func InitializePlayer(int iPlr, int iX, int iY, object pBase, int iTeam) { SetFoW(false,iPlr); JoinPlayer(iPlr); GetHiRank(iPlr)->SetPosition(LandscapeWidth()/2, LandscapeHeight()/2); return; }
func Initialize() { // Bin ich der erste? if(!FindObject(GetID())) { SetAction("Master"); SetPosition(16,16); aTools = [0,0,0,0,0,0]; for(var i = 0; i < 9; i++) { aTools[i] = CreateObject(GetID(), 26+35*i, 26, -1); aTools[i]->SetAction("Tool"); aTools[i]->SetDir(0); aTools[i]->SetPhase(i); aTools[i]->LocalN("pMaster") = this; aTools[i]->LocalN("iToolID") = i; } aTools[0]->SetDir(1); iMode = -1; SetShape(); if(GetPlayerCount(C4PT_User)) { var iPlr = GetPlayerByIndex(0, C4PT_User); SetOwner(iPlr); MakeCrewMember(this, iPlr); SetFoW(0, iPlr); SetCursor(iPlr, this); } }
global func DoInitPlayer(int player) { var index = 0; while(GetPlayerByIndex(index, C4PT_User) != player && index < GetPlayerCount(C4PT_User)) index++; var pClonk = GetHiRank(player); SetFoW(1, player); SetPlrViewRange(0, pClonk); pClonk->SetRelaunch(); // Storyobject erzeugen if(!FindObject(_STY)) { CreateObject(_STY)->~Start(); } }