mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-14 03:58:18 +00:00
641 lines
28 KiB
C++
641 lines
28 KiB
C++
#include "editor.h"
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// DDNet entity explanations by Lady Saavik
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const char *CEditor::Explain(int ExplanationID, int Tile, int Layer) //TODO: Add other entities' tiles' explanations and improve new ones
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{
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if(ExplanationID == EXPLANATION_DDNET)
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{
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switch(Tile)
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{
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case TILE_AIR:
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return "EMPTY: Can be used as an eraser.";
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case TILE_SOLID:
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if(Layer == LAYER_GAME)
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return "HOOKABLE: It's possible to hook and collide with it.";
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break;
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case TILE_DEATH:
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if(Layer == LAYER_GAME)
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return "KILL: Kills the tee.";
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break;
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case TILE_NOHOOK:
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if(Layer == LAYER_GAME)
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return "UNHOOKABLE: It's not possible to hook it, but can collide with it.";
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break;
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case TILE_NOLASER:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "LASER BLOCKER: Doesn't let DRAGGIN & SPINNING LASER and PLASMA TURRET reach tees through it.";
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break;
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case TILE_THROUGH_CUT:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "HOOKTHROUGH: Shortcut for new hookthrough.";
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break;
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case TILE_THROUGH_ALL:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "HOOKTHROUGH: Combined with a collision tile is new hookthrough, otherwise stops hooks, from all directions.";
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break;
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case TILE_THROUGH_DIR:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "HOOKTHROUGH: Combined with a collision tile is new hookthrough, otherwise stops hook, from one direction.";
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break;
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case TILE_THROUGH:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "HOOKTHROUGH: Combined with (UN)HOOKABLE tiles, allows to hook through the walls.";
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break;
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case TILE_JUMP:
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if(Layer == LAYER_SWITCH)
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return "JUMP: Sets defined amount of jumps (default is 2).";
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break;
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case TILE_FREEZE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "FREEZE: Freezes tees for 3 seconds.";
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if(Layer == LAYER_SWITCH)
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return "FREEZE: Freezes tees for defined amount of seconds.";
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break;
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case TILE_UNFREEZE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "UNFREEZE: Unfreezes tees immediately.";
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break;
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case TILE_TELEINEVIL:
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if(Layer == LAYER_TELE)
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return "RED TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hooks are reset.";
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break;
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case TILE_DFREEZE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "DEEP FREEZE: Permanent freeze. Only UNDEEP tile can cancel this effect.";
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break;
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case TILE_DUNFREEZE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "UNDEEP: Removes DEEP FREEZE effect.";
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break;
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case TILE_TELEINWEAPON:
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if(Layer == LAYER_TELE)
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return "WEAPON TELEPORT: Teleports bullets shot into it to TELEPORT TO, where it comes out. Direction, angle and length are kept.";
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break;
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case TILE_TELEINHOOK:
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if(Layer == LAYER_TELE)
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return "HOOK TELEPORT: Teleports hooks entering into it to TELEPORT TO, where it comes out. Direction, angle and length are kept.";
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break;
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case TILE_WALLJUMP:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "WALLJUMP: Placed next to a wall. Enables climbing up the wall.";
