forked from Mirrors/openclonk
Mine rescue fixes (#1266):
- Three wind generators instead of one - All players get toolsshapetextures
parent
b9bb89945a
commit
ecdb0ed57f
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@ -15,19 +15,18 @@ func DoInit(int first_player)
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elevator->CreateShaft(240);
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elevator->SetOwner(first_player);
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elevator.case->SetPosition(elevator.case->GetX(), elevator.case->GetY()+190);
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// Create the start buildings: 2 x flag, windmill, armory, cabin
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CreateObjectAbove(Flagpole, 193*8, 43*8, first_player);
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CreateObjectAbove(Flagpole, 221*8, 46*8, first_player);
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CreateObjectAbove(WoodenCabin, 228*8, 47*8, first_player);
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CreateObjectAbove(Armory, 212*8, 47*8, first_player);
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CreateObjectAbove(WindGenerator, 197*8, 44*8, first_player);
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// Create start material: Hammer, shovel, axe
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var clonk1 = GetCrew(first_player, 0);
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var clonk2 = GetCrew(first_player, 1);
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clonk1->CreateContents(Shovel);
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clonk1->CreateContents(Hammer);
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clonk2->CreateContents(Shovel);
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clonk2->CreateContents(Axe);
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// Clear trees at the starting base
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var trees = FindObjects(Find_InRect(180*8, 30*8, 50*8, 20*8), Find_Func("IsTree"));
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for (var tree in trees)
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tree->RemoveObject();
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// Create the start buildings: 2 x flag, 3x wind generator, armory, cabin
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CreateConstruction(Flagpole, 193*8, 43*8, first_player, 100, false);
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CreateConstruction(Flagpole, 221*8, 46*8, first_player, 100, false);
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CreateConstruction(WoodenCabin, 228*8, 46*8, first_player, 100, true);
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CreateConstruction(Armory, 212*8, 46*8, first_player, 100, true);
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CreateConstruction(WindGenerator, 197*8, 44*8, first_player, 100, true);
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CreateConstruction(WindGenerator, 200*8, 44*8, first_player, 100, true);
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CreateConstruction(WindGenerator, 203*8, 45*8, first_player, 100, true);
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// Earth objects
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for(var i = 0; i < 70; ++i)
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@ -39,6 +38,8 @@ func DoInit(int first_player)
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CreateObjectAbove(stuff[Random(GetLength(stuff))], location.x, location.y);
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}
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}
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// Other environment stuff
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Zaphive->Place();
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return true;
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}
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@ -49,7 +50,19 @@ func InitializePlayer(int plr)
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if (GetPlayerType(plr)!=C4PT_User) return;
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// Scenario init
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if (!g_is_initialized) g_is_initialized = DoInit(plr);
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return true;
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// Create start material: Hammer, shovel, axe
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var clonk1 = GetCrew(plr, 0);
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var clonk2 = GetCrew(plr, 1);
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if (clonk1)
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{
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clonk1->CreateContents(Shovel);
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clonk1->CreateContents(Hammer);
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}
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if (clonk2)
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{
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clonk2->CreateContents(Shovel);
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clonk2->CreateContents(Axe);
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}
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}
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func OnGoalsFulfilled()
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