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https://github.com/TombEngine/TombEngine.git
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Make SetAmbientTrack take a string by const ref. Change functions to access GameScript[Position/Rotation] members directly instead of via getters/setters.
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4e09dc1d1d
commit
b7d2a45a29
2 changed files with 19 additions and 19 deletions
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@ -233,9 +233,9 @@ void GameScript::PlaySoundEffect(int id, GameScriptPosition p, int flags)
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{
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PHD_3DPOS pos;
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pos.xPos = p.GetX();
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pos.yPos = p.GetY();
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pos.zPos = p.GetZ();
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pos.xPos = p.x;
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pos.yPos = p.y;
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pos.zPos = p.z;
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pos.xRot = 0;
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pos.yRot = 0;
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pos.zRot = 0;
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@ -248,7 +248,7 @@ void GameScript::PlaySoundEffect(int id, int flags)
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SoundEffect(id, NULL, flags);
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}
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void GameScript::SetAmbientTrack(std::string trackName)
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void GameScript::SetAmbientTrack(std::string const & trackName)
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{
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CurrentAtmosphere = trackName;
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S_CDPlay(CurrentAtmosphere, 1);
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@ -257,14 +257,14 @@ void GameScript::SetAmbientTrack(std::string trackName)
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void GameScript::AddLightningArc(GameScriptPosition src, GameScriptPosition dest, GameScriptColor color, int lifetime, int amplitude, int beamWidth, int segments, int flags)
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{
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PHD_VECTOR p1;
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p1.x = src.GetX();
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p1.y = src.GetY();
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p1.z = src.GetZ();
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p1.x = src.x;
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p1.y = src.y;
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p1.z = src.z;
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PHD_VECTOR p2;
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p2.x = dest.GetX();
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p2.y = dest.GetY();
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p2.z = dest.GetZ();
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p2.x = dest.x;
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p2.y = dest.y;
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p2.z = dest.z;
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TriggerLightning(&p1, &p2, amplitude, color.GetR(), color.GetG(), color.GetB(), lifetime, flags, beamWidth, segments);
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}
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@ -272,26 +272,26 @@ void GameScript::AddLightningArc(GameScriptPosition src, GameScriptPosition dest
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void GameScript::AddShockwave(GameScriptPosition pos, int innerRadius, int outerRadius, GameScriptColor color, int lifetime, int speed, int angle, int flags)
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{
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PHD_3DPOS p;
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p.xPos = pos.GetX();
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p.yPos = pos.GetY();
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p.zPos = pos.GetZ();
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p.xPos = pos.x;
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p.yPos = pos.y;
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p.zPos = pos.z;
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TriggerShockwave(&p, innerRadius, outerRadius, speed, color.GetR(), color.GetG(), color.GetB(), lifetime, FROM_DEGREES(angle), flags);
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}
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void GameScript::AddDynamicLight(GameScriptPosition pos, GameScriptColor color, int radius, int lifetime)
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{
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TriggerDynamicLight(pos.GetX(), pos.GetY(), pos.GetZ(), radius, color.GetR(), color.GetG(), color.GetB());
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TriggerDynamicLight(pos.x, pos.y, pos.z, radius, color.GetR(), color.GetG(), color.GetB());
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}
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void GameScript::AddBlood(GameScriptPosition pos, int num)
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{
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TriggerBlood(pos.GetX(), pos.GetY(), pos.GetZ(), -1, num);
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TriggerBlood(pos.x, pos.y, pos.z, -1, num);
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}
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void GameScript::AddFireFlame(GameScriptPosition pos, int size)
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{
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AddFire(pos.GetX(), pos.GetY(), pos.GetZ(), size, FindRoomNumber(pos), true);
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AddFire(pos.x, pos.y, pos.z, size, FindRoomNumber(pos), true);
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}
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void GameScript::Earthquake(int strength)
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@ -355,12 +355,12 @@ void GameScript::ResetVariables()
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int GameScript::CalculateDistance(GameScriptPosition pos1, GameScriptPosition pos2)
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{
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return sqrt(SQUARE(pos1.GetX() - pos2.GetX()) + SQUARE(pos1.GetY() - pos2.GetY()) + SQUARE(pos1.GetZ() - pos2.GetZ()));
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return sqrt(SQUARE(pos1.x - pos2.x) + SQUARE(pos1.y - pos2.y) + SQUARE(pos1.z - pos2.z));
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}
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int GameScript::CalculateHorizontalDistance(GameScriptPosition pos1, GameScriptPosition pos2)
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{
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return sqrt(SQUARE(pos1.GetX() - pos2.GetX()) + SQUARE(pos1.GetZ() - pos2.GetZ()));
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return sqrt(SQUARE(pos1.x - pos2.x) + SQUARE(pos1.z - pos2.z));
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}
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sol::object LuaVariables::GetVariable(std::string key)
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