forked from Mirrors/openclonk
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Author | SHA1 | Date |
---|---|---|
Julius Michaelis | d675bd4c1d | |
Julius Michaelis | 02641b8baa | |
Julius Michaelis | 35c3d4a421 | |
Julius Michaelis | d338c8c0e2 | |
Julius Michaelis | 0a214d91cd | |
Julius Michaelis | 2923c1f1d0 | |
Julius Michaelis | 4d65c480ea | |
Julius Michaelis | 7b0ee6377c | |
Julius Michaelis | 1e9858cf73 | |
Julius Michaelis | 6bfe7f85d7 | |
Julius Michaelis | fbe8a897cb | |
Günther Brammer | 8156123a26 | |
Julius Michaelis | 2b9a1778b3 | |
Julius Michaelis | f9410855b6 | |
Julius Michaelis | 03020bc742 | |
Julius Michaelis | a06f0c45e7 | |
Julius Michaelis | 0d805d5985 | |
Julius Michaelis | 633107b292 | |
Julius Michaelis | 0873a7b612 | |
Julius Michaelis | d0efce7c2b | |
Julius Michaelis | bd2a4b0059 | |
Julius Michaelis | c5ff06547b | |
Julius Michaelis | f73ceb584c | |
Julius Michaelis | fcebef6fa1 | |
Julius Michaelis | 81360e959b | |
Julius Michaelis | 8fc27f9231 | |
Julius Michaelis | dda2fb17a9 | |
Julius Michaelis | d56843cc9c | |
Julius Michaelis | 7e0a51c0c7 | |
Julius Michaelis | a464332ec7 | |
Julius Michaelis | bc073f6035 | |
Julius Michaelis | 6b5d884dbd | |
Julius Michaelis | 548a1047b9 | |
Julius Michaelis | 9b8cfac66e | |
Julius Michaelis | d3f37e5cfd | |
Julius Michaelis | c82a71269f | |
Julius Michaelis | 7e857994d0 | |
Julius Michaelis | 962b4f0070 | |
Nicolas Hake | 98f6af6125 | |
Nicolas Hake | 5e07721a2d | |
Nicolas Hake | 3396ea7a2c | |
Nicolas Hake | 26914b19cb | |
Nicolas Hake | 0de08987ec | |
Nicolas Hake | 3af311d675 | |
Nicolas Hake | 3a280bcb4f | |
Nicolas Hake | 66e2078b21 | |
Nicolas Hake | 27b544e778 | |
Nicolas Hake | a858678248 | |
Nicolas Hake | 14665880ae | |
Nicolas Hake | ffbe74be89 | |
Nicolas Hake | f4ac79858b | |
Nicolas Hake | 7465fb057a | |
Nicolas Hake | c551d67956 | |
Nicolas Hake | c12e4fd937 | |
Nicolas Hake | 61627c7a31 | |
Nicolas Hake | 6ad6acee12 | |
Nicolas Hake | 134f462080 | |
Nicolas Hake | 77b9c47cf8 | |
Nicolas Hake | 6938e64cba | |
Nicolas Hake | ff2e4e05b0 | |
Nicolas Hake | b620bc24cf | |
Nicolas Hake | e3542d739d | |
Nicolas Hake | c71c5f5983 | |
Nicolas Hake | fa59c32429 |
|
@ -100,6 +100,8 @@ if(CMAKE_COMPILER_IS_GNUCXX)
|
|||
if(USE_GCC_STD_0X)
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list(APPEND OC_CXX_FLAGS "-std=gnu++0x")
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endif()
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# isilkor 10-10-04: disable a useless warning
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list(APPEND OC_CXX_FLAGS "-Wno-non-template-friend")
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endif()
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# ck 09-09-20: CMAKE_REQUIRED_FLAGS requires a string, not a list.
|
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|
@ -145,6 +147,7 @@ if(MSVC_VERSION)
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list(APPEND OC_CXX_FLAGS "/wd4267")
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endif()
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||||
|
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# Add some g++ warnings
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if(CMAKE_COMPILER_IS_GNUCXX)
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list(APPEND OC_CXX_FLAGS "-Wall -Wextra -Wredundant-decls -Wendif-labels -Wpointer-arith -Wcast-qual -Wcast-align -Wwrite-strings -Winit-self -Wsign-promo -Wno-reorder -Wno-unused-parameter -Wnon-virtual-dtor -Woverloaded-virtual")
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endif()
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||||
|
@ -153,6 +156,12 @@ if(WIN32 AND MINGW)
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# Activate DEP and ASLR
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list(APPEND OC_EXE_LINKER_FLAGS "-Wl,--nxcompat -Wl,--dynamicbase")
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endif()
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|
||||
# Enable SSE with g++/MinGW
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if(CMAKE_COMPILER_IS_GNUCXX)
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list(APPEND OC_CXX_FLAGS "-msse")
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endif()
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############################################################################
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# List target source files. Don't directly create a target since we condi-
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# tionally add more sources depending on configuration options later.
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|
@ -536,6 +545,8 @@ set(OC_CLONK_SOURCES
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src/script/C4Aul.h
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src/script/C4AulLink.cpp
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src/script/C4AulParse.cpp
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src/script/C4Numeric.cpp
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src/script/C4Numeric.h
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src/script/C4PropList.cpp
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src/script/C4PropList.h
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src/script/C4Script.cpp
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||||
|
@ -552,6 +563,7 @@ set(OC_CLONK_SOURCES
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src/zlib/gzio.c
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src/zlib/gzio.h
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src/zlib/zutil.h
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thirdparty/simdmath/sse_mathfun.h
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thirdparty/timsort/sort.h
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)
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mark_as_advanced(OC_CLONK_SOURCES)
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|
@ -802,6 +814,11 @@ if(NOT Boost_INCLUDE_DIR)
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message(SEND_ERROR "Could not find the Boost C++ Libraries")
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else()
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include_directories(SYSTEM ${Boost_INCLUDE_DIR})
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set(CMAKE_REQUIRED_INCLUDES ${Boost_INCLUDE_DIR})
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||||
CHECK_CXX_SOURCE_COMPILES("
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||||
#include <boost/type_traits/is_pod.hpp>
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||||
struct Pod {}; struct NonPod { NonPod() {} };
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||||
int main() { int a[boost::is_pod<Pod>::value * 2 - 1], b[1 - 2 * boost::is_pod<NonPod>::value]; }" HAVE_WORKING_IS_POD)
|
||||
endif()
|
||||
|
||||
include(FindThreads)
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||||
|
@ -980,6 +997,8 @@ add_executable(c4script
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|||
src/script/C4AulFunc.cpp
|
||||
src/script/C4AulLink.cpp
|
||||
src/script/C4AulParse.cpp
|
||||
src/script/C4Numeric.cpp
|
||||
src/script/C4Numeric.h
|
||||
src/script/C4StringTable.cpp
|
||||
src/script/C4PropList.cpp
|
||||
src/script/C4ScriptHost.cpp
|
||||
|
|
|
@ -503,6 +503,8 @@ src/script/C4AulFunc.h \
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|||
src/script/C4Aul.h \
|
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src/script/C4AulLink.cpp \
|
||||
src/script/C4AulParse.cpp \
|
||||
src/script/C4Numeric.cpp \
|
||||
src/script/C4Numeric.h \
|
||||
src/script/C4PropList.cpp \
|
||||
src/script/C4PropList.h \
|
||||
src/script/C4Script.cpp \
|
||||
|
@ -516,6 +518,7 @@ src/script/C4Value.cpp \
|
|||
src/script/C4Value.h \
|
||||
src/script/C4ValueMap.cpp \
|
||||
src/script/C4ValueMap.h \
|
||||
thirdparty/simdmath/sse_mathfun.h \
|
||||
thirdparty/timsort/sort.h \
|
||||
thirdparty/tinyxml/tinystr.cpp \
|
||||
thirdparty/tinyxml/tinystr.h \
|
||||
|
@ -697,6 +700,7 @@ src/script/C4AulExec.cpp \
|
|||
src/script/C4AulFunc.cpp \
|
||||
src/script/C4AulLink.cpp \
|
||||
src/script/C4AulParse.cpp \
|
||||
src/script/C4Numeric.cpp \
|
||||
src/script/C4StringTable.cpp \
|
||||
src/script/C4PropList.cpp \
|
||||
src/script/C4ScriptHost.cpp \
|
||||
|
|
19576
docs/de.po
19576
docs/de.po
File diff suppressed because it is too large
Load Diff
|
@ -38,7 +38,7 @@
|
|||
</param>
|
||||
</params>
|
||||
</syntax>
|
||||
<desc>Returns the view angle from the first point to the second in degrees. 0° ist straight up. All coordinates global.</desc>
|
||||
<desc>Returns the view angle from the first point to the second in degrees. 0° ist straight up. All coordinates global. Always returns zero or positive angles smaller than 360*precision</desc>
|
||||
<examples>
|
||||
<example>
|
||||
<code><funclink>SetR</funclink>(Angle(<funclink>GetCursor</funclink>(0)-><funclink>GetX</funclink>(), <funclink>GetCursor</funclink>(0)-><funclink>GetY</funclink>(),
|
||||
|
|
|
@ -0,0 +1,28 @@
|
|||
<?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>
|
||||
<!DOCTYPE funcs SYSTEM "../../../clonk.dtd">
|
||||
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
|
||||
<funcs>
|
||||
<func>
|
||||
<title>float</title>
|
||||
<category>Arithmetik</category>
|
||||
<version>4.10.0.0 OC</version>
|
||||
<syntax>
|
||||
<rtype>float</rtype>
|
||||
<params>
|
||||
<param><type>int</type><name>i</name><desc>Die Ganzzahl, die in eine Fließkommazahl konvertiert werden soll.</desc></param>
|
||||
</params>
|
||||
</syntax>
|
||||
<desc>Wandelt eine Ganzzahl in eine Fließkommazahl um. Ist der Wert von <em>i</em> nicht exakt darstellbar, wird der darstellbare Wert zurückgegeben, der die geringste Abweichung vom tatsächlichen Wert hat.</desc>
|
||||
<examples>
|
||||
<example>
|
||||
<code>float(2)</code>
|
||||
<text>Gibt die Zahl 2.0 zurück.</text>
|
||||
</example>
|
||||
</examples>
|
||||
</func>
|
||||
<related>
|
||||
<funclink>int</funclink>
|
||||
<funclink>C4Id</funclink>
|
||||
</related>
|
||||
<author>isilkor</author><date>2010-07-10</date>
|
||||
</funcs>
|
|
@ -0,0 +1,28 @@
|
|||
<?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>
|
||||
<!DOCTYPE funcs SYSTEM "../../../clonk.dtd">
|
||||
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
|
||||
<funcs>
|
||||
<func>
|
||||
<title>int</title>
|
||||
<category>Arithmetik</category>
|
||||
<version>4.10.0.0 OC</version>
|
||||
<syntax>
|
||||
<rtype>int</rtype>
|
||||
<params>
|
||||
<param><type>float</type><name>f</name><desc>Die Fließkommazahl, die in eine Ganzzahl konvertiert werden soll.</desc></param>
|
||||
</params>
|
||||
</syntax>
|
||||
<desc>Wandelt eine Fließkommazahl in eine Ganzzahl um. Dabei werden Nachkommastellen abgeschnitten. Ist der Wert von <em>f</em> außerhalb des Wertebereichs einer vorzeichenbehafteten 32-bit-Ganzzahl, so ist der Rückgabewert <em>nil</em>.</desc>
|
||||
<examples>
|
||||
<example>
|
||||
<code>int(2.5)</code>
|
||||
<text>Gibt die Zahl 2 zurück.</text>
|
||||
</example>
|
||||
</examples>
|
||||
</func>
|
||||
<related>
|
||||
<funclink>float</funclink>
|
||||
<funclink>C4Id</funclink>
|
||||
</related>
|
||||
<author>isilkor</author><date>2010-07-10</date>
|
||||
</funcs>
|
|
@ -6,7 +6,7 @@
|
|||
--*/
|
||||
|
||||
|
||||
public func ControlUse(object pClonk, int ix, int iy)
|
||||
public func ControlUse(object pClonk, num ix, num iy)
|
||||
{
|
||||
AddEffect("Frostbolt", nil, 100, 1, nil, GetID(), pClonk->GetOwner(), Angle(0,0,ix,iy),pClonk->GetX(), pClonk->GetY());
|
||||
Sound("Fireball");
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
--*/
|
||||
|
||||
|
||||
public func ControlUse(object pClonk, int ix, int iy)
|
||||
public func ControlUse(object pClonk, num ix, num iy)
|
||||
{
|
||||
AddEffect("HardeningSpell", nil, 100, 1, nil, GetID(), Angle(0,0,ix,iy),pClonk->GetX(), pClonk->GetY());
|
||||
RemoveObject();
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
--*/
|
||||
|
||||
|
||||
public func ControlUse(object pClonk, int ix, int iy)
|
||||
public func ControlUse(object pClonk, num ix, num iy)
|
||||
{
|
||||
AddEffect("WindScrollStorm", nil, 100, 1, nil, GetID(), Angle(0,0,ix,iy),pClonk->GetX(), pClonk->GetY());
|
||||
RemoveObject();
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
|
||||
|
||||
global func BlueExplode(int level)
|
||||
global func BlueExplode(num level)
|
||||
{
|
||||
// Shake the viewport.