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break;
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case TILE_EHOOK_ENABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "ENDLESS HOOK: Activates endless hook.";
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break;
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case TILE_EHOOK_DISABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "ENDLESS HOOK OFF: Deactivates endless hook.";
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break;
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case TILE_HIT_ENABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "HIT OTHERS: You can hit others.";
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if(Layer == LAYER_SWITCH)
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return "HIT OTHERS: You can activate hitting others for single weapons, using delay number to select which.";
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break;
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case TILE_HIT_DISABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "HIT OTHERS: You can't hit others.";
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if(Layer == LAYER_SWITCH)
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return "HIT OTHERS: You can deactivate hitting others for single weapons, using delay number to select which.";
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break;
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case TILE_SOLO_ENABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "SOLO: You are now in a solo part.";
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break;
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case TILE_SOLO_DISABLE: // also TILE_SWITCHTIMEDOPEN
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "SOLO: You are now out of the solo part.";
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if(Layer == LAYER_SWITCH)
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return "TIME SWITCH: Activates switch (e.g. closes door) with the same number for a set amount of seconds.";
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break;
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case TILE_SWITCHTIMEDCLOSE:
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if(Layer == LAYER_SWITCH)
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return "TIME SWITCH: Deactivates switch (e.g. opens door) with the same number for a set amount of seconds.";
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break;
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case TILE_SWITCHOPEN:
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if(Layer == LAYER_SWITCH)
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return "SWITCH: Activates switch (e.g. closes door) with the same number.";
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break;
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case TILE_SWITCHCLOSE:
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if(Layer == LAYER_SWITCH)
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return "SWITCH: Deactivates switch (e.g. opens door) with the same number.";
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break;
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case TILE_TELEIN:
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if(Layer == LAYER_TELE)
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return "BLUE TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hook are kept.";
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break;
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case TILE_TELEOUT:
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if(Layer == LAYER_TELE)
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return "TELEPORT TO: Destination tile for FROMs, WEAPON & HOOK TELEPORTs with the same numbers.";
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break;
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case TILE_BOOST:
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if(Layer == LAYER_SPEEDUP)
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return "SPEEDUP: Gives tee defined speed. Arrow shows direction and angle.";
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break;
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case TILE_TELECHECK:
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if(Layer == LAYER_TELE)
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return "CHECKPOINT TELEPORT: After having touched this tile, any CFRM will teleport you to CTO with the same number.";
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break;
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case TILE_TELECHECKOUT:
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if(Layer == LAYER_TELE)
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return "CHECKPOINT TELEPORT TO: Tees will appear here after touching TELEPORT CHECKPOINT with the same number and falling into CFROM TELEPORT.";
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break;
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case TILE_TELECHECKIN:
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if(Layer == LAYER_TELE)
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return "BLUE CHECKPOINT TELEPORT: Sends tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are kept.";
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break;
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case TILE_REFILL_JUMPS:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "REFILL JUMPS: Restores all jumps.";
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break;
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case TILE_START:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "START: Starts counting your race time.";
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break;
