# Updated unit animation code.

Added UnitAnimation class, to act as the interface between the entity
and actor. (Currently doesn't work very well, but it does make
animations loop smoothly and sometimes kind of makes them stay
synchronised.)
Fixed corpse animation - it now plays the final frame of the death
animation before turning static.
Fixed update/interpolate timings.
Added JS function saveProfileData.
Updated ffmpeg library.

This was SVN commit r4880.
This commit is contained in:
Ykkrosh
2007-02-10 03:09:52 +00:00
parent 54f381cc1b
commit bdbb2bcb16
24 changed files with 350 additions and 172 deletions
+20 -9
View File
@@ -9,24 +9,28 @@
#include "ScriptGlue.h"
#include "JSConversions.h"
#include "GameEvents.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/MapWriter.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "graphics/scripting/JSInterface_Camera.h"
#include "graphics/scripting/JSInterface_LightEnv.h"
#include "gui/CGUI.h"
#include "lib/timer.h"
#include "maths/scripting/JSInterface_Vector3D.h"
#include "network/Client.h"
#include "network/Server.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/Interact.h"
#include "network/Client.h"
#include "network/Server.h"
#include "ps/i18n.h"
#include "ps/Hotkey.h"
#include "ps/Interact.h"
#include "ps/ProfileViewer.h"
#include "ps/i18n.h"
#include "ps/scripting/JSCollection.h"
#include "ps/scripting/JSInterface_Console.h"
#include "ps/scripting/JSInterface_Selection.h"
@@ -34,20 +38,18 @@
#include "renderer/Renderer.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "simulation/EntityTemplateCollection.h"
#include "simulation/TechnologyCollection.h"
#include "simulation/Entity.h"
#include "simulation/EntityFormation.h"
#include "simulation/EntityHandles.h"
#include "simulation/EntityManager.h"
#include "simulation/EntityTemplate.h"
#include "simulation/EntityTemplateCollection.h"
#include "simulation/FormationManager.h"
#include "simulation/TriggerManager.h"
#include "simulation/LOSManager.h"
#include "simulation/Scheduler.h"
#include "simulation/Simulation.h"
#include "simulation/TechnologyCollection.h"
#include "simulation/TriggerManager.h"
#ifndef NO_GUI
# include "gui/scripting/JSInterface_IGUIObject.h"
@@ -1058,6 +1060,14 @@ JSBool getGlobal( JSContext* cx, JSObject* globalObject, uint argc, jsval* argv,
return( JS_TRUE );
}
// Saves the current profiling data to the logs/profile.txt file
JSBool saveProfileData( JSContext* cx, JSObject* UNUSED(globalObject), uint argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
g_ProfileViewer.SaveToFile();
return( JS_TRUE );
}
// Activates the building placement cursor for placing a building. The currently selected units
// are then ordered to construct the building if it is placed.
// params: templateName - the name of the entity to place.
@@ -1474,6 +1484,7 @@ JSFunctionSpec ScriptFunctionTable[] =
JS_FUNC(v3dist, v3dist, 2)
JS_FUNC(buildTime, buildTime, 0)
JS_FUNC(getGlobal, getGlobal, 0)
JS_FUNC(saveProfileData, saveProfileData, 0)
// end of table marker
{0, 0, 0, 0, 0}