no overpowered weapons on dark mine respawn

stable-6.1
Maikel de Vries 2015-04-05 18:11:44 +02:00
parent 24b164cd37
commit 6772f2da86
1 changed files with 8 additions and 3 deletions

View File

@ -71,9 +71,14 @@ protected func OnPlayerRelaunch(int plr, int relaunch_cnt)
clonk->CreateContents(Torch);
// Better weapons after relaunching.
if (!is_relaunch)
{
clonk->CreateContents(Firestone, 2);
}
else
clonk->CreateContents(Bow)->CreateContents(BombArrow);
{
clonk->CreateContents(Javelin);
clonk->CreateContents(BombArrow);
}
// Set the zoom range to be standard low, but allow for zooming out
// such that light sources a bit further away can be spotted.
@ -164,12 +169,12 @@ private func InitMaterials(int map_size)
PlaceObjects(PowderKeg, map_size / 10, "Rock");
// Some pickaxes, shovels in the tunnels.
for (var i = 0; i < map_size / 6; i++)
for (var i = 0; i < map_size / 5; i++)
{
var loc = FindLocation(Loc_Tunnel(), Loc_Wall(CNAT_Bottom));
if (!loc)
continue;
CreateObjectAbove([Shovel, Pickaxe][Random(2)], loc.x, loc.y)->SetR(Random(360));
CreateObjectAbove([Shovel, Pickaxe, GoldBar][Random(3)], loc.x, loc.y)->SetR(Random(360));
}
return;
}