forked from Mirrors/openclonk
Various objects: include library flammable
Increased burn time (140 frames) for: axe, bucket, grapple bow, hammer, pickaxe, shovel, sickle. So useful items will burn a little bit longer. Coal will burn for 245 frames and then just burst into ashes and not change into a Burned Object.install-platforms
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cc163b21b0
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6acea8930b
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@ -1,15 +1,45 @@
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/*-- Coal --*/
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protected func Construction()
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#include Library_Flammable
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func Construction()
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{
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var graphic = Random(5);
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if(graphic)
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SetGraphics(Format("%d",graphic));
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}
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protected func Hit(x, y)
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func Hit(x, y)
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{
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StonyObjectHit(x,y);
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}
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func OnBurnDown()
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{
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// Burst into ashes
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var particles =
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{
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Prototype = Particles_Dust(),
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R = 50, G = 50, B = 50,
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Size = PV_KeyFrames(0, 0, 0, 200, PV_Random(2, 10), 1000, 0),
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};
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var r = GetR();
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var size = GetCon() * 110 / 100;
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for(var cnt = 0; cnt < 5; ++cnt)
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{
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var distance = 3;
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var x = Sin(r, distance);
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var y = -Cos(r, distance);
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for(var mirror = -1; mirror <= 1; mirror += 2)
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{
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CreateParticle("Dust", x * mirror, y * mirror, PV_Random(-3, 3), PV_Random(-3, -3), PV_Random(18, 1 * 36), particles, 2);
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CastPXS("Ashes", 1, 30, x * mirror, y * mirror);
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}
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}
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RemoveObject();
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return true;
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}
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@ -26,4 +56,6 @@ local Name = "$Name$";
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local Description = "$Description$";
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local BlastIncinerate = 5;
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local ContactIncinerate = 1;
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local Plane = 460;
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local Plane = 460;
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// Coal burns for about 7 seconds
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local BurnDownTime = 245;
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@ -6,6 +6,7 @@
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*/
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#include Library_Seed
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#include Library_Flammable
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local lib_seed_plant = Cotton;
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@ -3,6 +3,8 @@
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Authors: Mimmo, Clonkonaut
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--*/
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#include Library_Flammable
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static const MOSS_MAXWETNESS = 30; // Moisture the moss can achieve. Dries out within 36*MOSS_MAXWETNESS frames
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static const MOSS_MAXDIST = 50; // Used for various distance checks
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local wetness;
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@ -1,5 +1,7 @@
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/*--- The Log ---*/
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#include Library_Flammable
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protected func Hit()
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{
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Sound("Hits::Materials::Wood::WoodHit?");
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@ -9,6 +11,7 @@ protected func Hit()
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func Incineration()
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{
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SetClrModulation(RGB(48, 32, 32));
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_inherited(...);
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}
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public func IsFuel() { return true; }
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@ -8,6 +8,8 @@
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#include Library_MeleeWeapon
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#include Library_Flammable
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local swing_anim;
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local using;
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local carry_bone;
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@ -423,6 +425,9 @@ local Collectible = true;
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local Name = "$Name$";
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local Description = "$Description$";
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local Components = {Wood = 1, Metal = 1};
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local BlastIncinerate = 30;
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local MaterialIncinerate = true;
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local BurnDownTime = 140;
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// Damage dealt to trees when chopping.
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local ChopStrength = 10;
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// Damage dealt to living beings when hit with an axe.
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@ -8,6 +8,7 @@
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#include Library_CarryHeavy
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#include Library_LiquidContainer
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#include Library_HasExtraSlot
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#include Library_Flammable
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/*-- Engine Callbacks --*/
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@ -9,6 +9,8 @@
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// Uses an extra-slot to store and display material.
