// ------------------------------------------------------------------------------------------------ #include "Misc/World.hpp" #include "Base/Color3.hpp" #include "Base/Vector2.hpp" #include "Base/Vector3.hpp" #include "Entity/Player.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ void SetTimeRate(Uint32 rate) { _Func->SetTimeRate(rate); } Uint32 GetTimeRate(void) { return _Func->GetTimeRate(); } // ------------------------------------------------------------------------------------------------ void SetHour(Int32 hour) { _Func->SetHour(hour); } Int32 GetHour(void) { return _Func->GetHour(); } // ------------------------------------------------------------------------------------------------ void SetMinute(Int32 minute) { _Func->SetMinute(minute); } Int32 GetMinute(void) { return _Func->GetMinute(); } // ------------------------------------------------------------------------------------------------ void SetWeather(Int32 weather) { _Func->SetWeather(weather); } Int32 GetWeather(void) { return _Func->GetWeather(); } // ------------------------------------------------------------------------------------------------ void SetGravity(Float32 gravity) { _Func->SetGamespeed(gravity); } Float32 GetGravity(void) { return _Func->GetGamespeed(); } // ------------------------------------------------------------------------------------------------ void SetGamespeed(Float32 speed) { _Func->SetGamespeed(speed); } Float32 GetGamespeed(void) { return _Func->GetGamespeed(); } // ------------------------------------------------------------------------------------------------ void SetWaterLevel(Float32 level) { _Func->SetWaterLevel(level); } Float32 GetWaterLevel(void) { return _Func->GetWaterLevel(); } // ------------------------------------------------------------------------------------------------ void SetMaxHeight(Float32 height) { _Func->SetMaxHeight(height); } Float32 GetMaxHeight(void) { return _Func->GetMaxHeight(); } // ------------------------------------------------------------------------------------------------ void SetKillCmdDelay(Int32 delay) { _Func->SetKillCmdDelay(delay); } Int32 GetKillCmdDelay(void) { return _Func->GetKillCmdDelay(); } // ------------------------------------------------------------------------------------------------ void SetVehiclesForcedRespawnHeight(Float32 height) { _Func->SetVehiclesForcedRespawnHeight(height); } Float32 GetVehiclesForcedRespawnHeight(void) { return _Func->GetVehiclesForcedRespawnHeight(); } // ------------------------------------------------------------------------------------------------ void ToggleSyncFrameLimiter(bool toggle) { _Func->ToggleSyncFrameLimiter(toggle); } bool EnabledSyncFrameLimiter(void) { return _Func->EnabledSyncFrameLimiter(); } // ------------------------------------------------------------------------------------------------ void ToggleFrameLimiter(bool toggle) { _Func->ToggleFrameLimiter(toggle); } bool EnabledFrameLimiter(void) { return _Func->EnabledFrameLimiter(); } // ------------------------------------------------------------------------------------------------ void ToggleTaxiBoostJump(bool toggle) { _Func->ToggleTaxiBoostJump(toggle); } bool EnabledTaxiBoostJump(void) { return _Func->EnabledTaxiBoostJump(); } // ------------------------------------------------------------------------------------------------ void ToggleDriveOnWater(bool toggle) { _Func->ToggleDriveOnWater(toggle); } bool EnabledDriveOnWater(void) { return _Func->EnabledDriveOnWater(); } // ------------------------------------------------------------------------------------------------ void ToggleFastSwitch(bool toggle) { _Func->ToggleFastSwitch(toggle); } bool EnabledFastSwitch(void) { return _Func->EnabledFastSwitch(); } // ------------------------------------------------------------------------------------------------ void ToggleFriendlyFire(bool toggle) { _Func->ToggleFriendlyFire(toggle); } bool EnabledFriendlyFire(void) { return _Func->EnabledFriendlyFire(); } // ------------------------------------------------------------------------------------------------ void ToggleDisableDriveby(bool toggle) { _Func->ToggleDisableDriveby(toggle); } bool EnabledDisableDriveby(void) { return _Func->EnabledDisableDriveby(); } // ------------------------------------------------------------------------------------------------ void TogglePerfectHandling(bool toggle) { _Func->TogglePerfectHandling(toggle); } bool EnabledPerfectHandling(void) { return _Func->EnabledPerfectHandling(); } // ------------------------------------------------------------------------------------------------ void ToggleFlyingCars(bool toggle) { _Func->ToggleFlyingCars(toggle); } bool EnabledFlyingCars(void) { return _Func->EnabledFlyingCars(); } // ------------------------------------------------------------------------------------------------ void ToggleJumpSwitch(bool toggle) { _Func->ToggleJumpSwitch(toggle); } bool EnabledJumpSwitch(void) { return _Func->EnabledJumpSwitch(); } // ------------------------------------------------------------------------------------------------ void ToggleShowMarkers(bool toggle) { _Func->ToggleShowMarkers(toggle); } bool EnabledShowMarkers(void) { return _Func->EnabledShowMarkers(); } // ------------------------------------------------------------------------------------------------ void ToggleStuntBike(bool toggle) { _Func->ToggleStuntBike(toggle); } bool EnabledStuntBike(void) { return _Func->EnabledStuntBike(); } // ------------------------------------------------------------------------------------------------ void ToggleShootInAir(bool toggle) { _Func->ToggleShootInAir(toggle); } bool EnabledShootInAir(void) { return _Func->EnabledShootInAir(); } // ------------------------------------------------------------------------------------------------ void ToggleShowNametags(bool toggle) { _Func->ToggleShowNametags(toggle); } bool EnabledShowNametags(void) { return _Func->EnabledShowNametags(); } // ------------------------------------------------------------------------------------------------ void ToggleJoinMessages(bool toggle) { _Func->ToggleJoinMessages(toggle); } bool EnabledJoinMessages(void) { return _Func->EnabledJoinMessages(); } // ------------------------------------------------------------------------------------------------ void ToggleDeathMessages(bool toggle) { _Func->ToggleDeathMessages(toggle); } bool EnabledDeathMessages(void) { return _Func->EnabledDeathMessages(); } // ------------------------------------------------------------------------------------------------ void ToggleChatTagsByDefaultEnabled(bool toggle) { _Func->ToggleChatTagsByDefaultEnabled(toggle); } bool EnabledChatTagsByDefault(void) { return _Func->EnabledChatTagsByDefault(); } // ------------------------------------------------------------------------------------------------ void CreateExplosion(Int32 world, Int32 type, const Vector3 & pos, CPlayer & source, Uint32 level) { // Validate the specified player source.Validate(); // Perform the requested operation _Func->CreateExplosion(world, type, pos.x, pos.y, pos.z, source.GetID(), level); } void CreateExplosionEx(Int32 world, Int32 type, Float32 x, Float32 y, Float32 z, CPlayer & source, Uint32 level) { // Validate the specified player source.Validate(); // Perform the requested operation _Func->CreateExplosion(world, type, x, y, z, source.GetID(), level); } // ------------------------------------------------------------------------------------------------ void HideMapObject(Int32 model, const Vector3 & pos) { _Func->HideMapObject(model, pos.x, pos.y, pos.z); } void HideMapObjectEx(Int32 model, Float32 x, Float32 y, Float32 z) { _Func->HideMapObject(model, x, y, z); } // ------------------------------------------------------------------------------------------------ void ShowMapObject(Int32 model, const Vector3 & pos) { _Func->ShowMapObject(model, pos.x, pos.y, pos.z); } void ShowMapObjectEx(Int32 model, Float32 x, Float32 y, Float32 z) { _Func->ShowMapObject(model, x, y, z); } // ------------------------------------------------------------------------------------------------ void ShowAllMapObjects(void) { _Func->ShowAllMapObjects(); } // ------------------------------------------------------------------------------------------------ void SetWastedSettings(Uint32 dt, Uint32 ft, Float32 fis, Float32 fos, const Color3 & fc, Uint32 cfs, Uint32 cft) { _Func->SetWastedSettings(dt, ft, fis, fos, fc.GetRGB(), cfs, cft); } Table GetWastedSettings() { Uint32 fc, dt, ft, cfs, cft; Float32 fis, fos; Color3 c; _Func->GetWastedSettings(&dt, &ft, &fis, &fos, &fc, &cfs, &cft); c.SetRGB(fc); Table t(DefaultVM::Get()); t.SetValue(_SC("dt"), dt); t.SetValue(_SC("ft"), ft); t.SetValue(_SC("fis"), fis); t.SetValue(_SC("fos"), fos); t.SetValue(_SC("fc"), c); t.SetValue(_SC("cfs"), cfs); t.SetValue(_SC("cft"), cft); return t; } // ------------------------------------------------------------------------------------------------ void SetWorldBounds(const Vector2 & max, const Vector2 & min) { _Func->SetWorldBounds(max.x, min.x, max.y, min.y); } void SetWorldBoundsEx(Float32 max_x, Float32 max_y, Float32 min_x, Float32 min_y) { _Func->SetWorldBounds(max_x, min_x, max_y, min_y); } Table GetWorldBounds() { Vector2 max, min; _Func->GetWorldBounds(&max.x, &min.x, &max.y, &min.y); Table t(DefaultVM::Get()); t.SetValue(_SC("max"),max); t.SetValue(_SC("min"), min); return t; } } // Namespace:: SqMod