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https://github.com/VCMP-SqMod/SqMod.git
synced 2025-06-15 14:47:13 +02:00
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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