ACF, mission 3: Put in 3 girders per girder crate
authorWuzzy <almikes@aol.com>
Tue, 26 Sep 2017 22:04:09 +0200
changeset 12542 9d069efefe52
parent 12541 8d249cc59430
child 12543 9fda510f0bc4
ACF, mission 3: Put in 3 girders per girder crate
ChangeLog.txt
share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/journey.lua
--- a/ChangeLog.txt	Tue Sep 26 20:55:19 2017 +0200
+++ b/ChangeLog.txt	Tue Sep 26 22:04:09 2017 +0200
@@ -183,6 +183,7 @@
  * Mission 2: Fix crash when trying to open ammo menu in opening sequence
  * Mission 3: Fix various Lua errors when playing with 2 hogs and one of them dies
  * Mission 3: Fix broken end sequence after killing cyborg or princess
+ * Mission 3: All girder crates now have 3 girders each
  * Mission 5: Fix crash when skipping animation while the cyborg talks before the 3rd wave of cannibals starts
  * Mission 6: Block off left cave entrance to stop player to just rope all the way around
  * Mission 6: Fix mines not being able to get triggered in first turn
--- a/share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/journey.lua	Tue Sep 26 20:55:19 2017 +0200
+++ b/share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/journey.lua	Tue Sep 26 22:04:09 2017 +0200
@@ -36,9 +36,6 @@
 fireTaken = false
 gravityTaken = false
 sniperTaken = false
-girderTaken = false
-girder1Taken = false
-girder2Taken = false
 leaksDead = false
 denseDead = false
 princessDead = false
@@ -91,7 +88,6 @@
 
   AddAmmo(cannibals[5], amDEagle, 0)
 
-  AddEvent(CheckGirderTaken, {}, DoGirderTaken, {}, 0)
   AddEvent(CheckOnFirstGirder, {}, DoOnFirstGirder, {}, 0)
   AddEvent(CheckTookSniper, {}, DoTookSniper, {}, 0)
   AddEvent(CheckFailedCourse, {}, DoFailedCourse, {}, 0)
@@ -216,8 +212,6 @@
 function AfterPastFlowerAnim()
   PlaceMinesDuo()
   AddEvent(CheckDensePit, {}, DoDensePit, {}, 0)
-  AddEvent(CheckTookGirder1, {}, DoTookGirder1, {}, 0)
-  AddEvent(CheckTookGirder2, {}, DoTookGirder2, {}, 0)
   SetGearMessage(leaks, 0)
   SetGearMessage(dense, 0)
   EndTurn(0)
@@ -756,22 +750,6 @@
   AddAmmo(leaks, amFirePunch, 100)
 end
 
-function CheckTookGirder1()
-  return girder1Taken
-end
-
-function CheckTookGirder2()
-  return girder2Taken
-end
-
-function DoTookGirder1()
-  AddAmmo(dense, amGirder, 2)
-end
-
-function DoTookGirder2()
-  AddAmmo(dense, amGirder, 3)
-end
-
 function CheckDensePit()
   if GetHealth(dense) ~= nil then
     return GetY(dense) < 1250 and StoppedGear(dense)
@@ -864,15 +842,6 @@
   AddFunction({func = AddFunction, args = {{func = AfterMidAnimAlone, args = {}}}})
 end
 
-function CheckGirderTaken()
-  return girderTaken
-end
-
-function DoGirderTaken()
-  AddAmmo(leaks, amGirder, 2)
---  AddAmmo(leaks, amGirder, 3)
-end
-
 function CheckOnFirstGirder()
   return leaksDead == false and GetX(leaks) < 1160 and StoppedGear(leaks)
 end
@@ -1041,12 +1010,6 @@
     cyborgDead = true
   elseif gear == princess and not victory then
     princessDead = true
-  elseif gear == girderCrate then
-    girderTaken = true
-  elseif gear == girderCrate1 then
-    girder1Taken = true
-  elseif gear == girderCrate2 then
-    girder2Taken = true
   elseif gear == sniperCrate then
     sniperTaken = true
   else