|
||||
ShakeViewPort(level, GetX(), GetY());
|
||||
|
||||
// Sound must be created before object removal, for it to be played at the right position.
|
||||
var grade = BoundBy(level / 10 - 1, 1, 3);
|
||||
var grade = BoundBy(Int(level / 10 - 1), 1, 3);
|
||||
Sound(Format("Blast%d", grade), false);
|
||||
|
||||
// Explosion parameters.
|
||||
|
@ -26,7 +26,7 @@ global func BlueExplode(int level)
|
|||
return;
|
||||
}
|
||||
|
||||
global func DoBlueExplosion(int x, int y, int level, object inobj, int cause_plr, object layer)
|
||||
global func DoBlueExplosion(float x, float y, num level, object inobj, int cause_plr, object layer)
|
||||
{
|
||||
// Container to ContainBlast
|
||||
var container = inobj;
|
||||
|
@ -61,7 +61,7 @@ global func DoBlueExplosion(int x, int y, int level, object inobj, int cause_plr
|
|||
return true;
|
||||
}
|
||||
|
||||
global func BlueExplosionEffect(int level, int x, int y)
|
||||
global func BlueExplosionEffect(num level, float x, float y)
|
||||
{
|
||||
// Blast particle.
|
||||
CreateParticle("Blast", x, y, 0, 0, level * 10, RGB(0,25,255));
|
||||
|
@ -85,7 +85,7 @@ global func BlueExplosionEffect(int level, int x, int y)
|
|||
return;
|
||||
}
|
||||
|
||||
global func BlastObjectsBlue(int x, int y, int level, object container, int cause_plr, object layer)
|
||||
global func BlastObjectsBlue(float x, float y, num level, object container, int cause_plr, object layer)
|
||||
{
|
||||
var obj;
|
||||
|
||||
|
|
|
@ -20,7 +20,7 @@ func FxSparkleTimer(target, effect, effect_time)
|
|||
return true;
|
||||
}
|
||||
|
||||
public func ControlUse(object clonk, int ix, int iy)
|
||||
public func ControlUse(object clonk, num ix, num iy)
|
||||
{
|
||||
// applies the healing effect even when the Clonk is at full HP
|
||||
// does this because you can block one source of damage
|
||||
|
|
|
@ -7,7 +7,7 @@ public func MakeNormalSize() { king_size = false; SetMeshMaterial("wood",0); ret
|
|||
public func Departure() { MakeNormalSize(); }
|
||||
|
||||
// Callback from the clonk, when he actually has stopped aiming
|
||||
public func FinishedAiming(object clonk, int angle)
|
||||
public func FinishedAiming(object clonk, float angle)
|
||||
{
|
||||
clonk->DetachMesh(iArrowMesh);
|
||||
iArrowMesh = nil;
|
||||
|
|
|
@ -14,7 +14,7 @@ protected func JavelinStrength()
|
|||
return 14;
|
||||
}
|
||||
|
||||
public func DoThrow(object clonk, int angle)
|
||||
public func DoThrow(object clonk, float angle)
|
||||
{
|
||||
var javelin=TakeObject();
|
||||
if (king_size)
|
||||
|
|
|
@ -6,7 +6,7 @@ public func MakeKingSize() { king_size = true; return(SetMeshMaterial("KingMuske
|
|||
public func MakeNormalSize() { king_size = false; return(SetMeshMaterial("Musket",0)); }
|
||||
public func Departure() { MakeNormalSize(); }
|
||||
|
||||
private func FireWeapon(object clonk, int angle)
|
||||
private func FireWeapon(object clonk, float angle)
|
||||
{
|
||||
var shot = Contents(0)->TakeObject();
|
||||
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
--*/
|
||||
|
||||
|
||||
public func ControlUse(object pClonk, int ix, int iy)
|
||||
public func ControlUse(object pClonk, num ix, num iy)
|
||||
{
|
||||
AddEffect("Fireball", nil, 100, 1, nil, GetID(), pClonk->GetOwner(), Angle(0,0,ix,iy),pClonk->GetX(), pClonk->GetY());
|
||||
Sound("Fireball");
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
--*/
|
||||
|
||||
|
||||
public func ControlUse(object clonk, int x, int y)
|
||||
public func ControlUse(object clonk, num x, num y)
|
||||
{
|
||||
var pos = GetRandomSpawn();
|
||||
x = pos[0];
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
--*/
|
||||
|
||||
|
||||
public func ControlUse(object pClonk, int ix, int iy)
|
||||
public func ControlUse(object pClonk, num ix, num iy)
|
||||
{
|
||||
AddEffect("WindScrollStorm", nil, 100, 1, nil, GetID(), Angle(0,0,ix,iy),pClonk->GetX(), pClonk->GetY(), pClonk->GetOwner());
|
||||
RemoveObject();
|
||||
|
|
|
@ -52,7 +52,7 @@ protected func Initialize()
|
|||
PlaceGras();
|
||||
return;
|
||||
}
|
||||
global func FxLifestealDamage(object target, effect, int damage, int cause, int from)
|
||||
global func FxLifestealDamage(object target, effect, num damage, int cause, int from)
|
||||
{
|
||||
var goal = FindObject(Find_ID(KingOfTheHill_Location));
|
||||
if (!goal) return damage;
|
||||
|
@ -198,7 +198,7 @@ global func PlaceGras()
|
|||
return 1;
|
||||
}
|
||||
|
||||
private func MakeTarget(int x, int y)
|
||||
private func MakeTarget(float x, float y)
|
||||
{
|
||||
|
||||
var target = CreateObject(DynamiteBox, x, y, NO_OWNER);
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
--*/
|
||||
|
||||
|
||||
public func ControlUse(object pClonk, int ix, int iy)
|
||||
public func ControlUse(object pClonk, num ix, num iy)
|
||||
{
|
||||
AddEffect("Fireball", nil, 100, 1, nil, GetID(), pClonk->GetOwner(), Angle(0,0,ix,iy),pClonk->GetX(), pClonk->GetY());
|
||||
Sound("Fireball");
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
--*/
|
||||
|
||||
|
||||
public func ControlUse(object pClonk, int ix, int iy)
|
||||
public func ControlUse(object pClonk, num ix, num iy)
|
||||
{
|
||||
AddEffect("WindScrollStorm", nil, 100, 1, nil, GetID(), Angle(0,0,ix,iy),pClonk->GetX(), pClonk->GetY(), pClonk->GetOwner());
|
||||
RemoveObject();
|
||||
|
|
|
@ -83,7 +83,7 @@ protected func Hit()
|
|||
DoDrill(0);
|
||||
}
|
||||
|
||||
func DoDrill(int angle)
|
||||
func DoDrill(float angle)
|
||||
{
|
||||
var x = Sin(angle+GetR(), 40);
|
||||
var y = -Cos(angle+GetR(), 40);
|
||||
|
|
|
@ -89,7 +89,7 @@ protected func HitObject()
|
|||
DoFireworks();
|
||||
}
|
||||
|
||||
func Launch(int angle)
|
||||
func Launch(float angle)
|
||||
{
|
||||
SetProperty("Collectible",0);
|
||||
SetCategory(C4D_Vehicle);
|
||||
|
@ -103,7 +103,7 @@ func Launch(int angle)
|
|||
SetR(angle);
|
||||
}
|
||||
|
||||
func DoFireworks(int speed)
|
||||
func DoFireworks()
|
||||
{
|
||||
RemoveEffect("Flight",this);
|
||||
Fireworks();
|
||||
|
|
|
@ -57,7 +57,7 @@ global func FxBoomAttackTimer(object target, effect, int time)
|
|||
}
|
||||
}
|
||||
|
||||
global func CreateAttackWave(int angle, int rockets, int anglespread)
|
||||
global func CreateAttackWave(float angle, int rockets, float anglespread)
|
||||
{
|
||||
var radius = Min(LandscapeWidth()/2, LandscapeHeight()/2);
|
||||
var rocket_id = Boomattack;
|
||||
|
@ -93,7 +93,7 @@ global func CreateAttackWave(int angle, int rockets, int anglespread)
|
|||
}
|
||||
}
|
||||
|
||||
func InitializePlayer(int iPlr, int iX, int iY, object pBase, int iTeam)
|
||||
func InitializePlayer(int iPlr, float iX, float iY, object pBase, int iTeam)
|
||||
{
|
||||
SetFoW(false,iPlr);
|
||||
JoinPlayer(iPlr);
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
public func Set(int sx, int sy, int ex, int ey) {
|
||||
public func Set(num sx, num sy, num ex, num ey) {
|
||||
//SetObjectBlitMode(GFX_BLIT_Additive);
|
||||
SetAction("Vis");
|
||||
SetPosition(sx,sy);
|
||||
|
|
|
@ -15,7 +15,7 @@ func Construction()
|
|||
aimed = false;
|
||||
}
|
||||
|
||||
func ControlUse(object clonk, int x, int y)
|
||||
func ControlUse(object clonk, num x, num y)
|
||||
{
|
||||
if(!aimed) return false;
|
||||
|
||||
|
@ -28,7 +28,7 @@ func ControlUse(object clonk, int x, int y)
|
|||
return true;
|
||||
}
|
||||
|
||||
func ControlUseStart(object clonk, int x, int y)
|
||||
func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
if(aimed) return false;
|
||||
|
||||
|
@ -45,14 +45,14 @@ func ControlUseStart(object clonk, int x, int y)
|
|||
|
||||
func HoldingEnabled() { return true; }
|
||||
|
||||
func ControlUseHolding(object clonk, int x, int y)
|
||||
func ControlUseHolding(object clonk, num x, num y)
|
||||
{
|
||||
if(aimed) return false;
|
||||
|
||||
if(vis) vis->Set(sx,sy,x+clonk->GetX(),y+clonk->GetY());
|
||||
}
|
||||
|
||||
func ControlUseStop(object clonk, int x, int y)
|
||||
func ControlUseStop(object clonk, num x, num y)
|
||||
{
|
||||
if(aimed) return false;
|
||||
|
||||
|
@ -81,7 +81,7 @@ public func Destruction()
|
|||
}
|
||||
|
||||
|
||||
public func Launch(int angle, int str, object shooter)
|
||||
public func Launch(float angle, num str, object shooter)
|
||||
{
|
||||
var xdir = Sin(angle,str);
|
||||
var ydir = Cos(angle,-str);
|
||||
|
@ -93,7 +93,7 @@ public func Launch(int angle, int str, object shooter)
|
|||
}
|
||||
|
||||
|
||||
public func SetDivert(int x1, int y1, int x2, int y2)
|
||||
public func SetDivert(num x1, num y1, num x2, num y2)
|
||||
{
|
||||
var inflight = GetEffect("InFlight",this);
|
||||
inflight.ax = x1;
|
||||
|
@ -153,7 +153,7 @@ public func FxInFlightTimer(object target, effect, int time)
|
|||
}
|
||||
|
||||
// Returns nil or coordinates of intersection.
|
||||
global func Intersect(int Ax, int Ay, int Bx, int By, int Px, int Py, int Qx, int Qy)
|
||||
global func Intersect(num Ax, num Ay, num Bx, num By, num Px, num Py, num Qx, num Qy)
|
||||
{
|
||||
var BAx = Bx-Ax;
|
||||
var BAy = By-Ay;
|
||||
|
|
|
@ -4,7 +4,7 @@ local tower, rope;
|
|||
|
||||
/* Connection */
|
||||
|
||||
public func ControlUse(object clonk, int x, int y)
|
||||
public func ControlUse(object clonk, num x, num y)
|
||||
{
|
||||
// Search for objects to connect with!
