mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Added full ddraw.ini + other config files and all relevant artifacts from latest modderspack.
This commit is contained in:
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procedure start;
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variable weather;
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variable region;
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variable map;
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variable season;
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variable rainshaderdef;
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variable snowshaderdef;
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variable sandshaderdef;
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variable rainshaderesc;
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variable snowshaderesc;
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variable sandshaderesc;
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variable rainshaderinv;
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variable snowshaderinv;
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variable sandshaderinv;
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variable rainshadermap;
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variable snowshadermap;
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variable sandshadermap;
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variable rainshaderskd;
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variable snowshaderskd;
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variable sandshaderskd;
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variable cshader;
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variable map_has_weather;
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variable active;
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variable w1; //Begin
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variable w2; //End
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variable w3; //Special
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variable increase;
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//0 - nothing
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//1 - -1 perception, +2 ac
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//2 - -2 perception, +4 ac
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//3 - -3 perception, +6 ac
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//4 - -1 endurance, -3 perception, +4 ac
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//5 - -4 perception, +8 ac
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variable penelty;
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variable last_game_time;
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procedure update_penelty(variable newpenelty) begin
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if(penelty==newpenelty) then begin
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return;
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end
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if(penelty==1) then begin
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set_pc_extra_stat(1, get_pc_extra_stat(1) + 1);
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set_pc_extra_stat(9, get_pc_extra_stat(9) - 2);
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end else if(penelty==2) then begin
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set_pc_extra_stat(1, get_pc_extra_stat(1) + 2);
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set_pc_extra_stat(9, get_pc_extra_stat(9) - 4);
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end else if(penelty==2) then begin
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set_pc_extra_stat(1, get_pc_extra_stat(1) + 3);
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set_pc_extra_stat(9, get_pc_extra_stat(9) - 6);
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end else if(penelty==4) then begin
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set_pc_extra_stat(1, get_pc_extra_stat(1) + 3);
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set_pc_extra_stat(2, get_pc_extra_stat(2) + 1);
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set_pc_extra_stat(9, get_pc_extra_stat(9) - 4);
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end else if(penelty==5) then begin
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set_pc_extra_stat(1, get_pc_extra_stat(1) + 4);
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set_pc_extra_stat(9, get_pc_extra_stat(9) - 8);
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end
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penelty:=newpenelty;
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set_sfall_global("tsrain01", penelty);
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if(penelty==1) then begin
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set_pc_extra_stat(1, get_pc_extra_stat(1) - 1);
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set_pc_extra_stat(9, get_pc_extra_stat(9) + 2);
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end else if(penelty==2) then begin
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set_pc_extra_stat(1, get_pc_extra_stat(1) - 2);
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set_pc_extra_stat(9, get_pc_extra_stat(9) + 4);
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end else if(penelty==2) then begin
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set_pc_extra_stat(1, get_pc_extra_stat(1) - 3);
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set_pc_extra_stat(9, get_pc_extra_stat(9) + 6);
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end else if(penelty==4) then begin
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set_pc_extra_stat(1, get_pc_extra_stat(1) - 3);
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set_pc_extra_stat(2, get_pc_extra_stat(2) - 1);
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set_pc_extra_stat(9, get_pc_extra_stat(9) + 4);
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end else if(penelty==5) then begin
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set_pc_extra_stat(1, get_pc_extra_stat(1) - 4);
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set_pc_extra_stat(9, get_pc_extra_stat(9) + 8);
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end
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end
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procedure update_shader(variable shader) begin
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if(shader==cshader) then begin
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return;
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end
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if(cshader==1) then begin
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deactivate_shader(rainshaderdef);
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deactivate_shader(rainshaderesc);
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deactivate_shader(rainshaderinv);
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deactivate_shader(rainshadermap);
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deactivate_shader(rainshaderskd);
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end else if(cshader==2) then begin
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deactivate_shader(snowshaderdef);
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deactivate_shader(snowshaderesc);
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deactivate_shader(snowshaderinv);
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deactivate_shader(snowshadermap);
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deactivate_shader(snowshaderskd);
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end else if(cshader==3) then begin
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deactivate_shader(sandshaderdef);
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deactivate_shader(sandshaderesc);
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deactivate_shader(sandshaderinv);
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deactivate_shader(sandshadermap);
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deactivate_shader(sandshaderskd);
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end
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if(shader==1) then begin