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case TILE_FINISH:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "FINISH: End of race.";
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break;
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case TILE_STOP:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "STOPPER: You can hook and shoot through it. You can't go through it against the arrow.";
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break;
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case TILE_STOPS:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "STOPPER: You can hook and shoot through it. You can't go through it against the arrows.";
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break;
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case TILE_STOPA:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "STOPPER: You can hook and shoot through it. You can't go through it.";
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break;
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case TILE_TELECHECKINEVIL:
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if(Layer == LAYER_TELE)
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return "RED CHECKPOINT TELEPORT: Send tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are reset.";
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break;
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case TILE_CP:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "SPEEDER: Causes weapons, SHIELD, HEART and SPINNING LASER to move slowly.";
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break;
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case TILE_CP_F:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "SPEEDER: Causes weapons, SHIELD, HEART and SPINNING LASER to move quickly.";
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break;
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case TILE_TUNE:
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if(Layer == LAYER_TUNE)
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return "TUNE ZONE: Area where defined tunes work.";
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break;
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case TILE_OLDLASER:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "GLOBAL OLD SHOTGUN: Shotgun drags others always towards the shooter, even after having bounced. Shooter can't hit themselves. Place only one tile somewhere on the map.";
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break;
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case TILE_NPC:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "GLOBAL COLLISION OFF: Nobody can collide with others. Place only one tile somewhere on the map.";
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break;
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case TILE_EHOOK:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "GLOBAL ENDLESS HOOK ON: Everyone has endless hook. Place only one tile somewhere on the map.";
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break;
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case TILE_NOHIT:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "GLOBAL HIT OTHERS OFF: Nobody can hit others. Place only one tile somewhere on the map.";
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break;
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case TILE_NPH:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "GLOBAL HOOK OTHERS OFF: Nobody can hook others. Place only one tile somewhere on the map.";
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break;
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case TILE_UNLOCK_TEAM:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "UNLOCK TEAM: Forces team to be unlocked so that team doesn't get killed when one dies.";
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break;
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case TILE_ADD_TIME:
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if(Layer == LAYER_SWITCH)
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return "PENALTY: Adds time to your current race time. Opposite of BONUS.";
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break;
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case TILE_NPC_DISABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "COLLISION OFF: You can't collide with others.";
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break;
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case TILE_UNLIMITED_JUMPS_DISABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "SUPER JUMP OFF: You don't have unlimited air jumps.";
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break;
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case TILE_JETPACK_DISABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "JETPACK OFF: You lose your jetpack gun.";
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break;
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case TILE_NPH_DISABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "HOOK OTHERS OFF: You can't hook others.";
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break;
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case TILE_SUBTRACT_TIME:
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if(Layer == LAYER_SWITCH)
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return "BONUS: Subtracts time from your current race time. Opposite of PENALTY.";
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break;
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case TILE_NPC_ENABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "COLLISION: You can collide with others.";
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break;
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case TILE_UNLIMITED_JUMPS_ENABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "SUPER JUMP: You have unlimited air jumps.";
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break;