|
||||
var connect = FindObjects(Find_Category(C4D_Vehicle), Find_AtPoint(), Find_Not(Find_Func("NoLiftTowerConnection")), Find_Not(Find_Func("IsEnvironment")));
|
||||
|
|
|
@ -137,7 +137,7 @@ func GetHookAngle()
|
|||
return Angle(particles[-2][0][0], particles[-2][0][1], particles[-3][0][0], particles[-3][0][1])+180;
|
||||
}
|
||||
|
||||
func SetLineTransform(obj, int r, int xoff, int yoff, int length, int layer, int MirrorSegments) {
|
||||
func SetLineTransform(obj, num r, num xoff, num yoff, num length, int layer, int MirrorSegments) {
|
||||
if(!MirrorSegments) MirrorSegments = 1;
|
||||
var fsin=Sin(r, 1000), fcos=Cos(r, 1000);
|
||||
// set matrix values
|
||||
|
|
|
@ -37,7 +37,11 @@ public func Incineration()
|
|||
return;
|
||||
}
|
||||
|
||||
<<<<<<< local
|
||||
public func Damage(num change, int byplayer)
|
||||
=======
|
||||
public func Damage()
|
||||
>>>>>>> other
|
||||
{
|
||||
if (GetDamage() > (size/4)) Destroy();
|
||||
}
|
||||
|
|
|
@ -21,7 +21,7 @@ public func FixTo(object station)
|
|||
SetCursor(GetOwner(), this, true);
|
||||
}
|
||||
|
||||
public func ObjectControl(int plr, int ctrl, int x, int y, int strength, bool repeat, bool release)
|
||||
public func ObjectControl(int plr, int ctrl, num x, num y, num strength, bool repeat, bool release)
|
||||
{
|
||||
if (release) return false;
|
||||
|
||||
|
|
|
@ -104,7 +104,7 @@ public func Active()
|
|||
}
|
||||
}
|
||||
|
||||
func SetLineTransform(int r, int xoff, int yoff, int length, int layer, int MirrorSegments) {
|
||||
func SetLineTransform(num r, num xoff, num yoff, num length, int layer, int MirrorSegments) {
|
||||
if(!MirrorSegments) MirrorSegments = 1;
|
||||
var fsin=Sin(r, 1000), fcos=Cos(r, 1000);
|
||||
// set matrix values
|
||||
|
|
|
@ -10,7 +10,7 @@ public func IsToolProduct() { return true; }
|
|||
/*-- Line connection --*/
|
||||
|
||||
// Use will connect power line to building at the clonk's position.
|
||||
protected func ControlUse(object clonk, int x, int y)
|
||||
protected func ControlUse(object clonk, num x, num y)
|
||||
{
|
||||
// Is there an object which accepts power lines?
|
||||
var obj = FindObject(Find_AtPoint(), Find_Func("IsCableCrossing"));
|
||||
|
|
|
@ -122,7 +122,7 @@ func SerializeObjects(ids)
|
|||
}
|
||||
}
|
||||
|
||||
func InitializePlayer(int iPlr, int iX, int iY, object pBase, int iTeam)
|
||||
func InitializePlayer(int iPlr, float iX, float iY, object pBase, int iTeam)
|
||||
{
|
||||
JoinPlayer(iPlr);
|
||||
return;
|
||||
|
|
|
@ -14,7 +14,7 @@ protected func Initialize()
|
|||
return;
|
||||
}
|
||||
|
||||
public func SetRestoreObject(object to_restore, object to_container, int to_x, int to_y, int to_r, string ctrl_string)
|
||||
public func SetRestoreObject(object to_restore, object to_container, float to_x, float to_y, float to_r, string ctrl_string)
|
||||
{
|
||||
to_restore->Enter(this);
|
||||
var effect = AddEffect("Restore", this, 100, 1, this);
|
||||
|
@ -143,7 +143,7 @@ protected func FxRestoreStop(object target, effect, int reason, bool temporary)
|
|||
/*-- Global restoration on destruction --*/
|
||||
|
||||
// Adds an effect to restore an item on destruction.
|
||||
global func AddRestoreMode(object to_container, int to_x, int to_y, int to_r)
|
||||
global func AddRestoreMode(object to_container, float to_x, float to_y, float to_r)
|
||||
{
|
||||
if (!this)
|
||||
return;
|
||||
|
|
|
@ -30,7 +30,7 @@ func DoInit(int first_player)
|
|||
return true;
|
||||
}
|
||||
|
||||
func EnsureObject(id def, int x, int y, int owner)
|
||||
func EnsureObject(id def, float x, float y, int owner)
|
||||
{
|
||||
var obj = FindObject(Find_ID(def));
|
||||
if (!obj) obj = CreateObject(def,x,y,owner);
|
||||
|
|
|
@ -308,7 +308,7 @@ func CloseEyes(iCounter)
|
|||
--*/
|
||||
|
||||
/* Walking backwards */
|
||||
func SetBackwardsSpeed(int value)
|
||||
func SetBackwardsSpeed(num value)
|
||||
{
|
||||
lAnim.backwardsSpeed = value;
|
||||
UpdateBackwardsSpeed();
|
||||
|
@ -392,7 +392,7 @@ func Footstep()
|
|||
}
|
||||
|
||||
|
||||
func GetWalkAnimationPosition(string anim, int pos)
|
||||
func GetWalkAnimationPosition(string anim, num pos)
|
||||
{
|
||||
var dir = -1;
|
||||
if(GetDirection() == COMD_Right) dir = +1;
|
||||
|
@ -640,7 +640,7 @@ func FxIntScaleRotTimer(target, eff, time)
|
|||
SetMeshTransformation(Trans_Mul(Trans_Translate(eff.oldX-turnx, eff.oldY-turny), Trans_Rotate(eff.oldR,0,0,1), Trans_Translate(turnx, turny)), 1);
|
||||
}
|
||||
|
||||
func SetScaleRotation (int r, int xoff, int yoff, int rotZ, int turny, int instant) {
|
||||
func SetScaleRotation (num r, num xoff, num yoff, num rotZ, num turny, bool instant) {
|
||||
if(r < -180) r += 360;
|
||||
if(r > 180) r -= 360;
|
||||
// set matrix values
|
||||
|
@ -757,7 +757,7 @@ func FxFallTimer(object target, effect, int timer)
|
|||
--*/
|
||||
|
||||
/* Replaces the named action by an instance with a different speed */
|
||||
func PushActionSpeed(string action, int n)
|
||||
func PushActionSpeed(string action, num n)
|
||||
{
|
||||
if (ActMap == this.Prototype.ActMap)
|
||||
ActMap = { Prototype = this.Prototype.ActMap };
|
||||
|
@ -767,7 +767,7 @@ func PushActionSpeed(string action, int n)
|
|||
}
|
||||
|
||||
/* Resets the named action to the previous one */
|
||||
func PopActionSpeed(string action, int n) {
|
||||
func PopActionSpeed(string action, float n) {
|
||||
// FIXME: This only works if PushActionSpeed and PopActionSpeed are the only functions manipulating the ActMap
|
||||
if (this.Action == ActMap[action])
|
||||
this.Action = ActMap[action].Prototype;
|
||||
|
@ -998,7 +998,7 @@ func GetSwimRotation()
|
|||
When the clonk hits the ground a kneel animation of are roll are performed.
|
||||
--*/
|
||||
|
||||
func Hit(int iXSpeed, int iYSpeed)
|
||||
func Hit(float iXSpeed, float iYSpeed)
|
||||
{
|
||||
if(iYSpeed < 450) return;
|
||||
if(GetAction() != "Walk") return;
|
||||
|
@ -1152,7 +1152,7 @@ func FxIntDigTimer(pTarget, effect, iTime)
|
|||
|
||||
|
||||
// custom throw
|
||||
public func ControlThrow(object target, int x, int y)
|
||||
public func ControlThrow(object target, num x, num y)
|
||||
{
|
||||
// standard throw after all
|
||||
if (!x && !y) return false;
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/*-- Bubble --*/
|
||||
|
||||
|
||||
global func Bubble(int amount, int x, int y)
|
||||
global func Bubble(int amount, float x, float y)
|
||||
{
|
||||
if (amount==nil || amount==0)
|
||||
amount=3;
|
||||
|
|
|
@ -6,7 +6,7 @@ func Initialize()
|
|||
SetComDir(COMD_None);
|
||||
}
|
||||
|
||||
func Show(int clr, int layer, int size,bool diffuse)
|
||||
func Show(int clr, int layer, float size,bool diffuse)
|
||||
{
|
||||
// where on the z-axis?
|
||||
// FIXME
|
||||
|
|
|
@ -15,12 +15,12 @@ global func RemoveTrajectory(object pObj)
|
|||
}
|
||||
|
||||
//pObj = Object which has the trajectory. pObj must be owned by a player for the player to see the trajectory.
|
||||
//int ix = glogal x coordinate
|
||||
//int iy = global y coordinate
|
||||
//int iXDir & int iYDir = velocity of simulated shot
|
||||
//float ix = glogal x coordinate
|
||||
//float iy = global y coordinate
|
||||
//float iXDir & float iYDir = velocity of simulated shot
|
||||
//int iColor = What colour the trajectory particles are
|
||||
//int spacing = distance of pixels between each trajectory particle
|
||||
global func AddTrajectory(object pObj, int iX, int iY, int iXDir, int iYDir, int iColor, int spacing)
|
||||
global func AddTrajectory(object pObj, float iX, float iY, float iXDir, float iYDir, int iColor, int spacing)
|
||||
{
|
||||
// Delete old trajectory
|
||||
RemoveTrajectory(pObj);
|
||||
|
|
|
@ -31,7 +31,7 @@ public func SetSize(int to_size)
|
|||
return;
|
||||
}
|
||||
|
||||
public func SetMoveSpeed(int speed)
|
||||
public func SetMoveSpeed(num speed)
|
||||
{
|
||||
ActMap.Moving.Speed = Max(0, speed);
|
||||
return;
|
||||
|
@ -39,7 +39,7 @@ public func SetMoveSpeed(int speed)
|
|||
|
||||
/*-- Horizontal movement --*/
|
||||
|
||||
public func MoveHorizontal(int left, int right, int speed)
|
||||
public func MoveHorizontal(num left, num right, num speed)
|
||||
{
|
||||
var effect = AddEffect("MoveHorizontal", this, 100, 1, this);
|
||||
effect.Left = left;
|
||||
|
@ -65,7 +65,7 @@ private func FxMoveHorizontalTimer(object target, proplist effect)
|
|||
|
||||
/*-- Vertical movement --*/
|
||||
|
||||
public func MoveVertical(int top, int bottom, int speed)
|
||||
public func MoveVertical(num top, num bottom, num speed)
|
||||
{
|
||||
var effect = AddEffect("MoveVertical", this, 100, 1, this);
|
||||
effect.Top = top;
|
||||
|
|
|
@ -15,13 +15,13 @@ local strength;
|
|||
/// \par ydev Maximum deviation from the average vertical speed.
|
||||
/// \par do_gamma If \c true, the lightning bolt will flash the screen.
|
||||
/// \returns \c true if the lightning could be launched, \c false otherwise.
|
||||
global func LaunchLightning(int x, int y, int to_strength, int xdir, int ydir, int xdev, int ydev, bool do_gamma)
|
||||
global func LaunchLightning(float x, float y, num to_strength, float xdir, float ydir, float xdev, float ydev, bool do_gamma)
|
||||
{
|
||||
var lightning = CreateObject(Lightning, x - GetX(), y - GetY());
|
||||
return lightning && lightning->Launch(x, y, to_strength, xdir, ydir, xdev, ydev, do_gamma);
|
||||
}
|
||||
|
||||
public func Launch(int x, int y, int to_strength, int xdir, int ydir, int xdev, int ydev, bool do_gamma)
|
||||
public func Launch(float x, float y, num to_strength, float xdir, float ydir, float xdev, float ydev, bool do_gamma)
|
||||
{
|
||||
xDir = xdir; yDir = ydir;
|
||||
xDev = xdev; yDev = ydev;
|
||||
|
@ -101,7 +101,7 @@ private func Redraw()
|
|||
}
|
||||
}
|
||||
|
||||
private func DrawRotatedParticleLine(string particle, int x1, int y1, int x2, int y2, int distance, int sizeFifths, int color)
|
||||
private func DrawRotatedParticleLine(string particle, float x1, float y1, float x2, float y2, float distance, float sizeFifths, int color)
|
||||
{
|
||||
distance = Max(distance, 1);
|
||||
var angle = Angle(x1, y1, x2, y2);
|
||||
|
|
|
@ -83,7 +83,7 @@ public func Place(int count)
|
|||
|
||||
// Changes the precipitation type of this cloud.
