#Cinematic improvements; trigger features

-Cinematic rotation shouldn't suck anymore
-Triggers still suck

This was SVN commit r4777.
This commit is contained in:
pyrolink
2007-01-16 23:22:25 +00:00
parent 3fa6d64063
commit 31d1e14912
18 changed files with 848 additions and 292 deletions
+28
View File
@@ -171,6 +171,19 @@ JSBool getEntityTemplate( JSContext* cx, JSObject*, uint argc, jsval* argv, jsva
*rval = OBJECT_TO_JSVAL( v->GetScript() );
return( JS_TRUE );
}
JSBool getPlayerUnitCount( JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(2);
int unitCount, playerNum = ToPrimitive<int>( argv[0] );
CStrW unitName = ToPrimitive<CStrW>( argv[1] );
unitCount = g_EntityManager.getPlayerUnitCount((size_t)playerNum, unitName);
*rval = ToJSVal<int>( unitCount );
return JS_TRUE;
}
//Used to create net messages for formations--msgList.front() is the original message. see issueCommand
void CreateFormationMessage( std::vector<CNetMessage*>& msgList, CNetMessage* msg, CEntityList& formation )
{
@@ -1067,6 +1080,20 @@ JSBool startPlacing( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, j
return( JS_TRUE );
}
/*
//Converts given screenspace coordinates to worldspace. (CURRENTLY NOT IN USE)
JSBool getWorldCoordinates( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(2);
int x = ToPrimitive<int>( argv[0] );
int y = ToPrimitive<int>( argv[1] );
CVector3D world = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y);
*rval = ToJSVal(world);
return JS_TRUE;
}
*/
// Toggles drawing the sky
JSBool toggleSky( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
{
@@ -1344,6 +1371,7 @@ JSFunctionSpec ScriptFunctionTable[] =
// Entity
JS_FUNC(getEntityByHandle, getEntityByHandle, 1)
JS_FUNC(getPlayerUnitCount, getPlayerUnitCount, 1)
JS_FUNC(getEntityTemplate, getEntityTemplate, 1)
JS_FUNC(issueCommand, issueCommand, 2)
JS_FUNC(startPlacing, startPlacing, 1)