forked from Mirrors/openclonk
change airplane id (Plane -> Airplane)
This is for a better distinguising between the Plane property and the airplaneshapetextures
parent
d63015065c
commit
338f3bca9d
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@ -1,5 +1,5 @@
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[DefCore]
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id=Goal_Plane
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id=Goal_Airplane
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Version=6,0
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Category=C4D_StaticBack|C4D_Goal
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Picture=0,0,128,128
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@ -1,5 +1,5 @@
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/*--
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Plane goal
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Airplane goal
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Author: Maikel
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The plane has to be retrieved and transported back to the pilot.
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@ -24,10 +24,10 @@ public func IsFulfilled()
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var cabin = FindObject(Find_ID(WoodenCabin));
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if (!cabin)
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return false;
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var plane = FindObject(Find_ID(Plane));
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var plane = FindObject(Find_ID(Airplane));
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if (!plane)
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return false;
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// Plane has to be brought to the wooden cabin.
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// Airplane has to be brought to the wooden cabin.
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if (ObjectDistance(plane, cabin) < 200)
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{
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is_outro_stated = true;
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@ -59,7 +59,7 @@ public func Activate(int byplr)
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public func GetShortDescription(int plr)
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{
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return "{{Plane}}"; // TODO
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return "{{Airplane}}"; // TODO
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}
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public func SetFulfilled()
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@ -23,7 +23,7 @@ func DoInit(int first_player)
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if (windmill) windmill->SetOwner(first_player);
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// Goal
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CreateObject(Goal_Plane);
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CreateObject(Goal_Airplane);
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// Rules
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CreateObject(Rule_TeamAccount, 50, 50);
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@ -4,7 +4,7 @@
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func Intro_Init()
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{
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this.plane = CreateObjectAbove(Plane, 0, 400);
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this.plane = CreateObjectAbove(Airplane, 0, 400);
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this.plane->SetColor(0xa04000);
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this.pilot = npc_pyrit = CreateObjectAbove(Clonk, 100, 100, NO_OWNER);
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this.pilot->MakeInvincible();
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@ -254,7 +254,7 @@ func Intro_Stop()
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SetPlayerZoomByViewRange(NO_OWNER, 400,300, PLRZOOM_Set);
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// Turn and relocate the airplane to make starting it easier.
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var plane = FindObject(Find_ID(Plane));
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var plane = FindObject(Find_ID(Airplane));
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if (plane)
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{
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plane->FaceLeft();
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@ -6,7 +6,7 @@ static npc_pyrit, g_cannon, g_cannoneer;
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func Intro_Init()
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{
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this.plane = CreateObjectAbove(Plane, 0, 800);
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this.plane = CreateObjectAbove(Airplane, 0, 800);
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this.plane->SetColor(0xa04000);
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this.plane.health = 9999999;
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this.plane.intro_seq = this;
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@ -179,7 +179,7 @@ func Intro_PlaneHit()
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npc_pyrit->Exit(0,-5, 0, -1, -2);
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npc_pyrit->SetAction("Tumble");
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this.Hit = this.intro_seq.plane_Hit;
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this.MeshTransformation=Trans_Mul(Trans_Rotate(10,0,2,1), Plane.MeshTransformation);
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this.MeshTransformation=Trans_Mul(Trans_Rotate(10,0,2,1), Airplane.MeshTransformation);
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this.intro_seq->ScheduleNext(50);
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SetObjectLayer(this); // plane is broken
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return true;
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@ -12,7 +12,7 @@ func Intro_Start()
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this.intro_skyscroll_xdir = -10;
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SetSkyParallax(0, 20, 20, this.intro_skyscroll_xdir, 0);
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this.plane = CreateObjectAbove(Plane, 500, 200);
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this.plane = CreateObjectAbove(Airplane, 500, 200);
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this.plane->SetColor(0xa04000);
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this.pilot = CreateObjectAbove(Clonk, 100, 100, NO_OWNER);
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this.pilot->MakeInvincible();
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@ -42,7 +42,7 @@ func Intro_Start()
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func Intro_PlaneTimer(...)
