Added/Updated Lua-descriptions for mover and cinematic (guesstimate)

will do the rest once I'm back home.

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
Harry Young 2011-12-09 10:41:49 +01:00
parent 77f9f9e147
commit aee590c176
3 changed files with 34 additions and 18 deletions

View file

@ -5,6 +5,8 @@
#ifdef G_LUA
// cinematic.Activate(entity ent, entity target)
// Activates Camera on ent and points it at target.
static int Cinematic_Activate(lua_State *L) {
lent_t *ent;
lent_t *target;
@ -20,6 +22,8 @@ static int Cinematic_Activate(lua_State *L) {
return 0;
}
// cinematic.Deactivate(entity ent)
// Deactivates camera on ent.
static int Cinematic_Deactivate(lua_State *L) {
lent_t *ent;
@ -31,6 +35,8 @@ static int Cinematic_Deactivate(lua_State *L) {
return 0;
}
// cinematic.ActivateGlobal(entity target)
// Activates broadcasting of target.
static int Cinematic_ActivateGlobal(lua_State *L) {
lent_t *target;
@ -42,6 +48,8 @@ static int Cinematic_ActivateGlobal(lua_State *L) {
return 0;
}
// cinematic.DeactivateGlobal()
// Deactivates broadcasting.
static int Cinematic_DeactivateGlobal(lua_State *L) {
Cinematic_DeactivateGlobalCameraMode();
return 0;

View file

@ -3,8 +3,8 @@
#include "g_lua.h"
#ifdef G_LUA
// mover.Halt(int entnum)
// Stops a mover immediatly
// mover.Halt(entity ent)
// Stops translational movement on ent immediately.
static int Mover_Halt(lua_State *L) {
lent_t *lent;
gentity_t *ent = NULL;
@ -34,8 +34,8 @@ static int Mover_Halt(lua_State *L) {
return 0;
}
// mover.HaltAngles(int entnum)
// Stops angular movement immediatly
// mover.HaltAngles(entity ent)
// Stops rotational movement on ent immediately.
static int Mover_HaltAngles(lua_State * L)
{
lent_t *lent;
@ -68,8 +68,12 @@ static int Mover_HaltAngles(lua_State * L)
extern void Reached_Train(gentity_t *ent);
extern void Think_SetupTrainTargets(gentity_t *ent);
extern void SetMoverState(gentity_t *ent, moverState_t moverState, int time);
// mover.AsTrain(int entnum, int targetnum, float speed)
// Moves a mover as train
// mover.AsTrain(entity mover, entity target, float speed)
// Moves an entity like a func_train entity. Targets have to be path_corner entities.
// * ent the entity to move
// * target the first path_corner to move to
// * speed speed to move to first path_corner with
static int Mover_AsTrain(lua_State * L)
{
lent_t *lent, *tlent;
@ -153,9 +157,11 @@ static int Mover_AsTrain(lua_State * L)
return 0;
}
// mover.SetAngles(vector angles)
// mover.SetAngles(float x, float y, float z)
// Sets the angles of a mover
// mover.SetAngles(entity ent, vector angles) or
// mover.SetAngles(entity ent, float y, float z, float x)
// Sets the angles of ent to the specified value(s).
// Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and
// Roll (around X-Axis). These can also be stowed in a vector angles.
static int Mover_SetAngles(lua_State * L)
{
vec3_t newAngles;
@ -197,9 +203,9 @@ static int Mover_SetAngles(lua_State * L)
return 0;
}
// mover.SetPosition(int entnum, vector pos)
// mover.SetPosition(int entnum, float x, float y, float z)
// Sets the position of a mover
// mover.SetPosition(entity ent, vector pos) or
// mover.SetPosition(entity ent, float x, float y, float z)
// Set the position of ent to the specified value(s). Can also be stowed in a vector pos.
static int Mover_SetPosition(lua_State * L)
{
vec3_t newOrigin;
@ -254,9 +260,11 @@ static void SetTrajectoryLinear(trajectory_t * tr, const float speed, const vec3
tr->trType = TR_LINEAR_STOP;
}
// mover.ToAngles(int entnum, float speed, vector angles)
// mover.ToAngles(int entnum, float speed, float x, float y, float z)
// Rotate an entity to specified angles
// mover.ToAngles(entity ent, float speed, vector angles) or
// mover.ToAngles(entity ent, float speed, float y, float z, float x)
// Rotates ent with speed speed (in degrees per second) to the specified value(s).
// Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and
// Roll (around X-Axis). These can also be stowed in a vector angles.
static int Mover_ToAngles(lua_State * L)
{
vec3_t newAngles;
@ -303,9 +311,9 @@ static int Mover_ToAngles(lua_State * L)
return 0;
}
// mover.ToPosition(int entnum, float speed, vector pos)
// mover.ToPosition(int entnum, float speed, float x, float y, float z)
// Move an entity to the specified position
// mover.ToPosition(entity ent, vector pos) or
// mover.ToPosition(entity ent, float x, float y, float z)
// Moves ent with speed speed to the specified value(s). Can also be stowed in a vector pos.
static int Mover_ToPosition(lua_State * L)
{
vec3_t newOrigin;