mirror of
https://github.com/UberGames/RPG-X2.git
synced 2025-02-16 16:40:59 +00:00
- fixed game Makefile
- added basic cinematic camera mode (needs much more work until it is finished)
This commit is contained in:
parent
a1b782613a
commit
eb2bd43add
22 changed files with 258 additions and 33 deletions
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@ -73,7 +73,7 @@ SOOBJ = \
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cg_syscalls.o
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# do cc for shared library
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DO_SOCC = $(CC) $(SOCFLAGS) -o $@ -c $<
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DO_SOCC = $(CC) $(SOCFLAGS) -Wall -o $@ -c $<
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build_so: DO_CC=$(DO_SOCC)
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@ -1061,5 +1061,9 @@ void CG_InitConsoleCommands( void ) {
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#ifdef CG_LUA
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trap_AddCommand("lua_status");
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#endif
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// CCAM
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trap_AddCommand("camtest");
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trap_AddCommand("camtestend");
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}
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@ -4827,6 +4827,10 @@ static void CG_Draw2D( void ) {
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return;
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}
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if ( cg.snap->ps.pm_type == PM_CCAM ) {
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return;
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}
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if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
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#ifndef FINAL_BUILD
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CG_DrawUpperRight();
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@ -1347,7 +1347,7 @@ static int CG_CalcViewValues( void ) {
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}
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}
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if ( cg.renderingThirdPerson ) {
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if ( cg.renderingThirdPerson && ps->pm_type != PM_CCAM ) {
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// back away from character
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CG_OffsetThirdPersonView();
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} else {
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BIN
game/-Wall
Normal file
BIN
game/-Wall
Normal file
Binary file not shown.
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@ -56,6 +56,7 @@ OBJ = \
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g_bot.o \
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g_arenas.o \
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g_active.o \
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g_cinematic.o \
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bg_slidemove.o \
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bg_pmove.o \
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bg_oums.o \
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@ -70,7 +71,8 @@ OBJ = \
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lua_entity.o \
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lua_vector.o \
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lua_mover.o \
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lua_qmath.o
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lua_qmath.o \
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lua_cinematic.o
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# game object for syscalls to the engine
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SOOBJ = \
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@ -114,9 +116,9 @@ LUAOBJ = \
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lzio.o
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# do cc for shared library
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DO_SOCC = $(CC) $(SOCFLAGS) -o $@ -c $<
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DO_SOCC = $(CC) $(SOCFLAGS) -Wall -o $@ -c $<
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# do cc for lua
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DO_LUACC = $(CC) -O2 -Wall -fPIC -DLUA_COMPAT_ALL -o $@ -c $<
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DO_LUACC = $(CC) -O2 -Wall $(SOCFLAGS) -DLUA_COMPAT_ALL -o $@ -c $<
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build_so: DO_CC=$(DO_SOCC)
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@ -160,12 +162,14 @@ q_shared.o : q_shared.c; $(DO_CC)
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g_lua.o: g_lua.c; $(DO_CC)
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g_ui.o: g_ui.c; $(DO_CC)
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g_sql.o: g_sql.c; $(DO_CC)
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g_cinematic.o: g_cinematic.c; $(DO_CC)
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bg_oums.o : bg_oums.c; $(DO_CC)
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lua_game.o: lua_game.c; $(DO_CC)
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lua_entity.o: lua_entity.c; $(DO_CC)
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lua_mover.o: lua_mover.c; $(DO_CC)
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lua_qmath.o: lua_qmath.c; $(DO_CC)
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lua_vector.o: lua_vector.c; $(DO_CC)
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lua_cinematic.o: lua_cinematic.c; $(DO_CC)
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# game syscalls
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g_syscalls.o : g_syscalls.c; $(DO_CC)
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@ -3478,6 +3478,10 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
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return; // no view changes at all
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}
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if ( ps->pm_type == PM_CCAM) {
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return;
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}
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if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 1 ) { //RPG-X: RedTechie - This use to be 0 but in rpg-x with or without medics revive 1 health means you die!
