forked from Mirrors/openclonk
fix variable shadowing in some scripts
parent
1594acd3ed
commit
60f3e206cc
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@ -109,7 +109,7 @@ public func ExecuteIdle(effect fx)
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// Turns around the AI such that it looks at its target.
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public func ExecuteLookAtTarget(effect fx)
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{
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// Set direction to look at target, we can assume this is instantanuous.
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// Set direction to look at target, we can assume this is instantaneous.
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if (fx.target->GetX() > fx.Target->GetX())
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fx.Target->SetDir(DIR_Right);
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else
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@ -351,55 +351,55 @@ public func GetRopeConnectPosition(int index, bool right, bool end, int angle, i
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right = !right;
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if (!end)
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{
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var start = [0, 0];
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var ladder_start = [0, 0];
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if (!right)
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{
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if (index >= 2)
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{
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start = [lib_rope_particles[index-1].x, lib_rope_particles[index-1].y];
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start[0] += -Cos(oldangle, Ropeladder_Segment_LeftXOffset * MirrorSegments);
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start[1] += -Sin(oldangle, Ropeladder_Segment_LeftXOffset * MirrorSegments);
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ladder_start = [lib_rope_particles[index-1].x, lib_rope_particles[index-1].y];
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ladder_start[0] += -Cos(oldangle, Ropeladder_Segment_LeftXOffset * MirrorSegments);
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ladder_start[1] += -Sin(oldangle, Ropeladder_Segment_LeftXOffset * MirrorSegments);
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}
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else
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{
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start = [GetX() * Ladder_Precision, GetY() * Ladder_Precision];
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start[0] += -Cos(GetR(), 188) + Sin(GetR(), 113);
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start[1] += -Sin(GetR(), 188) - Cos(GetR(), 113);
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ladder_start = [GetX() * Ladder_Precision, GetY() * Ladder_Precision];
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ladder_start[0] += -Cos(GetR(), 188) + Sin(GetR(), 113);
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ladder_start[1] += -Sin(GetR(), 188) - Cos(GetR(), 113);
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}
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}
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else
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{
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if (index >= 2)
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{
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start = [lib_rope_particles[index-1].x, lib_rope_particles[index-1].y];
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start[0] += -Cos(oldangle, Ropeladder_Segment_RightXOffset * MirrorSegments);
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start[1] += -Sin(oldangle, Ropeladder_Segment_RightXOffset * MirrorSegments);
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ladder_start = [lib_rope_particles[index-1].x, lib_rope_particles[index-1].y];
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ladder_start[0] += -Cos(oldangle, Ropeladder_Segment_RightXOffset * MirrorSegments);
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ladder_start[1] += -Sin(oldangle, Ropeladder_Segment_RightXOffset * MirrorSegments);
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}
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else
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{
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start = [GetX() * Ladder_Precision, GetY() * Ladder_Precision];
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start[0] += Cos(GetR(), 188) + Sin(GetR(), 113);
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start[1] += Sin(GetR(), 188) - Cos(GetR(), 113);
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ladder_start = [GetX() * Ladder_Precision, GetY() * Ladder_Precision];
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ladder_start[0] += Cos(GetR(), 188) + Sin(GetR(), 113);
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ladder_start[1] += Sin(GetR(), 188) - Cos(GetR(), 113);
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}
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}
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return start;
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return ladder_start;
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}
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else
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{
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var end = [0, 0];
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var ladder_end = [0, 0];
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if (!right)
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{
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end = [lib_rope_particles[index].x, lib_rope_particles[index].y];
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end[0] += -Cos(angle, Ropeladder_Segment_LeftXOffset * MirrorSegments);
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end[1] += -Sin(angle, Ropeladder_Segment_LeftXOffset * MirrorSegments);
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ladder_end = [lib_rope_particles[index].x, lib_rope_particles[index].y];
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ladder_end[0] += -Cos(angle, Ropeladder_Segment_LeftXOffset * MirrorSegments);
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ladder_end[1] += -Sin(angle, Ropeladder_Segment_LeftXOffset * MirrorSegments);
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}
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else
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{
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end = [lib_rope_particles[index].x, lib_rope_particles[index].y];
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end[0] += -Cos(angle, Ropeladder_Segment_RightXOffset * MirrorSegments);
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end[1] += -Sin(angle, Ropeladder_Segment_RightXOffset * MirrorSegments);
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ladder_end = [lib_rope_particles[index].x, lib_rope_particles[index].y];
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ladder_end[0] += -Cos(angle, Ropeladder_Segment_RightXOffset * MirrorSegments);
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ladder_end[1] += -Sin(angle, Ropeladder_Segment_RightXOffset * MirrorSegments);
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}
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return end;
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return ladder_end;
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}
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}
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@ -156,13 +156,12 @@ public func SetSeedOffset(int v)
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@plant_id plant to check for whether it's already too crowded. Default to GetID().
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@return true iff seeding should occur
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*/
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public func CheckSeedChance(int offx, int offy, proplist plant_id)
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public func CheckSeedChance(int offx, int offy, id plant_id)
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{
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// Find number of plants in seed area.
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// Ignored confinement - that's only used for actual placement
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var size = this->SeedArea();
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var amount = this->SeedAmount();
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var plant_id;
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var plant_cnt = ObjectCount(Find_ID(plant_id ?? GetID()), Find_InRect(offx - size / 2, offy - size / 2, size, size));
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// Increase seed chance by number of missing plants to reach maximum amount
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// Note the chance will become negative if the maximum has been reached, in which case the random check will never succeed.
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@ -79,10 +79,10 @@ global func ExtractLiquidAmount(int x, int y, int amount, bool distant_first)
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var density = GetMaterialVal("Density", "Material", mat);
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if (density < C4M_Liquid || density >= C4M_Solid)
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return nil;
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var amount = ExtractMaterialAmount(x, y, mat, amount, distant_first);
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if (amount <= 0)
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var extracted_amount = ExtractMaterialAmount(x, y, mat, amount, distant_first);
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if (extracted_amount <= 0)
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return nil;
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return [mat, amount];
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return [mat, extracted_amount];
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}
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/** Removes a material pixel from the specified location, if the material is flammable
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