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@ -1,82 +1,105 @@
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/*--
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/**
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Waterfall
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Author: Maikel
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Waterfall object, use to place waterfalls in the landscape.
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--*/
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@author Maikel
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*/
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protected func Initialize()
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{
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return;
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}
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/*-- Waterfall --*/
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global func CreateWaterfall(int x, int y, int strength, string mat)
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{
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var fall = CreateObjectAbove(Waterfall, x, y, NO_OWNER);
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if (!mat) mat = "Water";
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AddEffect("IntWaterfall", fall, 100, 1, fall, nil, x, y, strength, mat);
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return fall;
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var waterfall = CreateObjectAbove(Waterfall, x, y, NO_OWNER);
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if (!mat)
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mat = "Water";
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waterfall->CreateEffect(waterfall.FxWaterfallLiquidSource, 100, 1, x, y, strength, mat);
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return waterfall;
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}
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protected func FxIntWaterfallStart(object target, proplist effect, int temporary, int x, int y, int strength, string mat)
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local FxWaterfallLiquidSource = new Effect
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{
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if (temporary)
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return 1;
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effect.X = x;
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effect.Y = y;
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effect.Strength = strength;
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effect.Material = mat;
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// Start sound.
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target->Sound("Environment::Waterfall", false, 5 * effect.Strength, nil, 1);
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return 1;
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}
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protected func FxIntWaterfallTimer(object target, proplist effect)
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{
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// Insert liquid at location every frame.
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for (var i = 0; i < effect.Strength / 2; i++)
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InsertMaterial(Material(effect.Material), AbsX(effect.X), AbsY(effect.Y), effect.XDir + Random(effect.XVar), effect.YDir + Random(effect.YVar));
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return 1;
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}
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protected func FxIntWaterfallStop(object target, proplist effect, bool temporary)
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{
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if (temporary)
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return 1;
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// Stop sound.
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target->Sound("Environment::Waterfall", false, 5 * effect.Strength, nil, -1);
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return 1;
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}
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Construction = func(int x, int y, int strength, string mat)
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{
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this.source_position = [x, y];
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this.source_direction = [x, y];
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this.source_x = x;
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this.source_y = y;
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this.source_strength = strength;
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this.source_mat = mat;
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// Start sound.
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Target->Sound("Environment::Waterfall", false, 5 * this.source_strength, nil, 1);
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return FX_OK;
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},
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Timer = func(int time)
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{
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// Insert liquid at location every frame.
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for (var i = 0; i < this.source_strength / 2; i++)
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Global->InsertMaterial(Material(this.source_mat), this.source_x, this.source_y, this.xdir + RandomX(-this.xvar, this.xvar), this.ydir + RandomX(-this.yvar, this.yvar));
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return FX_OK;
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},
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Destruction = func()
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{
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// Stop sound.
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Target->Sound("Environment::Waterfall", false, 5 * this.source_strength, nil, -1);
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return FX_OK;
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},
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EditorProps =
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{
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source_strength = { Name = "$EditorSourceStrength$", EditorHelp = "$EditorSourceStrengthHelp$", Type = "int", Min = 2, Max = 100 },
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source_mat = { Name = "$EditorSourceMaterial$", EditorHelp = "$EditorSourceMaterialHelp$", Type = "enum", Options = [
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{ Name = "$EditorSourceMaterialWater$", Value = "Water" },
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{ Name = "$EditorSourceMaterialAcid$", Value = "Acid" },
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{ Name = "$EditorSourceMaterialLava$", Value = "Lava" },
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{ Name = "$EditorSourceMaterialDuroLava$", Value = "DuroLava" },
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{ Name = "$EditorSourceMaterialOil$", Value = "Oil" }
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] },
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// TODO: Replace these two properties with an arrow in editor once available.
