forked from Mirrors/openclonk
68 lines
1.3 KiB
C
68 lines
1.3 KiB
C
/*-- Wooden Cabin --*/
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#include Library_Structure
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#include Library_Ownable
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#include Library_DoorControl
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public func Initialize()
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{
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SetAction("Idle");
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}
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protected func IsBuilt()
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{
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return GetCon() >= 100;
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}
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public func NoConstructionFlip() { return true; }
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local ActMap = {/*
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Idle = {
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Prototype = Action,
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Name = "Idle",
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Procedure = DFA_NONE,
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Length = 1,
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Delay = 1,
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NextAction = "Idle",
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Animation = "Closed",
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},*/
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OpenDoor = {
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Prototype = Action,
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Name = "OpenDoor",
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Procedure = DFA_NONE,
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Length = 20,
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Delay = 1,
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NextAction = "DoorOpen",
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StartCall = "SoundOpenDoor",
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Animation = "OpenDoor",
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},
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DoorOpen = {
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Prototype = Action,
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Name = "DoorOpen",
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Procedure = DFA_NONE,
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Length = 1,
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Delay = 20,
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NextAction = "CloseDoor",
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StartCall = "OpenEntrance",
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EndCall = "CloseEntrance",
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Animation = "Open",
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},
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CloseDoor = {
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Prototype = Action,
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Name = "CloseDoor",
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Procedure = DFA_NONE,
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Length = 40,
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Delay = 1,
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NextAction = "Idle",
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StartCall = "SoundCloseDoor",
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Animation = "CloseDoor",
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},
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};
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func Definition(def) {
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SetProperty("PictureTransformation", Trans_Mul(Trans_Translate(2000,0,7000),Trans_Rotate(-20,1,0,0),Trans_Rotate(30,0,1,0)), def);
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SetProperty("MeshTransformation", Trans_Rotate(-8,0,1,0));
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}
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local BlastIncinerate = 100;
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local HitPoints = 70;
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local Name = "$Name$";
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local Description = "$Description$"; |