add descriptions to liquid objects

qteditor
Maikel de Vries 2016-06-02 13:02:25 +02:00
parent e1413a941d
commit e004006fdc
12 changed files with 80 additions and 23 deletions

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@ -1,11 +1,23 @@
/**
Acid
Represents a single material pixel of acid.
@author Marky
*/
#include Library_Liquid
func GetLiquidType() { return "Acid"; }
func Disperse(int angle, int strength)
public func GetLiquidType() { return "Acid"; }
public func Disperse(int angle, int strength)
{
DisperseMaterial(GetLiquidType(), GetLiquidAmount(), strength, angle);
_inherited(...);
}
local Name="$Name$";
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";

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Name=Säure
Name=Säure
Description=Stellt ein Material-Pixel Säure dar.

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Name=Acid
Name=Acid
Description=Represents a single material pixel of acid.

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/**
Lava
Represents a single material pixel of lava.
@author Marky
*/
#include Library_Liquid
func GetLiquidType() { return "Lava"; }
func Disperse(int angle, int strength)
public func GetLiquidType() { return "Lava"; }
public func Disperse(int angle, int strength)
{
DisperseMaterial(GetLiquidType(), GetLiquidAmount(), strength, angle);
_inherited(...);
}
local Name="$Name$";
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";

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Name=Lava
Name=Lava
Description=Stellt ein Material-Pixel Lava dar.

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Name=Lava
Name=Lava
Description=Represents a single material pixel of lava.

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/**
Oil
Represents a single material pixel of oil.
@author Marky
*/
#include Library_Liquid
func GetLiquidType() { return "Oil"; }
func Disperse(int angle, int strength)
public func GetLiquidType() { return "Oil"; }
public func Disperse(int angle, int strength)
{
DisperseMaterial(GetLiquidType(), GetLiquidAmount(), strength, angle);
_inherited(...);
}
func IsFuel(){ return true;}
func GetFuelAmount(int requested_amount)
public func IsFuel() { return true; }
public func GetFuelAmount(int requested_amount)
{
requested_amount = requested_amount ?? GetLiquidAmount();
return Min(requested_amount, GetLiquidAmount());
}
func OnFuelRemoved(int amount)
public func OnFuelRemoved(int amount)
{
DoStackCount(-amount);
return true;
}
local Name="$Name$";
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";

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Name=Öl
Name=Öl
Description=Stellt ein Material-Pixel Öl dar.

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Name=Oil
Name=Oil
Description=Represents a single material pixel of oil.

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/**
Water
Represents a single material pixel of water.
@author Marky
*/
#include Library_Liquid
func GetLiquidType() { return "Water"; }
func Disperse(int angle, int strength)
public func GetLiquidType() { return "Water"; }
public func Disperse(int angle, int strength)
{
DisperseMaterial(GetLiquidType(), GetLiquidAmount(), strength, angle);
_inherited(...);
}
local Name="$Name$";
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";

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Name=Wasser
Name=Wasser
Description=Stellt ein Material-Pixel Wasser dar.

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Name=Water
Name=Water
Description=Represents a single material pixel of water.