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#include Library_HasExtraSlot
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#include Library_Flammable
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/*-- Engine Callbacks --*/
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protected func Hit()
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@ -170,3 +172,6 @@ local Collectible = true;
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local ForceFreeHands = true;
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local Components = {Wood = 1, Metal = 1};
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local ExtraSlotFilter = "IsBucketMaterial";
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local BlastIncinerate = 30;
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local MaterialIncinerate = true;
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local BurnDownTime = 140;
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@ -10,6 +10,8 @@
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// Do mind that IsContainer is set to false, so the hook can't be taken out via the interaction menu (very important)
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// See below in Callbacks for IsContainer
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#include Library_Flammable
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local is_aiming;
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local animation_set;
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local hook;
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@ -281,6 +283,7 @@ func Definition(proplist def)
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local Name = "$Name$";
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local Description = "$Description$";
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local Collectible = 1;
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local Components = {Wood = 2, Metal = 1/*, Rope = 1*/};
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local BlastIncinerate = 30;
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local ContactIncinerate = 0;
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local Components = {Wood = 2, Metal = 1/*, Rope = 1*/};
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local MaterialIncinerate = true;
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local BurnDownTime = 140;
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@ -6,6 +6,8 @@
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// Usage is handled by this library
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#include Library_Constructor
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#include Library_Flammable
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/*-- Engine Callbacks --*/
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func Hit(int x, int y)
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@ -54,4 +56,7 @@ func Definition(def)
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local Collectible = true;
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local Name = "$Name$";
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local Description = "$Description$";
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local Components = {Wood = 1, Rock = 1};
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local Components = {Wood = 1, Rock = 1};
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local BlastIncinerate = 30;
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local MaterialIncinerate = true;
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local BurnDownTime = 140;
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@ -5,6 +5,8 @@
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@author: Randrian/Ringwaul
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*/
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#include Library_Flammable
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local swingtime = 0;
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local using;
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@ -235,4 +237,7 @@ local Collectible = true;
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local MaxReach = 12;
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local MaxPickDensity = 70; // can't pick granite
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local ForceFreeHands = true;
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local Components = {Wood = 1, Metal = 1};
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local Components = {Wood = 1, Metal = 1};
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local BlastIncinerate = 30;
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local MaterialIncinerate = true;
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local BurnDownTime = 140;
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@ -5,6 +5,8 @@
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@author: Newton, Sven2, Zapper, Maikel
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*/
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#include Library_Flammable
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local is_digging;
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/*-- Engine Callbacks --*/
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@ -246,4 +248,7 @@ func Definition(proplist def)
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local Collectible = true;
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local Name = "$Name$";
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local Description = "$Description$";
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local Components = {Wood = 1, Metal = 1};
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local Components = {Wood = 1, Metal = 1};
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local BlastIncinerate = 30;
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local MaterialIncinerate = true;
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local BurnDownTime = 140;
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@ -5,6 +5,8 @@
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@author: Clonkonaut
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*/
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#include Library_Flammable
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/*-- Engine Callbacks --*/
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private func Hit()
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local Name = "$Name$";
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local Description = "$Description$";
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local Collectible = true;
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local Components = {Wood = 1, Metal = 1};
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local Components = {Wood = 1, Metal = 1};
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local BlastIncinerate = 30;
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local MaterialIncinerate = true;
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local BurnDownTime = 140;
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@ -7,6 +7,7 @@
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#include Library_HasExtraSlot
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#include Library_RangedWeapon
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#include Library_Flammable
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local fAiming;
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local iArrowMesh;
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@ -249,10 +250,10 @@ func Definition(def)
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local Name = "$Name$";
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local Description = "$Description$";
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local Collectible = true;
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local BlastIncinerate = 30;
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local ContactIncinerate = 5;
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local ForceFreeHands = true;
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local Components = {Wood = 3};
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local BlastIncinerate = 30;
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local MaterialIncinerate = true;
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// Initial velocity of the arrow
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local shooting_strength = 100;
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@ -5,6 +5,8 @@
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#include Library_MeleeWeapon
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#include Library_Flammable
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local animation_set;
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local fAiming;
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@ -283,4 +285,6 @@ local Name = "$Name$";
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local Description = "$Description$";
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local Collectible = true;
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local ForceFreeHands = true;
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local Components = {Wood = 1, Metal = 1};
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local Components = {Wood = 1, Metal = 1};
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local BlastIncinerate = 30;
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local MaterialIncinerate = true;
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@ -7,6 +7,7 @@
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#include Library_Stackable
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#include Library_RangedWeapon
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#include Library_Flammable
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// Default timing values for animation set
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// (Adjusted for speeed multiplier and stored in animation set by Library_RangedWeapon)
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local Collectible = true;
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local ForceFreeHands = true;
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local Components = {Wood = 2, Metal = 1};
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local BlastIncinerate = 30;
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local MaterialIncinerate = true;
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// Multiplication factor to clonk.ThrowSpeed
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local shooting_strength = 21;
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