1 |
root |
1.8 |
object oil_sea |
2 |
root |
1.7 |
face oil_sea.x11 |
3 |
root |
1.6 |
anim |
4 |
|
|
oil_sea.x11 |
5 |
|
|
oil_sea.x12 |
6 |
|
|
oil_sea.x13 |
7 |
|
|
oil_sea.x14 |
8 |
|
|
oil_sea.x13 |
9 |
|
|
oil_sea.x12 |
10 |
|
|
mina |
11 |
root |
1.5 |
name oil ocean |
12 |
|
|
name_pl oil ocean |
13 |
root |
1.7 |
magicmap black |
14 |
|
|
smoothlevel 16 |
15 |
|
|
smoothface oil_sea.x11 oil_sea_S.x11 |
16 |
|
|
smoothface oil_sea.x12 oil_sea_S.x12 |
17 |
|
|
smoothface oil_sea.x13 oil_sea_S.x13 |
18 |
|
|
smoothface oil_sea.x14 oil_sea_S.x14 |
19 |
root |
1.5 |
speed 0.1 |
20 |
root |
1.7 |
no_pass 1 |
21 |
root |
1.5 |
no_pick 1 |
22 |
|
|
is_water 1 |
23 |
|
|
editable 8 |
24 |
root |
1.7 |
is_floor 1 |
25 |
|
|
move_block all -boat |
26 |
root |
1.6 |
end |
27 |
|
|
|
28 |
root |
1.8 |
object oil_sea_ultra_viscous |
29 |
root |
1.7 |
# So thick you can almost walk on it (To be used where one needs |
30 |
|
|
# walk-on-able/nonblocking oil) |
31 |
|
|
# (ex: some random maps). For most applications you should use the regular |
32 |
|
|
# oil_sea |
33 |
|
|
# which will be swimable as water is (but much slower swiming ofcourse) |
34 |
|
|
face oil_sea.x11 |
35 |
root |
1.1 |
anim |
36 |
pippijn |
1.3 |
oil_sea.x11 |
37 |
|
|
oil_sea.x12 |
38 |
|
|
oil_sea.x13 |
39 |
|
|
oil_sea.x14 |
40 |
|
|
oil_sea.x13 |
41 |
|
|
oil_sea.x12 |
42 |
root |
1.1 |
mina |
43 |
root |
1.5 |
name ultra viscous oil |
44 |
|
|
name_pl ultra viscous oil |
45 |
root |
1.7 |
magicmap black |
46 |
|
|
smoothlevel 16 |
47 |
|
|
smoothface oil_sea.x11 oil_sea_S.x11 |
48 |
|
|
smoothface oil_sea.x12 oil_sea_S.x12 |
49 |
|
|
smoothface oil_sea.x13 oil_sea_S.x13 |
50 |
|
|
smoothface oil_sea.x14 oil_sea_S.x14 |
51 |
root |
1.5 |
speed 0.01 |
52 |
root |
1.7 |
no_pass 0 |
53 |
root |
1.1 |
no_pick 1 |
54 |
|
|
is_water 1 |
55 |
|
|
editable 8 |
56 |
root |
1.7 |
is_floor 1 |
57 |
root |
1.1 |
end |
58 |
|
|
|