/*-- Classic scenario section --*/ #strict 2 public func SectionName() { return "Classic"; } 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) { // Fog for (var i; i < 300; ++i) { CreateParticle("Fog", Random(LandscapeWidth()), Random(LandscapeHeight()) + 500, RandomX(3, 9), 0, RandomX(1000, 1500)); } // Rain if (mode != MODE_Festive) AddEffect("Rain", 0, 20, 1); // Create sun and lenseflare if (mode != MODE_Festive) { CreateObject(SONE, 0, 0, NO_OWNER); CreateObject(LENS, 0, 0, NO_OWNER); } } 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 (ambienceEnabled) return [["Ambience.ogg", 50], ["Rain.ogg", 75]]; else return [["Ambience.ogg", 50]]; }