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source_position = { Name = "$EditorSourcePosition$", EditorHelp = "$EditorSourcePositionHelp$", Type = "point", Relative = false, Color = 0x008fff, Set = "SetSourcePosition" },
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source_direction = { Name = "$EditorSourceDirection$", EditorHelp = "$EditorSourceDirectionHelp$", Type = "point", Relative = false, Color = 0x006bbb, Set = "SetSourceDirection" }
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},
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SetSourcePosition = func(array pos)
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{
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this.source_position = pos;
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this.source_x = pos[0];
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this.source_y = pos[1];
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},
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SetSourceDirection = func(array dir)
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{
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this.source_direction = dir;
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this.xdir = dir[0] - this.source_x;
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this.ydir = dir[1] - this.source_y;
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this.xvar = Abs(this.xdir / 2);
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this.yvar = Abs(this.ydir / 2);
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}
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};
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public func SetStrength(int strength)
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{
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var effect = GetEffect("IntWaterfall", this);
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if (effect)
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effect.Strength = BoundBy(strength, 0, 100);
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var fx_waterfall = GetEffect("FxWaterfallLiquidSource", this);
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if (fx_waterfall)
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fx_waterfall.source_strength = BoundBy(strength, 0, 100);
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return;
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}
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public func SetMaterial(int material)
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{
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var effect = GetEffect("IntWaterfall", this);
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if (effect)
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effect.Material = material;
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var fx_waterfall = GetEffect("FxWaterfallLiquidSource", this);
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if (fx_waterfall)
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fx_waterfall.source_mat = material;
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return;
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}
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public func SetDirection(int xdir, int ydir, int xvar, int yvar)
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{
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var effect = GetEffect("IntWaterfall", this);
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if (effect)
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var fx_waterfall = GetEffect("FxWaterfallLiquidSource", this);
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if (fx_waterfall)
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{
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effect.XDir = xdir;
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effect.YDir = ydir;
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effect.XVar = xvar;
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effect.YVar = yvar;
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fx_waterfall.xdir = xdir;
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fx_waterfall.ydir = ydir;
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fx_waterfall.xvar = xvar;
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fx_waterfall.yvar = yvar;
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fx_waterfall.source_direction = [fx_waterfall.source_x + xdir, fx_waterfall.source_y + ydir];
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}
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return;
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}
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@ -85,58 +108,100 @@ public func SetSoundLocation(int x, int y)
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{
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SetPosition(x, y);
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// Update sound.
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var effect = GetEffect("IntWaterfall", this);
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if (effect)
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Sound("Environment::Waterfall", false, 5 * effect.Strength, nil, 1);
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var fx_waterfall = GetEffect("FxWaterfallLiquidSource", this);
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if (fx_waterfall)
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Sound("Environment::Waterfall", false, 5 * fx_waterfall.source_strength, nil, 1);
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return;
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}
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// Scenario saving
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func SaveScenarioObject(props)
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{
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if (!inherited(props, ...)) return false;
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var fx_waterfall = GetEffect("IntWaterfall", this), fx_drain = GetEffect("IntLiquidDrain", this);
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if (!fx_waterfall && !fx_drain) return false; // effects lost? don't save dead object then
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// Waterfall has its own creation procedure
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props->RemoveCreation();
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if (fx_waterfall)
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{
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props->Add(SAVEOBJ_Creation, "CreateWaterfall(%d, %d, %d, %v)",fx_waterfall.X, fx_waterfall.Y, fx_waterfall.Strength, fx_waterfall.Material);
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if (fx_waterfall.X != GetX() || fx_waterfall.Y != GetY()) props->AddCall("Position", this, "SetSoundLocation", GetX(), GetY());
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if (fx_waterfall.XDir || fx_waterfall.YDir || fx_waterfall.XVar || fx_waterfall.YVar)
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props->AddCall("Direction", this, "SetDirection", fx_waterfall.XDir, fx_waterfall.YDir, fx_waterfall.XVar, fx_waterfall.YVar);
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}
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if (fx_drain) props->Add(SAVEOBJ_Creation, "CreateLiquidDrain(%d, %d, %d)",fx_drain.X, fx_drain.Y, fx_drain.Strength);
