/** Concrete Represents a single material pixel of concrete. @author Maikel */ #include Library_Liquid public func GetLiquidType() { return "Concrete"; } public func GetLiquidMaterial() { return "Granite"; } public func Disperse(int angle, int strength) { DisperseMaterial(GetLiquidMaterial(), GetLiquidAmount(), strength, angle); _inherited(angle, strength, ...); } /*-- Production --*/ public func IsFoundryProduct() { return true; } public func GetProductionTime() { return 120; } public func Construction(object creator) { var res = _inherited(creator, ...); // If the concrete is created by the foundry we can safely assume it has been produced // and set the stack count to 200. The only exceptions are CreateContents script calls. if (creator && creator->~IsProducer()) SetStackCount(200); return res; } /*-- Properties --*/ local Name = "$Name$"; local Description = "$Description$"; local Components = {Rock = 1, Water = 100};