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{
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// Plane flight overload: Just move sky and have plane do turbulent movement during initial part of intro
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var rv = Call(Plane.FxIntPlaneTimer, ...);
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var rv = Call(Airplane.FxIntPlaneTimer, ...);
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if (g_intro_sky_moving)
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{
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if (!Random(4)) this.rdir = BoundBy((80+Random(21)-GetR())/5,-1,1);
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@ -34,7 +34,7 @@ func Outro_4()
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{
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this.communicator->StopCommunication();
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MessageBoxAll("$Outro3$", this.hero, true); // i wonder if anyone has heard us
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this.plane = CreateObjectAbove(Plane, 100, main_island_y-100);
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this.plane = CreateObjectAbove(Airplane, 100, main_island_y-100);
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this.plane->SetContactDensity(85); // only collision with brick for proper landing
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this.pilot = CreateObjectAbove(Clonk, 100, 100);
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this.pilot->MakeInvincible();
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@ -42,7 +42,7 @@ func DoInit(int first_player)
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tree.ChopDown = Scenario.Tree_Chopdown;
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//tree->ChopDown();
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}
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//g_attack_done = true; GetCrew()->SetPosition(npc_pyrit->GetX(), npc_pyrit->GetY()); GetCrew()->CreateObjectAbove(Plane); GetCrew()->CreateObjectAbove(MetalBarrel);
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//g_attack_done = true; GetCrew()->SetPosition(npc_pyrit->GetX(), npc_pyrit->GetY()); GetCrew()->CreateObjectAbove(Airplane); GetCrew()->CreateObjectAbove(MetalBarrel);
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//GetCrew()->CreateContents(Shovel);
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return true;
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}
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@ -66,7 +66,7 @@ func InitializePlayer(int plr)
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// Ensure flag has owner
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if (g_flagpole && g_flagpole->GetOwner()<0) g_flagpole->SetOwner(plr);
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// Late join stuff
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if (g_pyrit_spoken) SetPlrKnowledge(plr, Plane);
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if (g_pyrit_spoken) SetPlrKnowledge(plr, Airplane);
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// Join intro listening or regular scenario
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SetPlayerViewLock(plr, true);
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JoinPlayer(plr);
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@ -102,7 +102,7 @@ func Dlg_Pyrit_15(object clonk)
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SetBroadcast(false);
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StopDialogue();
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SetDialogueProgress(16);
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SetPlrKnowledge(NO_OWNER, Plane);
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SetPlrKnowledge(NO_OWNER, Airplane);
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// many NPCs get new texts now
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Dialogue->FindByTarget(npc_newton)->SetDialogueProgress(200, nil, true);
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Dialogue->FindByTarget(npc_mave)->SetDialogueProgress(100, nil, true);
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@ -115,7 +115,7 @@ func Dlg_Pyrit_15(object clonk)
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func CheckOilAtPlane()
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{
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var barrel;
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for (var plane in FindObjects(Find_ID(Plane)))
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for (var plane in FindObjects(Find_ID(Airplane)))
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if (barrel = plane->FindObject(plane->Find_AtRect(-30,-10,60,20), Find_ID(MetalBarrel)))
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{
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RemoveTimer(Scenario.CheckOilAtPlane);
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@ -15,7 +15,7 @@ func Exit(...)
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// dropping at plane? then put into plane
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if (Contained() && Contained()->GetAlive())
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{
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var plane = FindObject(Find_ID(Plane), Find_AtPoint());
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var plane = FindObject(Find_ID(Airplane), Find_AtPoint());
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if (plane)
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{
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ScheduleCall(nil, Global.GameCall, 1,1, "OnPlaneLoaded", plane, this);
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@ -1,4 +1,4 @@
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#appendto Plane
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#appendto Airplane
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func Initialize(...)
