forked from Mirrors/openclonk
Objects: Some fixes to cable network
Removed some erroring code from the libraries.
parent
5da93528c6
commit
d515df6055
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@ -50,7 +50,7 @@ public func SetDestination(dest)
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{
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if(GetType(dest) == C4V_Int)
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{
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dest = FindObjects(Find_ID(CableCrossing))[dest];
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dest = FindObjects(Find_Func("IsCableCrossing"))[dest];
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}
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rail_destination = dest;
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if(rail_direction == 0)
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@ -194,7 +194,7 @@ private func MoveTo(dest)
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{
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if(GetType(dest) == C4V_Int)
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{
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dest = FindObjects(Find_ID(CableCrossing))[dest];
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dest = FindObjects(Find_Func("IsCableCrossing"))[dest];
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}
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var rail = 0;
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for(var test_rail in FindObjects(Find_Func("IsConnectedTo", pRailTarget)))
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@ -2,4 +2,7 @@
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id=Library_CableStation
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Version=4,10,0,0
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Category=C4D_StaticBack
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Width=20
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Height=20
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Offset=-10,-10
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Picture=0,0,64,64
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Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.2 KiB |
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@ -345,7 +345,7 @@ public func AddNeighboursToList()
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var obj;
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for(var i = 0; i < GetLength(aPath); i++)
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{
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obj = aPath[i]->GetOtherConnection(this);//EffectVar(0,this(),aPath[i]);
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obj = aPath[i]->~GetOtherConnection(this);//EffectVar(0,this(),aPath[i]);
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aConnectionList[i] = [obj, obj, ObjectDistance(obj)];
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}
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}
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@ -357,7 +357,7 @@ public func AddNeighboursList()
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var newList, obj, dist, pEnd;
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for(var i = 0; i < GetLength(aPath); i++)
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{
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obj = aPath[i]->GetOtherConnection(this);
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obj = aPath[i]->~GetOtherConnection(this);
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dist = ObjectDistance(obj);
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// Get aConnectionList from the next waypoint in line
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newList = obj->GetList();
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@ -467,7 +467,7 @@ private func CheckRailStation()
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{
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if (!is_station)
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{
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SetGraphics("Station", CableCrossing, 2, GFXOV_MODE_Base);
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SetGraphics("Station", Library_CableStation, 2, GFXOV_MODE_Base);
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is_station = true;
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}
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}
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@ -49,18 +49,16 @@ private func Produce(id item_id)
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if (IsProducing())
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return false;
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// Start production.
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var effect = AddEffect("Producing", this, 100, 1, this, nil, item_id);
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AddEffect("Producing", this, 100, 1, this, nil, item_id);
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return true;
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}
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// Production effect: effect.ItemID is the item under production.
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protected func FxProducingStart(object target, proplist effect, int temp, id item_id)
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{
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Log("%v", temp);
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if (temp)
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return 1;
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effect.ItemID = item_id;
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Log("%v", effect.ItemID);
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// Remove raw materials, then commence production.
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var costs = ProductionCosts(item_id);
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for (var mat in costs)
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@ -71,7 +69,6 @@ protected func FxProducingStart(object target, proplist effect, int temp, id ite
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protected func FxProducingTimer(object target, proplist effect, int time)
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{
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Log("I am Producing%v", time);
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// Production already done?
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if (time > 150) // Replace me with something sensible.
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return -1;
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@ -125,7 +122,6 @@ protected func SelectProduction(id item_id)
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private func Smoking()
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{
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if (GetPhase()%3) return 1;
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if (Random(6)) Smoke(+16,-14,16);
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if (Random(8)) Smoke(10,-14,15+Random(3));
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return 1;
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@ -21,7 +21,6 @@ protected func Initialize()
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CreateObject(CableLine, 191, 438)->SetConnectedObjects(cross7, cross4);
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//CreateObject(CableLine, 191, 438)->SetConnectedObjects(cross4, cross2);
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CreateObject(CableLine, 191, 438)->SetConnectedObjects(cross1, tools);
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WaypointsMakeList();
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cross1->CreateContents(Ore, 5);
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cross2->CreateContents(Coal, 8);
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