forked from Mirrors/openclonk
Added simple testing scenario for permeable solid masks.
In there, it's also activated for basements and bridges.objectmenu
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711df05e1a
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7538a5bd12
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/* Automatically created objects file */
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func InitializeObjects()
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{
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CreateObject(Rule_NoPowerNeed);
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CreateObject(Basement, 111, 124);
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CreateObject(Basement, 112, 210);
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CreateObject(Basement, 111, 282);
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var WoodenBridge001 = CreateObjectAbove(WoodenBridge, 103, 388);
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WoodenBridge001->SetCategory(C4D_StaticBack);
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var WoodenBridge002 = CreateObjectAbove(WoodenBridge, 261, 535);
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WoodenBridge002->SetCategory(C4D_StaticBack);
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CreateObjectAbove(Elevator, 244, 119);
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CreateObjectAbove(Elevator, 496, 225);
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var Lorry001 = CreateObject(Lorry, 159, 111);
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Lorry001->SetR(-17);
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CreateObjectAbove(Lorry, 480, 222);
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var Lorry002 = CreateObject(Lorry, 305, 215);
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Lorry002->SetR(24);
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return true;
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}
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[Head]
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Icon=15
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Title=Clonko Test
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Version=7
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Difficulty=10
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NoInitialize=true
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[Player1]
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Knowledge=Elevator=1
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[Player2]
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Crew=Clonk=2
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[Player3]
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Crew=Clonk=2
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[Player4]
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Crew=Clonk=2
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[Landscape]
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Sky=Clouds2
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MapWidth=100,0,64,10000
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MapHeight=75,0,40,10000
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[Weather]
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Climate=0,10,0,100
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YearSpeed=0,0,0,100
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Wind=0,100,-100,100
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func InitializePlayer(int plr)
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{
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GetCrew(plr)->CreateContents(Shovel);
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for (var elev in FindObjects(Find_ID(Elevator)))
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elev->CreateShaft(400);
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}
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#appendto Basement
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#appendto WoodenBridge
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protected func Initialize()
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{
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_inherited();
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SetHalfVehicleSolidMask(true);
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}
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[Teams]
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Active=false
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Custom=false
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AllowHostilityChange=true
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