forked from Mirrors/openclonk
fix some more structure vertices, also for asymmetric ones when flipped (#1979)
parent
85d9c2c410
commit
c46b66002c
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@ -453,8 +453,20 @@ public func OnRepairMenuHover(id symbol, string action, desc_menu_target, menu_i
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public func Flip()
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{
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// Mirror structure
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if (this->~NoConstructionFlip()) return false;
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return SetDir(1-GetDir());
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if (this->~NoConstructionFlip())
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return false;
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return SetDir(1 - GetDir());
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}
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private func FlipVertices()
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{
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// Flips all vertices around the Y = 0 axis, this can be used to flip the vertices of asymmetric structures.
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for (var cnt = 0; cnt < GetVertexNum(); cnt++)
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{
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SetVertex(cnt, VTX_X, -GetVertex(cnt, VTX_X));
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SetVertex(cnt, VTX_Y, GetVertex(cnt, VTX_Y));
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}
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return;
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}
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@ -7,7 +7,7 @@ Height=20
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Offset=-15,-10
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Vertices=6
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VertexX=0,-12,12,-15,15,0
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VertexY=0,-4,-4,10,10,10
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VertexY=0,-8,-8,10,10,10
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VertexFriction=50, 50,50,100,100
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Mass=100
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Exclusive=1
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@ -6,7 +6,7 @@ Width=62
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Height=66
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Offset=-31,-33
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Vertices=5
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VertexX=-25,25,-5,-25,28
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VertexX=-20,20,-5,-25,25
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VertexY=-27,-27,32,32,32
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VertexFriction=50,50,100,100,100
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Mass=1500
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@ -28,6 +28,23 @@ public func Construction(object creator)
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public func IsHammerBuildable() { return true; }
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public func Initialize()
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{
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// Update vertices to fit shape of flipped building after construction is finished.
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// Vertices are being reset when the construction is finished (i.e. on shape updates).
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if (GetDir() == DIR_Right)
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FlipVertices();
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return _inherited(...);
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}
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public func SetDir(int dir)
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{
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// Update vertices to fit shape of flipped building when dir is changed.
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if (GetDir() != dir)
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FlipVertices();
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return _inherited(dir, ...);
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}
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/*-- Production --*/
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@ -5,10 +5,10 @@ Category=C4D_Structure
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Width=15
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Height=32
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Offset=-7,-16
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Vertices=4
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VertexX=-7,-7,7,7
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VertexY=-10,15,-10,15
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VertexFriction=50,100,50,100
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Vertices=7
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VertexX=-5,-7,5,7,0,-6,6
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VertexY=-10,15,-10,15,-15,1,1
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VertexFriction=50,100,50,100,50,50,50
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Construction=1
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Value=100
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Mass=200
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@ -9,7 +9,7 @@ local hold_production;
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public func LampPosition(id def) { return [GetCalcDir()*24,20]; }
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func Construction(object creator)
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public func Construction(object creator)
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{
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SetAction("Default");
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return _inherited(creator, ...);
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@ -17,6 +17,24 @@ func Construction(object creator)
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public func IsHammerBuildable() { return true; }
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public func Initialize()
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{
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// Update vertices to fit shape of flipped building after construction is finished.
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// Vertices are being reset when the construction is finished (i.e. on shape updates).
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if (GetDir() == DIR_Right)
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FlipVertices();
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return _inherited(...);
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}
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public func SetDir(int dir)
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{
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// Update vertices to fit shape of flipped building when dir is changed.
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if (GetDir() != dir)
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FlipVertices();
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return _inherited(dir, ...);
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}
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/*-- Production --*/
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public func IsProduct(id product_id)
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@ -10,13 +10,17 @@ local meshAttach;
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public func LampPosition(id def) { return [GetCalcDir()*-6,30]; }
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func Initialize()
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public func Initialize()
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{
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animWork = PlayAnimation("Work", 1, Anim_Const(0));
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// Update vertices to fit shape of flipped building after construction is finished.
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// Vertices are being reset when the construction is finished (i.e. on shape updates).
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if (GetDir() == DIR_Right)
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FlipVertices();
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return _inherited(...);
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}
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func Construction(object creator)
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public func Construction(object creator)
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{
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SetAction("Wait");
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return _inherited(creator, ...);
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@ -24,6 +28,15 @@ func Construction(object creator)
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public func IsHammerBuildable() { return true; }
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public func SetDir(int dir)
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{
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// Update vertices to fit shape of flipped building when dir is changed.
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if (GetDir() != dir)
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FlipVertices();
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return _inherited(dir, ...);
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}
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/*-- Production --*/
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public func IsProduct(id product_id)
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@ -8,7 +8,7 @@ Offset=-25,-25
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Vertices=6
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VertexX=0,4,25,13,-20,-25
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VertexY=0,-24,-3,25,21,-10
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VertexFriction=100,100,100,100,100
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VertexFriction=100,100,100,100,100,100
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Rotate=1
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NoStabilize=1
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IncompleteActivity=1
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@ -5,10 +5,10 @@ Category=C4D_Structure
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Width=50
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Height=96
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Offset=-25,-48
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Vertices=7
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VertexX=0,30,15,-15,-30,-5,5
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VertexY=-10,-20,47,47,-20,47,47
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VertexFriction=50,50,100,100,50,100,100
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Vertices=8
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VertexX=0,18,24,-24,-18,-8,8,0
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VertexY=-10,-8,47,47,-8,47,47,-21
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VertexFriction=50,50,100,100,50,100,100,50
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Mass=2500
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Exclusive=1
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Construction=1
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@ -193,7 +193,7 @@ local ActMap = {
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Name = "Default",
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Procedure = DFA_NONE,
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Directions = 2,
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FlipDir = 1,
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//FlipDir = 1,
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Length = 1,
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Delay = 0,
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FacetBase = 1,
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