/*-- Cave temple scenario section --*/ #strict 2 // public func SectionName() { return "Cave"; } /* public func SpawnpointLocations() { return [[550, 282], [603, 205], [682, 282], [784, 227], [912, 168], [1040, 120], [648, 460], [432, 438], [170, 118], [299, 170], [441, 230], [1170, 290], [105, 375], [910, 400], [560, 610], [1040, 530], [300, 530], [780, 530], [1040, 400]]; } protected func Initialize() { // Moving bricks var bricks = [CreateObject(BRK2, 240, 150, NO_OWNER), CreateObject(BRK2, 970, 150, NO_OWNER)]; if (ambienceEnabled) { // Ambiente!? } if (mode == MODE_Apocalyptic) { // Modulate brick color (object + material) for (var brick in bricks) { brick->SetClrModulation(RGB(220, 20, 20)); } SetMaterialColor(Material("Brick"), 100, 0, 0, 150, 0, 0, 20, 0, 0); } if (mode == MODE_Festive) { // Modulate brick color (object + material) for (var brick in bricks) { brick->SetClrModulation(RGBa(125, 200, 255, 30)); } // Modulate material colour SetMatAdjust(RGBa(125, 200, 255, 30)); } } */ public func SectionAmbienceSounds() { if (mode == MODE_Festive) return [["FestiveAmbience.ogg", 25]]; else if (mode == MODE_Apocalyptic) return [["ExtremeAmbience.ogg", 75]]; else return [["CaveAmbience.ogg", 50], ["Rain.ogg", 75]]; }