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https://github.com/VCMP-SqMod/SqMod.git
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Improve the SetAnimation method on player class.
Make it so that the animation group is optional.
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@ -1075,7 +1075,16 @@ bool CPlayer::IsCameraLocked() const
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}
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// ------------------------------------------------------------------------------------------------
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void CPlayer::SetAnimation(Int32 group, Int32 anim) const
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void CPlayer::SetAnimation(Int32 anim) const
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{
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// Validate the managed identifier
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Validate();
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// Perform the requested operation
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_Func->SetPlayerAnimation(m_ID, 0, anim);
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}
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// ------------------------------------------------------------------------------------------------
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void CPlayer::SetAnimation(Int32 anim, Int32 group) const
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{
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// Validate the managed identifier
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Validate();
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@ -2166,8 +2175,6 @@ void Register_CPlayer(HSQUIRRELVM vm)
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.Func(_SC("RemoveWeapon"), &CPlayer::RemoveWeapon)
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.Func(_SC("StripWeapons"), &CPlayer::StripWeapons)
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.Func(_SC("RestoreCamera"), &CPlayer::RestoreCamera)
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.Func(_SC("SetAnim"), &CPlayer::SetAnimation)
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.Func(_SC("Animation"), &CPlayer::SetAnimation)
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.Func(_SC("Spectating"), &CPlayer::GetSpectator)
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.Func(_SC("Spectate"), &CPlayer::SetSpectator)
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.Func(_SC("Redirect"), &CPlayer::Redirect)
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@ -2198,6 +2205,10 @@ void Register_CPlayer(HSQUIRRELVM vm)
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(_SC("StartStream"), &CPlayer::StartStream)
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.Overload< void (CPlayer::*)(Uint32) >
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(_SC("StartStream"), &CPlayer::StartStream)
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.Overload< void (CPlayer::*)(Int32) const >
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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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// Raw Squirrel Methods
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.SquirrelFunc(_SC("Msg"), &CPlayer::Msg)
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.SquirrelFunc(_SC("MsgP"), &CPlayer::MsgP)
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@ -663,7 +663,12 @@ public:
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/* --------------------------------------------------------------------------------------------
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* Modify the animation of the managed player entity.
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*/
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void SetAnimation(Int32 group, Int32 anim) const;
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void SetAnimation(Int32 anim) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the animation of the managed player entity.
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*/
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void SetAnimation(Int32 anim, Int32 group) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle that the managed player entity is standing on.
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