forked from Mirrors/openclonk
New global const FIRE_LIGHT_COLOR. Added fire light color to various objects.
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002ad7563c
commit
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@ -16,6 +16,7 @@ protected func Construction() {
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SetProperty("MeshTransformation", Trans_Mul(Trans_Rotate(RandomX(-35,35),0,10), Trans_Scale(30)));
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objShine = CreateObjectAbove(EnvPack_Candle_Shine, x, y + 10, -1);
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SetLightRange(80, 60);
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SetLightColor(FIRE_LIGHT_COLOR);
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}
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private func Shining()
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@ -12,6 +12,7 @@ protected func Initialize()
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AddEffect("IntEvaporate", this, 100, 1, this);
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// Add light to the chunk.
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SetLightRange(60, 40);
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SetLightColor(FIRE_LIGHT_COLOR);
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// Lava chunk is on fire.
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//Incinerate(); // TODO: Wait for decent graphics
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return;
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@ -167,6 +167,7 @@ private func FxIntBurningStart(object target, effect fx, int temporary)
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};
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// Set the light range for this torch.
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SetLightRange(80, 60);
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SetLightColor(FIRE_LIGHT_COLOR);
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return 1;
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}
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@ -62,6 +62,7 @@ public func FxIntBurningTimer(object target, proplist effect, int time)
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CreateParticle("Smoke", PV_Random(x - 1, x + 1), PV_Random(y - 1, y + 1), PV_Random(-2, 2), PV_Random(-2, 2), 40 + Random(20), particle_smoke, burn_level / 30);
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// Light level.
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SetLightRange(burn_level / 3, burn_level / 3);
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SetLightColor(FIRE_LIGHT_COLOR);
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return 1;
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}
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@ -27,7 +27,7 @@ public func GetLampFadeRange() { return 160; }
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/** Lamp property: Which color it shines in.
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*/
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public func GetLampColor() { return 0xffa000; }
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public func GetLampColor() { return FIRE_LIGHT_COLOR; }
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/** Overload as needed to define a custom offset by the lamp.
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*/
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@ -7,6 +7,7 @@
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Functions to be used as documented in the docs.
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--*/
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static const FIRE_LIGHT_COLOR = 0xc86400;
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// fire drawing modes
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static const C4Fx_FireMode_Default = 0; // determine mode by category
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