mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2025-01-19 12:07:13 +01:00
8088ba94c2
Moved the functions that extract base types from strings as static functions under the associated type. Revised some of the base shared code. Fixed some of the functions in the String library that did not take into account the null terminator.
557 lines
21 KiB
C++
557 lines
21 KiB
C++
// ------------------------------------------------------------------------------------------------
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#include "Entity/Checkpoint.hpp"
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#include "Entity/Player.hpp"
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#include "Base/Color4.hpp"
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#include "Base/Vector3.hpp"
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#include "Core.hpp"
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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// ------------------------------------------------------------------------------------------------
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Color4 CCheckpoint::s_Color4;
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Vector3 CCheckpoint::s_Vector3;
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// ------------------------------------------------------------------------------------------------
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Uint32 CCheckpoint::s_ColorR;
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Uint32 CCheckpoint::s_ColorG;
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Uint32 CCheckpoint::s_ColorB;
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Uint32 CCheckpoint::s_ColorA;
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// ------------------------------------------------------------------------------------------------
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const Int32 CCheckpoint::Max = SQMOD_CHECKPOINT_POOL;
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// ------------------------------------------------------------------------------------------------
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SQInteger CCheckpoint::Typename(HSQUIRRELVM vm)
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{
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static SQChar name[] = _SC("SqCheckpoint");
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sq_pushstring(vm, name, sizeof(name));
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return 1;
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}
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// ------------------------------------------------------------------------------------------------
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CCheckpoint::CCheckpoint(Int32 id)
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: m_ID(VALID_ENTITYGETEX(id, SQMOD_CHECKPOINT_POOL))
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, m_Tag(ToStrF("%d", id))
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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CCheckpoint::~CCheckpoint()
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Int32 CCheckpoint::Cmp(const CCheckpoint & o) const
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{
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if (m_ID == o.m_ID)
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return 0;
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else if (m_ID > o.m_ID)
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return 1;
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else
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return -1;
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}
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// ------------------------------------------------------------------------------------------------
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const String & CCheckpoint::ToString() const
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{
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return m_Tag;
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}
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// ------------------------------------------------------------------------------------------------
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const String & CCheckpoint::GetTag() const
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{
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return m_Tag;
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetTag(CSStr tag)
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{
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m_Tag.assign(tag);
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}
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// ------------------------------------------------------------------------------------------------
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Object & CCheckpoint::GetData()
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{
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// Validate the managed identifier
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Validate();
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// Return the requested information
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return m_Data;
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetData(Object & data)
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{
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// Validate the managed identifier
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Validate();
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// Apply the specified value
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m_Data = data;
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}
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// ------------------------------------------------------------------------------------------------
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bool CCheckpoint::Destroy(Int32 header, Object & payload)
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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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return _Core->DelCheckpoint(m_ID, header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::BindEvent(Int32 evid, Object & env, Function & func) const
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{
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// Validate the managed identifier
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Validate();
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// Obtain the function instance called for this event
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Function & event = _Core->GetCheckpointEvent(m_ID, evid);
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// Is the specified callback function null?
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if (func.IsNull())
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{
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event.Release(); // Then release the current callback
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}
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// Assign the specified environment and function
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else
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{
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event = Function(env.GetVM(), env, func.GetFunc());
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}
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}
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// ------------------------------------------------------------------------------------------------
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bool CCheckpoint::IsStreamedFor(CPlayer & player) const
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{
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// Is the specified player even valid?
