forked from Mirrors/openclonk
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
parent
41676186a1
commit
cc163b21b0
|
@ -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>
|
||||
|
|
|
@ -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());
|
||||
}
|
||||
|
|
|
@ -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";
|
||||
|
|
|
@ -391,6 +391,7 @@ enum C4PropertyName
|
|||
P_ContainBlast,
|
||||
P_BlastIncinerate,
|
||||
P_ContactIncinerate,
|
||||
P_MaterialIncinerate,
|
||||
P_Global,
|
||||
P_Scenario,
|
||||
P_JumpSpeed,
|
||||
|
|
Loading…
Reference in New Issue