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Add documentation for SetGameFarView, Level.FarView, and Level.UVRotate, as well as some value checking.
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6 changed files with 174 additions and 8 deletions
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@ -65,6 +65,14 @@ __(not yet implemented)__
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*/
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m_lua->set_function("SetTitleScreenImagePath", &GameFlow::SetTitleScreenImagePath, this);
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/*** The maximum draw distance, in sectors (blocks), of any level in the game.
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This is equivalent to TRNG's WorldFarView variable.
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__(not yet implemented)__
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@function SetGameFarView
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@tparam byte farview Number of sectors. Must be in the range [1, 127].
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*/
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m_lua->set_function("SetGameFarView", &GameFlow::SetGameFarView, this);
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/*** settings.lua.
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These functions are called in settings.lua, a file which holds your local settings.
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settings.lua shouldn't be bundled with any finished levels/games.
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@ -151,6 +159,21 @@ void GameFlow::SetTitleScreenImagePath(std::string const& path)
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TitleScreenImagePath = path;
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}
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void GameFlow::SetGameFarView(byte val)
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{
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bool cond = val <= 127 && val >= 1;
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std::string msg{ "Game far view value must be in the range [1, 127]." };
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if (!ScriptAssert(cond, msg))
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{
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ScriptWarn("Setting game far view to 32.");
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GameFarView = 32;
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}
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else
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{
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GameFarView = val;
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}
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}
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void GameFlow::SetAudioTracks(sol::as_table_t<std::vector<GameScriptAudioTrack>>&& src)
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{
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std::vector<GameScriptAudioTrack> tracks = std::move(src);
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