forked from Mirrors/openclonk
add option to gravestone rule to fade them out
parent
5b796dd6d0
commit
8cc30baf02
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@ -160,7 +160,9 @@ private func DoFireworks(int killed_by)
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SetRider(nil);
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}
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// Notify defense goal for reward and score.
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GameCallEx("OnClonkDeath", this, killed_by);
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var defense = FindObject(Find_ID(Goal_Defense));
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if (defense)
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defense->~OnClonkDeath(this, killed_by);
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Fireworks();
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Explode(40);
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return;
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@ -1,4 +1,12 @@
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/*-- Gravestones --*/
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/**
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Gravestone Rule
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Dead clonks are replaced by gravestones.
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@author Ringwaul
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*/
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local fade_out;
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protected func Initialize()
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@ -6,59 +14,81 @@ protected func Initialize()
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// Under no circumstance there may by multiple copies of this rule.
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if (ObjectCount(Find_ID(Rule_Gravestones)) > 1)
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return RemoveObject();
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fade_out = nil;
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return;
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}
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public func SetFadeOut(int time)
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{
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fade_out = time;
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return;
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}
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public func OnClonkDeath(object clonk)
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{
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// Add a gravestone if the clonk died.
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if (!clonk->GetAlive())
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AddEffect("AddGravestone", clonk, 1, 1, this);
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clonk->CreateEffect(FxAddGravestone, 100, 1, fade_out);
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return;
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}
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public func FxAddGravestoneTimer(object target, proplist effect, int timer)
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{
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// Wait for the death animation to be over.
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if (timer >= 20)
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local FxAddGravestone = new Effect
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{
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Construction = func(int fade_out)
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{
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AddEffect("IntGravestone", target, 1, nil, this);
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return -1;
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this.fade_out = fade_out;
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},
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Timer = func(int time)
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{
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// Wait for the death animation to be over.
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if (time >= 20)
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return FX_Execute_Kill;
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return FX_OK;
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},
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Destruction = func(int reason)
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{
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// Don't do anything if the clonk has been removed.
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if (reason == FX_Call_RemoveClear)
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return;
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// Create the grave and remove the clonk.
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this.grave = Target->CreateObjectAbove(Clonk_Grave, 0, 0, Target->GetController());
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this.grave->SetInscription(Target);
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if (this.fade_out > 0)
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this.grave->FadeOut(this.fade_out, true);
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Target->RemoveObject();
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// Smoke effect.
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var particles =
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{
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Prototype = Particles_Dust(),
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R = 200,
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G = 100,
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B = 50,
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Size = PV_KeyFrames(0, 0, 0, 300, 40, 1000, 15)
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};
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this.grave->CreateParticle("Dust", 0, 0, PV_Random(-3, 3), PV_Random(-3, 3), PV_Random(18, 1 * 36), particles, 6);
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}
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}
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};
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public func FxIntGravestoneStart(object clonk, proplist effect)
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protected func Activate(int by_plr)
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{
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effect.grave = clonk->CreateObjectAbove(Clonk_Grave, 0, 0, clonk->GetController());
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effect.grave->SetInscription(clonk);
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clonk->RemoveObject();
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//smoke effect
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var particles =
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{
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Prototype = Particles_Dust(),
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R = 200,
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G = 100,
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B = 50,
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Size = PV_KeyFrames(0, 0, 0, 300, 40, 1000, 15)
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};
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effect.grave->CreateParticle("Dust", 0, 0, PV_Random(-3, 3), PV_Random(-3, 3), PV_Random(18, 1 * 36), particles, 6);
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}
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public func FxIntGravestoneStop(object clonk, proplist effect, int reason)
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{
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if (reason != FX_Call_RemoveClear)
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{
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clonk->Exit();
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effect.grave->RemoveObject();
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}
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}
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protected func Activate(int iByPlayer)
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{
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MessageWindow(GetProperty("Description"), iByPlayer);
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MessageWindow(GetProperty("Description"), by_plr);
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return true;
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}
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/*-- Scenario Saving -- */
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public func SaveScenarioObject(props)
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{
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if (!inherited(props, ...)) return false;
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if (fade_out != nil)
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props->AddCall("FadeOut", this, "SetFadeOut", fade_out);
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return true;
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}
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/*-- Properties --*/
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local Name = "$Name$";
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local Description = "$Description$";
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local Visibility = VIS_Editor;
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