Texture changes, authors.txt structure, fixed #160, ControlJump for attached objects
|
@ -9,7 +9,7 @@
|
||||||
<syntax>
|
<syntax>
|
||||||
<rtype>bool</rtype>
|
<rtype>bool</rtype>
|
||||||
<params>
|
<params>
|
||||||
<param><type>string</type><name>szSound</name><desc>Name des Soundeffekts (ohne .wav-Endung)</desc></param>
|
<param><type>string</type><name>szSound</name><desc>Name des Soundeffekts (ohne .wav-Endung). Falls es sich um eine .ogg handelt, muss die Dateiendung mit angegeben werden.</desc></param>
|
||||||
<param><type>bool</type><name>fGlobal</name><desc>Gibt an, ob der Sound global, d.h. unabhängig von der Objektposition immer in derselben Lautstärke abgespielt werden soll.</desc><optional /></param>
|
<param><type>bool</type><name>fGlobal</name><desc>Gibt an, ob der Sound global, d.h. unabhängig von der Objektposition immer in derselben Lautstärke abgespielt werden soll.</desc><optional /></param>
|
||||||
<param><type>int</type><name>iVolume</name><desc>0-100: Lautstärke, in der der Sound abgespielt wird. Bei nil wird 100 als Standard angenommen.</desc><optional /></param>
|
<param><type>int</type><name>iVolume</name><desc>0-100: Lautstärke, in der der Sound abgespielt wird. Bei nil wird 100 als Standard angenommen.</desc><optional /></param>
|
||||||
<param><type>int</type><name>iPlayer</name><desc>Spielernummer des Spielers, für den der Sound abgespielt werden soll. Im Netzwerkspiel wird der Sound dann nicht bei einem Spieler abgespielt, der an einem anderen Rechner spielt. Wenn nil oder nicht angegeben, wird der Sound für alle Spieler abgespielt.</desc><optional /></param>
|
<param><type>int</type><name>iPlayer</name><desc>Spielernummer des Spielers, für den der Sound abgespielt werden soll. Im Netzwerkspiel wird der Sound dann nicht bei einem Spieler abgespielt, der an einem anderen Rechner spielt. Wenn nil oder nicht angegeben, wird der Sound für alle Spieler abgespielt.</desc><optional /></param>
|
||||||
|
|
|
@ -1,24 +1,35 @@
|
||||||
Artwork
|
The OpenClonk project is licensed under the ISC license for code and CC licenses for
|
||||||
=======
|
media. See below for details on the authors and on the specific licenses used for
|
||||||
|
the different contributions.
|
||||||
Original Artwork (CC-BY 3.0)
|
|
||||||
Florian Graier
|
|
||||||
Tobias Zwick
|
|
||||||
Andrew McConnochie
|
|
||||||
Dustin Senos
|
|
||||||
Günther Brammer
|
|
||||||
Redwolf Design GmbH
|
|
||||||
|
|
||||||
Sources (CC-BY 2.0, http://creativecommons.org/licenses/by/2.0/)
|
|
||||||
John Talbot - http://www.flickr.com/photos/laserstars/2322517542/
|
|
||||||
Ricardo Martins - http://www.flickr.com/photos/redneck/479128746/
|
|
||||||
Dominic Alves - http://www.flickr.com/photos/dominicspics/3300369368/
|
|
||||||
|
|
||||||
Sound effects
|
|
||||||
=======
|
|
||||||
See authors.txt in Sound.c4g
|
|
||||||
|
|
||||||
Scripts
|
Scripts
|
||||||
=======
|
=======
|
||||||
Redwolf Design GmbH
|
The author(s) are listed in the individual script files. If no author is
|
||||||
|
specified: The OpenClonk Project
|
||||||
|
All scripts are licensed under the terms of the ISC license.
|
||||||
|
|
||||||
|
|
||||||
|
Source
|
||||||
|
=======
|
||||||
|
The author(s) are listed in the individual source code files. All source files
|
||||||
|
are licensed under the terms of the ISC license.
|
||||||
|
|
||||||
|
|
||||||
|
Graphics and Models
|
||||||
|
===================
|
||||||
|
???
