#include "framework.h" #include "GameScriptLevel.h" #include /*** A container for level metadata - things which aren't present in the compiled level file itself. @classmod Level @pragma nostrip */ void GameScriptLevel::Register(sol::state* state) { state->new_usertype("Level", sol::constructors(), /// (string) todo //@mem name "name", &GameScriptLevel::NameStringKey, /// (string) todo //@mem script "script", &GameScriptLevel::ScriptFileName, /// (string) todo //@mem fileName "fileName", &GameScriptLevel::FileName, /// (string) todo //@mem loadScreen "loadScreen", &GameScriptLevel::LoadScreenFileName, /// (string) todo //@mem ambientTrack "ambientTrack", &GameScriptLevel::AmbientTrack, /// (@{SkyLayer}) Primary sky layer //@mem layer1 "layer1", &GameScriptLevel::Layer1, /// (@{SkyLayer}) Secondary sky layer __(not yet implemented)__ //@mem layer2 "layer2", &GameScriptLevel::Layer2, /// (@{Color}) distance fog RGB color (as seen in TR4's Desert Railroad). // if not provided, distance fog will be black. // __(not yet implemented)__ //@mem fog "fog", &GameScriptLevel::Fog, /// (bool) if set to true, the horizon and sky layer will be drawn; if set to false; they won't. //@mem horizon "horizon", &GameScriptLevel::Horizon, /// (bool) if true, the horizon graphic will transition smoothly to the sky layer. // If set to false, there will be a black band between the two. // __(not yet implemented)__ //@mem colAddHorizon "colAddHorizon", &GameScriptLevel::ColAddHorizon, /// (bool) equivalent to classic TRLE's LIGHTNING setting. // If true, there will be a flickering lightning in the skylayer, as in the TRC Ireland levels. // __(thunder sounds not yet implemented)__ //@mem storm "storm", &GameScriptLevel::Storm, /// (WeatherType) Must be one of the values WeatherType.NORMAL, WeatherType.RAIN, or WeatherType.SNOW. // __(not yet implemented)__ //@mem weather "weather", &GameScriptLevel::Weather, /*** (LaraType) Must be one of the LaraType values. These are: NORMAL YOUNG BUNHEAD CATSUIT DIVESUIT INVISIBLE e.g. `myLevel.laraType = LaraType.DIVESUIT` __(not yet fully implemented)__ @mem laraType*/ "laraType", &GameScriptLevel::LaraType, /// (bool) todo //@mem rumble "rumble", &GameScriptLevel::Rumble, /// (bool) todo //@mem resetHub "resetHub", &GameScriptLevel::ResetHub, /// (Mirror) todo //@mem mirror "mirror", &GameScriptLevel::Mirror, /// (table of InventoryObjects) todo //@mem mirror "objects", &GameScriptLevel::InventoryObjects ); }