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    Add 'volatile obstacle' concept, and functions to handle them. · 772cc972
    fluzz authored
    Blood spread ion floor when a bot is hit or killed is an example of a
    volatile obstacle.
    
    Volatile obstacles are stored in a linked list associated to each map's
    tiles. They have a vanish time, after which they disappear.
    
    A new 'vanish_delay' attribute is added to obstacle's spec
    (obstacle_specs.lua). It defaults to 10 seconds. A volatile
    obstacle has to have a IS_VOLATILE flag.
    
    The volatile obstacles of a level are immediately removed when the
    level is respawned.
    
    Note: an obstacle flagged as IS_VOLATILE but placed on floor by the
    level editor is not considered as a 'volatile' one, and so it will
    not be removed after some times or when the level is re-spawned.
    772cc972