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{
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@ -21,7 +21,7 @@ func Attack_1()
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this.planes = CreateArray(n_planes);
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for (var i=0; i<n_planes; ++i)
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{
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var plane = CreateObjectAbove(Plane, plane_x[i], plane_y[i]);
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var plane = CreateObjectAbove(Airplane, plane_x[i], plane_y[i]);
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var pilot = CreateObjectAbove(Clonk, plane_x[i], plane_y[i]);
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pilot->SetSkin(2);
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pilot->Enter(plane);
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@ -130,15 +130,15 @@ func InitializeObjects()
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Chest006->SetClrModulation(0xd0ffffff);
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var Chest007 = CreateObjectAbove(Chest, 212, 406);
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CreateObjectAbove(Plane_Construction, 272, 415);
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CreateObjectAbove(Airplane_Construction, 272, 415);
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var Plane_Wings001 = CreateObject(Plane_Wings, 600, 118);
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var Plane_Wings001 = CreateObject(Airplane_Wings, 600, 118);
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Plane_Wings001->SetR(117);
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var Plane_Skids001 = CreateObject(Plane_Skids, 457, 887);
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var Plane_Skids001 = CreateObject(Airplane_Skids, 457, 887);
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Plane_Skids001->SetR(13);
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var Plane_Chassis001 = CreateObject(Plane_Chassis, 908, 960);
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var Plane_Chassis001 = CreateObject(Airplane_Chassis, 908, 960);
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Plane_Chassis001->SetR(-18);
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Chest004->CreateContents(Rock, 4);
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@ -177,7 +177,7 @@ func InitializeObjects()
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Chest003->CreateContents(GoldBar, 3);
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Chest006->CreateContents(GoldBar);
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var Plane_Propeller001 = CreateObject(Plane_Propeller, 1031, 329);
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var Plane_Propeller001 = CreateObject(Airplane_Propeller, 1031, 329);
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Plane_Propeller001->SetR(20);
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Chest002->CreateContents(Firestone, 3);
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@ -1,5 +1,5 @@
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[DefCore]
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id=Plane_Chassis
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id=Airplane_Chassis
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Version=6,0
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Category=C4D_Vehicle
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Width=60
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@ -1,5 +1,5 @@
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[DefCore]
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id=Plane_Construction
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id=Airplane_Construction
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Version=6,0
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Category=C4D_Structure
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Width=60
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@ -11,6 +11,6 @@ VertexY=14,14
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VertexFriction=100,100
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Value=200
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Mass=4000
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Components=Plane_Propeller=1;Plane_Chassis=1;Plane_Skids=1;Plane_Engine=1;Plane_Wings=1;
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Components=Airplane_Propeller=1;Airplane_Chassis=1;Airplane_Skids=1;Airplane_Engine=1;Airplane_Wings=1;
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Construction=0
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Rotate=0
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@ -1,5 +1,5 @@
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[DefCore]
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id=Plane_Engine
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id=Airplane_Engine
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Version=6,0
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Category=C4D_Object
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Width=13
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@ -1,5 +1,5 @@
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[DefCore]
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id=Plane_Propeller
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id=Airplane_Propeller