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if (!player.IsActive())
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{
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STHROWF("Invalid player argument: null");
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}
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// Validate the managed identifier
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Validate();
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// Return the requested information
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return _Func->IsCheckpointStreamedForPlayer(m_ID, player.GetID());
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}
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// ------------------------------------------------------------------------------------------------
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Int32 CCheckpoint::GetWorld() const
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{
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// Validate the managed identifier
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Validate();
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// Return the requested information
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return _Func->GetCheckpointWorld(m_ID);
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetWorld(Int32 world) 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->SetCheckpointWorld(m_ID, world);
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}
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// ------------------------------------------------------------------------------------------------
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const Color4 & CCheckpoint::GetColor() const
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{
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// Validate the managed identifier
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Validate();
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// Clear previous color information, if any
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s_Color4.Clear();
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// Query the server for the color values
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_Func->GetCheckpointColor(m_ID, &s_ColorR, &s_ColorG, &s_ColorB, &s_ColorA);
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// Convert and assign the retrieved values
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s_Color4.Set(s_ColorR, s_ColorG, s_ColorB, s_ColorA);
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// Return the requested information
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return s_Color4;
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetColor(const Color4 & col) 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->SetCheckpointColor(m_ID, col.r, col.g, col.b, col.a);
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetColorEx(Uint8 r, Uint8 g, Uint8 b, Uint8 a) 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->SetCheckpointColor(m_ID, r, g, b, a);
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}
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// ------------------------------------------------------------------------------------------------
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const Vector3 & CCheckpoint::GetPosition() const
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{
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// Validate the managed identifier
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Validate();
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// Clear previous position information, if any
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s_Vector3.Clear();
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// Query the server for the position values
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_Func->GetCheckpointPos(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
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// Return the requested information
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return s_Vector3;
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetPosition(const Vector3 & pos) 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->SetCheckpointPos(m_ID, pos.x, pos.y, pos.z);
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetPositionEx(Float32 x, Float32 y, Float32 z) 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->SetCheckpointPos(m_ID, x, y, z);
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}
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// ------------------------------------------------------------------------------------------------
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Float32 CCheckpoint::GetRadius() const
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{
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// Validate the managed identifier
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Validate();
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// Return the requested information
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return _Func->GetCheckpointRadius(m_ID);
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetRadius(Float32 radius) 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->SetCheckpointRadius(m_ID, radius);
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}
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// ------------------------------------------------------------------------------------------------
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Object & CCheckpoint::GetOwner() const
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{
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// Validate the managed identifier
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Validate();
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// Return the requested information
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return _Core->GetPlayer(_Func->GetCheckpointOwner(m_ID)).mObj;
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}
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// ------------------------------------------------------------------------------------------------
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Int32 CCheckpoint::GetOwnerID() const
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{
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// Validate the managed identifier
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Validate();
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// Return the requested information
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return _Func->GetCheckpointOwner(m_ID);
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}
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// ------------------------------------------------------------------------------------------------
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Float32 CCheckpoint::GetPosX() const
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{
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// Validate the managed identifier
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Validate();
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// Clear previous position information, if any
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s_Vector3.x = 0;
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// Query the server for the requested component value
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_Func->GetCheckpointPos(m_ID, &s_Vector3.x, NULL, NULL);
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// Return the requested information
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return s_Vector3.x;
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}
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// ------------------------------------------------------------------------------------------------
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Float32 CCheckpoint::GetPosY() const
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{
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// Validate the managed identifier
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Validate();
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// Clear previous position information, if any
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s_Vector3.y = 0;
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// Query the server for the requested component value
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_Func->GetCheckpointPos(m_ID, NULL, &s_Vector3.y, NULL);
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// Return the requested information
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return s_Vector3.y;
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}
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// ------------------------------------------------------------------------------------------------
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Float32 CCheckpoint::GetPosZ() const
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{
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// Validate the managed identifier
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Validate();
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// Clear previous position information, if any
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s_Vector3.z = 0;
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// Query the server for the requested component value
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_Func->GetCheckpointPos(m_ID, NULL, NULL, &s_Vector3.z);
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// Return the requested information
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return s_Vector3.z;
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetPosX(Float32 x) const
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{
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// Validate the managed identifier
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Validate();
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// Retrieve the current values for unchanged components
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_Func->GetCheckpointPos(m_ID, NULL, &s_Vector3.y, &s_Vector3.z);
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// Perform the requested operation
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_Func->SetCheckpointPos(m_ID, x, s_Vector3.y, s_Vector3.z);
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetPosY(Float32 y) const
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{
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// Validate the managed identifier
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Validate();
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// Retrieve the current values for unchanged components
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_Func->GetCheckpointPos(m_ID, &s_Vector3.x, NULL, &s_Vector3.z);
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// Perform the requested operation
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_Func->SetCheckpointPos(m_ID, s_Vector3.x, y, s_Vector3.z);
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetPosZ(Float32 z) const
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{
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// Validate the managed identifier
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Validate();
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// Retrieve the current values for unchanged components
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_Func->GetCheckpointPos(m_ID, &s_Vector3.x, &s_Vector3.y, NULL);
