Add cancelling to WeatherChanging event.
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@ -307,25 +307,52 @@ void cWorld::CastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ)
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int cWorld::GetDefaultWeatherInterval(eWeather a_Weather)
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{
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switch (a_Weather)
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{
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case eWeather_Sunny:
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{
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return 14400 + (m_TickRand.randInt() % 4800); // 12 - 16 minutes
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}
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case eWeather_Rain:
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{
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return 9600 + (m_TickRand.randInt() % 7200); // 8 - 14 minutes
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}
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case eWeather_ThunderStorm:
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{
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return 2400 + (m_TickRand.randInt() % 4800); // 2 - 6 minutes
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}
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default:
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{
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LOGWARNING("Missing default weather interval for weather %d.", a_Weather);
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return 1200;
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}
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} // switch (Weather)
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}
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void cWorld::SetWeather(eWeather a_NewWeather)
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{
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// Do the plugins agree? Do they want a different weather?
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cRoot::Get()->GetPluginManager()->CallHookWeatherChanging(*this, a_NewWeather);
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if (cRoot::Get()->GetPluginManager()->CallHookWeatherChanging(*this, a_NewWeather))
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{
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m_WeatherInterval = GetDefaultWeatherInterval(m_Weather);
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return;
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}
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// Set new period for the selected weather:
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switch (a_NewWeather)
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m_WeatherInterval = GetDefaultWeatherInterval(a_NewWeather);
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// The weather can't be found:
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if (m_WeatherInterval == 1200)
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{
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case eWeather_Sunny: m_WeatherInterval = 14400 + (m_TickRand.randInt() % 4800); break; // 12 - 16 minutes
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case eWeather_Rain: m_WeatherInterval = 9600 + (m_TickRand.randInt() % 7200); break; // 8 - 14 minutes
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case eWeather_ThunderStorm: m_WeatherInterval = 2400 + (m_TickRand.randInt() % 4800); break; // 2 - 6 minutes
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default:
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{
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LOGWARNING("Requested unknown weather %d, setting sunny for a minute instead.", a_NewWeather);
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a_NewWeather = eWeather_Sunny;
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m_WeatherInterval = 1200;
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break;
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}
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} // switch (NewWeather)
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return;
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}
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m_Weather = a_NewWeather;
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BroadcastWeather(m_Weather);
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@ -139,6 +139,9 @@ public:
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BroadcastTimeUpdate();
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}
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/** Returns the default weather interval for the specific weather type */
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int GetDefaultWeatherInterval(eWeather a_Weather);
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/** Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable */
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eGameMode GetGameMode(void) const { return m_GameMode; }
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