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case TILE_JETPACK_ENABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "JETPACK: You have a jetpack gun.";
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break;
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case TILE_NPH_ENABLE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "HOOK OTHERS: You can hook others.";
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break;
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case TILE_CREDITS_1:
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case TILE_CREDITS_2:
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case TILE_CREDITS_3:
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case TILE_CREDITS_4:
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case TILE_CREDITS_5:
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case TILE_CREDITS_6:
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case TILE_CREDITS_7:
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case TILE_CREDITS_8:
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return "CREDITS: Who designed the entities.";
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case TILE_ENTITIES_OFF_1:
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case TILE_ENTITIES_OFF_2:
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return "ENTITIES OFF SIGN: Informs people playing with entities about important marks, tips, information or text on the map.";
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// Entities
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case ENTITY_OFFSET + ENTITY_SPAWN:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "SPAWN: Here tees will appear after joining the game or dying somewhere on the map.";
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break;
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case ENTITY_OFFSET + ENTITY_SPAWN_RED:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "SPAWN: Red team members spawn here, same as normal spawn in DDRace.";
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break;
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case ENTITY_OFFSET + ENTITY_SPAWN_BLUE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "SPAWN: Blue team members spawn here, same as normal spawn in DDRace.";
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break;
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case ENTITY_OFFSET + ENTITY_FLAGSTAND_RED:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "FLAG: Not used in DDRace. Place where red team flag is.";
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break;
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case ENTITY_OFFSET + ENTITY_FLAGSTAND_BLUE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
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return "FLAG: Not used in DDRace. Place where blue team flag is.";
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break;
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case ENTITY_OFFSET + ENTITY_ARMOR_1:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "SHIELD: Takes all weapons (except hammer and pistol) away.";
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break;
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case ENTITY_OFFSET + ENTITY_HEALTH_1:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "HEART: Works like a FREEZE tile. Freezes tees for 3 seconds by default.";
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break;
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case ENTITY_OFFSET + ENTITY_WEAPON_SHOTGUN:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "SHOTGUN: Drags the tees towards it. Bounces off the walls.";
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break;
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case ENTITY_OFFSET + ENTITY_WEAPON_GRENADE:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "GRENADE LAUNCHER: Throws exploding bullets. Also known as rocket.";
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break;
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case ENTITY_OFFSET + ENTITY_POWERUP_NINJA:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "NINJA: Makes you invisible in the darkest nights.";
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break;
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case ENTITY_OFFSET + ENTITY_WEAPON_LASER:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "LASER: Unfreezes hit tee. Bounces off the walls. Also known as laser.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_FAST_CCW:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Counter-Clockwise, fast.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_NORMAL_CCW:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Counter-Clockwise, medium speed.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_SLOW_CCW:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Counter-Clockwise, slow.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_STOP:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "NON-SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_SLOW_CW:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Clockwise, slow.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_NORMAL_CW:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Clockwise, medium speed.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_FAST_CW:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "SPINNING LASER: Tile where freezing laser (made with LASER LENGTH) begins. Clockwise, fast.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_SHORT:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 3 tiles long.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_MEDIUM:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 6 tiles long.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_LONG:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 9 tiles long.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_C_SLOW:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, slow.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_C_NORMAL:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, medium speed.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_C_FAST:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, fast.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_O_SLOW:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
