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@@ -47,7 +47,7 @@ BUILDING_TYPES = ['10_10', '20', '10_20', '20_10', '10_10_10',
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]
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BUILDING_HEIGHTS = [10, 14, 20, 24, 25, 30]
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NUM_WALLS = [1,2,3]
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-LANDMARK_SPECIAL_TYPES = ['', 'hq', 'gagshop', 'clotheshop', 'petshop']
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+LANDMARK_SPECIAL_TYPES = ['', 'hq', 'gagshop', 'clotheshop', 'petshop', 'kartshop' ]
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OBJECT_SNAP_POINTS = {
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'street_5x20': [(Vec3(5.0,0,0), Vec3(0)),
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@@ -179,7 +179,7 @@ if sys.argv[1:]:
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# or you can hack this up for your own purposes.
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else:
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hoodString = base.config.GetString('level-editor-hoods',
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- 'TT DD BR DG DL MM CC CL CM CS')
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+ 'TT DD BR DG DL MM CC CL CM CS GS')
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hoods = string.split(hoodString)
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# The list of neighborhoods to edit
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@@ -193,6 +193,7 @@ hoodIds = {'TT' : 'toontown_central',
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'CL' : 'cog_hq_lawbot',
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'CM' : 'cog_hq_cashbot',
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'CS' : 'cog_hq_sellbot',
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+ 'GS' : 'goofy_speedway',
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}
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# Init neighborhood arrays
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@@ -252,6 +253,9 @@ except NameError:
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loadDNAFile(DNASTORE, 'phase_8/dna/storage_DL_town.dna', CSDefault, 1)
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if 'CS' in hoods:
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loadDNAFile(DNASTORE, 'phase_9/dna/storage_CS.dna', CSDefault, 1)
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+ if 'GS' in hoods:
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+ loadDNAFile(DNASTORE, 'phase_4/dna/storage_GS.dna', CSDefault, 1)
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+ loadDNAFile(DNASTORE, 'phase_4/dna/storage_GS_sz.dna', CSDefault, 1)
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__builtin__.dnaLoaded = 1
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# Precompute class types for type comparisons
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@@ -1524,7 +1528,7 @@ class LevelEditor(NodePath, PandaObject):
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newDNALandmarkBuilding.setPos(VBase3(0))
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newDNALandmarkBuilding.setHpr(VBase3(0))
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# Headquarters do not have doors
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- if (specialType != 'hq'):
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+ if (specialType not in [ 'hq', 'kartshop' ] ):
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newDNADoor = self.createDoor('landmark_door')
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newDNALandmarkBuilding.add(newDNADoor)
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# Now place new landmark building in the world
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