forked from Mirrors/openclonk
Reduce rain in Goldrush
Oh and yes Ringwall don't mess up the clean scripts I wrote and read the code style guidelines
parent
17a17c0df9
commit
70b63f6765
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@ -47,14 +47,15 @@ protected func Initialize()
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SetComDir(COMD_None);
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SetPhase(RandomX(1,16));
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//Push low flying clouds up to proper height
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while(MaterialDepthCheck(GetX(),GetY(),"Sky",150)!=true)
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// Push low flying clouds up to proper height
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while (MaterialDepthCheck(GetX(), GetY(), "Sky", 150) != true)
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{
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SetPosition(GetX(),GetY()-1);
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SetPosition(GetX(), GetY()-1);
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}
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//Failsafe for stupid grounded clouds
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if (GetMaterial(0,30)!=Material("Sky")) SetPosition(GetX(), GetY()-180);
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// Failsafe for stupid grounded clouds
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if (GetMaterial(0, 30) != Material("Sky"))
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SetPosition(GetX(), GetY() - 180);
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// Add effect to process all cloud features.
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AddEffect("ProcessCloud", this, 100, 5, this);
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@ -280,29 +281,33 @@ protected func Evaporation()
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//Shades the clouds based on iSize: the water density value of the cloud.
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private func ShadeCloud()
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{
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var cloudAlpha = Min((rain+50)*425/1000, 255);
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if(rain > 600) cloudAlpha = 255;
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var cloud_alpha = Min((rain+50)*425/1000, 255);
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if (rain > 600)
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cloud_alpha = 255;
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//from RequestAlpha function
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if(requestAlpha != nil){
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cloudAlpha = cloudAlpha - (255 - requestAlpha);
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if(cloudAlpha < 0) cloudAlpha = 0;
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// From RequestAlpha function
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if (request_alpha != nil)
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{
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cloud_alpha = cloud_alpha - (255 - request_alpha);
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if (cloud_alpha < 0)
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cloud_alpha = 0;
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}
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var shade2 = Min(rain-600, 255);
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if (rain <= 600)
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SetObjAlpha(cloudAlpha);
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SetObjAlpha(cloud_alpha);
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if (rain > 600)
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SetClrModulation(RGBa(255-shade2, 255-shade2, 255-shade2, cloudAlpha));
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SetClrModulation(RGBa(255-shade2, 255-shade2, 255-shade2, cloud_alpha));
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return;
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}
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//Utilized by time to make clouds invisible at night
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local requestAlpha;
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// Utilized by time to make clouds invisible at night
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local request_alpha;
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public func RequestAlpha(int alpha){
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requestAlpha = alpha;
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public func RequestAlpha(int alpha)
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{
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request_alpha = alpha;
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}
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local ActMap = {
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@ -22,7 +22,7 @@ protected func Initialize()
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// Set time of day to evening and create some clouds and celestials.
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Cloud->Place(10);
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Cloud->SetPrecipitation("Water", 15);
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Cloud->SetPrecipitation("Water", 8);
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CreateObject(Environment_Celestial);
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var time = CreateObject(Environment_Time);
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time->SetTime(600);
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