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return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, slow.";
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break;
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case ENTITY_OFFSET + ENTITY_LASER_O_NORMAL:
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if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, medium speed.";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_LASER_O_FAST:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, fast.";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_PLASMAE:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "PLASMA TURRET: Shoots plasma bullets at the closest tee. They explode on an obstactle they hit (wall or tee).";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_PLASMAF:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "PLASMA TURRET: Shoots plasma bullets that work like FREEZE at the closest tee.";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_PLASMA:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "PLASMA TURRET: Shoots plasma bullets that work like FREEZE at the closest tee. They also explode on an obstactly they hit (wall or tee).";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_PLASMAU:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "PLASMA TURRET: Shoots plasma bullets that work like UNFREEZE at the closest tee.";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_CRAZY_SHOTGUN_EX:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "EXPLODING BULLET: Bounces off the walls with explosion. Touching the bullet works like FREEZE tile (freezes for 3 seconds by default).";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_CRAZY_SHOTGUN:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "EXPLODING BULLET: Bounces off the walls without explosion. Touching the bullet works like FREEZE tile (freezes for 3 seconds by default).";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_DRAGGER_WEAK:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can't reach tees through walls and LASER BLOCKER. Weak.";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_DRAGGER_NORMAL:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can't reach tees through walls and LASER BLOCKER. Medium strength.";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_DRAGGER_STRONG:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can't reach tees through walls and LASER BLOCKER. Strong.";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_DRAGGER_WEAK_NW:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can reach tees through walls but not through LASER BLOCKER. Weak.";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_DRAGGER_NORMAL_NW:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can reach tees through walls but not through LASER BLOCKER. Medium strength.";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_DRAGGER_STRONG_NW:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "DRAGGING LASER: Grabs and attracts the closest tee to it. Can reach tees through walls but not through LASER BLOCKER. Strong.";
|
|
break;
|
|
case ENTITY_OFFSET + ENTITY_DOOR:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
|
return "DOOR: Combined with LASER LENGTH creates doors. Doesn't allow to go through it (only with NINJA).";
|
|
break;
|
|
case TILE_TELE_GUN_ENABLE:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
|
|
return "TELEGUN: Turn gun on as telegun weapon.";
|
|
break;
|
|
case TILE_TELE_GUN_DISABLE:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
|
|
return "TELEGUN OFF: Turn gun off as telegun weapon.";
|
|
break;
|
|
case TILE_ALLOW_TELE_GUN:
|
|
if(Layer == LAYER_FRONT)
|
|
return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement.";
|
|
if(Layer == LAYER_SWITCH)
|
|
return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement, for single weapons, using delay number to select which.";
|
|
break;
|
|
case TILE_ALLOW_BLUE_TELE_GUN:
|
|
if(Layer == LAYER_FRONT)
|
|
return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement.";
|
|
if(Layer == LAYER_SWITCH)
|
|
return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement, for single weapons, using delay number to select which.";
|
|
break;
|
|
case TILE_TELE_GRENADE_ENABLE:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
|
|
return "TELEGRENADE: Turn grenade on as telegun weapon.";
|
|
break;
|
|
case TILE_TELE_GRENADE_DISABLE:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
|
|
return "TELEGRENADE OFF: Turn grenade off as telegun weapon.";
|
|
break;
|
|
case TILE_TELE_LASER_ENABLE:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
|
|
return "TELELASER: Turn laser on as telegun weapon.";
|
|
break;
|
|
case TILE_TELE_LASER_DISABLE:
|
|
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
|
|
return "TELELASER OFF: Turn laser off as telegun weapon.";
|
|
break;
|
|
}
|
|
if(Tile >= TILE_CHECKPOINT_FIRST && Tile <= TILE_CHECKPOINT_LAST && (Layer == LAYER_GAME || Layer == LAYER_FRONT))
|
|
return "TIME CHECKPOINT: Compares your current race time with your record to show you whether you are running faster or slower.";
|
|
}
|
|
else if(ExplanationID == EXPLANATION_FNG)
|
|
{
|
|
switch(Tile)
|
|
{
|
|
case TILE_PUB_AIR:
|
|
return "EMPTY: Can be used as an eraser.";
|
|
case TILE_PUB_HOOKABLE:
|
|
if(Layer == LAYER_GAME)
|
|
return "HOOKABLE: It's possible to hook and collide with it.";
|
|
break;
|
|
case TILE_PUB_DEATH:
|
|
if(Layer == LAYER_GAME)
|
|
return "DEATH: Kills the tee.";
|
|
break;
|
|
