void C4SWeather::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(Climate, "Climate", C4SVal(50,10), true)); pComp->Value(mkNamingAdapt(StartSeason, "StartSeason", C4SVal(50,50), true)); pComp->Value(mkNamingAdapt(YearSpeed, "YearSpeed", C4SVal(50))); pComp->Value(mkNamingAdapt(Wind, "Wind", C4SVal(0,70,-100,+100), true)); pComp->Value(mkNamingAdapt(NoGamma, "NoGamma", true)); }
void C4SPlrStart::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(mkC4IDAdapt(NativeCrew), "StandardCrew", C4ID_None)); pComp->Value(mkNamingAdapt(Crew, "Clonks", C4SVal(1, 0, 1, 10), true)); pComp->Value(mkNamingAdapt(Wealth, "Wealth", C4SVal(0, 0, 0,250), true)); pComp->Value(mkNamingAdapt(mkArrayAdaptDM(Position,-1), "Position" )); pComp->Value(mkNamingAdapt(EnforcePosition, "EnforcePosition", 0)); pComp->Value(mkNamingAdapt(ReadyCrew, "Crew", C4IDList())); pComp->Value(mkNamingAdapt(ReadyBase, "Buildings", C4IDList())); pComp->Value(mkNamingAdapt(ReadyVehic, "Vehicles", C4IDList())); pComp->Value(mkNamingAdapt(ReadyMaterial, "Material", C4IDList())); pComp->Value(mkNamingAdapt(BuildKnowledge, "Knowledge", C4IDList())); pComp->Value(mkNamingAdapt(HomeBaseMaterial, "HomeBaseMaterial", C4IDList())); pComp->Value(mkNamingAdapt(HomeBaseProduction, "HomeBaseProduction", C4IDList())); pComp->Value(mkNamingAdapt(Magic, "Magic", C4IDList())); }
void C4SPlrStart::CompileFunc(StdCompiler *pComp) { C4IDList crewDefault; crewDefault.SetIDCount(C4ID::Clonk,1,true); pComp->Value(mkNamingAdapt(Wealth, "Wealth", C4SVal(0, 0, 0,250), true)); pComp->Value(mkNamingAdapt(mkArrayAdaptDM(Position,-1), "Position" )); pComp->Value(mkNamingAdapt(EnforcePosition, "EnforcePosition", 0)); pComp->Value(mkNamingAdapt(ReadyCrew, "Crew", crewDefault)); pComp->Value(mkNamingAdapt(ReadyBase, "Buildings", C4IDList())); pComp->Value(mkNamingAdapt(ReadyVehic, "Vehicles", C4IDList())); pComp->Value(mkNamingAdapt(ReadyMaterial, "Material", C4IDList())); pComp->Value(mkNamingAdapt(BuildKnowledge, "Knowledge", C4IDList())); pComp->Value(mkNamingAdapt(BaseMaterial, "BaseMaterial", C4IDList())); pComp->Value(mkNamingAdapt(BaseProduction, "BaseProduction", C4IDList())); }
void C4SWeather::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(Climate, "Climate", C4SVal(50,10), true)); pComp->Value(mkNamingAdapt(StartSeason, "StartSeason", C4SVal(50,50), true)); pComp->Value(mkNamingAdapt(YearSpeed, "YearSpeed", C4SVal(50))); pComp->Value(mkNamingAdapt(Rain, "Rain", C4SVal())); pComp->Value(mkNamingAdapt(Wind, "Wind", C4SVal(0,70,-100,+100), true)); pComp->Value(mkNamingAdapt(Lightning, "Lightning", C4SVal())); pComp->Value(mkNamingAdapt(mkStringAdaptMA(Precipitation),"Precipitation", "Water")); pComp->Value(mkNamingAdapt(NoGamma, "NoGamma", TRUE)); }
void C4SLandscape::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(ExactLandscape, "ExactLandscape", false)); pComp->Value(mkNamingAdapt(Vegetation, "Vegetation", C4IDList())); pComp->Value(mkNamingAdapt(VegLevel, "VegetationLevel", C4SVal(50,30,0,100), true)); pComp->Value(mkNamingAdapt(InEarth, "InEarth", C4IDList())); pComp->Value(mkNamingAdapt(InEarthLevel, "InEarthLevel", C4SVal(50,0,0,100), true)); pComp->Value(mkNamingAdapt(mkStringAdaptMA(SkyDef), "Sky", "")); pComp->Value(mkNamingAdapt(mkArrayAdaptDM(SkyDefFade,0),"SkyFade" )); pComp->Value(mkNamingAdapt(BottomOpen, "BottomOpen", 0)); pComp->Value(mkNamingAdapt(TopOpen, "TopOpen", 1)); pComp->Value(mkNamingAdapt(LeftOpen, "LeftOpen", 0)); pComp->Value(mkNamingAdapt(RightOpen, "RightOpen", 0)); pComp->Value(mkNamingAdapt(AutoScanSideOpen, "AutoScanSideOpen", true)); pComp->Value(mkNamingAdapt(MapWdt, "MapWidth", C4SVal(100,0,64,250), true)); pComp->Value(mkNamingAdapt(MapHgt, "MapHeight", C4SVal(50,0,40,250), true)); pComp->Value(mkNamingAdapt(MapZoom, "MapZoom", C4SVal(8,0,5,15), true)); pComp->Value(mkNamingAdapt(Amplitude, "Amplitude", C4SVal(0))); pComp->Value(mkNamingAdapt(Phase, "Phase", C4SVal(50))); pComp->Value(mkNamingAdapt(Period, "Period", C4SVal(15))); pComp->Value(mkNamingAdapt(Random, "Random", C4SVal(0))); pComp->Value(mkNamingAdapt(mkStringAdaptMA(Material),"Material", "Earth")); pComp->Value(mkNamingAdapt(mkStringAdaptMA(Liquid), "Liquid", "Water")); pComp->Value(mkNamingAdapt(LiquidLevel, "LiquidLevel", C4SVal())); pComp->Value(mkNamingAdapt(MapPlayerExtend, "MapPlayerExtend", 0)); pComp->Value(mkNamingAdapt(Layers, "Layers", C4NameList())); pComp->Value(mkNamingAdapt(Gravity, "Gravity", C4SVal(100,0,10,200), true)); pComp->Value(mkNamingAdapt(NoScan, "NoScan", false)); pComp->Value(mkNamingAdapt(KeepMapCreator, "KeepMapCreator", false)); pComp->Value(mkNamingAdapt(SkyScrollMode, "SkyScrollMode", 0)); pComp->Value(mkNamingAdapt(MaterialZoom, "MaterialZoom", 4)); pComp->Value(mkNamingAdapt(FlatChunkShapes, "FlatChunkShapes", false)); }
void C4SDisasters::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(Meteorite, "Meteorite", C4SVal())); pComp->Value(mkNamingAdapt(Volcano, "Volcano", C4SVal())); pComp->Value(mkNamingAdapt(Earthquake, "Earthquake", C4SVal())); }