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return true;
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}
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/*-- Liquid Drain --*/
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global func CreateLiquidDrain(int x, int y, int strength)
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{
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var drain = CreateObjectAbove(Waterfall, x, y, NO_OWNER);
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AddEffect("IntLiquidDrain", drain, 100, 1, drain, nil, x, y, strength);
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drain->CreateEffect(drain.FxWaterfallLiquidDrain, 100, 1, x, y, strength);
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return drain;
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}
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protected func FxIntLiquidDrainStart(object target, proplist effect, int temporary, int x, int y, int strength)
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local FxWaterfallLiquidDrain = new Effect
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{
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if (temporary)
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return 1;
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effect.X = x;
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effect.Y = y;
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effect.Strength = strength;
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return 1;
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}
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Construction = func(int x, int y, int strength)
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{
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this.drain_position = [x, y];
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this.drain_x = x;
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this.drain_y = y;
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this.drain_strength = strength;
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return FX_OK;
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},
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Timer = func(int time)
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{
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Global->ExtractLiquidAmount(this.drain_x, this.drain_y, this.drain_strength / 2);
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return FX_OK;
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},
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EditorProps =
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{
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drain_strength = { Name = "$EditorDrainStrength$", EditorHelp = "$EditorDrainStrengthHelp$", Type = "int", Min = 2, Max = 100},
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drain_position = { Name = "$EditorDrainPosition$", EditorHelp = "$EditorDrainPositionHelp$", Type = "point", Relative = false, Color = 0x00ff8f, Set = "SetDrainPosition" }
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},
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SetDrainPosition = func(array pos)
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{
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this.drain_position = pos;
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this.drain_x = pos[0];
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this.drain_y = pos[1];
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}
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};
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protected func FxIntLiquidDrainTimer(object target, proplist effect)
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/*-- Editor --*/
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public func EditorInitialize()
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{
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ExtractLiquidAmount(AbsX(effect.X), AbsY(effect.Y),effect.Strength / 2);
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return 1;
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// Init waterfall with the source directly above the drain.
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this->CreateEffect(this.FxWaterfallLiquidSource, 100, 1, GetX(), GetY() - 40, 10, "Water");
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this->CreateEffect(this.FxWaterfallLiquidDrain, 100, 1, GetX(), GetY() + 40, 10);
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return;
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}
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/*-- Scenario Saving --*/
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public func SaveScenarioObject(proplist props)
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{
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if (!inherited(props, ...))
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return false;
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var fx_source = GetEffect("FxWaterfallLiquidSource", this);
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var fx_drain = GetEffect("FxWaterfallLiquidDrain", this);
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if (!fx_source && !fx_drain)
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return false;
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if (fx_source)
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{
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props->AddCall("SourceEffect", this, "AddSourceEffect", fx_source.source_x, fx_source.source_y, fx_source.source_strength, Format("%v", fx_source.source_mat));
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if (fx_source.source_x != GetX() || fx_source.source_y != GetY())
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props->AddCall("SoundLocation", this, "SetSoundLocation", GetX(), GetY());
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if (fx_source.xdir || fx_source.xdir || fx_source.xvar || fx_source.yvar)
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props->AddCall("Direction", this, "SetDirection", fx_source.xdir, fx_source.ydir, fx_source.xvar, fx_source.yvar);
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}
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if (fx_drain)
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props->AddCall("DrainEffect", this, "AddDrainEffect", fx_drain.drain_x, fx_drain.drain_y, fx_drain.drain_strength);
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return true;
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}
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public func AddSourceEffect(int x, int y, int strength, string mat)
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{
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CreateEffect(this.FxWaterfallLiquidSource, 100, 1, x, y, strength, mat);
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return;
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}
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public func AddDrainEffect(int x, int y, int strength)
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{
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CreateEffect(this.FxWaterfallLiquidDrain, 100, 1, x, y, strength);
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return;
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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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