Add a bit of documentation for the half-sold mask stuff.

liquid_container
Julius Michaelis 2016-02-14 22:32:49 +01:00
parent c6a6b71c3a
commit 68851106b4
2 changed files with 35 additions and 0 deletions

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@ -40,6 +40,10 @@
<col>CNAT_NoCollision</col>
<col>Extra flag: non-colliding vertex</col>
</row>
<row>
<col>CNAT_PhaseHalfVehicle</col>
<col>Extra flag: Entirely suppress collisions with HalfVehicle</col>
</row>
<bitmask>CNAT</bitmask>
</table>
</text>

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@ -0,0 +1,31 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
<func>
<title>SetHalfVehicleSolidMask</title>
<category>Objects</category>
<subcat>Status</subcat>
<version>5.1 OC</version>
<syntax>
<rtype>void</rtype>
<params>
<param>
<type>bool</type>
<name>set</name>
<desc>Whether to activate or deactivate</desc>
</param>
</params>
</syntax>
<desc>Change the material type of an activated solid mask. Activating HalfVehicle solid masks will allow objects to phase through the solid mask from below but keep normal behavior when standing on it or falling through. </desc>
<remark>Solid areas will internally be drawn in the landscape using the "Vehicle" material.</remark>
<examples>
<example>
<code>SetHalfVehicleSolidMask(true); // do not forget to pass the parameter!</code>
<text></text>
</example>
</examples>
</func>
<author>Caesar</author><date>2016-01</date>
</funcs>