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/**
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};
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