forked from Mirrors/openclonk
43 lines
1.5 KiB
C
43 lines
1.5 KiB
C
// Scorches which can placed on buildings to indicate the an attack has taken place.
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// Add the scorch by object->AddScorch() with local coordinates.
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// Adds a scorch to an object, x and y are local coordinates and r is the rotation.
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// Strength determines the amount of smoke and duration if not nil the length of the effect.
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global func AddScorch(int x, int y, int r, int strength, int duration)
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{
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// Safety and create the scorch.
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if (!this)
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return;
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var scorch = CreateObject(Wood, x, y, NO_OWNER);
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if (!scorch)
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return;
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if (strength == nil)
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strength = 50;
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// Change wood properties such that it acts as a scorch.
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scorch->SetObjectLayer(scorch);
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scorch->SetR(r);
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scorch->SetClrModulation(0x80804000);
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scorch->SetCategory(C4D_StaticBack);
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scorch.Collectible = false;
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scorch.Plane = this.Plane + 1;
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// Add an effect for creating smoke.
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var fx = AddEffect("FireScorching", scorch, 1, 2, scorch);
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fx.strength = strength;
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fx.duration = duration;
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return scorch;
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}
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global func FxFireScorchingTimer(object target, proplist effect, int time)
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{
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if (effect.duration != nil && time >= effect.duration)
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{
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RemoveObject();
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return FX_Execute_Kill;
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}
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// Create smoke particles which move with the wind.
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var wind = BoundBy(GetWind(), -5, 5);
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CreateParticle("SmokeDirty", PV_Random(-5, 5), PV_Random(-5, 5), wind, -effect.strength/8, PV_Random(20, 40), Particles_SmokeTrail(), 2);
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CreateParticle("Smoke", PV_Random(-2, 2), PV_Random(-2, 2), 0, 0, PV_Random(20, 40), Particles_Smoke(), 1);
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return FX_OK;
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}
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