#Preliminary end game conditions; cinematic and trigger fixes

Cinematic editor is less clumsy.  Forward and backward buttons now move
the camera to the next and previous nodes.

This was SVN commit r5000.
This commit is contained in:
pyrolink
2007-04-27 03:05:26 +00:00
parent ab22765232
commit 684dbbe9ba
21 changed files with 234 additions and 100 deletions
+11 -1
View File
@@ -183,7 +183,7 @@ JSBool getPlayerUnitCount( JSContext* cx, JSObject*, uint argc, jsval* argv, jsv
CStrW unitName = ToPrimitive<CStrW>( argv[1] );
unitCount = g_EntityManager.getPlayerUnitCount((size_t)playerNum, unitName);
*rval = ToJSVal<int>( unitCount );
*rval = ToJSVal( unitCount );
return JS_TRUE;
}
@@ -758,6 +758,13 @@ JSBool endGame(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
return JS_TRUE;
}
JSBool getGameMode(JSContext* cx, JSObject*, uint argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_NO_PARAMS();
*rval = ToJSVal( g_GameAttributes.GetGameMode() );
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Internationalization
@@ -1392,6 +1399,8 @@ JSFunctionSpec ScriptFunctionTable[] =
JS_FUNC(removeFromFormation, removeFromFormation, 1)
JS_FUNC(lockEntityFormation, lockEntityFormation, 1)
JS_FUNC(isFormationLocked, isFormationLocked, 1)
JS_FUNC(registerTrigger, registerTrigger, 1)
//Tech
JS_FUNC(getTechnology, getTechnology, 2)
@@ -1444,6 +1453,7 @@ JSFunctionSpec ScriptFunctionTable[] =
// Game Setup
JS_FUNC(startGame, startGame, 0)
JS_FUNC(endGame, endGame, 0)
JS_FUNC(getGameMode, getGameMode, 0)
JS_FUNC(createClient, createClient, 0)
JS_FUNC(createServer, createServer, 0)