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activate_shader(rainshaderdef);
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activate_shader(rainshaderesc);
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activate_shader(rainshaderinv);
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activate_shader(rainshadermap);
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activate_shader(rainshaderskd);
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end else if(shader==2) then begin
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activate_shader(snowshaderdef);
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activate_shader(snowshaderesc);
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activate_shader(snowshaderinv);
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activate_shader(snowshadermap);
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activate_shader(snowshaderskd);
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end else if(shader==3) then begin
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activate_shader(sandshaderdef);
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activate_shader(sandshaderesc);
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activate_shader(sandshaderinv);
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activate_shader(sandshadermap);
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activate_shader(sandshaderskd);
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end
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cshader:=shader;
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if(shader==0) then begin
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force_graphics_refresh(0);
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call update_penelty(0);
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end else begin
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force_graphics_refresh(1);
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end
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end
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procedure on_game_load begin
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variable tmp;
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if(graphics_funcs_available==0) then begin
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display_msg("Weather mod error: Shader functions not available");
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return;
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end
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if(get_shader_version<20) then begin
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display_msg("Weather mod error: Graphics card does not support sm2 shaders");
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return;
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end
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rainshaderdef:=load_shader("weather\\rain-def.fx");
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snowshaderdef:=load_shader("weather\\snow-def.fx");
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sandshaderdef:=load_shader("weather\\sand-def.fx");
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rainshaderesc:=load_shader("weather\\rain-esc.fx");
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snowshaderesc:=load_shader("weather\\snow-esc.fx");
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sandshaderesc:=load_shader("weather\\sand-esc.fx");
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rainshaderinv:=load_shader("weather\\rain-inv.fx");
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snowshaderinv:=load_shader("weather\\snow-inv.fx");
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sandshaderinv:=load_shader("weather\\sand-inv.fx");
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rainshadermap:=load_shader("weather\\rain-map.fx");
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snowshadermap:=load_shader("weather\\snow-map.fx");
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sandshadermap:=load_shader("weather\\sand-map.fx");
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rainshaderskd:=load_shader("weather\\rain-skd.fx");
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snowshaderskd:=load_shader("weather\\snow-skd.fx");
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sandshaderskd:=load_shader("weather\\sand-skd.fx");
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if(rainshaderdef==-1 or snowshaderdef==-1 or sandshaderdef==-1) then begin
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display_msg("Weather mod error: Could not load default shaders");
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return;
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end
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if(rainshaderesc==-1 or snowshaderesc==-1 or sandshaderesc==-1) then begin
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display_msg("Weather mod error: Could not load escape shaders");
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return;
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end
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if(rainshaderinv==-1 or snowshaderinv==-1 or sandshaderinv==-1) then begin
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display_msg("Weather mod error: Could not load inventory shaders");
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return;
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end
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if(rainshadermap==-1 or snowshadermap==-1 or sandshadermap==-1) then begin
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display_msg("Weather mod error: Could not load automap shaders");
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return;
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end
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if(rainshaderskd==-1 or snowshaderskd==-1 or sandshaderskd==-1) then begin
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display_msg("Weather mod error: Could not load skilldex shaders");
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return;
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end
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tmp:=get_shader_texture(rainshaderdef, 2);
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set_shader_texture(rainshaderesc, "tex2", tmp);
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set_shader_texture(rainshaderinv, "tex2", tmp);
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set_shader_texture(rainshadermap, "tex2", tmp);
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set_shader_texture(rainshaderskd, "tex2", tmp);
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tmp:=get_shader_texture(snowshaderdef, 2);
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set_shader_texture(snowshaderesc, "tex2", tmp);
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set_shader_texture(snowshaderinv, "tex2", tmp);
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set_shader_texture(snowshadermap, "tex2", tmp);
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set_shader_texture(snowshaderskd, "tex2", tmp);
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tmp:=get_shader_texture(sandshaderdef, 2);
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set_shader_texture(sandshaderesc, "tex2", tmp);
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set_shader_texture(sandshaderinv, "tex2", tmp);
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set_shader_texture(sandshadermap, "tex2", tmp);
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set_shader_texture(sandshaderskd, "tex2", tmp);
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tmp:=get_shader_texture(rainshaderdef, 1);
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set_shader_texture(snowshaderdef, "tex1", tmp);
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set_shader_texture(sandshaderdef, "tex1", tmp);
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tmp:=get_shader_texture(rainshaderesc, 1);
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set_shader_texture(snowshaderesc, "tex1", tmp);
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set_shader_texture(sandshaderesc, "tex1", tmp);
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tmp:=get_shader_texture(rainshaderinv, 1);
