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https://github.com/VCMP-SqMod/SqMod.git
synced 2025-02-20 19:57:12 +01:00
Update the checkpoint creation process to allow creating checkpoints for all players as well as dedicated to a certain player. Should close #10
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@ -448,36 +448,34 @@ void CCheckpoint::SetColorA(Int32 a) const
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}
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// ------------------------------------------------------------------------------------------------
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static Object & Checkpoint_CreateEx(CPlayer & player, Int32 world, bool sphere,
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Float32 x, Float32 y, Float32 z,
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static Object & Checkpoint_CreateEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
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Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius)
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{
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return Core::Get().NewCheckpoint(player.GetID(), world, sphere, x, y, z, r, g, b, a, radius,
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return Core::Get().NewCheckpoint(-1, world, sphere, x, y, z, r, g, b, a, radius,
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SQMOD_CREATE_DEFAULT, NullObject());
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}
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static Object & Checkpoint_CreateEx(CPlayer & player, Int32 world, bool sphere,
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Float32 x, Float32 y, Float32 z,
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static Object & Checkpoint_CreateEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
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Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius,
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Int32 header, Object & payload)
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{
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return Core::Get().NewCheckpoint(player.GetID(), world, sphere, x, y, z, r, g, b, a,
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return Core::Get().NewCheckpoint(-1, world, sphere, x, y, z, r, g, b, a,
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radius, header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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static Object & Checkpoint_Create(CPlayer & player, Int32 world, bool sphere, const Vector3 & pos,
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static Object & Checkpoint_Create(Int32 world, bool sphere, const Vector3 & pos,
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const Color4 & color, Float32 radius)
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{
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return Core::Get().NewCheckpoint(player.GetID(), world, sphere, pos.x, pos.y, pos.z,
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return Core::Get().NewCheckpoint(-1, world, sphere, pos.x, pos.y, pos.z,
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color.r, color.g, color.b, color.a, radius,
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SQMOD_CREATE_DEFAULT, NullObject());
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}
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static Object & Checkpoint_Create(CPlayer & player, Int32 world, bool sphere, const Vector3 & pos,
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static Object & Checkpoint_Create(Int32 world, bool sphere, const Vector3 & pos,
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const Color4 & color, Float32 radius, Int32 header, Object & payload)
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{
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return Core::Get().NewCheckpoint(player.GetID(), world, sphere, pos.x, pos.y, pos.z,
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return Core::Get().NewCheckpoint(-1, world, sphere, pos.x, pos.y, pos.z,
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color.r, color.g, color.b, color.a, radius, header, payload);
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}
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@ -530,13 +528,13 @@ void Register_CCheckpoint(HSQUIRRELVM vm)
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.Overload< void (CCheckpoint::*)(Uint8, Uint8, Uint8, Uint8) const >
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(_SC("SetColor"), &CCheckpoint::SetColorEx)
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// Static Overloads
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.StaticOverload< Object & (*)(CPlayer &, Int32, bool, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32) >
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.StaticOverload< Object & (*)(Int32, bool, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32) >
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(_SC("CreateEx"), &Checkpoint_CreateEx)
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.StaticOverload< Object & (*)(CPlayer &, Int32, bool, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32, Int32, Object &) >
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.StaticOverload< Object & (*)(Int32, bool, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32, Int32, Object &) >
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(_SC("CreateEx"), &Checkpoint_CreateEx)
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.StaticOverload< Object & (*)(CPlayer &, Int32, bool, const Vector3 &, const Color4 &, Float32) >
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.StaticOverload< Object & (*)(Int32, bool, const Vector3 &, const Color4 &, Float32) >
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(_SC("Create"), &Checkpoint_Create)
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.StaticOverload< Object & (*)(CPlayer &, Int32, bool, const Vector3 &, const Color4 &, Float32, Int32, Object &) >
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.StaticOverload< Object & (*)(Int32, bool, const Vector3 &, const Color4 &, Float32, Int32, Object &) >
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(_SC("Create"), &Checkpoint_Create)
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);
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}
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@ -1201,6 +1201,40 @@ void CPlayer::PlaySound(Int32 sound_id) const
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_Func->PlaySound(_Func->GetPlayerUniqueWorld(m_ID), sound_id, NAN, NAN, NAN);
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}
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// ------------------------------------------------------------------------------------------------
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Object & CPlayer::CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
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Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius) const
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{
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return Core::Get().NewCheckpoint(m_ID, world, sphere, x, y, z, r, g, b, a, radius,
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SQMOD_CREATE_DEFAULT, NullObject());
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}
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// ------------------------------------------------------------------------------------------------
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Object & CPlayer::CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
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Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius,
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Int32 header, Object & payload) const
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{
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return Core::Get().NewCheckpoint(m_ID, world, sphere, x, y, z, r, g, b, a,
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radius, header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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Object & CPlayer::CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos,
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const Color4 & color, Float32 radius) const
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{
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return Core::Get().NewCheckpoint(m_ID, world, sphere, pos.x, pos.y, pos.z,
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color.r, color.g, color.b, color.a, radius,
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SQMOD_CREATE_DEFAULT, NullObject());
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}
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// ------------------------------------------------------------------------------------------------
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Object & CPlayer::CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos, const Color4 & color,
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Float32 radius, Int32 header, Object & payload) const
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{
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return Core::Get().NewCheckpoint(m_ID, world, sphere, pos.x, pos.y, pos.z,
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color.r, color.g, color.b, color.a, radius, header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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Int32 CPlayer::GetAuthority() const
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{
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@ -2251,6 +2285,14 @@ void Register_CPlayer(HSQUIRRELVM vm)
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(_SC("SetAnimation"), &CPlayer::SetAnimation)
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.Overload< void (CPlayer::*)(Int32, Int32) const >
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(_SC("SetAnimation"), &CPlayer::SetAnimation)
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.Overload< Object & (CPlayer::*)(Int32, bool, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32) const >
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(_SC("CreateCheckpointEx"), &CPlayer::CreateCheckpointEx)
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.Overload< Object & (CPlayer::*)(Int32, bool, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32, Int32, Object &) const >
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(_SC("CreateCheckpointEx"), &CPlayer::CreateCheckpointEx)
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.Overload< Object & (CPlayer::*)(Int32, bool, const Vector3 &, const Color4 &, Float32) const >
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(_SC("CreateCheckpoint"), &CPlayer::CreateCheckpoint)
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.Overload< Object & (CPlayer::*)(Int32, bool, const Vector3 &, const Color4 &, Float32, Int32, Object &) const >
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(_SC("CreateCheckpoint"), &CPlayer::CreateCheckpoint)
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// Static Functions
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.StaticFunc(_SC("Find"), &Player_FindAuto)
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// Raw Squirrel Methods
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@ -710,6 +710,31 @@ public:
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*/
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void PlaySound(Int32 sound_id) const;
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/* --------------------------------------------------------------------------------------------
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* Create a checkpoint or sphere for this player.
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*/
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Object & CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
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Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius) const;
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/* --------------------------------------------------------------------------------------------
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* Create a checkpoint or sphere for this player.
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*/
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Object & CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
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Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius,
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Int32 header, Object & payload) const;
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/* --------------------------------------------------------------------------------------------
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* Create a checkpoint or sphere for this player.
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*/
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Object & CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos,
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const Color4 & color, Float32 radius) const;
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/* --------------------------------------------------------------------------------------------
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* Create a checkpoint or sphere for this player.
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*/
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Object & CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos, const Color4 & color,
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Float32 radius, Int32 header, Object & payload) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the authority level of the managed player entity.
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*/
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