forked from Mirrors/openclonk
no overpowered weapons on dark mine respawn
parent
24b164cd37
commit
6772f2da86
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@ -71,9 +71,14 @@ protected func OnPlayerRelaunch(int plr, int relaunch_cnt)
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clonk->CreateContents(Torch);
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// Better weapons after relaunching.
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if (!is_relaunch)
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{
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clonk->CreateContents(Firestone, 2);
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}
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else
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clonk->CreateContents(Bow)->CreateContents(BombArrow);
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{
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clonk->CreateContents(Javelin);
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clonk->CreateContents(BombArrow);
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}
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// Set the zoom range to be standard low, but allow for zooming out
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// such that light sources a bit further away can be spotted.
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@ -164,12 +169,12 @@ private func InitMaterials(int map_size)
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PlaceObjects(PowderKeg, map_size / 10, "Rock");
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// Some pickaxes, shovels in the tunnels.
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for (var i = 0; i < map_size / 6; i++)
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for (var i = 0; i < map_size / 5; i++)
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{
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var loc = FindLocation(Loc_Tunnel(), Loc_Wall(CNAT_Bottom));
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if (!loc)
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continue;
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CreateObjectAbove([Shovel, Pickaxe][Random(2)], loc.x, loc.y)->SetR(Random(360));
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CreateObjectAbove([Shovel, Pickaxe, GoldBar][Random(3)], loc.x, loc.y)->SetR(Random(360));
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}
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return;
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}
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