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set_shader_texture(snowshaderinv, "tex1", tmp);
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set_shader_texture(sandshaderinv, "tex1", tmp);
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tmp:=get_shader_texture(rainshadermap, 1);
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set_shader_texture(snowshadermap, "tex1", tmp);
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set_shader_texture(sandshadermap, "tex1", tmp);
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tmp:=get_shader_texture(rainshaderskd, 1);
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set_shader_texture(snowshaderskd, "tex1", tmp);
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set_shader_texture(sandshaderskd, "tex1", tmp);
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set_shader_mode(rainshaderdef, 30653);//0x77bd
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set_shader_mode(snowshaderdef, 30653);
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set_shader_mode(sandshaderdef, 30653);
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set_shader_mode(rainshaderesc, 30645);//0x77b5
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set_shader_mode(snowshaderesc, 30645);
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set_shader_mode(sandshaderesc, 30645);
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set_shader_mode(rainshaderinv, 26557);//0x67bd
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set_shader_mode(snowshaderinv, 26557);
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set_shader_mode(sandshaderinv, 26557);
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set_shader_mode(rainshadermap, 22461);//0x57bd
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set_shader_mode(snowshadermap, 22461);
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set_shader_mode(sandshadermap, 22461);
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set_shader_mode(rainshaderskd, 14269);//0x37bd
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set_shader_mode(snowshaderskd, 14269);
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set_shader_mode(sandshaderskd, 14269);
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set_shader_mode(rainshaderesc, 2147483656);//0x80000008
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set_shader_mode(snowshaderesc, 2147483656);
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set_shader_mode(sandshaderesc, 2147483656);
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set_shader_mode(rainshaderinv, 2147487744);//0x80001000
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set_shader_mode(snowshaderinv, 2147487744);
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set_shader_mode(sandshaderinv, 2147487744);
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set_shader_mode(rainshadermap, 2147491840);//0x80002000
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set_shader_mode(snowshadermap, 2147491840);
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set_shader_mode(sandshadermap, 2147491840);
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set_shader_mode(rainshaderskd, 2147500032);//0x80004000
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set_shader_mode(snowshaderskd, 2147500032);
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set_shader_mode(sandshaderskd, 2147500032);
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set_global_script_repeat(50);
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region:=-1;
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map:=-1;
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active:=0;
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last_game_time:=-100;
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map_has_weather:=0;
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cshader:=0;
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increase:=1;
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penelty:=get_sfall_global_int("tsrain01");
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end
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procedure update_season begin
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variable month;
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month:=get_month;
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if ( month == 12) then begin
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month:=0;
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end
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if(month<=3) then begin
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season:="win";
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end else if(month<=6) then begin
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season:="spr";
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end else if(month<=9) then begin
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season:="sum";
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end else begin
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season:="aut";
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end
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end
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procedure update_region begin
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variable initial;
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variable tmp;
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variable rain;
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variable snow;
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variable sand;
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//display_msg("Update region: "+region);
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if(region==-1) then begin
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call update_shader(0);
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active:=0;
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return;
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end
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tmp:=get_ini_setting("weather.ini|r"+region+season+"|override");
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if(tmp==0) then begin
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initial:="weather.ini|r"+region+season+"|";
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end else begin
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initial:="weather.ini|r"+region+"|";
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end
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w1:=get_ini_setting(initial+"start");
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w2:=get_ini_setting(initial+"end");
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w3:=get_ini_setting(initial+"special");
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rain:=get_ini_setting(initial+"rain");
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snow:=get_ini_setting(initial+"snow");
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sand:=get_ini_setting(initial+"sand");
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if(w1==-1 or w2==-1 or w3==-1 or rain==-1 or snow==-1 or sand==-1) then begin
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active:=0;
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end else begin
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snow:=snow+rain;
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sand:=sand+snow;
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tmp:=random(1,100);
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if(tmp<=rain) then begin
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//display_msg("It's raining");
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active:=1;
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end else if(tmp<=snow) then begin
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//display_msg("It's snowing");
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active:=2;
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end else if(tmp<=sand) then begin
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//display_msg("It's sandstorming");
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active:=3;
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end else begin
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//display_msg("No weather");
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active:=0;
