New engine recognised property: MaterialIncinerate.

Objects will be incinerated by incendiary material (which before was only possible by using ContactIncinerate).
local MaterialIncinerate = true; - object will burn in lava not from other burning objects.
install-platforms
Clonkonaut 2017-11-01 00:49:26 +01:00
parent 41676186a1
commit cc163b21b0
4 changed files with 9 additions and 2 deletions

View File

@ -168,7 +168,12 @@ Stand = {
<row>
<literal_col>ContactIncinerate</literal_col>
<col>Integer</col>
<col>Probability of incineration by contact: 0 none, or 1 (high) to 5 (low).</col>
<col>Probability of incineration by contact: 0 none, or 1 (high) to 5 (low). Implies MaterialIncinerate.</col>
</row>
<row>
<literal_col>MaterialIncinerate</literal_col>
<col>bool</col>
<col>Incineration when submerged in incendiary material.</col>
</row>
<row>
<literal_col>EditCursorCommands</literal_col>

View File

@ -878,7 +878,7 @@ bool C4Object::ExecLife()
if (!::Game.iTick10)
if (InMat!=MNone)
if (::MaterialMap.Map[InMat].Incendiary)
if (GetPropertyInt(P_ContactIncinerate) > 0)
if (GetPropertyInt(P_ContactIncinerate) > 0 || GetPropertyBool(P_MaterialIncinerate) > 0)
{
Call(PSF_OnInIncendiaryMaterial, &C4AulParSet());
}

View File

@ -165,6 +165,7 @@ C4StringTable::C4StringTable()
P[P_ContainBlast] = "ContainBlast";
P[P_BlastIncinerate] = "BlastIncinerate";
P[P_ContactIncinerate] = "ContactIncinerate";
P[P_MaterialIncinerate] = "MaterialIncinerate";
P[P_Global] = "Global";
P[P_Scenario] = "Scenario";
P[P_JumpSpeed] = "JumpSpeed";

View File

@ -391,6 +391,7 @@ enum C4PropertyName
P_ContainBlast,
P_BlastIncinerate,
P_ContactIncinerate,
P_MaterialIncinerate,
P_Global,
P_Scenario,
P_JumpSpeed,