case TILE_PUB_UNHOOKABLE:
|
|
if(Layer == LAYER_GAME)
|
|
return "UNHOOKABLE: It's not possible to hook it, but can collide with it.";
|
|
break;
|
|
case TILE_FNG_SPIKE_GOLD:
|
|
if(Layer == LAYER_GAME)
|
|
return "GOLDEN SPIKE: Kills the tee and gives points to the killer. (Amount of points given is set inside the server)";
|
|
break;
|
|
case TILE_FNG_SPIKE_NORMAL:
|
|
if(Layer == LAYER_GAME)
|
|
return "NORMAL SPIKE: Kills the tee and gives points to the killer. (Amount of points given is set inside the server)";
|
|
break;
|
|
case TILE_FNG_SPIKE_RED:
|
|
if(Layer == LAYER_GAME)
|
|
return "RED SPIKE: Red team spikes. Gives negative points when killer is in blue team (Amount of points given is set inside the server)";
|
|
break;
|
|
case TILE_FNG_SPIKE_BLUE:
|
|
if(Layer == LAYER_GAME)
|
|
return "BLUE SPIKE: Blue team spikes. Gives negative points when killer is in red team (Amount of points given is set inside the server)";
|
|
break;
|
|
case TILE_FNG_SCORE_RED:
|
|
if(Layer == LAYER_GAME)
|
|
return "SCORE: Old tile used for showing red team score using laser text. No longer usable in FNG2";
|
|
break;
|
|
case TILE_FNG_SCORE_BLUE:
|
|
if(Layer == LAYER_GAME)
|
|
return "SCORE: Old tile used for showing blue team score using laser text. No longer usable in FNG2";
|
|
break;
|
|
case TILE_FNG_SPIKE_GREEN:
|
|
if(Layer == LAYER_GAME)
|
|
return "GREEN SPIKE: Kills the tee and gives points to the killer. (Amount of points given is set inside the server)";
|
|
break;
|
|
case TILE_FNG_SPIKE_PURPLE:
|
|
if(Layer == LAYER_GAME)
|
|
return "PURPLE SPIKE: Kills the tee and gives points to the killer. (Amount of points given is set inside the server)";
|
|
break;
|
|
case TILE_FNG_SPAWN:
|
|
if(Layer == LAYER_GAME)
|
|
return "SPAWN: Here tees will appear after joining the game or dying.";
|
|
break;
|
|
case TILE_FNG_SPAWN_RED:
|
|
if(Layer == LAYER_GAME)
|
|
return "SPAWN: Red team members spawn here.";
|
|
break;
|
|
case TILE_FNG_SPAWN_BLUE:
|
|
if(Layer == LAYER_GAME)
|
|
return "SPAWN: Blue team members spawn here.";
|
|
break;
|
|
case TILE_FNG_FLAG_RED:
|
|
if(Layer == LAYER_GAME)
|
|
return "FLAG: Not used in FNG. Place where red team flag is.";
|
|
break;
|
|
case TILE_FNG_FLAG_BLUE:
|
|
if(Layer == LAYER_GAME)
|
|
return "FLAG: Not used in FNG. Place where blue team flag is.";
|
|
break;
|
|
case TILE_FNG_SHIELD:
|
|
if(Layer == LAYER_GAME)
|
|
return "SHIELD: Does nothing in FNG.";
|
|
break;
|
|
case TILE_FNG_HEART:
|
|
if(Layer == LAYER_GAME)
|
|
return "HEART: Does nothing in FNG.";
|
|
break;
|
|
case TILE_FNG_SHOTGUN:
|
|
if(Layer == LAYER_GAME)
|
|
return "SHOTGUN: Not used in FNG. Gives you shotgun with 10 charges.";
|
|
break;
|
|
case TILE_FNG_GRENADE:
|
|
if(Layer == LAYER_GAME)
|
|
return "GRENADE: Gives you grenade weapon with 10 charges. Not really useful in FNG.";
|
|
break;
|
|
case TILE_FNG_NINJA:
|
|
if(Layer == LAYER_GAME)
|
|
return "NINJA: Does nothing in FNG.";
|
|
break;
|
|
case TILE_FNG_LASER:
|
|
if(Layer == LAYER_GAME)
|
|
return "LASER: Gives you laser weapon with 10 charges. Not really useful in FNG.";
|
|
break;
|
|
case TILE_FNG_SPIKE_OLD1:
|
|
case TILE_FNG_SPIKE_OLD2:
|
|
case TILE_FNG_SPIKE_OLD3:
|
|
if(Layer == LAYER_GAME)
|
|
return "SPIKE: Old FNG spikes. Deprecated.";
|
|
break;
|
|
}
|
|
if((Tile >= TILE_PUB_CREDITS1 && Tile <= TILE_PUB_CREDITS8) && Layer == LAYER_GAME)
|
|
return "CREDITS: Who designed the entities.";
|
|
else if((Tile == TILE_PUB_ENTITIES_OFF1 || Tile == TILE_PUB_ENTITIES_OFF2) && Layer == LAYER_GAME)
|
|
return "ENTITIES OFF SIGN: Informs people playing with entities about important marks, tips, information or text on the map.";
|
|
}
|
|
else if(ExplanationID == EXPLANATION_VANILLA)
|
|
{
|
|
switch(Tile)
|
|
{
|
|
case TILE_PUB_AIR:
|
|
return "EMPTY: Can be used as an eraser.";
|
|
case TILE_PUB_HOOKABLE:
|
|
if(Layer == LAYER_GAME)
|
|
return "HOOKABLE: It's possible to hook and collide with it.";
|
|
break;
|
|
case TILE_PUB_DEATH:
|
|
if(Layer == LAYER_GAME)
|
|
return "DEATH: Kills the tee.";
|
|
break;
|
|
case TILE_PUB_UNHOOKABLE:
|
|
if(Layer == LAYER_GAME)
|
|
return "UNHOOKABLE: It's not possible to hook it, but can collide with it.";
|
|
break;
|
|
case TILE_VANILLA_SPAWN:
|
|
if(Layer == LAYER_GAME)
|
|
return "SPAWN: Here tees will appear after joining the game or dying.";
|
|
break;
|
|
case TILE_VANILLA_SPAWN_RED:
|
|
if(Layer == LAYER_GAME)
|
|
return "SPAWN: Red team members spawn here.";
|
|
break;
|
|
case TILE_VANILLA_SPAWN_BLUE:
|
|
if(Layer == LAYER_GAME)
|
|
return "SPAWN: Blue team members spawn here.";
|
|
break;
|
|
case TILE_VANILLA_FLAG_RED:
|
|
if(Layer == LAYER_GAME)
|
|
return "FLAG: Place where red team flag is.";
|
|
break;
|
|
case TILE_VANILLA_FLAG_BLUE:
|
|
if(Layer == LAYER_GAME)
|
|
return "FLAG: Place where blue team flag is.";
|
|
break;
|
|
case TILE_VANILLA_SHIELD:
|
|
if(Layer == LAYER_GAME)
|
|
return "SHIELD: Gives player +1 shield.";
|
|
break;
|
|
case TILE_VANILLA_HEART:
|
|
if(Layer == LAYER_GAME)
|
|
return "HEART: Gives player +1 health";
|
|
break;
|
|
case TILE_VANILLA_SHOTGUN:
|
|
if(Layer == LAYER_GAME)
|
|
return "SHOTGUN: Gives you shotgun weapon with 10 charges.";
|
|
break;
|
|
case TILE_VANILLA_GRENADE:
|
|
if(Layer == LAYER_GAME)
|
|
return "GRENADE: Gives you grenade weapon with 10 charges.";
|
|
break;
|
|
case TILE_VANILLA_NINJA:
|
|
if(Layer == LAYER_GAME)
|
|
return "NINJA: Gives you ninja for a period of time.";
|
|
break;
|
|
case TILE_VANILLA_LASER:
|
|
if(Layer == LAYER_GAME)
|
|
return "LASER: Gives you laser weapon with 10 charges.";
|
|
break;
|
|
}
|
|
if((Tile >= TILE_PUB_CREDITS1 && Tile <= TILE_PUB_CREDITS8) && Layer == LAYER_GAME)
|
|
return "CREDITS: Who designed the entities.";
|
|
else if((Tile == TILE_PUB_ENTITIES_OFF1 || Tile == TILE_PUB_ENTITIES_OFF2) && Layer == LAYER_GAME)
|
|
return "ENTITIES OFF SIGN: Informs people playing with entities about important marks, tips, information or text on the map.";
|
|
}
|
|
return "";
|
|
}
|