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Version=6,0
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Category=C4D_Object
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Width=9
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@ -15,7 +15,7 @@ public func Initialize()
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func SetProgress(int new_progress)
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{
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var parts = [Plane_Skids, Plane_Chassis, Plane_Wings, Plane_Engine, Plane_Propeller, nil];
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var parts = [Airplane_Skids, Airplane_Chassis, Airplane_Wings, Airplane_Engine, Airplane_Propeller, nil];
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progress = new_progress;
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if (!progress)
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{
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@ -1,5 +1,5 @@
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[DefCore]
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id=Plane_Skids
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id=Airplane_Skids
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Version=6,0
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Category=C4D_Vehicle
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Width=38
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@ -1,5 +1,5 @@
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[DefCore]
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id=Plane_Wings
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id=Airplane_Wings
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Version=6,0
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Category=C4D_Vehicle
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Width=10
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@ -16,7 +16,7 @@ private func Initialize()
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public func IsFulfilled()
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{
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return ObjectCount(Find_ID(Plane));
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return ObjectCount(Find_ID(Airplane));
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}
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public func GetDescription(int plr)
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@ -48,15 +48,15 @@ public func Activate(int byplr)
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public func GetShortDescription(int plr)
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{
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var next_part = Plane_Skids;
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var next_part = Airplane_Skids;
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if (progress == 1)
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next_part = Plane_Chassis;
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next_part = Airplane_Chassis;
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if (progress == 2)
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next_part = Plane_Wings;
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next_part = Airplane_Wings;
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if (progress == 3)
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next_part = Plane_Engine;
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next_part = Airplane_Engine;
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if (progress == 4)
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next_part = Plane_Propeller;
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next_part = Airplane_Propeller;
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return Format("{{%i}}", next_part);
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}
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@ -13,28 +13,28 @@ ValueOverloads=Nugget=10;GoldBar=50;
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[Player1]
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Wealth=50,0,0,250
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Crew=Clonk=2
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Knowledge=Plane_Engine=1;Scaffold=1;Foundry=1;ToolsWorkshop=1;ChemicalLab=1;WindGenerator=1;Flagpole=1;Sawmill=1;Elevator=1;Basement=1;Lorry=1;Pickaxe=1;Axe=1;Hammer=1;Shovel=1;ToolsWorkshop_SplitFirestone=1;Barrel=1;Dynamite=1;DynamiteBox=1;Pump=1;Chest=1
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Knowledge=Airplane_Engine=1;Scaffold=1;Foundry=1;ToolsWorkshop=1;ChemicalLab=1;WindGenerator=1;Flagpole=1;Sawmill=1;Elevator=1;Basement=1;Lorry=1;Pickaxe=1;Axe=1;Hammer=1;Shovel=1;ToolsWorkshop_SplitFirestone=1;Barrel=1;Dynamite=1;DynamiteBox=1;Pump=1;Chest=1
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BaseMaterial=Loam=99;Wood=5;Metal=3;Shovel=2;Axe=2;Hammer=2;Clonk=5;Bread=5;Firestone=5
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BaseProduction=Loam=10;Wood=5;Metal=3;Shovel=2;Axe=2;Hammer=2;Clonk=5;Bread=5;Firestone=5
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[Player2]
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Wealth=50,0,0,250
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Crew=Clonk=2
