Dynamite: Make FuseTime a local to make changes possible

qteditor
Lukas Werling 2016-08-08 01:43:19 +02:00
parent 05d5d128c7
commit e6c483953a
1 changed files with 4 additions and 4 deletions

View File

@ -7,7 +7,7 @@
*/
// time in frames until explosion
func FuseTime() { return 140; }
local FuseTime = 140;
public func ControlUse(object clonk, int x, int y, bool box)
{
@ -147,10 +147,10 @@ private func Fusing()
}
// Effect: fire particles.
if (GetActTime() < FuseTime() - 20)
if (GetActTime() < FuseTime - 20)
CreateParticle("Fire", x, y, PV_Random(x - 5, x + 5), PV_Random(y - 15, y + 5), PV_Random(10, 40), Particles_Glimmer(), 3);
// Explosion: after fusetime is over.
else if (GetActTime() > FuseTime())
else if (GetActTime() > FuseTime)
DoExplode();
return;
}
@ -211,4 +211,4 @@ local Collectible = 1;
local BlastIncinerate = 1;
local ContactIncinerate = 1;
local Components = {Coal = 1, Firestone = 1};
local Components = {Coal = 1, Firestone = 1};