotate = 90; mask = 1;
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overlay {
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algo = border; invert = 1; a=2; b=2; turbulence = 20; mask = 1;
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overlay {
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algo = solid; mask = 1;
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overlay {
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algo = solid; wdt=45; hgt=90; mask = 1;
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overlay {algo = border; mat = tunnel; invert = 1; a=2; b=1; turbulence = 60;};
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};
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overlay {
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algo = solid; x=55; hgt=90; mask = 1;
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overlay {algo = border; mat = tunnel; invert = 1; a=2; b=1; turbulence = 60;};
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};
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};
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};
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};
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};
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overlay {
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x=37; wdt = 26; y=86; hgt = 12; mask = 1;
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overlay {algo = border; invert = 1; a=2;b=2; turbulence = 100; mat = tunnel;};
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};
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};
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};
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};
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@ -7,72 +7,80 @@
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func Initialize()
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{
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var pGoal = CreateObject(Goal_Parkour, 0, 0, NO_OWNER);
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var goal = CreateObject(Goal_Parkour, 0, 0, NO_OWNER);
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var x, y;
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y=LandscapeHeight()-120;
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x=LandscapeWidth()/2;
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pGoal->SetStartpoint(x, y);
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var ix,iy;
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y=LandscapeHeight()/7*6;
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for(var i=1; i<7;i++)
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y = LandscapeHeight() - 120;
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x = LandscapeWidth() / 2;
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goal->SetStartpoint(x, y);
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var ix, iy;
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y = 6 * LandscapeHeight() / 7;
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var mode = PARKOUR_CP_Check | PARKOUR_CP_Respawn | PARKOUR_CP_Ordered;
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for (var i = 1; i < 7; i++)
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{
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iy=y-50+Random(100); ix=x-125+Random(250);
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var l=0,u=125;
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while(GBackSolid(ix,iy)) {++l;u+=5;iy=y-50+Random(100); ix=x-u+Random(2*u);if(l>50){break;};}
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var mode = PARKOUR_CP_Check | PARKOUR_CP_Respawn;
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pGoal->AddCheckpoint(ix, iy, mode);
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y-=LandscapeHeight()/7;
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iy = y - 50 + Random(100);
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ix = x - 125 + Random(250);
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var l = 0, u = 125;
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while (GBackSolid(ix, iy))
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{
|
||||
++l; u += 5;
|
||||
iy = y - 50 + Random(100);
|
||||
ix = x - u + Random(2 * u);
|
||||
if (l > 50)
|
||||
break;
|
||||
}
|
||||
goal->AddCheckpoint(ix, iy, mode);
|
||||
y -= LandscapeHeight() / 7;
|
||||
}
|
||||
x=LandscapeWidth()/2;;
|
||||
y=35;
|
||||
pGoal->SetFinishpoint(x, y);
|
||||
x = LandscapeWidth() / 2;
|
||||
y = 35;
|
||||
goal->SetFinishpoint(x, y);
|
||||
|
||||
//Environmental Effects
|
||||
var time = CreateObject(Environment_Time);
|
||||
time->SetCycleSpeed();
|
||||
time->SetCycleSpeed(0);
|
||||
time->SetTime(900);
|
||||
|
||||
//Clouds
|
||||
for(var i; i < 30; i++)
|
||||
CreateObject(CloudEffect,Random(LandscapeWidth()),Random(LandscapeHeight()))->Show(nil,nil,5000,true);
|
||||
for (var i = 0; i < 30; i++)
|
||||
CreateObject(CloudEffect, Random(LandscapeWidth()), Random(LandscapeHeight()))->Show(nil, nil, 5000, true);
|
||||
//Snow
|
||||
AddEffect("Snowfall",0,1,2);
|
||||
AddEffect("Snowfall", 0, 1, 2);
|
||||
|
||||
MapBottomFix();
|
||||
|
||||
//Place powderkegs and dynamite boxes
|
||||
var i = 0;
|
||||
while(i < 25)
|
||||
for (var i = 0; i < 25; i++)
|
||||
{
|
||||
var pos = FindPosInMat("Tunnel",0,0,LandscapeWidth(),LandscapeHeight());
|
||||
if(Random(2)) CreateObject(PowderKeg,pos[0],pos[1],NO_OWNER);
|
||||
else CreateObject(DynamiteBox,pos[0],pos[1],NO_OWNER);
|
||||
i++;
|
||||
var pos = FindPosInMat("Tunnel", 0, 0, LandscapeWidth(), LandscapeHeight());
|
||||
if (!pos)
|
||||
continue;
|
||||
if (Random(2))
|
||||
CreateObject(PowderKeg, pos[0], pos[1], NO_OWNER);
|
||||
else
|
||||
CreateObject(DynamiteBox, pos[0], pos[1], NO_OWNER);
|
||||
}
|
||||
}
|
||||
|
||||
protected func PlrHasRespawned(int iPlr, object cp)
|
||||
protected func PlrHasRespawned(int plr, object cp)
|
||||
{
|
||||
var clonk = GetCrew(iPlr);
|
||||
var clonk = GetCrew(plr);
|
||||
clonk->CreateContents(Shovel);
|
||||
if (!Random(2))
|
||||
clonk->CreateContents(Loam);
|
||||
else
|
||||
clonk->CreateContents(Dynamite);
|
||||
clonk->CreateContents(Loam);
|
||||
clonk->CreateContents(Dynamite);
|
||||
return;
|
||||
}
|
||||
|
||||
global func FxSnowfallTimer(object target, int num, int timer)
|
||||
{
|
||||
CastPXS("Snow",5,1,RandomX(0,LandscapeWidth()),1);
|
||||
CastPXS("Snow", 5, 1, RandomX(0, LandscapeWidth()), 1);
|
||||
}
|
||||
|
||||
global func MapBottomFix()
|
||||
{
|
||||
for(var i=1; i < LandscapeWidth(); i++)
|
||||
for (var i = 1; i < LandscapeWidth(); i++)
|
||||
{
|
||||
var sway = Sin(i,10);
|
||||
if(GetMaterial(i,LandscapeHeight()-1) == Material("Tunnel"))
|
||||
DrawMaterialQuad("Granite",i-1,LandscapeHeight() - 13 + sway,i+1,LandscapeHeight() - 13 + sway,i+1,LandscapeHeight(),i-1,LandscapeHeight());
|
||||
var sway = Sin(i, 10);
|
||||
if (GetMaterial(i, LandscapeHeight() - 1) == Material("Tunnel"))
|
||||
DrawMaterialQuad("Granite", i - 1, LandscapeHeight() - 13 + sway, i + 1, LandscapeHeight() - 13 + sway, i + 1, LandscapeHeight(), i - 1, LandscapeHeight());
|
||||
}
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
RelaunchMsg0=%s versucht es nochmal.
|
||||
RelaunchMsg1=%s ist tot.
|
||||
RelaunchMsg2=Eine Runde Gelaechter fuer %s.
|
||||
RelaunchMsg3=Wir trauern um %s.
|
|
@ -1,4 +0,0 @@
|
|||
RelaunchMsg0=%s tries it again.
|
||||
RelaunchMsg1=%s is dead.
|
||||
RelaunchMsg2=Haha, %s!
|
||||
RelaunchMsg3=We're mourning %s.
|
Loading…
Reference in New Issue