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// Perform the requested operation
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_Func->SetCheckpointPos(m_ID, s_Vector3.z, s_Vector3.y, z);
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}
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// ------------------------------------------------------------------------------------------------
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Uint32 CCheckpoint::GetColR() const
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{
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// Validate the managed identifier
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Validate();
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// Clear previous color information, if any
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s_ColorR = 0;
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// Query the server for the requested component value
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_Func->GetCheckpointColor(m_ID, &s_ColorR, NULL, NULL, NULL);
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// Return the requested information
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return s_ColorR;
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}
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// ------------------------------------------------------------------------------------------------
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Uint32 CCheckpoint::GetColG() const
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{
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// Validate the managed identifier
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Validate();
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// Clear previous color information, if any
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s_ColorG = 0;
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// Query the server for the requested component value
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_Func->GetCheckpointColor(m_ID, NULL, &s_ColorG, NULL, NULL);
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// Return the requested information
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return s_ColorG;
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}
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// ------------------------------------------------------------------------------------------------
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Uint32 CCheckpoint::GetColB() const
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{
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// Validate the managed identifier
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Validate();
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// Clear previous color information, if any
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s_ColorB = 0;
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// Query the server for the requested component value
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_Func->GetCheckpointColor(m_ID, NULL, NULL, &s_ColorB, NULL);
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// Return the requested information
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return s_ColorB;
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}
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// ------------------------------------------------------------------------------------------------
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Uint32 CCheckpoint::GetColA() const
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{
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// Validate the managed identifier
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Validate();
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// Clear previous color information, if any
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s_ColorA = 0;
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// Query the server for the requested component value
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_Func->GetCheckpointColor(m_ID, NULL, NULL, NULL, &s_ColorA);
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// Return the requested information
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return s_ColorA;
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetColR(Uint32 r) const
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{
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// Validate the managed identifier
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Validate();
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// Retrieve the current values for unchanged components
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_Func->GetCheckpointColor(m_ID, NULL, &s_ColorG, &s_ColorB, &s_ColorA);
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// Perform the requested operation
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_Func->SetCheckpointColor(m_ID, r, s_ColorG, s_ColorB, s_ColorA);
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetColG(Uint32 g) const
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{
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// Validate the managed identifier
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Validate();
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// Retrieve the current values for unchanged components
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_Func->GetCheckpointColor(m_ID, &s_ColorR, NULL, &s_ColorB, &s_ColorA);
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// Perform the requested operation
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_Func->SetCheckpointColor(m_ID, s_ColorR, g, s_ColorB, s_ColorA);
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetColB(Uint32 b) const
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{
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// Validate the managed identifier
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Validate();
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// Retrieve the current values for unchanged components
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_Func->GetCheckpointColor(m_ID, &s_ColorB, &s_ColorG, NULL, &s_ColorA);
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// Perform the requested operation
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_Func->SetCheckpointColor(m_ID, s_ColorB, s_ColorG, b, s_ColorA);
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}
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// ------------------------------------------------------------------------------------------------
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void CCheckpoint::SetColA(Uint32 a) const
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{
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// Validate the managed identifier
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Validate();
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// Retrieve the current values for unchanged components
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_Func->GetCheckpointColor(m_ID, &s_ColorA, &s_ColorG, &s_ColorB, NULL);
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// Perform the requested operation
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_Func->SetCheckpointColor(m_ID, s_ColorA, s_ColorG, s_ColorB, a);
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}
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// ------------------------------------------------------------------------------------------------
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static Object & Checkpoint_CreateEx(CPlayer & player, Int32 world, 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->NewCheckpoint(player.GetID(), world, 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, 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->NewCheckpoint(player.GetID(), world, x, y, z, r, g, b, a, radius, header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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static Object & Checkpoint_Create(CPlayer & player, Int32 world, const Vector3 & pos,
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const Color4 & color, Float32 radius)
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{
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return _Core->NewCheckpoint(player.GetID(), world, 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, 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->NewCheckpoint(player.GetID(), world, 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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static const Object & Checkpoint_FindByID(Int32 id)
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{
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// Perform a range check on the specified identifier
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if (INVALID_ENTITYEX(id, SQMOD_CHECKPOINT_POOL))
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{
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STHROWF("The specified checkpoint identifier is invalid: %d", id);
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}
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// Obtain the ends of the entity pool
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Core::Checkpoints::const_iterator itr = _Core->GetCheckpoints().cbegin();
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Core::Checkpoints::const_iterator end = _Core->GetCheckpoints().cend();
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// Process each entity in the pool
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for (; itr != end; ++itr)
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{
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// Does the identifier match the specified one?
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if (itr->mID == id)
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{
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return itr->mObj; // Stop searching and return this entity
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}
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}
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// Unable to locate a checkpoint matching the specified identifier
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return NullObject();
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}
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static const Object & Checkpoint_FindByTag(CSStr tag)
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{
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// Perform a validity check on the specified tag
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if (!tag || *tag == '\0')
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{
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STHROWF("The specified checkpoint tag is invalid: null/empty");
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}
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// Obtain the ends of the entity pool
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Core::Checkpoints::const_iterator itr = _Core->GetCheckpoints().cbegin();
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Core::Checkpoints::const_iterator end = _Core->GetCheckpoints().cend();
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// Process each entity in the pool
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for (; itr != end; ++itr)
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{
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// Does this entity even exist and does the tag match the specified one?
