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This actually makes the project take longer to build, probably because of it no longer getting precompiled, but this is the first step of many in an effort to decouple them a bit to make things more sensible.
34 lines
754 B
C++
34 lines
754 B
C++
#include "framework.h"
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#include <sol.hpp>
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#include "GameScriptMirror.h"
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/***
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A mirror effect.
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As seen in TR4's Coastal Ruins and Sacred Lake levels.
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__Not currently implemented.__
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@pregameclass Mirror
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@pragma nostrip
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*/
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void GameScriptMirror::Register(sol::state* lua)
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{
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lua->new_usertype<GameScriptMirror>("Mirror",
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sol::constructors<GameScriptMirror(short, int, int, int, int)>(),
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"room", &GameScriptMirror::Room,
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"startX", &GameScriptMirror::StartX,
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"endX", &GameScriptMirror::EndX,
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"startZ", &GameScriptMirror::StartZ,
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"endZ", &GameScriptMirror::EndZ
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);
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}
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GameScriptMirror::GameScriptMirror(short room, int startX, int endX, int startZ, int endZ)
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{
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Room = room;
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StartX = startX;
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EndX = endX;
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StartZ = startZ;
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EndZ = endZ;
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}
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