|
||||
// Also an id call: Changes all clouds to this settings.
|
||||
public func SetPrecipitation(string mat, int amount)
|
||||
public func SetPrecipitation(string mat, num amount)
|
||||
{
|
||||
// Called to proplist: change all clouds.
|
||||
if (this == Cloud)
|
||||
|
@ -103,7 +103,7 @@ public func SetPrecipitation(string mat, int amount)
|
|||
|
||||
// Changes the lightning frequency type of this cloud.
|
||||
// Also an id call: Changes all clouds to this settings.
|
||||
public func SetLightning(int freq)
|
||||
public func SetLightning(num freq)
|
||||
{
|
||||
// Called to proplist: change all clouds.
|
||||
if (this == Cloud)
|
||||
|
@ -118,7 +118,7 @@ public func SetLightning(int freq)
|
|||
return;
|
||||
}
|
||||
|
||||
public func SetRain(int to_rain)
|
||||
public func SetRain(num to_rain)
|
||||
{
|
||||
rain = BoundBy(to_rain, 0, rain_max);
|
||||
return;
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
|
||||
/*-- Disaster Control --*/
|
||||
|
||||
public func SetChance(int chance)
|
||||
public func SetChance(num chance)
|
||||
{
|
||||
if (this != Earthquake)
|
||||
return;
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
|
||||
/*-- Disaster Control --*/
|
||||
|
||||
public func SetChance(int chance)
|
||||
public func SetChance(num chance)
|
||||
{
|
||||
if (this != Meteor)
|
||||
return;
|
||||
|
@ -45,7 +45,7 @@ protected func FxIntMeteorControlTimer(object target, proplist effect, int time)
|
|||
return FX_OK;
|
||||
}
|
||||
|
||||
global func LaunchMeteor(int x, int y, int size, int xdir, int ydir)
|
||||
global func LaunchMeteor(float x, float y, num size, float xdir, float ydir)
|
||||
{
|
||||
var meteor = CreateObject(Meteor);
|
||||
return meteor->Launch(x, y, size, xdir, ydir);
|
||||
|
@ -53,7 +53,7 @@ global func LaunchMeteor(int x, int y, int size, int xdir, int ydir)
|
|||
|
||||
/*-- Meteor --*/
|
||||
|
||||
public func Launch(int x, int y, int size, int xdir, int ydir)
|
||||
public func Launch(float x, float y, num size, float xdir, float ydir)
|
||||
{
|
||||
// Launch from indicated position.
|
||||
SetPosition(x, y);
|
||||
|
@ -113,7 +113,7 @@ protected func FxIntMeteorTimer()
|
|||
return 1;
|
||||
}
|
||||
|
||||
protected func Hit(int xdir, int ydir)
|
||||
protected func Hit(float xdir, float ydir)
|
||||
{
|
||||
var size = 10 + GetCon();
|
||||
var speed2 = 20 + (xdir ** 2 + ydir ** 2) / 10000;
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
|
||||
/*-- Disaster Control --*/
|
||||
|
||||
public func SetChance(int chance)
|
||||
public func SetChance(num chance)
|
||||
{
|
||||
if (this != Volcano)
|
||||
return;
|
||||
|
@ -54,7 +54,7 @@ protected func FxIntVolcanoControlTimer(object target, proplist effect, int time
|
|||
return FX_OK;
|
||||
}
|
||||
|
||||
global func LaunchVolcano(int x, int y, int strength, string material, int angle)
|
||||
global func LaunchVolcano(int x, int y, int strength, string material, float angle)
|
||||
{
|
||||
var volcano = CreateObject(Volcano);
|
||||
return volcano->Launch(x, y, strength, material, angle);
|
||||
|
@ -68,7 +68,7 @@ local angle; // Direction of the volcano.
|
|||
local oldx, oldy; // Old coordinates.
|
||||
|
||||
// returns true on a succesful volcano launch, false otherwise.
|
||||
public func Launch(int x, int y, int strength, string material, int angle)
|
||||
public func Launch(int x, int y, int strength, string material, float angle)
|
||||
{
|
||||
// Initial coordinates of the volcano.
|
||||
SetPosition(x, y);
|
||||
|
|
|
@ -39,7 +39,7 @@ private func GetScoreGoal()
|
|||
return 1;
|
||||
}
|
||||
|
||||
public func SetFlagBase(int team, int x, int y)
|
||||
public func SetFlagBase(int team, float x, float y)
|
||||
{
|
||||
var base = CreateObject(Goal_FlagBase, x, y, NO_OWNER);
|
||||
base->SetTeam(team);
|
||||
|
@ -72,7 +72,7 @@ private func EliminateOthers(int win_team)
|
|||
return;
|
||||
}
|
||||
|
||||
protected func InitializePlayer(int plr, int x, int y, object base, int team)
|
||||
protected func InitializePlayer(int plr, num x, num y, object base, int team)
|
||||
{
|
||||
// Join new clonk.
|
||||
JoinPlayer(plr);
|
||||
|
|
|
@ -93,7 +93,7 @@ private func FxIntAreaMonteCarloTimer()
|
|||
}
|
||||
|
||||
// Returns whether the point (x,y) is covered by a flagpole.
|
||||
private func CoveredByFlag(int x, int y)
|
||||
private func CoveredByFlag(num x, num y)
|
||||
{
|
||||
for (var flag in FindObjects(Find_Func("IsFlagpole"), Sort_Distance(x - GetX(), y - GetY())))
|
||||
if (Distance(flag->GetX(), flag->GetY(), x, y) < flag->GetFlagRadius())
|
||||
|
|
|
@ -107,7 +107,7 @@ public func GetRadius()
|
|||
return radius;
|
||||
}
|
||||
|
||||
public func SetRadius(int to)
|
||||
public func SetRadius(num to)
|
||||
{
|
||||
radius=to;
|
||||
}
|
||||
|
@ -120,7 +120,7 @@ func DoPoint(int player, int count)
|
|||
Scoreboard->SetPlayerData(player, "koth", player_points[player]);
|
||||
}
|
||||
|
||||
protected func InitializePlayer(int plr, int x, int y, object base, int team)
|
||||
protected func InitializePlayer(int plr, num x, num y, object base, int team)
|
||||
{
|
||||
Scoreboard->NewPlayerEntry(plr);
|
||||
player_suicides[plr]=0;
|
||||
|
|
|
@ -18,7 +18,7 @@ func MakeHostileToAll(int newplr, int team)
|
|||
}
|
||||
}
|
||||
|
||||
protected func InitializePlayer(int newplr, int x, int y, object base, int team)
|
||||
protected func InitializePlayer(int newplr, num x, num y, object base, int team)
|
||||
{
|
||||
MakeHostileToAll(newplr, team);
|
||||
return inherited(newplr, x, y, base, team, ...);
|
||||
|
|
|
@ -73,7 +73,7 @@ public func GetCPNumber() { return cp_num; }
|
|||
/*-- Checkpoint size --*/
|
||||
local cp_size;
|
||||
|
||||
public func SetCPSize(int size)
|
||||
public func SetCPSize(num size)
|
||||
{
|
||||
cp_size = BoundBy(size, 10, 100);
|
||||
return;
|
||||
|
@ -289,7 +289,7 @@ protected func UpdateGraphics(int time)
|
|||
return;
|
||||
}
|
||||
|
||||
protected func GetColorByAngle(int angle)
|
||||
protected func GetColorByAngle(float angle)
|
||||
{
|
||||
// Get cleared count.
|
||||
var cnt = 0;
|
||||
|
|
|
@ -48,7 +48,7 @@ protected func Initialize()
|
|||
|
||||
/*-- Checkpoint creation --*/
|
||||
|
||||
public func SetStartpoint(int x, int y)
|
||||
public func SetStartpoint(float x, float y)
|
||||
{
|
||||
// Safety, x and y inside landscape bounds.
|
||||
x = BoundBy(x, 0, LandscapeWidth());
|
||||
|
@ -63,7 +63,7 @@ public func SetStartpoint(int x, int y)
|
|||
return cp;
|
||||
}
|
||||
|
||||
public func SetFinishpoint(int x, int y, bool team)
|
||||
public func SetFinishpoint(float x, float y, bool team)
|
||||
{
|
||||
// Safety, x and y inside landscape bounds.
|
||||
x = BoundBy(x, 0, LandscapeWidth());
|
||||
|
@ -82,7 +82,7 @@ public func SetFinishpoint(int x, int y, bool team)
|
|||
return cp;
|
||||
}
|
||||
|
||||
public func AddCheckpoint(int x, int y, int mode)
|
||||
public func AddCheckpoint(float x, float y, int mode)
|
||||
{
|
||||
// Safety, x and y inside landscape bounds.
|
||||
x = BoundBy(x, 0, LandscapeWidth());
|
||||
|
@ -305,7 +305,7 @@ private func IsWinner(int plr)
|
|||
|
||||
/*-- Player section --*/
|
||||
|
||||
protected func InitializePlayer(int plr, int x, int y, object base, int team)
|
||||
protected func InitializePlayer(int plr, num x, num y, object base, int team)
|
||||
{
|
||||
// If the parkour is already finished, then immediately eliminate player.
|
||||
if (finished)
|
||||
|
|
|
@ -559,7 +559,7 @@ private func MoveObjects(proplist p_source, proplist p_target, object menuItem,
|
|||
|
||||
/* Interface to menu item as commander_object */
|
||||
|
||||
public func OnMouseClick(int x, int y, bool alt)
|
||||
public func OnMouseClick(num x, num y, bool alt)
|
||||
{
|
||||
// Close menu if not clicked on one of the menus.
|
||||
var menu = FindObject(Find_Distance(160, x, y), Find_ID(GUI_CircleMenu));
|
||||
|
|
|
@ -362,7 +362,7 @@ public func OnMouseOut(int plr)
|
|||
SetGraphics(nil, nil);
|
||||
}
|
||||
|
||||
public func FxGUIHealthMonitorDamage(object target, proplist effect, int damage, int cause)
|
||||
public func FxGUIHealthMonitorDamage(object target, proplist effect, num damage, int cause)
|
||||
{
|
||||
|
||||
var change = Abs(damage)/(target->GetMaxEnergy()*10);
|
||||
|
|
|
@ -134,7 +134,7 @@ public func GetSymbol()
|
|||
}
|
||||
|
||||
// Sets the menu item size.
|
||||
public func SetSize(int size)
|
||||
public func SetSize(num size)
|
||||
{
|
||||
// The menu item size is handled over con since drag&drop needs to scale the same.
|
||||
SetCon(size);
|
||||
|
|
|
@ -105,7 +105,7 @@ func Set(to, angle, offset, visibility, size)
|
|||
this.Visibility = visibility;
|
||||
}
|
||||
|
||||
func Rotate (int r, int xoff, int yoff, size) {
|
||||
func Rotate (num r, num xoff, num yoff, size) {
|
||||
var fsin=Sin(r, 1000), fcos=Cos(r, 1000);
|
||||
size = size ?? 1000;
|
||||
// set matrix values
|
||||
|
@ -113,4 +113,4 @@ func Rotate (int r, int xoff, int yoff, size) {
|
|||
(+fcos) * size / 1000, (+fsin) * size / 1000, ((1000-fcos)*xoff - fsin*yoff) * size / 1000,
|
||||
(-fsin) * size / 1000, (+fcos) * size / 1000, ((1000-fcos)*yoff + fsin*xoff) * size / 1000
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -182,7 +182,7 @@ func AttachTargetLost()
|
|||
return RemoveObject();
|
||||
}
|
||||
|
||||
func Rotate (int r, int xoff, int yoff) {
|
||||
func Rotate (num r, num xoff, num yoff) {
|
||||
var fsin=Sin(r, 1000), fcos=Cos(r, 1000);
|
||||
// set matrix values
|
||||
SetObjDrawTransform (
|
||||
|
|
|
@ -108,7 +108,7 @@ public func AddItem(new_item, int amount, extra)
|
|||
}
|
||||
|
||||
// selects by dx,dy and alt=alternative selection
|
||||
func OnMouseClick(int dx, int dy, bool alt)
|
||||
func OnMouseClick(num dx, num dy, bool alt)
|
||||
{
|
||||
var item_count=GetLength(menu_icons);
|
||||
if(!item_count)
|
||||
|
@ -162,7 +162,7 @@ func Show()
|
|||
shown = true;
|
||||
}
|
||||
|
||||
public func UpdateCursor(int dx, int dy)
|
||||
public func UpdateCursor(num dx, num dy)
|
||||
{
|
||||
if(shown)
|
||||
{
|
||||
|
|
|
@ -33,7 +33,7 @@ func SetMessage(m)
|
|||
Update();
|
||||
}
|
||||
|
||||
func FadeOut(int speed, step)
|
||||
func FadeOut(num speed, step)
|
||||
{
|
||||
if(step==nil)step=1;
|
||||
var e=AddEffect("FadeOut", this, 1, speed, this);
|
||||
|
@ -49,7 +49,7 @@ func FxFadeOutTimer(target, effect)
|
|||
}
|
||||
|
||||
|
||||
func SetColor(int r2, g2, b2, a)
|
||||
func SetColor(int r2, int g2, int b2, int a)
|
||||
{
|
||||
r=r2;
|
||||
g=g2;
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
self-explanatory
|
||||
|
||||
scenario callbacks:
|
||||
func GetSparkItem(int x, int y)
|
||||
func GetSparkItem(float x, float y)
|
||||
returns the item ID one spark should spawn.