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Knowledge=Plane_Engine=1;Scaffold=1;Foundry=1;ToolsWorkshop=1;ChemicalLab=1;WindGenerator=1;Flagpole=1;Sawmill=1;Elevator=1;Basement=1;Lorry=1;Pickaxe=1;Axe=1;Hammer=1;Shovel=1;ToolsWorkshop_SplitFirestone=1;Barrel=1;Dynamite=1;DynamiteBox=1;Pump=1;Chest=1
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Knowledge=Airplane_Engine=1;Scaffold=1;Foundry=1;ToolsWorkshop=1;ChemicalLab=1;WindGenerator=1;Flagpole=1;Sawmill=1;Elevator=1;Basement=1;Lorry=1;Pickaxe=1;Axe=1;Hammer=1;Shovel=1;ToolsWorkshop_SplitFirestone=1;Barrel=1;Dynamite=1;DynamiteBox=1;Pump=1;Chest=1
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BaseMaterial=Loam=99;Wood=5;Metal=3;Shovel=2;Axe=2;Hammer=2;Clonk=5;Bread=5;Firestone=5
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BaseProduction=Loam=10;Wood=5;Metal=3;Shovel=2;Axe=2;Hammer=2;Clonk=5;Bread=5;Firestone=5
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[Player3]
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Wealth=50,0,0,250
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Crew=Clonk=2
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Knowledge=Plane_Engine=1;Scaffold=1;Foundry=1;ToolsWorkshop=1;ChemicalLab=1;WindGenerator=1;Flagpole=1;Sawmill=1;Elevator=1;Basement=1;Lorry=1;Pickaxe=1;Axe=1;Hammer=1;Shovel=1;ToolsWorkshop_SplitFirestone=1;Barrel=1;Dynamite=1;DynamiteBox=1;Pump=1;Chest=1
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Knowledge=Airplane_Engine=1;Scaffold=1;Foundry=1;ToolsWorkshop=1;ChemicalLab=1;WindGenerator=1;Flagpole=1;Sawmill=1;Elevator=1;Basement=1;Lorry=1;Pickaxe=1;Axe=1;Hammer=1;Shovel=1;ToolsWorkshop_SplitFirestone=1;Barrel=1;Dynamite=1;DynamiteBox=1;Pump=1;Chest=1
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BaseMaterial=Loam=99;Wood=5;Metal=3;Shovel=2;Axe=2;Hammer=2;Clonk=5;Bread=5;Firestone=5
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BaseProduction=Loam=10;Wood=5;Metal=3;Shovel=2;Axe=2;Hammer=2;Clonk=5;Bread=5;Firestone=5
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[Player4]
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Wealth=50,0,0,250
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Crew=Clonk=2
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Knowledge=Plane_Engine=1;Scaffold=1;Foundry=1;ToolsWorkshop=1;ChemicalLab=1;WindGenerator=1;Flagpole=1;Sawmill=1;Elevator=1;Basement=1;Lorry=1;Pickaxe=1;Axe=1;Hammer=1;Shovel=1;ToolsWorkshop_SplitFirestone=1;Barrel=1;Dynamite=1;DynamiteBox=1;Pump=1;Chest=1
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Knowledge=Airplane_Engine=1;Scaffold=1;Foundry=1;ToolsWorkshop=1;ChemicalLab=1;WindGenerator=1;Flagpole=1;Sawmill=1;Elevator=1;Basement=1;Lorry=1;Pickaxe=1;Axe=1;Hammer=1;Shovel=1;ToolsWorkshop_SplitFirestone=1;Barrel=1;Dynamite=1;DynamiteBox=1;Pump=1;Chest=1
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BaseMaterial=Loam=99;Wood=5;Metal=3;Shovel=2;Axe=2;Hammer=2;Clonk=5;Bread=5;Firestone=5
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BaseProduction=Loam=10;Wood=5;Metal=3;Shovel=2;Axe=2;Hammer=2;Clonk=5;Bread=5;Firestone=5
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@ -60,7 +60,7 @@ func InitializePlayer(int plr)
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func OnPlaneFinished(object plane)
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{
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// todo: outro
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plane->CreateObjectAbove(Plane, 0,0, NO_OWNER);
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plane->CreateObjectAbove(Airplane, 0,0, NO_OWNER);
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plane->RemoveObject();
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}
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@ -84,13 +84,13 @@ func FxPyritHammeringTimer(object c, proplist fx, int time)
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var fc = FrameCounter();
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if (fc < this.anim_continue_frame || c.has_sequence) return FX_OK;
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this.anim = 0;
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if (!fx.plane) if (!(fx.plane = FindObject(Find_ID(Plane), Sort_Distance()))) return FX_OK;
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if (!fx.plane) if (!(fx.plane = FindObject(Find_ID(Airplane), Sort_Distance()))) return FX_OK;
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// After a while, the plane is finished. Prefer to finish while no players are nearby.
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if ((fc > 11500 && !ObjectCount(Find_ID(Clonk), Find_InRect(-300,-200,600,400), Find_Not(Find_Owner(NO_OWNER)))) || fc > 24000)
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{
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fx.plane->SetMeshMaterial(Plane->GetMeshMaterial());
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fx.plane->SetMeshMaterial(Airplane->GetMeshMaterial());
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fx.plane->SetR(90);
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fx.plane.MeshTransformation=Plane.MeshTransformation;
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fx.plane.MeshTransformation=Airplane.MeshTransformation;
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return FX_Execute_Kill;
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}
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if ((!Random(20)) || this.was_walk_interrupted)
|
||||
|
|
|
@ -5,7 +5,7 @@ func Exit(...)