|
||||||
|
|
||||||
|
|
||||||
|
Music
|
||||||
|
=====
|
||||||
|
-
|
||||||
|
|
||||||
|
|
||||||
|
Sounds
|
||||||
|
======
|
||||||
|
See authors.txt in Sound.c4g
|
||||||
|
|
||||||
|
|
||||||
|
Material textures
|
||||||
|
=================
|
||||||
|
See authors.txt in Material.c4g
|
|
@ -52,7 +52,7 @@
|
||||||
#61=Crystal-Structure
|
#61=Crystal-Structure
|
||||||
#62=Crystal-Structure2
|
#62=Crystal-Structure2
|
||||||
|
|
||||||
65=Ice-ice1
|
65=Ice-ice2
|
||||||
66=Ice-ice2
|
66=Ice-ice2
|
||||||
67=Ice-ice3
|
67=Ice-ice3
|
||||||
68=Ice-ice3
|
68=Ice-ice3
|
||||||
|
|
Before Width: | Height: | Size: 98 KiB |
Before Width: | Height: | Size: 92 KiB After Width: | Height: | Size: 34 KiB |
Before Width: | Height: | Size: 67 KiB After Width: | Height: | Size: 50 KiB |
|
@ -1,5 +1,3 @@
|
||||||
#strict 2
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Progress-Bar element
|
Progress-Bar element
|
||||||
Author: Newton
|
Author: Newton
|
||||||
|
|
|
@ -1,4 +1,3 @@
|
||||||
#strict 2
|
|
||||||
#include BAR0
|
#include BAR0
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|
Before Width: | Height: | Size: 7.7 KiB |
|
@ -1,8 +1,14 @@
|
||||||
/*--
|
/*--
|
||||||
Boompack
|
Boompack
|
||||||
Author: Ringwaul
|
Authors: Ringwaul, Newton
|
||||||
|
|
||||||
A risky method of flight.
|
A risky method of flight. When the boompack is used and launched towards
|
||||||
|
the sky, the category of the boompack is changed to be a vehicle and set
|
||||||
|
to be non-collectible. The clonk is then attached to the boompack. While
|
||||||
|
he is attached, he has more control over it than if it were just in his
|
||||||
|
inventory: The ControlLeft/Right/Up/Down callbacks are issued to the boom-
|
||||||
|
pack too. Here, they are used to slightly steer the boompack to the left
|
||||||
|
or right plus to jump off the rocket.
|
||||||
--*/
|
--*/
|
||||||
|
|
||||||
local fuel;
|
local fuel;
|
||||||
|
@ -43,7 +49,7 @@ func ControlStop()
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
func ControlUp(object clonk)
|
func ControlJump(object clonk)
|
||||||
{
|
{
|
||||||
JumpOff(clonk,60);
|
JumpOff(clonk,60);
|
||||||
return true;
|
return true;
|
||||||
|
|
Before Width: | Height: | Size: 408 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 462 KiB After Width: | Height: | Size: 8.5 KiB |
|
@ -358,7 +358,7 @@ public func ObjectControl(int plr, int ctrl, int x, int y, int strength, bool re
|
||||||
{
|
{
|
||||||
if (!this) return false;
|
if (!this) return false;
|
||||||
|
|
||||||
//Log(Format("%d, %d, %s, repeat: %v, release: %v", x,y,GetPlayerControlName(ctrl), repeat, release));
|
//Message(Format("%d, %d, %s, strength: %d, repeat: %v, release: %v", x,y,GetPlayerControlName(ctrl), strength, repeat, release),this);
|
||||||
|
|
||||||
// aiming with mouse
|
// aiming with mouse
|
||||||
if(using && ctrl == CON_Aim)
|
if(using && ctrl == CON_Aim)
|
||||||
|
@ -757,7 +757,7 @@ private func Control2Script(int ctrl, int x, int y, int strength, bool repeat, b
|
||||||
}
|
}
|
||||||
|
|
||||||
// overloads of movement commandos
|
// overloads of movement commandos
|
||||||
else if (ctrl == CON_Left || ctrl == CON_Right || ctrl == CON_Down || ctrl == CON_Up)
|
else if (ctrl == CON_Left || ctrl == CON_Right || ctrl == CON_Down || ctrl == CON_Up || ctrl == CON_Jump)