|
||||
called at the creation of the sparks (x=nil, y=nil) for mirrored sparks and on Hit() again, if it returned nil before
|
||||
|
||||
|
@ -26,7 +26,7 @@
|
|||
local toSpawn;
|
||||
|
||||
|
||||
global func StartItemSparks(int rate, bool mirror)
|
||||
global func StartItemSparks(num rate, bool mirror)
|
||||
{
|
||||
AddEffect("GlobalItemSparks", nil, 1, 5, nil, nil, rate, mirror);
|
||||
}
|
||||
|
@ -187,4 +187,4 @@ func Hit()
|
|||
{
|
||||
if(GetEffect("Off", this)) return SetSpeed();
|
||||
DoSpawn();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,7 +7,7 @@ protected func Hit()
|
|||
|
||||
/* Eating */
|
||||
|
||||
protected func ControlUse(object clonk, int iX, int iY)
|
||||
protected func ControlUse(object clonk, num iX, num iY)
|
||||
{
|
||||
clonk->Eat(this);
|
||||
}
|
||||
|
|
|
@ -7,7 +7,7 @@ func Hit()
|
|||
|
||||
/* Eating */
|
||||
|
||||
protected func ControlUse(object clonk, int iX, int iY)
|
||||
protected func ControlUse(object clonk, num iX, num iY)
|
||||
{
|
||||
clonk->Eat(this);
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@ protected func Hit()
|
|||
|
||||
/* Eating */
|
||||
|
||||
protected func ControlUse(object clonk, int iX, int iY)
|
||||
protected func ControlUse(object clonk, num iX, num iY)
|
||||
{
|
||||
clonk->Eat(this);
|
||||
}
|
||||
|
|
|
@ -16,7 +16,7 @@ func Hit()
|
|||
}
|
||||
|
||||
// Item activation
|
||||
func ControlUseStart(object clonk, int x, int y)
|
||||
func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
// Clonk must stand on ground. Allow during SCALE; but Clonk won't keep animation if he's not actually near the ground
|
||||
var clnk_proc = clonk->GetProcedure();
|
||||
|
@ -39,7 +39,7 @@ func ControlUseStart(object clonk, int x, int y)
|
|||
|
||||
func HoldingEnabled() { return true; }
|
||||
|
||||
func FxIntBridgeStart(object clonk, proplist effect, int temp, int x, int y)
|
||||
func FxIntBridgeStart(object clonk, proplist effect, int temp, num x, num y)
|
||||
{
|
||||
if (temp)
|
||||
return FX_OK;
|
||||
|
@ -119,7 +119,7 @@ func FxIntBridgeTimer(object clonk, proplist effect, int time)
|
|||
return FX_OK;
|
||||
}
|
||||
|
||||
func ControlUseHolding(object clonk, int new_x, int new_y)
|
||||
func ControlUseHolding(object clonk, num new_x, num new_y)
|
||||
{
|
||||
var effect = GetEffect("IntBridge", clonk);
|
||||
if (!effect)
|
||||
|
@ -130,13 +130,13 @@ func ControlUseHolding(object clonk, int new_x, int new_y)
|
|||
return true;
|
||||
}
|
||||
|
||||
public func ControlUseStop(object clonk, int x, int y)
|
||||
public func ControlUseStop(object clonk, num x, num y)
|
||||
{
|
||||
LoamDone(clonk);
|
||||
return true;
|
||||
}
|
||||
|
||||
public func ControlUseCancel(object clonk, int x, int y)
|
||||
public func ControlUseCancel(object clonk, num x, num y)
|
||||
{
|
||||
LoamDone(clonk);
|
||||
return true;
|
||||
|
|
|
@ -20,7 +20,7 @@ func Initialize()
|
|||
AddEffect("MossMoisture",this,100,36,this);
|
||||
}
|
||||
|
||||
public func ControlUse(object clonk, int x, int y, bool box)
|
||||
public func ControlUse(object clonk, num x, num y, bool box)
|
||||
{
|
||||
if(!clonk->~IsWalking()) return true;
|
||||
// Search for ground
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
For planting wheat or to get flour
|
||||
*/
|
||||
|
||||
public func ControlUse(object clonk, int x, int y, bool box)
|
||||
public func ControlUse(object clonk, num x, num y, bool box)
|
||||
{
|
||||
if(clonk->GetAction() != "Walk") return true;
|
||||
// Search for ground
|
||||
|
|
|
@ -17,7 +17,7 @@ local magic_number;
|
|||
|
||||
static const axe_swing_time = 30;
|
||||
|
||||
private func Hit(int x, int y)
|
||||
private func Hit(num x, num y)
|
||||
{
|
||||
StonyObjectHit(x,y);
|
||||
return 1;
|
||||
|
@ -45,7 +45,7 @@ public func GetCarrySpecial(clonk)
|
|||
return carry_bone;
|
||||
}
|
||||
|
||||
public func ControlUseStart(object clonk, int iX, int iY)
|
||||
public func ControlUseStart(object clonk, num iX, num iY)
|
||||
{
|
||||
// Can clonk use the axe?
|
||||
if (!clonk->IsWalking() && !clonk->IsJumping())
|
||||
|
@ -152,7 +152,7 @@ public func ControlUseStart(object clonk, int iX, int iY)
|
|||
|
||||
protected func HoldingEnabled() { return GetEffect("IntAxe", this); }
|
||||
|
||||
func ControlUseHolding(object clonk, int new_x, int new_y)
|
||||
func ControlUseHolding(object clonk, num new_x, num new_y)
|
||||
{
|
||||
// Can clonk use axe?
|
||||
if (!clonk->IsWalking() || GetXDir() != 0)
|
||||
|
@ -267,13 +267,13 @@ func FxIntSplitStop(object clonk, effect, int temp)
|
|||
if (this->Contained() == clonk) Reset(clonk);
|
||||
}
|
||||
|
||||
func ControlUseStop(object clonk, int ix, int iy)
|
||||
func ControlUseStop(object clonk, num ix, num iy)
|
||||
{
|
||||
Reset(clonk);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected func ControlUseCancel(object clonk, int ix, int iy)
|
||||
protected func ControlUseCancel(object clonk, num ix, num iy)
|
||||
{
|
||||
Reset(clonk);
|
||||
return true;
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
local user;
|
||||
|
||||
func ControlUseStart(object clonk, int ix, int iy)
|
||||
func ControlUseStart(object clonk, num ix, num iy)
|
||||
{
|
||||
if(GBackSolid(0,15) || GBackLiquid(0,15) || clonk->GetActionTarget() != nil) return 1;
|
||||
var balloon = CreateObject(BalloonDeployed,0,5);
|
||||
|
|
|
@ -91,7 +91,7 @@ private func FillBarrel(string szMat)
|
|||
szLiquid = szMat;
|
||||
}
|
||||
|
||||
private func EmptyBarrel(int angle, int strength, object clonk)
|
||||
private func EmptyBarrel(float angle, int strength, object clonk)
|
||||
{
|
||||
if (!angle)
|
||||
angle = 0;
|
||||
|
@ -118,7 +118,7 @@ private func UpdateBarrel()
|
|||
return;
|
||||
}
|
||||
|
||||
public func ControlUse(object clonk, int iX, int iY)
|
||||
public func ControlUse(object clonk, num iX, num iY)
|
||||
{
|
||||
var AimAngle = Angle(0, 0, iX, iY);
|
||||
if (iVolume >= 1)
|
||||
|
|
|
@ -82,13 +82,13 @@ func ControlJump(object clonk)
|
|||
return true;
|
||||
}
|
||||
|
||||
func ControlUseStart(object clonk, int x, int y)
|
||||
func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
// forward control to item
|
||||
if(clonk->GetProcedure()=="ATTACH") return false;
|
||||
}
|
||||
|
||||
func ControlUse(object clonk, int x, int y)
|
||||
func ControlUse(object clonk, num x, num y)
|
||||
{
|
||||
// forward control to item
|
||||
if(clonk->GetProcedure()=="ATTACH") return false;
|
||||
|
@ -138,7 +138,7 @@ protected func FxFlightTimer(object pTarget, effect, int iEffectTime)
|
|||
fuel--;
|
||||
}
|
||||
|
||||
private func JumpOff(object clonk, int speed)
|
||||
private func JumpOff(object clonk, float speed)
|
||||
{
|
||||
rider = nil;
|
||||
|
||||
|
@ -191,7 +191,7 @@ public func OnUnmount(clonk)
|
|||
return true;
|
||||
}
|
||||
|
||||
func Launch(int angle, object clonk)
|
||||
func Launch(float angle, object clonk)
|
||||
{
|
||||
SetProperty("Collectible",0);
|
||||
SetCategory(C4D_Vehicle);
|
||||
|
@ -236,7 +236,7 @@ func SetFuel(int new)
|
|||
fuel = new;
|
||||
}
|
||||
|
||||
func SetDirectionDeviation(int new)
|
||||
func SetDirectionDeviation(num new)
|
||||
{
|
||||
dirdev = new;
|
||||
}
|
||||
|
|
|
@ -18,7 +18,7 @@ public func GetCarryTransform()
|
|||
return Trans_Mul(Trans_Rotate(-90, 0, 0, 1), Trans_Translate(-4000,3500));
|
||||
}
|
||||
|
||||
public func ControlUseStart(object clonk, int iX, int iY)
|
||||
public func ControlUseStart(object clonk, num iX, num iY)
|
||||
{
|
||||
// Can clonk use the bucket?