|
|||
// dropping at plane? then put into plane
|
||||
if (Contained() && Contained()->GetAlive())
|
||||
{
|
||||
var plane = FindObject(Find_ID(Plane), Find_AtPoint());
|
||||
var plane = FindObject(Find_ID(Airplane), Find_AtPoint());
|
||||
if (plane)
|
||||
{
|
||||
ScheduleCall(nil, Global.GameCall, 1,1, "OnPlaneLoaded", plane, this);
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#appendto Plane
|
||||
#appendto Airplane
|
||||
|
||||
// plane needs oil
|
||||
public func ContainedUp(object clonk, ...)
|
||||
|
|
|
@ -7,7 +7,7 @@ static npc_pyrit, g_goal;
|
|||
func Intro_Init(object flagpole)
|
||||
{
|
||||
// Fix plane outside landscape for now
|
||||
this.plane = CreateObjectAbove(Plane, 100,-20);
|
||||
this.plane = CreateObjectAbove(Airplane, 100,-20);
|
||||
this.plane->FaceRight();
|
||||
this.plane->SetR(80);
|
||||
this.plane->SetColor(0xa04000);
|
||||
|
@ -105,7 +105,7 @@ func Intro_PlaneHit()
|
|||
}
|
||||
}
|
||||
SetMeshMaterial("CrashedAirplane");
|
||||
this.MeshTransformation=Trans_Mul(Trans_Rotate(10,0,2,1), Plane.MeshTransformation);
|
||||
this.MeshTransformation=Trans_Mul(Trans_Rotate(10,0,2,1), Airplane.MeshTransformation);
|
||||
this.Hit = this.intro_seq.plane_Hit;
|
||||
this.intro_seq.plane_crashed = true;
|
||||
this.intro_seq->ScheduleNext(50);
|
||||
|
|
|
@ -11,7 +11,7 @@ func Outro_Start(object plane)
|
|||
SetViewTarget(GetHero());
|
||||
npc_pyrit.has_sequence = true; // Pyrit stops hammering
|
||||
this.plane->SetR(90); // in case Pyrit isn't done yet
|
||||
this.plane.MeshTransformation=Plane.MeshTransformation;
|
||||
this.plane.MeshTransformation=Airplane.MeshTransformation;
|
||||
var max_unstick = 10;
|
||||
while (this.plane->Stuck() && max_unstick--) this.plane->SetPosition(this.plane->GetX(), this.plane->GetY()-1);
|
||||
return ScheduleNext(5);
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
[DefCore]
|
||||
id=Plane
|
||||
id=Airplane
|
||||
Version=6,0
|
||||
Category=C4D_Vehicle
|
||||
Width=40
|
||||
|
|
|
@ -12,8 +12,8 @@ private func Initialize()
|
|||
PlaceObjects(Loam,25,"Earth");
|
||||
PlaceObjects(Nugget,25,"Earth");
|
||||
|
||||
AddEffect("PlaneReset",CreateObjectAbove(Plane,3030,315,0),100,10,nil,nil);
|
||||
AddEffect("PlaneReset",CreateObjectAbove(Plane,3160,315,1),100,10,nil,nil);
|
||||
AddEffect("PlaneReset",CreateObjectAbove(Airplane,3030,315,0),100,10,nil,nil);
|
||||
AddEffect("PlaneReset",CreateObjectAbove(Airplane,3160,315,1),100,10,nil,nil);
|
||||
|
||||
Doors();
|
||||
|
||||
|
@ -89,7 +89,7 @@ global func FxAutoOpenTimer(object pTarget, effect, int timer)
|
|||
{
|
||||
if (!effect.fired)
|
||||
{
|
||||
if (FindObject(Find_ID(Plane),Find_InRect(2710,310,130,40)))
|
||||
if (FindObject(Find_ID(Airplane),Find_InRect(2710,310,130,40)))
|
||||
{
|
||||
effect.fired = true;
|
||||
var cannons = FindObjects(Find_ID(Cannon));
|
||||
|
@ -100,7 +100,7 @@ global func FxAutoOpenTimer(object pTarget, effect, int timer)
|
|||
}
|
||||
}
|
||||
}
|
||||
if(FindObject(Find_ID(Plane),Find_InRect(0,0,2000,500)))
|
||||
if(FindObject(Find_ID(Airplane),Find_InRect(0,0,2000,500)))
|
||||
{
|
||||
pTarget->OpenDoor();
|
||||
return FX_Execute_Kill;
|
||||
|
|
|
@ -123,7 +123,7 @@ global func GivePlayerAirKnowledge(int plr)
|
|||
// Shipyard to construct the vehicles.