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return; // no view changes at all
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}
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@ -3554,6 +3558,7 @@ void PmoveSingle (pmove_t *pmove) {
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// set the firing flag for continuous beam weapons
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if ( !(ps->pm_flags & PMF_RESPAWNED) &&
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ps->pm_type != PM_INTERMISSION &&
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ps->pm_type != PM_CCAM &&
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( (pm->cmd.buttons & BUTTON_ATTACK) || (pm->cmd.buttons & BUTTON_ALT_ATTACK) ) &&
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(ps->ammo[ ps->weapon ] || ps->weapon == WP_PHASER))
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{
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@ -3712,26 +3717,10 @@ void PmoveSingle (pmove_t *pmove) {
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if ( ps->pm_type == PM_SPECTATOR )
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{
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//spectator or an eliminated player
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//RPG-X J2J - NoClip Spectation:
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//Change to allow noclip in spectator if enabled on server
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//And if the client wants to noclip
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/*if(rpg_noclipspectating.integer == 1 && ClientNCSpec == qtrue)
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{
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PM_NoclipMove();
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PM_DropTimers ();
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return;
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}*/
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//Else allow flight.
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//else
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{
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PM_CheckDuck ();
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PM_FlyMove();
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PM_DropTimers ();
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return;
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}
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////////////////////////////////
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PM_CheckDuck ();
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PM_FlyMove();
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PM_DropTimers ();
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return;
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}
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if ( ps->pm_type == PM_NOCLIP ) {
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@ -3740,6 +3729,10 @@ void PmoveSingle (pmove_t *pmove) {
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return;
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}
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if ( ps->pm_type == PM_CCAM) {
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return;
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}
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if ( ps->pm_type == PM_INTERMISSION ) {
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return; // no movement at all
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}
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@ -258,7 +258,8 @@ typedef enum {
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PM_SPECTATOR, //!< still run into walls
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PM_DEAD, //!< no acceleration or turning, but free falling
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PM_FREEZE, //!< stuck in place with no control
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PM_INTERMISSION //!< no movement or status bar
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PM_INTERMISSION,//!< no movement or status bar
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PM_CCAM //!< cinematic cam mode
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} pmtype_t;
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/** \enum weaponstate_t
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@ -2661,6 +2661,13 @@ void SendPendingPredictableEvents( playerState_t *ps ) {
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}
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}
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void ClientCamThink(gentity_t *client) {
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if(!client->client->cam) return;
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G_SetOrigin(client, client->client->cam->s.origin);
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SetClientViewAngle(client, client->client->cam->s.angles);
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trap_LinkEntity(client);
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}
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/*
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==============
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ClientThink
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@ -2720,6 +2727,11 @@ void ClientThink_real( gentity_t *ent ) {
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return;
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}
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if (ent->flags & FL_CCAM) {
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ClientCamThink( ent );
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return;
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}
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// Don't move while under intro sequence.
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/*if (ps->introTime > level.time)
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{ // Don't be visible either.
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62
game/g_cinematic.c
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62
game/g_cinematic.c
Normal file
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#include "g_local.h"
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#include "g_cinematic.h"
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extern void InitMover( gentity_t *ent );
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/*QUAKED cinematic_camera (0 0.5 0) (-4 -4 -4) (4 4 4)
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Camera for cinematic. Normally spawn by Lua script.
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*/
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void SP_cinematic_camera(gentity_t *ent) {
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trap_LinkEntity(ent);
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InitMover(ent);
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}
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void Cinematic_ActivateCameraMode(gentity_t *ent, gentity_t *target) {
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gclient_t *client;
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if(!ent || !ent->client || (ent->flags & FL_CCAM)) return;
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client = ent->client;
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ent->flags ^= FL_CCAM;
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client->ps.pm_type = PM_CCAM;
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client->cam = target;
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VectorCopy(client->ps.viewangles, client->origViewAngles);
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VectorCopy(ent->r.currentOrigin, client->origOrigin);
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SetClientViewAngle(ent, target->s.angles);
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G_SetOrigin(ent, target->r.currentOrigin);
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trap_LinkEntity(ent);
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}