|
||||
if (!clonk->IsWalking() && !clonk->IsJumping())
|
||||
|
@ -84,7 +84,7 @@ public func ControlUseStart(object clonk, int iX, int iY)
|
|||
return true;
|
||||
}
|
||||
|
||||
private func Spill(int x, int y, bool soft_spill)
|
||||
private func Spill(num x, num y, bool soft_spill)
|
||||
{
|
||||
// This will only spray out the material because no solid base to stick it on was found
|
||||
if (soft_spill)
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
*/
|
||||
|
||||
|
||||
public func ControlUse(object clonk, int x, int y, bool box)
|
||||
public func ControlUse(object clonk, num x, num y, bool box)
|
||||
{
|
||||
// if already activated, nothing (so, throw)
|
||||
if(GetAction() == "Fuse" || box)
|
||||
|
@ -50,7 +50,7 @@ public func ControlUse(object clonk, int x, int y, bool box)
|
|||
return false;
|
||||
}
|
||||
|
||||
private func Place(object clonk, int x, int y, bool box)
|
||||
private func Place(object clonk, num x, num y, bool box)
|
||||
{
|
||||
var angle = Angle(0,0,x,y);
|
||||
var pos = GetWall(angle);
|
||||
|
|
|
@ -18,7 +18,7 @@ local fIgnite;
|
|||
local aDynamites;
|
||||
local aWires;
|
||||
|
||||
public func ControlUse(object clonk, int x, int y)
|
||||
public func ControlUse(object clonk, num x, num y)
|
||||
{
|
||||
if(clonk->GetAction() != "Walk") return true;
|
||||
|
||||
|
|
|
@ -34,7 +34,7 @@ local aWires;
|
|||
|
||||
local pWire;
|
||||
|
||||
public func ControlUse(object clonk, int x, int y)
|
||||
public func ControlUse(object clonk, num x, num y)
|
||||
{
|
||||
var pDyna = aDynamites[iCount-1] = CreateContents(Dynamite);
|
||||
if(!pDyna->ControlUse(clonk, x, y, 1))
|
||||
|
|
|
@ -24,7 +24,7 @@ public func New(object new_clonk, object new_rope)
|
|||
rope = new_rope;
|
||||
}
|
||||
|
||||
public func Launch(int angle, int str, object shooter, object bow)
|
||||
public func Launch(float angle, num str, object shooter, object bow)
|
||||
{
|
||||
SetObjDrawTransform(0, 1, 0, 0, 0, 0, 0); // Hide
|
||||
Exit();
|
||||
|
@ -342,7 +342,7 @@ public func FxIntGrappleControlTimer(object target, fxnum, int time)
|
|||
return FX_OK;
|
||||
}
|
||||
|
||||
global func Trans_RotX(int rotation, int ox, int oy)
|
||||
global func Trans_RotX(num rotation, num ox, num oy)
|
||||
{
|
||||
return Trans_Mul(Trans_Translate(-ox, -oy), Trans_Rotate(rotation,0,0,1), Trans_Translate(ox, oy));
|
||||
}
|
||||
|
|
|
@ -96,7 +96,7 @@ public func MaxLengthReached()
|
|||
}
|
||||
|
||||
/* for swinging */
|
||||
func DoSpeed(int value)
|
||||
func DoSpeed(num value)
|
||||
{
|
||||
var speed = particles[-1][0][0]-particles[-1][1][0];
|
||||
if(speed*value > 0) value += speed/10;
|
||||
|
@ -241,7 +241,7 @@ func GetClonkOff()
|
|||
return Vec_Sub(particles[-1][0],last_point);
|
||||
}
|
||||
|
||||
func SetLineTransform(obj, int r, int xoff, int yoff, int length, int layer, int MirrorSegments) {
|
||||
func SetLineTransform(obj, num r, num xoff, num yoff, num length, int layer, int MirrorSegments) {
|
||||
if(!MirrorSegments) MirrorSegments = 1;
|
||||
var fsin=Sin(r, 1000), fcos=Cos(r, 1000);
|
||||
// set matrix values
|
||||
|
|
|
@ -83,7 +83,7 @@ protected func Departure()
|
|||
|
||||
public func GetAnimationSet() { return animation_set; }
|
||||
|
||||
public func ControlUseStart(object clonk, int x, int y)
|
||||
public func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
// Cut rope, or otherwise remove helper object.
|
||||
if (hook->Contained() != this)
|
||||
|
@ -121,7 +121,7 @@ public func FinishedLoading(object clonk)
|
|||
}
|
||||
|
||||
// Update the angle on mouse movement
|
||||
public func ControlUseHolding(object clonk, int x, int y)
|
||||
public func ControlUseHolding(object clonk, num x, num y)
|
||||
{
|
||||
// Save new angle
|
||||
var angle = Angle(0,0,x,y);
|
||||
|
@ -136,14 +136,14 @@ public func ControlUseHolding(object clonk, int x, int y)
|
|||
}
|
||||
|
||||
// Stopping says the clonk to stop with aiming (he will go on untill he has finished loading and aiming at the given angle)
|
||||
public func ControlUseStop(object clonk, int x, int y)
|
||||
public func ControlUseStop(object clonk, num x, num y)
|
||||
{
|
||||
clonk->StopAim();
|
||||
return true;
|
||||
}
|
||||
|
||||
// Callback from the clonk, when he actually has stopped aiming
|
||||
public func FinishedAiming(object clonk, int angle)
|
||||
public func FinishedAiming(object clonk, float angle)
|
||||
{
|
||||
DetachMesh(hook_attach);
|
||||
hook_attach = nil;
|
||||
|
@ -159,7 +159,7 @@ public func FinishedAiming(object clonk, int angle)
|
|||
return true;
|
||||
}
|
||||
|
||||
public func ControlUseCancel(object clonk, int x, int y)
|
||||
public func ControlUseCancel(object clonk, num x, num y)
|
||||
{
|
||||
clonk->CancelAiming();
|
||||
return true;
|
||||
|
|
|
@ -38,7 +38,7 @@ private func Hit(x, y)
|
|||
|
||||
static const Pickaxe_SwingTime = 40;
|
||||
|
||||
func ControlUseStart(object clonk, int ix, int iy)
|
||||
func ControlUseStart(object clonk, num ix, num iy)
|
||||
{
|
||||
// Can clonk use pickaxe?
|
||||
if (clonk->GetProcedure() != "WALK")
|
||||
|
@ -57,7 +57,7 @@ func ControlUseStart(object clonk, int ix, int iy)
|
|||
|
||||
protected func HoldingEnabled() { return true; }
|
||||
|
||||
func ControlUseHolding(object clonk, int new_x, int new_y)
|
||||
func ControlUseHolding(object clonk, num new_x, num new_y)
|
||||
{
|
||||
// Can clonk use pickaxe?
|
||||
if (clonk->GetProcedure() != "WALK")
|
||||
|
@ -72,13 +72,13 @@ func ControlUseHolding(object clonk, int new_x, int new_y)
|
|||
|
||||
local x, y;
|
||||
|
||||
func ControlUseStop(object clonk, int ix, int iy)
|
||||
func ControlUseStop(object clonk, num ix, num iy)
|
||||
{
|
||||
Reset(clonk);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected func DoSwing(object clonk, int ix, int iy)
|
||||
protected func DoSwing(object clonk, float ix, float iy)
|
||||
{
|
||||
var angle = Angle(0,0,ix,iy);
|
||||
|
||||
|
@ -151,7 +151,7 @@ func FxIntPickaxeTimer(clonk, effect, time)
|
|||
clonk->SetYDir(Cos(angle,-speed),100);
|
||||
}
|
||||
|
||||
protected func ControlUseCancel(object clonk, int ix, int iy)
|
||||
protected func ControlUseCancel(object clonk, num ix, num iy)
|
||||
{
|
||||
Reset(clonk);
|
||||
return true;
|
||||
|
|
|
@ -12,7 +12,7 @@ public func IsToolProduct() { return true; }
|
|||
/*-- Line connection --*/
|
||||
|
||||
// Called with double dig: will connect power line to building at the clonk's position.
|
||||
protected func ControlUse(object clonk, int x, int y)
|
||||
protected func ControlUse(object clonk, num x, num y)
|
||||
{
|
||||
// Is this already connected to a liquid pump?
|
||||
if (FindObject(Find_PipeLine()))
|
||||
|
|
|
@ -213,7 +213,7 @@ static const Ropebridge_Anchor_RightYOffset = 0;
|
|||
static const Ropebridge_Anchor_LeftXOffset = -150;
|
||||
static const Ropebridge_Anchor_LeftYOffset = -100;
|
||||
|
||||
func GetRopeConnetPosition(int index, bool fRight, bool fEnd, int angle, int oldangle)
|
||||
func GetRopeConnetPosition(int index, bool fRight, bool fEnd, float angle, int oldangle)
|
||||
{
|
||||
var SegmentOffset = [[Ropebridge_Segment_LeftXOffset, Ropebridge_Segment_LeftYOffset],
|
||||
[Ropebridge_Segment_RightXOffset, Ropebridge_Segment_RightYOffset]];
|
||||
|
@ -236,7 +236,7 @@ func GetRopeConnetPosition(int index, bool fRight, bool fEnd, int angle, int old
|
|||
return point;
|
||||
}
|
||||
|
||||
func SetLineTransform(obj, int r, int xoff, int yoff, int length, int layer, int MirrorSegments) {
|
||||
func SetLineTransform(obj, num r, num xoff, num yoff, num length, int layer, int MirrorSegments) {
|
||||
if(!MirrorSegments) MirrorSegments = 1;
|
||||
var fsin=Sin(r, 1000), fcos=Cos(r, 1000);
|
||||
// set matrix values
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
local master, index;
|
||||
local angle;
|
||||
|
||||
public func SetAngle(int new_angle) { angle = new_angle; }
|
||||
public func SetAngle(num new_angle) { angle = new_angle; }
|
||||
|
||||
public func SetMaster(new_master, new_index) { master = new_master; index = new_index; }
|
||||
|
||||
|
|
|
@ -34,7 +34,7 @@ local ParticleCount;
|
|||
|
||||
local grabber;
|
||||
|
||||
public func ControlUse(object clonk, int x, int y)
|
||||
public func ControlUse(object clonk, num x, num y)
|
||||
{
|
||||
if(!clonk->GetContact(-1)) return true;
|
||||
// Unroll dir
|
||||
|
@ -338,7 +338,7 @@ func UpdateLines()
|
|||
static const Ropeladder_Segment_LeftXOffset = 200;
|
||||
static const Ropeladder_Segment_RightXOffset = -100;
|
||||
|
||||
func GetRopeConnetPosition(int index, bool fRight, bool fEnd, int angle, int oldangle)
|
||||
func GetRopeConnetPosition(int index, bool fRight, bool fEnd, float angle, int oldangle)
|
||||
{
|
||||
if(SwitchRopes && index == 1 && fEnd == 0) fRight = !fRight;
|
||||
if(!(index == 1 && fEnd == 0) && MirrorSegments == -1) fRight = !fRight;
|
||||
|
@ -396,7 +396,7 @@ func GetRopeConnetPosition(int index, bool fRight, bool fEnd, int angle, int old
|
|||
}
|
||||
}
|
||||
|
||||
func SetLineTransform(obj, int r, int xoff, int yoff, int length, int layer, int MirrorSegments) {
|
||||
func SetLineTransform(obj, num r, num xoff, num yoff, num length, int layer, int MirrorSegments) {
|
||||
if(!MirrorSegments) MirrorSegments = 1;
|
||||
var fsin=Sin(r, 1000), fcos=Cos(r, 1000);
|
||||
// set matrix values
|
||||
|
|
|
@ -16,7 +16,7 @@ local DigX, DigY;
|
|||
public func IsDigging() { return fDigging; }
|
||||
|
||||
|
||||
public func ControlUseStart(object clonk, int x, int y)
|
||||
public func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
AddEffect("ShovelDig",clonk,1,1,this);
|
||||
// ControlUseHolding(clonk, x, y);
|
||||
|
@ -31,7 +31,7 @@ public func ControlUseStart(object clonk, int x, int y)
|
|||
|
||||
public func HoldingEnabled() { return true; }
|
||||
|
||||
public func ControlUseHolding(object clonk, int x, int y)
|
||||
public func ControlUseHolding(object clonk, num x, num y)
|
||||
{
|
||||
DigX = x;
|
||||
DigY = y;
|
||||
|
@ -40,12 +40,12 @@ public func ControlUseHolding(object clonk, int x, int y)
|
|||
return true;
|
||||
}
|
||||
|
||||
public func ControlUseCancel(object clonk, int x, int y)
|
||||
public func ControlUseCancel(object clonk, num x, num y)
|
||||
{
|
||||
ControlUseStop(clonk, x, y);
|
||||
}
|
||||
|
||||
public func ControlUseStop(object clonk, int x, int y)
|
||||
public func ControlUseStop(object clonk, num x, num y)
|
||||
{
|
||||
fDigging = 0;
|
||||
RemoveEffect("ShovelDig",clonk);
|
||||
|
@ -108,7 +108,7 @@ public func FxShovelDigTimer(object clonk, effect, int time)
|
|||
if(fDigging)
|
||||
{
|
||||
// Adjust speed at current animation position
|
||||
var speed = clonk.ActMap.Dig.Speed*2;
|
||||
var speed = clonk.ActMap.Dig.Speed*2.0;
|
||||
|
||||
var iAnimation = GetEffect("IntDig", clonk).var1;
|
||||
var iPosition = clonk->GetAnimationPosition(iAnimation)*180/clonk->GetAnimationLength("Dig");
|
||||
|
|
|
@ -88,7 +88,7 @@ private func EndUsage(object clonk)
|
|||
}
|
||||
|
||||
// Update the glove aim angle
|
||||
private func UpdateGloveAngle(object clonk, int x, int y)
|
||||
private func UpdateGloveAngle(object clonk, num x, num y)
|
||||
{
|
||||
var angle=Normalize(Angle(0,0, x,y),-180);
|
||||
angle=BoundBy(angle,-150,150);
|
||||
|
@ -238,7 +238,7 @@ protected func ControlUseStop(object clonk, ix, iy)
|
|||
return 1;
|
||||
}
|
||||
|
||||
protected func ControlUseCancel(object clonk, int ix, int iy)
|
||||
protected func ControlUseCancel(object clonk, num ix, num iy)
|
||||
{
|