|
||||
Shipyard,
|
||||
// Airship and plane.
|
||||
Airship, Plane
|
||||
Airship, Airplane
|
||||
];
|
||||
for (var plan in knowledge)
|
||||
SetPlrKnowledge(plr, plan);
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
public func Intro_Init()
|
||||
{
|
||||
// Create an airplane with pilot and fly it towards the peak.
|
||||
this.airplane = CreateObjectAbove(Plane, 24, LandscapeHeight() - 480);
|
||||
this.airplane = CreateObjectAbove(Airplane, 24, LandscapeHeight() - 480);
|
||||
this.pilot = CreateObjectAbove(Clonk, 24, LandscapeHeight() - 480);
|
||||
this.pilot->SetName("$PilotName$");
|
||||
this.pilot->SetSkin(2);
|
||||
|
|
|
@ -91,7 +91,7 @@ protected func InitializePlayer(int plr)
|
|||
global func FxGoalCheckTimer(object target, proplist effect)
|
||||
{
|
||||
// Complete goal if there is an airplane with the required amount of gold bars.
|
||||
for (var plane in FindObjects(Find_ID(Plane), Find_Not(Find_Func("IsBroken"))))
|
||||
for (var plane in FindObjects(Find_ID(Airplane), Find_Not(Find_Func("IsBroken"))))
|
||||
{
|
||||
if (plane->ContentsCount(GoldBar) >= effect.barcnt)
|
||||
{
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
// The airplane acts as a container for gold bars and starting material.
|
||||
|
||||
#appendto Plane
|
||||
#appendto Airplane
|
||||
|
||||
|
||||
public func IsContainer() { return true; }
|
||||
|
|
|
@ -13,7 +13,7 @@ public func Intro_Init(int difficulty)
|
|||
lava_y++;
|
||||
|
||||
// Create an airplane with pilot and fly it towards the peak.
|
||||
this.airplane = CreateObjectAbove(Plane, LandscapeWidth() / 2 - 564, lava_y - 176);
|
||||
this.airplane = CreateObjectAbove(Airplane, LandscapeWidth() / 2 - 564, lava_y - 176);
|
||||
this.pilot = CreateObjectAbove(Clonk, LandscapeWidth() / 2 - 564, lava_y - 176);
|
||||
this.pilot->SetName("$PilotName$");
|
||||
this.pilot->SetSkin(2);
|
||||
|
@ -140,7 +140,7 @@ public func Intro_6()
|
|||
|
||||
public func Intro_PlaneHit()
|
||||
{
|
||||
// Plane hit ground! Continue sequence.
|
||||
// Airplane hit ground! Continue sequence.
|
||||
Sound("PlaneCrash", true);
|
||||
var particles = Particles_Smoke(true);
|
||||
particles.Size = PV_Linear(PV_Random(20, 60), PV_Random(50, 100));
|
||||
|
@ -163,7 +163,7 @@ public func Intro_PlaneHit()
|
|||
// Stop plane movement and rotate for crash effect.
|
||||
SetXDir(0);
|
||||
this.Hit = this.intro_seq.plane_hit;
|
||||
this.MeshTransformation=Trans_Mul(Trans_Rotate(10,0,2,1), Plane.MeshTransformation);
|
||||
this.MeshTransformation = Trans_Mul(Trans_Rotate(10,0,2,1), Airplane.MeshTransformation);
|
||||
this.intro_seq->ScheduleNext(50);
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue