forked from Mirrors/openclonk
fixed bug with two grapplers. Shooting the second in the air while hanging on the first doesn't disconnect the rope now
parent
959c0d4322
commit
4651341c5f
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@ -91,7 +91,7 @@ public func MaxLengthReached()
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{
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for(var i = 0; i < ParticleCount; i++)
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particles[i][1] = particles[i][0][:];
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DrawIn();
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DrawIn(1);
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}
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}
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@ -121,7 +121,7 @@ func FxDrawInTimer()
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}
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}
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func DrawIn()
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func DrawIn(fNoControl)
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{
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DrawingIn = 1;
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if(!GetEffect("DrawIn", this))
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@ -133,7 +133,7 @@ func DrawIn()
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ConnectPull();
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var clonk = objects[1][0];
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if(clonk->Contained()) clonk = clonk->Contained();
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RemoveEffect("IntGrappleControl", clonk);
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if(!fNoControl) RemoveEffect("IntGrappleControl", clonk);
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}
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}
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@ -2,6 +2,9 @@
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Icon=37
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Title=GrappleRace
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[Definitions]
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Definition1=Objects.c4d
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[Game]
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Goals=Goal_Parkour
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