Add a global variable holding a prototype for actions

Either the engine or the script part of this should be replaced later.
Günther Brammer 2009-04-28 21:45:42 +02:00
parent c86532ea6f
commit abe1bad6bd
2 changed files with 9 additions and 0 deletions

View File

@ -265,6 +265,14 @@ void C4AulScriptEngine::Link(C4DefList *rDefs)
// update material pointers
Game.Material.UpdateScriptPointers();
// FIXME: move this to script
C4PropList * Action = new C4PropList;
Action->SetProperty(Strings.P[P_Length], C4VInt(1));
Action->SetProperty(Strings.P[P_Directions], C4VInt(1));
Action->SetProperty(Strings.P[P_Step], C4VInt(1));
Action->SetProperty(Strings.P[P_Procedure], C4VInt(DFA_NONE));
GlobalNamed.GetItem("Action")->SetPropList(Action);
rDefs->CallEveryDefinition();
// display state
LogF("C4AulScriptEngine linked - %d line%s, %d warning%s, %d error%s",

View File

@ -22,6 +22,7 @@ static const DFA_ATTACH =14;
static const DFA_FIGHT =15;
static const DFA_CONNECT =16;
static const DFA_PULL =17;
static Action;
global func GetActMapVal(string strEntry, string strAction, id idDef, int iEntryNr) {
if (!idDef) idDef = GetID();