|
||||||
{
|
{
|
||||||
if (release)
|
if (release)
|
||||||
{
|
{
|
||||||
|
@ -771,6 +771,10 @@ private func Control2Script(int ctrl, int x, int y, int strength, bool repeat, b
|
||||||
if (ctrl == CON_Right) if (obj->Call(Format("~%sRight",control),this)) return true;
|
if (ctrl == CON_Right) if (obj->Call(Format("~%sRight",control),this)) return true;
|
||||||
if (ctrl == CON_Up) if (obj->Call(Format("~%sUp",control),this)) return true;
|
if (ctrl == CON_Up) if (obj->Call(Format("~%sUp",control),this)) return true;
|
||||||
if (ctrl == CON_Down) if (obj->Call(Format("~%sDown",control),this)) return true;
|
if (ctrl == CON_Down) if (obj->Call(Format("~%sDown",control),this)) return true;
|
||||||
|
|
||||||
|
// for attached (e.g. horse: also Jump command
|
||||||
|
if(GetProcedure() == "ATTACH")
|
||||||
|
if (ctrl == CON_Jump) if(obj->Call("ControlJump",this)) return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,13 +1,24 @@
|
||||||
If not stated otherwise, the licenses for sound effects fall under the CC Sampling plus license. Most sounds are from freesound.org
|
If not stated otherwise, the sound effects are licensed under the
|
||||||
|
CC Attribution 3.0 license (http://creativecommons.org/licenses/by/3.0/)
|
||||||
|
|
||||||
|
Author Work(s)
|
||||||
|
===============================================================================
|
||||||
|
|
||||||
Ringwaul - MonsterGrowl1, MonsterGrowl2, MonsterGrowl3, MonsterDie
|
Ringwaul - MonsterGrowl1, MonsterGrowl2, MonsterGrowl3, MonsterDie
|
||||||
Snuff1, Snuff2, WipfAroof, WipfWhine
|
Snuff1, Snuff2, WipfAroof, WipfWhine
|
||||||
|
|
||||||
Clonkonaut - Confirm1, Confirm2, Confirm3
|
Clonkonaut - Confirm1, Confirm2, Confirm3
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Taken from freesound.org
|
||||||
|
------------------------
|
||||||
|
These sound effects are licensed under the CC Sampling plus license.
|
||||||
|
|
||||||
TicTacShutUp - Click
|
TicTacShutUp - Click
|
||||||
Benboncan - Blast3
|
Benboncan - Blast3
|
||||||
kwandalist - RockHit1, RockHit2
|
kwandalist - RockHit1, RockHit2
|
||||||
thecheeseman - Hurt1, Hurt2, Die
|
thecheeseman - Hurt1, Hurt2, Die
|
||||||
shall555 - Dig1, Dig2, Dig3, Dig4, Dig5
|
shall555 - Dig1, Dig2, Dig3, Dig4, Dig5
|
||||||
tobyk - Fanfare
|
tobyk - Fanfare
|
||||||
|
|
|
@ -879,6 +879,20 @@ void C4Viewport::DrawOverlay(C4TargetFacet &cgo, const ZoomData &GameZoom)
|
||||||
C4ST_STARTNEW(MsgStat, "C4Viewport::DrawOverlay: Messages")
|
C4ST_STARTNEW(MsgStat, "C4Viewport::DrawOverlay: Messages")
|
||||||
::Messages.Draw(cgo, Player, Zoom);
|
::Messages.Draw(cgo, Player, Zoom);
|
||||||
C4ST_STOP(MsgStat)
|
C4ST_STOP(MsgStat)
|
||||||
|
|
||||||
|
// Control overlays (if not film/replay)
|
||||||
|
if (!Game.C4S.Head.Film || !Game.C4S.Head.Replay)
|
||||||
|
{
|
||||||
|
// Mouse control
|
||||||
|
if (::MouseControl.IsViewport(this))
|
||||||
|
{
|
||||||
|
C4ST_STARTNEW(MouseStat, "C4Viewport::DrawOverlay: Mouse")
|
||||||
|
::MouseControl.Draw(cgo, GameZoom);
|
||||||
|
// Draw GUI-mouse in EM if active
|
||||||
|
if (pWindow && ::pGUI) ::pGUI->RenderMouse(cgo);
|
||||||
|
C4ST_STOP(MouseStat)
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void C4Viewport::DrawMenu(C4TargetFacet &cgo)
|
void C4Viewport::DrawMenu(C4TargetFacet &cgo)
|
||||||
|
|