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void Cinematic_DeactivateCameraMode(gentity_t *ent) {
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gclient_t *client;
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if(!ent || !ent->client || !(ent->flags & FL_CCAM)) return;
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client = ent->client;
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ent->flags ^= FL_CCAM;
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G_SetOrigin(ent, client->origOrigin);
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SetClientViewAngle(ent, client->origViewAngles);
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trap_LinkEntity(ent);
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}
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void Cinematic_ActivateGlobalCameraMode(gentity_t *target) {
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int i;
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gentity_t *ent;
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for(i = 0; i < g_maxclients.integer; i++) {
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ent = g_entities + i;
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if(!ent || !ent->client) continue;
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Cinematic_ActivateCameraMode(ent, target);
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}
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}
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void Cinematic_DeactivateGlobalCameraMode(void) {
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int i;
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gentity_t *ent;
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for(i = 0; i < g_maxclients.integer; i++) {
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ent = g_entities + i;
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if(!ent || !ent->client) continue;
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Cinematic_DeactivateCameraMode(ent);
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}
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}
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2
game/g_cinematic.cpp
Normal file
2
game/g_cinematic.cpp
Normal file
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#include "g_cinematic.h"
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10
game/g_cinematic.h
Normal file
10
game/g_cinematic.h
Normal file
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#ifndef _G_CIN_H_
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#define _G_CIN_H_
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#include "g_local.h"
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void Cinematic_ActivateCameraMode(gentity_t *ent, gentity_t *target);
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void Cinematic_DeactivateCameraMode(gentity_t *ent);
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void Cinematic_ActivateGlobalCameraMode(gentity_t *target);
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void Cinematic_DeactivateGlobalCameraMode(void);
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#endif //_G_CIN_H_
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@ -9914,6 +9914,32 @@ static void Cmd_findEntitiesInRadius(gentity_t *ent) {
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}
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}
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// CCAM
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extern void Cinematic_ActivateCameraMode(gentity_t *ent, gentity_t *target);
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extern void Cinematic_DeactivateCameraMode(gentity_t *ent);
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void Cmd_Camtest_f(gentity_t *ent) {
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gentity_t *targ;
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char tname[256];
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if(trap_Argc() < 1) return;
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G_Printf("activate cam\n");
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if(ent->flags & FL_CCAM) return;
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trap_Argv(1, tname, sizeof(tname));
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targ = G_Find(NULL, FOFS(targetname), tname);
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if(!targ) return;
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Cinematic_ActivateCameraMode(ent, targ);
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}
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void Cmd_CamtestEnd_f(gentity_t *ent) {
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Cinematic_DeactivateCameraMode(ent);
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}
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// END CCAM
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/*
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=================
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ClientCommand
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@ -10168,6 +10194,12 @@ void ClientCommand( int clientNum )
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else if (Q_stricmp(cmd, "userDel") == 0)
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Cmd_SqlUserDel_f(ent);
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#endif
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// CCAM
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else if (Q_stricmp(cmd, "camtest") == 0)
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Cmd_Camtest_f(ent);
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else if (Q_stricmp(cmd, "camtestend") == 0)
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Cmd_CamtestEnd_f(ent);
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// END CCAM
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else if (Q_strncmp (cmd, "\n", 1) == 0 || Q_strncmp (cmd, " ", 1) == 0 || Q_strncmp (cmd, "\0", 1) == 0) // sorry
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(void)(0);
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else
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@ -1,6 +1,8 @@
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_local.h -- local definitions for game module
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#ifndef _G_LOCAL_H_
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#define _G_LOCAL_H_
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#include "q_shared.h"
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#include "bg_public.h"
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@ -41,6 +43,8 @@
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#define FL_CLAMPED 0x01000000 //RPG-X | TiM | 25/6/2006
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#define FL_THROWN_ITEM 0x02000000 //RPG-X | Marcin | 03/12/2008
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#define FL_LOCKED 0x04000000 //RPG-X | GSIO01 | 08/05/2009
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// CCAM
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#define FL_CCAM 0x08000000
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//RPG-X Defines ==============================
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@ -602,6 +606,11 @@ struct gclient_s {
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int uid; //!< uiser id of the player in the sql database
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byte sqlkey; //!< random key used to make transmission of the username and password from the ui at least a bit safer
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#endif
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// CCAM
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vec3_t origViewAngles;
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vec3_t origOrigin;
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gentity_t *cam;
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};
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@ -2047,3 +2056,4 @@ struct luaAlertState_s {
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luaAlertState_t *luaAlertState;
