forked from Mirrors/openclonk
Ruins: fixed overfilled chests, set "flooded" as starting phase
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4af76185c0
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ffcfd96bf0
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@ -33,7 +33,7 @@ protected func Initialize()
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// Smooth brick edges.
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PlaceEdges();
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AddEffect("Rain",0,100,2);
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AddEffect("DryTime",0,100,2);
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return;
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}
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@ -103,7 +103,7 @@ global func FxDryTimeTimer(object pTarget, int noum, int timer)
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InsertMaterial(Material("Water"),Random(LandscapeWidth()-60)+30,1,Random(7)-3,100+Random(100));
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return 1;
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}
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for(var i=0; i<6;i++)
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for(var i=0; i<6+Random(4);i++)
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ExtractLiquid(310+Random(50),430+Random(10));
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if(!GBackLiquid(335,430))
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{
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@ -115,8 +115,9 @@ global func FxDryTimeTimer(object pTarget, int noum, int timer)
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// Refill/fill chests.
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global func FxIntFillChestsStart()
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global func FxIntFillChestsStart(object target, int num, int temporary);
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{
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if(temporary) return 1;
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var chests = FindObjects(Find_ID(Chest));
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var w_list = [Bow, Musket, Shield, Sword, Club, Javelin, Bow, Musket, Shield, Sword, Club, Javelin, DynamiteBox];
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