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end
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end
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call update_shader(active);
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end
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procedure update_weather begin
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variable tmp;
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//display_msg("Update weather: "+weather);
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if(weather<=w1 or map_has_weather==0) then begin
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call update_shader(0);
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end else begin
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call update_shader(active);
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tmp:=(weather-w1)*(1.0/(w2-w1));
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if(tmp>1.0) then begin
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tmp:=1.0;
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end
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if(active==1) then begin
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set_shader_float(rainshaderdef, "speed", 500 - (tmp*300));
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set_shader_float(rainshaderdef, "multi", 1.5 + tmp*6.5);
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set_shader_float(rainshaderesc, "speed", 500 - (tmp*300));
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set_shader_float(rainshaderesc, "multi", 1.5 + tmp*6.5);
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set_shader_float(rainshaderinv, "speed", 500 - (tmp*300));
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set_shader_float(rainshaderinv, "multi", 1.5 + tmp*6.5);
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set_shader_float(rainshadermap, "speed", 500 - (tmp*300));
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set_shader_float(rainshadermap, "multi", 1.5 + tmp*6.5);
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set_shader_float(rainshaderskd, "speed", 500 - (tmp*300));
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set_shader_float(rainshaderskd, "multi", 1.5 + tmp*6.5);
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if(tmp<0.7) then begin
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call update_penelty(0);
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end else if(tmp<0.99) then begin
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call update_penelty(1);
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end else begin
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call update_penelty(2);
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end
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end else if(active==2) then begin
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set_shader_float(snowshaderdef, "speed", 800 - (tmp*200));
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set_shader_float(snowshaderdef, "multi", 0.5 + tmp*0.5);
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set_shader_float(snowshaderesc, "speed", 800 - (tmp*200));
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set_shader_float(snowshaderesc, "multi", 0.5 + tmp*0.5);
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set_shader_float(snowshaderinv, "speed", 800 - (tmp*200));
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set_shader_float(snowshaderinv, "multi", 0.5 + tmp*0.5);
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set_shader_float(snowshadermap, "speed", 800 - (tmp*200));
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set_shader_float(snowshadermap, "multi", 0.5 + tmp*0.5);
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set_shader_float(snowshaderskd, "speed", 800 - (tmp*200));
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set_shader_float(snowshaderskd, "multi", 0.5 + tmp*0.5);
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if(tmp<0.2) then begin
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call update_penelty(0);
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end else if(tmp<0.5) then begin
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call update_penelty(1);
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end else if(tmp<0.9) then begin
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call update_penelty(2);
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end else begin
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call update_penelty(4);
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end
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end else begin
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set_shader_float(sandshaderdef, "speed", 400 - (tmp*200));
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set_shader_float(sandshaderdef, "multi", tmp);
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set_shader_float(sandshaderesc, "speed", 400 - (tmp*200));
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set_shader_float(sandshaderesc, "multi", tmp);
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set_shader_float(sandshaderinv, "speed", 400 - (tmp*200));
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set_shader_float(sandshaderinv, "multi", tmp);
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set_shader_float(sandshadermap, "speed", 400 - (tmp*200));
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set_shader_float(sandshadermap, "multi", tmp);
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set_shader_float(sandshaderskd, "speed", 400 - (tmp*200));
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set_shader_float(sandshaderskd, "multi", tmp);
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if(tmp<0.3) then begin
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call update_penelty(1);
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end else if(tmp<0.6) then begin
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call update_penelty(2);
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end else if(tmp<0.9) then begin
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call update_penelty(3);
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end else begin
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call update_penelty(5);
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end
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end
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//display_msg("Shader active: "+tmp);
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end
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end
|
||||
|
||||
procedure modify_weather(variable amount) begin
|
||||
if(active==0 or amount==0) then begin
|
||||
return;
|
||||
end
|
||||
if(random(1,100)>95) then begin
|
||||
increase:=increase*(-1);
|
||||
end
|
||||
while(amount>0) do begin
|
||||
weather:=weather+increase;
|
||||
amount:=amount-1;
|
||||
end
|
||||
call update_weather;
|
||||
end
|
||||
|
||||
procedure randomize_weather begin
|
||||
if(active==0) then begin
|
||||
return;
|
||||
end
|
||||
weather:=random(0,100);
|
||||
//weather:=0;
|
||||
call update_weather;
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
variable tmp;
|
||||
if (game_loaded) then begin
|
||||
call on_game_load;
|
||||
return;
|
||||
end
|
||||
|
||||
tmp:=cur_map_index;
|
||||
if(tmp!=map) then begin
|
||||
map:=tmp;
|
||||
tmp:=get_ini_setting("weather.ini|maps|r"+map);
|
||||
map_has_weather:=get_ini_setting("weather.ini|maps|a"+map);
|
||||
if(map_has_weather==-1) then begin
|
||||
map_has_weather:=0;
|
||||
end
|
||||
//display_msg("Map change: "+map+", "+tmp);
|
||||
if(tmp!=region) then begin
|
||||
region:=tmp;
|
||||
call update_region;
|
||||
call randomize_weather;
|
||||
last_game_time:=game_time/200;
|
||||
return;
|
||||
end
|
||||
call update_weather;
|
||||
return;
|
||||
end
|
||||
|
||||
if(active==0) then begin
|
||||
return;
|
||||
end
|
||||
|
||||
tmp:=game_time/200;
|
||||
if(tmp!=last_game_time) then begin
|
||||
display_msg("Clock change: "+last_game_time+" -> "+tmp);
|
||||
if(tmp-last_game_time>100) then begin
|
||||
call randomize_weather;
|
||||
end else begin
|
||||
call modify_weather(tmp-last_game_time);
|
||||
end
|
||||
last_game_time:=tmp;
|
||||
return;
|
||||
end
|
||||
|
||||
//Lightening goes here
|
||||
end
|
||||
Reference in New Issue
Block a user