||||
CancelUse(clonk);
|
||||
}
|
||||
|
|
|
@ -21,7 +21,7 @@ protected func Construction()
|
|||
return _inherited(...);
|
||||
}
|
||||
|
||||
public func Launch(int angle, int str, object shooter)
|
||||
public func Launch(float angle, num str, object shooter)
|
||||
{
|
||||
//SetGraphics(0, HelpArrow);
|
||||
SetShape(-2, -2, 4, 11);
|
||||
|
|
|
@ -54,7 +54,7 @@ func Initialize()
|
|||
|
||||
public func GetAnimationSet() { return animation_set; }
|
||||
|
||||
public func ControlUseStart(object clonk, int x, int y)
|
||||
public func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
// if the clonk doesn't have an action where he can use it's hands do nothing
|
||||
if(!clonk->HasHandAction())
|
||||
|
@ -110,7 +110,7 @@ public func FinishedLoading(object clonk)
|
|||
}
|
||||
|
||||
// Update the angle on mouse movement
|
||||
public func ControlUseHolding(object clonk, int x, int y)
|
||||
public func ControlUseHolding(object clonk, num x, num y)
|
||||
{
|
||||
// Save new angle
|
||||
var angle = Angle(0,0,x,y);
|
||||
|
@ -125,14 +125,14 @@ public func ControlUseHolding(object clonk, int x, int y)
|
|||
}
|
||||
|
||||
// Stopping says the clonk to stop with aiming (he will go on untill he has finished loading and aiming at the given angle)
|
||||
public func ControlUseStop(object clonk, int x, int y)
|
||||
public func ControlUseStop(object clonk, num x, num y)
|
||||
{
|
||||
clonk->StopAim();
|
||||
return true;
|
||||
}
|
||||
|
||||
// Callback from the clonk, when he actually has stopped aiming
|
||||
public func FinishedAiming(object clonk, int angle)
|
||||
public func FinishedAiming(object clonk, float angle)
|
||||
{
|
||||
clonk->DetachMesh(iArrowMesh);
|
||||
iArrowMesh = nil;
|
||||
|
@ -155,7 +155,7 @@ public func FinishedAiming(object clonk, int angle)
|
|||
return true;
|
||||
}
|
||||
|
||||
public func ControlUseCancel(object clonk, int x, int y)
|
||||
public func ControlUseCancel(object clonk, num x, num y)
|
||||
{
|
||||
clonk->CancelAiming(this);
|
||||
return true;
|
||||
|
@ -188,7 +188,7 @@ public func Reset(clonk)
|
|||
|
||||
/* ++++++++ Helper functions ++++++++ */
|
||||
|
||||
private func ClonkAimLimit(object clonk, int angle)
|
||||
private func ClonkAimLimit(object clonk, float angle)
|
||||
{
|
||||
angle = Normalize(angle,-180);
|
||||
if(Abs(angle) > 160) return false;
|
||||
|
|
|
@ -65,7 +65,7 @@ public func HoldingEnabled() { return true; }
|
|||
|
||||
local fAiming;
|
||||
|
||||
public func ControlUseStart(object clonk, int x, int y)
|
||||
public func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
if(clonk->GetHandPosByItemPos(clonk->GetItemPos(this)) == 0)
|
||||
ClubChangeHandAnims("R");
|
||||
|
@ -104,7 +104,7 @@ public func ControlUseStop(object clonk, ix, iy)
|
|||
}
|
||||
|
||||
// Callback from the clonk, when he actually has stopped aiming
|
||||
public func FinishedAiming(object clonk, int angle)
|
||||
public func FinishedAiming(object clonk, float angle)
|
||||
{
|
||||
clonk->StartShoot(this);
|
||||
|
||||
|
@ -117,7 +117,7 @@ public func FinishedAiming(object clonk, int angle)
|
|||
return true;
|
||||
}
|
||||
|
||||
protected func ControlUseCancel(object clonk, int x, int y)
|
||||
protected func ControlUseCancel(object clonk, num x, num y)
|
||||
{
|
||||
clonk->CancelAiming(this);
|
||||
return true;
|
||||
|
@ -129,7 +129,7 @@ public func Reset(clonk)
|
|||
}
|
||||
|
||||
// Called in the half of the shoot animation (when ShootTime2 is over)
|
||||
public func DuringShoot(object clonk, int angle)
|
||||
public func DuringShoot(object clonk, float angle)
|
||||
{
|
||||
// called only once. We don't want it only once..
|
||||
// DoStrike(clonk, angle);
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
*/
|
||||
|
||||
|
||||
public func ControlUse(object clonk, int x, int y, bool box)
|
||||
public func ControlUse(object clonk, num x, num y, bool box)
|
||||
{
|
||||
// if already activated, nothing (so, throw)
|
||||
if(GetEffect("FuseBurn", this))
|
||||
|
|
|
@ -34,7 +34,7 @@ public func GetCarryBone() { return "Javelin"; }
|
|||
public func GetCarrySpecial(clonk) { if(fAiming > 0) return "pos_hand2"; }
|
||||
public func GetCarryTransform() { if(fAiming == 1) return Trans_Rotate(180, 1, 0, 0); }
|
||||
|
||||
public func ControlUseStart(object clonk, int x, int y)
|
||||
public func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
// if the clonk doesn't have an action where he can use it's hands do nothing
|
||||
if(!clonk->HasHandAction())
|
||||
|
@ -70,13 +70,13 @@ protected func ControlUseStop(object clonk, ix, iy)
|
|||
}
|
||||
|
||||
// Callback from the clonk, when he actually has stopped aiming
|
||||
public func FinishedAiming(object clonk, int angle)
|
||||
public func FinishedAiming(object clonk, float angle)
|
||||
{
|
||||
clonk->StartShoot(this);
|
||||
return true;
|
||||
}
|
||||
|
||||
public func ControlUseCancel(object clonk, int x, int y)
|
||||
public func ControlUseCancel(object clonk, num x, num y)
|
||||
{
|
||||
clonk->CancelAiming(this);
|
||||
return true;
|
||||
|
@ -88,12 +88,12 @@ public func Reset(clonk)
|
|||
}
|
||||
|
||||
// Called in the half of the shoot animation (when ShootTime2 is over)
|
||||
public func DuringShoot(object clonk, int angle)
|
||||
public func DuringShoot(object clonk, float angle)
|
||||
{
|
||||
DoThrow(clonk, angle);
|
||||
}
|
||||
|
||||
public func DoThrow(object clonk, int angle)
|
||||
public func DoThrow(object clonk, float angle)
|
||||
{
|
||||
var javelin=TakeObject();
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ protected func Hit()
|
|||
}
|
||||
}
|
||||
|
||||
public func Launch(object shooter, int angle, int dist, int speed)
|
||||
public func Launch(object shooter, float angle, num dist, num speed)
|
||||
{
|
||||
SetController(shooter->GetController());
|
||||
AddEffect("HitCheck", this, 1,1, nil,nil, shooter);
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
that it looks like it because the trail itself is only drawn straight.
|
||||
Any projectile can use the trail by calling (after creating it):
|
||||
|
||||
Set(int width, int length, object projectile)
|
||||
Set(num width, num length, object projectile)
|
||||
|
||||
while width is the width of the trail, length the length of the trail and
|
||||
projectile itself. The trail will be removed when the projectile is gone.
|
||||
|
@ -16,7 +16,7 @@
|
|||
|
||||
local fRemove, iSpeed, pShot, w, l, r, x, y;
|
||||
|
||||
public func Set(int iWidth, int iLength, object pSht)
|
||||
public func Set(num iWidth, num iLength, object pSht)
|
||||
{
|
||||
pShot = pSht;
|
||||
|
||||
|
|
|
@ -60,7 +60,7 @@ local MuskUp; local MuskFront; local MuskDown; local MuskOffset;
|
|||
|
||||
protected func HoldingEnabled() { return true; }
|
||||
|
||||
func ControlUseStart(object clonk, int x, int y)
|
||||
func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
// if the clonk doesn't have an action where he can use it's hands do nothing
|
||||
if(!clonk->HasHandAction())
|
||||
|
@ -129,7 +129,7 @@ protected func ControlUseStop(object clonk, ix, iy)
|
|||
}
|
||||
|
||||
// Callback from the clonk, when he actually has stopped aiming
|
||||
public func FinishedAiming(object clonk, int angle)
|
||||
public func FinishedAiming(object clonk, float angle)
|
||||
{
|
||||
if(!loaded) return;
|
||||
|
||||
|
@ -140,7 +140,7 @@ public func FinishedAiming(object clonk, int angle)
|
|||
return true;
|
||||
}
|
||||
|
||||
protected func ControlUseCancel(object clonk, int x, int y)
|
||||
protected func ControlUseCancel(object clonk, num x, num y)
|
||||
{
|
||||
clonk->CancelAiming(this);
|
||||
return true;
|
||||
|
@ -151,7 +151,7 @@ public func Reset(clonk)
|
|||
fAiming = 0;
|
||||
}
|
||||
|
||||
private func FireWeapon(object clonk, int angle)
|
||||
private func FireWeapon(object clonk, float angle)
|
||||
{
|
||||
var shot = Contents(0)->TakeObject();
|
||||
shot->Launch(clonk,angle,iBarrel,200);
|
||||
|
|
|
@ -11,7 +11,7 @@ local solid_mask_helper;
|
|||
|
||||
/* Usage callbacks */
|
||||
|
||||
public func ControlUseStart(object clonk, int x, int y)
|
||||
public func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
// may only be used while walking
|
||||
if(!clonk->HasHandAction() || !clonk->IsWalking() || !CanStrikeWithWeapon(clonk))
|
||||
|
@ -26,7 +26,7 @@ public func ControlUseStart(object clonk, int x, int y)
|
|||
return true;
|
||||
}
|
||||
|
||||
public func ControlUseHolding(object clonk, int x, int y)
|
||||
public func ControlUseHolding(object clonk, num x, num y)
|
||||
{
|
||||
UpdateShieldAngle(clonk, x, y);
|
||||
}
|
||||
|
@ -104,7 +104,7 @@ private func EndUsage(object clonk)
|
|||
}
|
||||
|
||||
// Update the shield angle
|
||||
private func UpdateShieldAngle(object clonk, int x, int y)
|
||||
private func UpdateShieldAngle(object clonk, num x, num y)
|
||||
{
|
||||
var angle=Normalize(Angle(0,0, x,y),-180);
|
||||
angle=BoundBy(angle,-150,150);
|
||||
|
|
|
@ -26,7 +26,7 @@ public func GetCarryTransform(clonk, sec, back)
|
|||
|
||||
local magic_number;
|
||||
local carry_bone;
|
||||
public func ControlUse(object clonk, int x, int y)
|
||||
public func ControlUse(object clonk, num x, num y)
|
||||
{
|
||||
// cooldown?
|
||||
if(!CanStrikeWithWeapon(clonk)) return true;
|
||||
|
@ -164,7 +164,7 @@ func WeaponStrikeExpired()
|
|||
|
||||
}
|
||||
|
||||
func SwordDamage(int shield)
|
||||
func SwordDamage(num shield)
|
||||
{
|
||||
return ((100-shield)*9*1000 / 100);
|
||||
}
|
||||
|
|
|
@ -34,10 +34,10 @@
|
|||
GetAnimationSet(); // Has to return the animation set
|
||||
// The following Stop* Callbacks, have to return true if the clonk doesn't have to be reset (e.g. stating aiming after loading)
|
||||
FinishedLoading(object clonk); // When the loading animation is over (after LoadTime frames)
|
||||
FinishedAiming(object clonk, int angle); // When the clonk has finished loading and aiming at the disired position
|
||||
FinishedShooting(object clonk, int angle); // When the shooting animation is over (after ShootTime frames)
|
||||
FinishedAiming(object clonk, float angle); // When the clonk has finished loading and aiming at the disired position
|
||||
FinishedShooting(object clonk, float angle); // When the shooting animation is over (after ShootTime frames)
|
||||
DuringLoad(object clonk); // LoadTime2 frames after load start
|
||||
DuringShoot(object clonk, int angle); // ShootTime2 frames after shoot start
|
||||
DuringShoot(object clonk, float angle); // ShootTime2 frames after shoot start
|
||||
// When the clonk has during aiming an action where he can't use his hands, the aiming is paused
|
||||
OnPauseAim(object clonk); // Callback when the clonk has to pause the aiming
|
||||
OnRestartAim(object clonk);// Callback when the clonk want's to restart aiming. Has to return true if aiming again is possible
|
||||
|
@ -46,7 +46,7 @@
|
|||
The Weapon can use the following functions on the clonk:
|
||||
StartLoad(object weapon); // The weapon wants to start loading (e.g. on ControlUseStart)
|
||||
StartAim(object weapon); // The weapon wants to switch in aim mode (e.g. after loading on StopLoad)
|
||||
SetAimPosition(int angle); // The weapon specifies a new angle (e.g. on ControlUseHolding)
|
||||
SetAimPosition(float angle); // The weapon specifies a new angle (e.g. on ControlUseHolding)
|
||||
StopAim(); // The weapon wants to shoot (e.g. on ControlUseStop) BUT: the stop is just scheduled! The clonk finished loading or aiming and then really stops aiming!