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if (itr->mInst != nullptr && itr->mInst->GetTag().compare(tag) == 0)
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{
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return itr->mObj; // Stop searching and return this entity
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}
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}
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// Unable to locate a checkpoint matching the specified tag
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return NullObject();
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}
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// ================================================================================================
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void Register_CCheckpoint(HSQUIRRELVM vm)
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{
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RootTable(vm).Bind(_SC("SqCheckpoint"),
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Class< CCheckpoint, NoConstructor< CCheckpoint > >(vm, _SC("SqCheckpoint"))
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// Metamethods
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.Func(_SC("_cmp"), &CCheckpoint::Cmp)
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.SquirrelFunc(_SC("_typename"), &CCheckpoint::Typename)
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.Func(_SC("_tostring"), &CCheckpoint::ToString)
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// Static Values
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.SetStaticValue(_SC("MaxID"), CCheckpoint::Max)
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// Core Properties
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.Prop(_SC("ID"), &CCheckpoint::GetID)
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.Prop(_SC("Tag"), &CCheckpoint::GetTag, &CCheckpoint::SetTag)
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.Prop(_SC("Data"), &CCheckpoint::GetData, &CCheckpoint::SetData)
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.Prop(_SC("Active"), &CCheckpoint::IsActive)
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// Core Methods
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.Func(_SC("Bind"), &CCheckpoint::BindEvent)
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// Core Overloads
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.Overload< bool (CCheckpoint::*)(void) >(_SC("Destroy"), &CCheckpoint::Destroy)
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.Overload< bool (CCheckpoint::*)(Int32) >(_SC("Destroy"), &CCheckpoint::Destroy)
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.Overload< bool (CCheckpoint::*)(Int32, Object &) >(_SC("Destroy"), &CCheckpoint::Destroy)
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// Properties
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.Prop(_SC("World"), &CCheckpoint::GetWorld, &CCheckpoint::SetWorld)
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.Prop(_SC("Color"), &CCheckpoint::GetColor, &CCheckpoint::SetColor)
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.Prop(_SC("Pos"), &CCheckpoint::GetPosition, &CCheckpoint::SetPosition)
|
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.Prop(_SC("Position"), &CCheckpoint::GetPosition, &CCheckpoint::SetPosition)
|
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.Prop(_SC("Radius"), &CCheckpoint::GetRadius, &CCheckpoint::SetRadius)
|
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.Prop(_SC("Owner"), &CCheckpoint::GetOwner)
|
|
.Prop(_SC("OwnerID"), &CCheckpoint::GetOwnerID)
|
|
.Prop(_SC("X"), &CCheckpoint::GetPosX, &CCheckpoint::SetPosX)
|
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.Prop(_SC("Y"), &CCheckpoint::GetPosY, &CCheckpoint::SetPosY)
|
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.Prop(_SC("Z"), &CCheckpoint::GetPosZ, &CCheckpoint::SetPosZ)
|
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.Prop(_SC("R"), &CCheckpoint::GetColR, &CCheckpoint::SetColR)
|
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.Prop(_SC("G"), &CCheckpoint::GetColG, &CCheckpoint::SetColG)
|
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.Prop(_SC("B"), &CCheckpoint::GetColB, &CCheckpoint::SetColB)
|
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.Prop(_SC("A"), &CCheckpoint::GetColA, &CCheckpoint::SetColA)
|
|
// Member Methods
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.Func(_SC("StreamedFor"), &CCheckpoint::IsStreamedFor)
|
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.Func(_SC("SetColor"), &CCheckpoint::SetColorEx)
|
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.Func(_SC("SetPos"), &CCheckpoint::SetPositionEx)
|
|
.Func(_SC("SetPosition"), &CCheckpoint::SetPositionEx)
|
|
// Static Functions
|
|
.StaticFunc(_SC("FindByID"), &Checkpoint_FindByID)
|
|
.StaticFunc(_SC("FindByTag"), &Checkpoint_FindByTag)
|
|
// Static Overloads
|
|
.StaticOverload< Object & (*)(CPlayer &, Int32, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32) >
|
|
(_SC("CreateEx"), &Checkpoint_CreateEx)
|
|
.StaticOverload< Object & (*)(CPlayer &, Int32, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32, Int32, Object &) >
|
|
(_SC("CreateEx"), &Checkpoint_CreateEx)
|
|
.StaticOverload< Object & (*)(CPlayer &, Int32, const Vector3 &, const Color4 &, Float32) >
|
|
(_SC("Create"), &Checkpoint_Create)
|
|
.StaticOverload< Object & (*)(CPlayer &, Int32, const Vector3 &, const Color4 &, Float32, Int32, Object &) >
|
|
(_SC("Create"), &Checkpoint_Create)
|
|
);
|
|
}
|
|
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} // Namespace:: SqMod
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