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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
<func>
<title>ExtractMaterialAmount</title>
<category>Landscape</category>
<subcat>Material</subcat>
<version>5.1 OC</version>
<syntax>
<rtype>int</rtype>
<params>
<param>
<type>int</type>
<name>x</name>
<desc>X position at which material is extracted. Offset in local calls.</desc>
</param>
<param>
<type>int</type>
<name>y</name>
<desc>Y position at which material is extracted. Offset in local calls.</desc>
</param>
<param>
<type>int</type>
<name>material_index</name>
<desc>Index of the material to be extracted. Also see <funclink>Material</funclink>.</desc>
</param>
<param>
<type>int</type>
<name>amount</name>
<desc>Maximum amount to be extracted.</desc>
</param>
<param>
<type>bool</type>
<name>distant_x</name>
<desc>If true, material will be extracted at the most distant horizontal position of the top row of the material body, to a maximum of the material's MaxSlide parameter. If used on liquids, this mode ensures that level pools of 1px height can be extracted by extracting from anywhere horizontally.</desc>
<optional />
</param>
</params>
</syntax>
<desc>Extracts a certain amount of material at the specified position. The return value is the amount actually extracted.</desc>
<examples>
<example>
<code>var i=ExtractMaterialAmount(0,0,<funclink>Material</funclink>("Water"),10);
<funclink>while</funclink> (i--) <funclink>InsertMaterial</funclink>(<funclink>Material</funclink>("Water"),0,-10,<funclink>Random</funclink>(5)-2,-10);</code>
<text>Sucks up to ten pixels of water and squirts them up.</text>
</example>
</examples>
<related>
<funclink>Material</funclink>
<funclink>ExtractLiquid</funclink>
<funclink>InsertMaterial</funclink>
</related>
</func>
<author>Sven2</author><date>2001-11</date>
</funcs>
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