|
||||
StartShoot(object weapon); // The weapon wants to start the shoot animation (e.g. on StopAim)
|
||||
|
||||
|
@ -242,7 +242,7 @@ public func StopLoad()
|
|||
ResetHands();
|
||||
}
|
||||
|
||||
public func StartAim(object weapon, int angle)
|
||||
public func StartAim(object weapon, float angle)
|
||||
{
|
||||
// only if we aren't adjusted to this weapon already
|
||||
if(weapon != aim_weapon)
|
||||
|
@ -309,7 +309,7 @@ func FxIntAimTimer(target, effect, time)
|
|||
}
|
||||
}
|
||||
|
||||
public func SetAimPosition(int angle)
|
||||
public func SetAimPosition(float angle)
|
||||
{
|
||||
// Save angle
|
||||
aim_angle = angle;
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
|
||||
///Function must be called from vehicle context
|
||||
///param x,y,w,h = target rectangle to look for objects in to follow the vehicle's rotation
|
||||
func AlignObjectsToRotation(object turnTarget, int x, int y, int w, int h)
|
||||
func AlignObjectsToRotation(object turnTarget, num x, num y, num w, num h)
|
||||
{
|
||||
if(!this) FatalError("Function AlignToRotation must be called from object (vehicle) context");
|
||||
if(!turnTarget) FatalError("Function requires a valid turnTarget to get rotation value from");
|
||||
|
@ -173,4 +173,4 @@ private func FxAlignRotationStop(object target, proplist effect)
|
|||
|
||||
//Get rid of the floor helper object
|
||||
if(effect.floorHelper) effect.floorHelper->RemoveObject();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,7 +20,7 @@ protected func Construction()
|
|||
layer = CreateArray();
|
||||
}
|
||||
|
||||
public func SetBarOffset(int x, int y, int num)
|
||||
public func SetBarOffset(num x, num y, int num)
|
||||
{
|
||||
offsx[num] = x;
|
||||
offsy[num] = y;
|
||||
|
@ -43,13 +43,13 @@ public func SetBarLayers(int la, int num)
|
|||
SetGraphics("Bar",Library_Bars,layer[num]+1,GFXOV_MODE_Base);
|
||||
}
|
||||
|
||||
public func SetBarDimensions(int wdt, int hgt, int num)
|
||||
public func SetBarDimensions(num wdt, num hgt, int num)
|
||||
{
|
||||
width[num] = 1000 * wdt / Library_Bars->GetDefWidth();
|
||||
height[num] = 1000 * hgt / Library_Bars->GetDefHeight();
|
||||
}
|
||||
|
||||
public func SetBarProgress(int promille, int num)
|
||||
public func SetBarProgress(num promille, int num)
|
||||
{
|
||||
// not existing
|
||||
if(GetLength(layer) <= num) return false;
|
||||
|
|
|
@ -140,7 +140,7 @@ public func IsAiming()
|
|||
return aiming;
|
||||
}
|
||||
|
||||
public func Aim(int ctrl, object clonk, int strength, int repeat, int release)
|
||||
public func Aim(int ctrl, object clonk, num strength, int repeat, int release)
|
||||
{
|
||||
// start (stealth) aiming
|
||||
if(!GetEffect("Move",this))
|
||||
|
|
|
@ -734,7 +734,7 @@ local virtual_cursor;
|
|||
local noholdingcallbacks;
|
||||
|
||||
/* Main control function */
|
||||
public func ObjectControl(int plr, int ctrl, int x, int y, int strength, bool repeat, bool release)
|
||||
public func ObjectControl(int plr, int ctrl, num x, num y, num strength, bool repeat, bool release)
|
||||
{
|
||||
if (!this)
|
||||
return false;
|
||||
|
@ -1187,7 +1187,7 @@ public func ObjectControl(int plr, int ctrl, int x, int y, int strength, bool re
|
|||
return false;
|
||||
}
|
||||
|
||||
public func ObjectControlMovement(int plr, int ctrl, int strength, bool release)
|
||||
public func ObjectControlMovement(int plr, int ctrl, num strength, bool release)
|
||||
{
|
||||
// from PlayerControl.c
|
||||
var result = inherited(plr,ctrl,strength,release,...);
|
||||
|
@ -1208,7 +1208,7 @@ public func ObjectControlMovement(int plr, int ctrl, int strength, bool release)
|
|||
return result;
|
||||
}
|
||||
|
||||
public func ObjectCommand(string command, object target, int tx, int ty, object target2)
|
||||
public func ObjectCommand(string command, object target, num tx, num ty, object target2)
|
||||
{
|
||||
// special control for throw and jump
|
||||
// but only with controls, not with general commands
|
||||
|
@ -1269,7 +1269,7 @@ private func GetUseCallString(string action) {
|
|||
return Format("~%sUse%s%s",control,estr,action);
|
||||
}
|
||||
|
||||
private func StartUseControl(int ctrl, int x, int y, object obj)
|
||||
private func StartUseControl(int ctrl, num x, num y, object obj)
|
||||
{
|
||||
using = obj;
|
||||
using_type = DetermineUsageType(obj);
|
||||
|
@ -1314,7 +1314,7 @@ private func StartUseDelayedControl(int ctrl, object obj)
|
|||
return handled;
|
||||
}
|
||||
|
||||
private func CancelUseControl(int x, int y)
|
||||
private func CancelUseControl(num x, num y)
|
||||
{
|
||||
// to horse first (if there is one)
|
||||
var horse = GetActionTarget();
|
||||
|
@ -1324,7 +1324,7 @@ private func CancelUseControl(int x, int y)
|
|||
return StopUseControl(x, y, using, true);
|
||||
}
|
||||
|
||||
private func StopUseControl(int x, int y, object obj, bool cancel)
|
||||
private func StopUseControl(num x, num y, object obj, bool cancel)
|
||||
{
|
||||
var stop = "Stop";
|
||||
if (cancel) stop = "Cancel";
|
||||
|
@ -1353,7 +1353,7 @@ private func StopUseControl(int x, int y, object obj, bool cancel)
|
|||
return handled;
|
||||
}
|
||||
|
||||
private func HoldingUseControl(int ctrl, int x, int y, object obj)
|
||||
private func HoldingUseControl(int ctrl, num x, num y, object obj)
|
||||
{
|
||||
var mex = x;
|
||||
var mey = y;
|
||||
|
@ -1430,7 +1430,7 @@ private func StopUseDelayedControl(object obj)
|
|||
|
||||
/* Control to menu */
|
||||
|
||||
private func Control2Menu(int ctrl, int x, int y, int strength, bool repeat, bool release)
|
||||
private func Control2Menu(int ctrl, num x, num y, num strength, bool repeat, bool release)
|
||||
{
|
||||
|
||||
/* all this stuff is already done on a higher layer - in playercontrol.c
|
||||
|
@ -1460,7 +1460,7 @@ private func Control2Menu(int ctrl, int x, int y, int strength, bool repeat, boo
|
|||
}
|
||||
|
||||
// Control use redirected to script
|
||||
private func ControlUse2Script(int ctrl, int x, int y, int strength, bool repeat, bool release, object obj)
|
||||
private func ControlUse2Script(int ctrl, num x, num y, num strength, bool repeat, bool release, object obj)
|
||||
{
|
||||
// click on secondary cancels primary and the other way round
|
||||
if (using)
|
||||
|
@ -1517,7 +1517,7 @@ private func ControlUse2Script(int ctrl, int x, int y, int strength, bool repeat
|
|||
}
|
||||
|
||||
// Control use redirected to script
|
||||
private func ControlMovement2Script(int ctrl, int x, int y, int strength, bool repeat, bool release, object obj)
|
||||
private func ControlMovement2Script(int ctrl, num x, num y, num strength, bool repeat, bool release, object obj)
|
||||
{
|
||||
// overloads of movement commandos
|
||||
if (ctrl == CON_Left || ctrl == CON_Right || ctrl == CON_Down || ctrl == CON_Up || ctrl == CON_Jump)
|
||||
|
@ -1861,7 +1861,7 @@ func Selected(object mnu, object mnu_item, bool alt)
|
|||
/* +++++++++++++++ Throwing, jumping +++++++++++++++ */
|
||||
|
||||
// Throwing
|
||||
private func DoThrow(object obj, int angle)
|
||||
private func DoThrow(object obj, float angle)
|
||||
{
|
||||
// parameters...
|
||||
var iX, iY, iR, iXDir, iYDir, iRDir;
|
||||
|
@ -1889,7 +1889,7 @@ private func DoThrow(object obj, int angle)
|
|||
}
|
||||
|
||||
// custom throw
|
||||
public func ControlThrow(object target, int x, int y)
|
||||
public func ControlThrow(object target, num x, num y)
|
||||
{
|
||||
// standard throw after all
|
||||
if (!x && !y) return false;
|
||||
|
|
|
@ -120,7 +120,7 @@ public func HasCommander(object producer)
|
|||
/* Callbacks from the menu items, to be translated into commands for the producer. */
|
||||
|
||||
// Called when a click outside the menu has been made.
|
||||
public func OnMouseClick(int x, int y, bool alt)
|
||||
public func OnMouseClick(num x, num y, bool alt)
|
||||
{
|
||||
// Close menu if not clicked on the menu.
|
||||
if (Distance(x, y, 0, 0) > 160)
|
||||
|
|
|
@ -84,7 +84,7 @@ func AdjustPreview(bool look_up, bool no_call)
|
|||
|
||||
// Positions the preview according to the mouse cursor, calls AdjustPreview afterwards
|
||||
// x and y are refined mouse coordinates so always centered at the clonk
|
||||
func Reposition(int x, int y)
|
||||
func Reposition(float x, float y)
|
||||
{
|
||||
x = BoundBy(x, -dimension_x/2, dimension_x/2);
|
||||
y = BoundBy(y, -dimension_y/2, dimension_y/2);
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
public func IsConstructor() { return true; }
|
||||
|
||||
|
||||
public func ControlUseStart(object clonk, int x, int y)
|
||||
public func ControlUseStart(object clonk, num x, num y)
|
||||
{
|
||||
// Is the clonk able to construct?
|
||||
if(clonk->GetProcedure() != "WALK")
|
||||
|
@ -37,7 +37,7 @@ public func ControlUseStart(object clonk, int x, int y)
|
|||
|
||||
public func HoldingEnabled() { return true; }
|
||||
|
||||
public func ControlUseHolding(object clonk, int x, int y)
|
||||
public func ControlUseHolding(object clonk, num x, num y)
|
||||
{
|
||||
// Is the clonk still able to construct?
|
||||
if (clonk->GetProcedure() != "WALK")
|
||||
|
@ -112,7 +112,7 @@ func FxControlConstructionPreviewStart(object clonk, effect, int temp, id struct
|
|||
}
|
||||
|
||||
// Called by Control2Effect
|
||||
func FxControlConstructionPreviewControl(object clonk, effect, int ctrl, int x, int y, int strength, bool repeat, bool release)
|
||||
func FxControlConstructionPreviewControl(object clonk, effect, int ctrl, num x, num y, num strength, bool repeat, bool release)
|
||||
{
|
||||
if (ctrl != CON_Aim)
|
||||
{
|
||||
|
@ -151,7 +151,7 @@ func FxControlConstructionPreviewStop(object clonk, effect, int reason, bool tem
|
|||
|
||||
/* Construction */
|
||||
|
||||
func CreateConstructionSite(object clonk, id structure_id, int x, int y, int dir, object stick_to)
|
||||
func CreateConstructionSite(object clonk, id structure_id, num x, num y, int dir, object stick_to)
|
||||
{
|
||||
// Only when the clonk is standing and outdoors
|
||||
if (clonk->GetAction() != "Walk")
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue