func Entrance() { if (!was_collected) { was_collected = true; SetCategory(C4D_Object); GameCallEx("OnTreasureCollected", this); } return _inherited(...); }
protected func Construction() { _inherited(...); SetSkin(0); AddEffect("IntTurn", this, 1, 1, this); AddEffect("IntEyes", this, 1, 35+Random(4), this); AttachBackpack(); iHandMesh = [0,0]; SetAction("Walk"); SetDir(Random(2)); // Broadcast for rules GameCallEx("OnClonkCreation", this); }
func Construction() { _inherited(...); AddEffect("IntTurn", this, 1, 1, this); AddEffect("IntEyes", this, 1, 35+Random(4), this); AttachBackpack(); this.hand_display = {}; this.hand_display.hand_mesh = [0,0]; this.hand_display.hand_action = 0; this.hand_display.both_handed = false; this.hand_display.on_back = false; SetSkin(0); SetAction("Walk"); SetDir(Random(2)); // Broadcast for rules GameCallEx("OnClonkCreation", this); }