forked from Mirrors/openclonk
Scenario effects: Use Scenario and not Scenario->GetPrototype() as this()
parent
f927717458
commit
408ac90cd7
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@ -726,7 +726,7 @@ bool C4Game::Execute() // Returns true if the game is over
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EXEC_S( ExecObjects(); , ExecObjectsStat )
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EXEC_S_DR( C4Effect::Execute(ScriptEngine.GetPropList(), &ScriptEngine.pGlobalEffects);
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C4Effect::Execute(GameScript.GetPropList(), &GameScript.pScenarioEffects);
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C4Effect::Execute(GameScript.ScenPropList.getPropList(), &GameScript.pScenarioEffects);
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, GEStats , "GEEx\0");
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EXEC_S_DR( PXS.Execute(); , PXSStat , "PXSEx")
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EXEC_S_DR( MassMover.Execute(); , MassMoverStat , "MMvEx")
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@ -53,7 +53,7 @@ C4Effect ** FnGetEffectsFor(C4PropList * pTarget)
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{
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if (pTarget == ScriptEngine.GetPropList())
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return &ScriptEngine.pGlobalEffects;
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if (pTarget == GameScript.ScenPrototype.getPropList() || pTarget == GameScript.ScenPropList.getPropList())
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if (pTarget == GameScript.ScenPropList.getPropList())
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return &GameScript.pScenarioEffects;
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C4Object * Obj = pTarget->GetObject();
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if (!Obj)
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@ -39,7 +39,7 @@ C4Effect ** FnGetEffectsFor(C4PropList * pTarget)
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{
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if (pTarget == ScriptEngine.GetPropList())
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return &ScriptEngine.pGlobalEffects;
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if (pTarget == GameScript.ScenPrototype.getPropList() || pTarget == GameScript.ScenPropList.getPropList())
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if (pTarget == GameScript.ScenPropList.getPropList())
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return &GameScript.pScenarioEffects;
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if (pTarget) throw C4AulExecError("Only global and scenario effects are supported");
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return &ScriptEngine.pGlobalEffects;
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