forked from Mirrors/openclonk
Replace FxAI-references
The hardcoded references make renaming the effect later a huge problem.install-platforms
parent
f204b959e7
commit
a87eed5de1
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@ -123,7 +123,7 @@ public func OnDefineAI(proplist def)
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auto_search_target = { Name = "$AutoSearchTarget$", EditorHelp = "$AutoSearchTargetHelp$", Type = "bool" },
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};
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AddProperties(def.FxAI.EditorProps, additional_props);
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AddProperties(def->GetControlEffect().EditorProps, additional_props);
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}
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@ -35,7 +35,7 @@ public func OnDefineAI(proplist def)
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{
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_inherited(def);
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def.FxAI.SetAttackMode = this.EditorDelegate_SetAttackMode;
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def->GetControlEffect().SetAttackMode = this.EditorDelegate_SetAttackMode;
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// Set the other options
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def->DefinitionAttackModes(def);
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@ -151,9 +151,9 @@ private func InitAttackModes()
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// First-time init of attack mode editor prop structures
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// All attack modes structures point to the base AI
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this.AttackModes = AI.AttackModes;
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if (!AI.FxAI.EditorProps.attack_mode)
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if (!AI->GetControlEffect().EditorProps.attack_mode)
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{
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AI.FxAI.EditorProps.attack_mode = {
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AI->GetControlEffect().EditorProps.attack_mode = {
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Name="$AttackMode$",
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EditorHelp="$AttackModeHelp$",
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Type="enum",
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@ -162,7 +162,7 @@ private func InitAttackModes()
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Set="SetAttackMode"
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};
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}
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this.FxAI.EditorProps.attack_mode = AI.FxAI.EditorProps.attack_mode;
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this->GetControlEffect().EditorProps.attack_mode = AI->GetControlEffect().EditorProps.attack_mode;
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}
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public func RegisterAttackMode(string identifier, proplist am, proplist am_default_values)
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@ -181,7 +181,7 @@ public func RegisterAttackMode(string identifier, proplist am, proplist am_defau
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Value = am_default_values
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};
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if (!am_option.EditorHelp && am.GetEditorHelp) am_option.EditorHelp = am->GetEditorHelp();
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var editor_opts = this.FxAI.EditorProps.attack_mode.Options;
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var editor_opts = this->GetControlEffect().EditorProps.attack_mode.Options;
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editor_opts[GetLength(editor_opts)] = am_option;
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}
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@ -41,7 +41,7 @@ public func OnDefineAI(proplist def)
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{
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_inherited(def);
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def.FxAI.SetAttackPath = this.EditorDelegate_SetAttackPath;
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def->GetControlEffect().SetAttackPath = this.EditorDelegate_SetAttackPath;
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// Set the additional editor properties
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var additional_props =
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@ -54,7 +54,7 @@ public func OnDefineAI(proplist def)
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] },
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};
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AddProperties(def.FxAI.EditorProps, additional_props);
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AddProperties(def->GetControlEffect().EditorProps, additional_props);
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}
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@ -549,10 +549,10 @@ public func GetAIClonkEditorProps()
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if (!this.AIClonkEditorProps)
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{
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var props = {};
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props.AttackMode = new AI.FxAI.EditorProps.attack_mode { Set=nil, Priority=100 };
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props.AttackMode = new AI->GetControlEffect().EditorProps.attack_mode { Set=nil, Priority=100 };
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props.GuardRange = { Name="$AttackRange$", EditorHelp="$AttackRangeHelp$", Type="enum", Options = [
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{ Name="$Automatic$", EditorHelp="$AutomaticGuardRangeHelp$"},
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{ Name="$Custom$", Type=C4V_PropList, Value={}, DefaultValueFunction=this.GetDefaultAIRect, Delegate=AI.FxAI.EditorProps.guard_range }
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{ Name="$Custom$", Type=C4V_PropList, Value={}, DefaultValueFunction=this.GetDefaultAIRect, Delegate=AI->GetControlEffect().EditorProps.guard_range }
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] };
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props.Color = { Name="$Color$", Type="color" };
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props.Bounty = { Name="$Bounty$", EditorHelp="$BountyHelp$", Type="int", Min=0, Max=100000 };
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