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#endif //_G_LOCAL_H_
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@ -271,6 +271,7 @@ qboolean G_LuaStartVM(lvm_t * vm)
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Luaopen_Mover(vm->L);
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Luaopen_Vector(vm->L);
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Luaopen_Entity(vm->L);
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Luaopen_Cinematic(vm->L);
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res = luaL_loadbuffer(vm->L, vm->code, vm->code_size, vm->filename);
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if(res == LUA_ERRSYNTAX)
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14
game/g_lua.h
14
game/g_lua.h
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@ -49,7 +49,7 @@ void G_LuaShutdown(void);
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void G_LuaStatus(gentity_t *ent);
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lvm_t *G_LuaGetVM(lua_State *L);
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// lua/entity.c
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// lua_entity.c
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typedef struct {
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gentity_t *e;
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} lent_t;
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@ -58,19 +58,23 @@ int Luaopen_Entity(lua_State *L);
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void Lua_PushEntity(lua_State *L, gentity_t *ent);
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lent_t *Lua_GetEntity(lua_State *L, int argNum);
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// lua/game.c
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// lua_game.c
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int Luaopen_Game(lua_State *L);
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// lua/qmath.c
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// lua_qmath.c
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int Luaopen_Qmath(lua_State *L);
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// lua/vector.c
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// lua_vector.c
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int Luaopen_Vector(lua_State *L);
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void Lua_PushVector(lua_State *L, vec3_t v);
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vec_t *Lua_GetVector(lua_State *L, int argNum);
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int Lua_IsVector(lua_State *L, int index);
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vec3_t *Lua_GetVectorMisc(lua_State *L, int *index);
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// lua/mover.c
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// lua_mover.c
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int Luaopen_Mover(lua_State *L);
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// lua_cinematic.c
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int Luaopen_Cinematic(lua_State *L);
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#endif
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@ -238,6 +238,9 @@ void SP_path_point(gentity_t *ent);
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void SP_ui_transporter(gentity_t *ent);
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void SP_ui_holodeck(gentity_t *ent);
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// cinematic entities
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void SP_cinematic_camera(gentity_t *ent);
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spawn_t spawns[] = {
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// info entities don't do anything at all, but provide positional
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@ -415,6 +418,9 @@ spawn_t spawns[] = {
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{"ref_tag", SP_info_notnull},
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// cinematic entities
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{"cinematic_camera", SP_cinematic_camera},
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{0, 0}
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};
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@ -227,6 +227,7 @@
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<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
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<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">WIN32;NDEBUG;_WINDOWS</PreprocessorDefinitions>
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</ClCompile>
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<ClCompile Include="g_cinematic.c" />
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<ClCompile Include="lapi.c" />
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<ClCompile Include="lauxlib.c" />
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<ClCompile Include="lbaselib.c" />
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@ -258,6 +259,7 @@
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<ClCompile Include="ltm.c" />
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<ClCompile Include="lua.c" />
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<ClCompile Include="luac.c" />
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<ClCompile Include="lua_cinematic.c" />
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<ClCompile Include="lua_game.c" />
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<ClCompile Include="lua_entity.c" />
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<ClCompile Include="g_active.c">
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@ -487,6 +489,7 @@
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<ClInclude Include="botlib.h" />
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<ClInclude Include="chars.h" />
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<ClInclude Include="g_breakable.h" />
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<ClInclude Include="g_cinematic.h" />
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<ClInclude Include="g_groups.h" />
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<ClInclude Include="g_local.h" />
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<ClInclude Include="g_lua.h" />
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@ -543,6 +546,13 @@
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
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</CustomBuildStep>
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</ItemGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Data" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
|
|
@ -258,6 +258,12 @@
|
|||
<ClCompile Include="luac.c">
|
||||
<Filter>Source Files\lua</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="g_cinematic.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="lua_cinematic.c">
|
||||
<Filter>Source Files\lua</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="ai_chat.h">
|
||||
|
@ -431,6 +437,9 @@
|
|||
<ClInclude Include="lzio.h">
|
||||
<Filter>Source Files\lua</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="g_cinematic.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="game.def">
|
||||
|
|
62
game/lua_cinematic.c
Normal file
62
game/lua_cinematic.c
Normal file
|
@ -0,0 +1,62 @@
|
|||
// cinematic lib for lua
|
||||
|
||||
#include "g_lua.h"
|
||||
#include "g_cinematic.h"
|
||||
|
||||
#ifdef G_LUA
|
||||
|
||||
static int Cinematic_Activate(lua_State *L) {
|
||||
lent_t *ent;
|
||||
lent_t *target;
|
||||
|
||||
ent = Lua_GetEntity(L, 1);
|
||||
if(!ent) return 0;
|
||||
|
||||
target = Lua_GetEntity(L, 2);
|
||||
if(!target) return 0;
|
||||
|
||||
Cinematic_ActivateCameraMode(ent->e, target->e);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int Cinematic_Deactivate(lua_State *L) {
|
||||
lent_t *ent;
|
||||
|
||||
ent = Lua_GetEntity(L, 1);
|
||||
if(!ent) return 0;
|
||||
|
||||
Cinematic_DeactivateCameraMode(ent->e);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int Cinematic_ActivateGlobal(lua_State *L) {
|
||||
lent_t *target;
|
||||
|
||||
target = Lua_GetEntity(L, 2);
|
||||
if(!target) return 0;
|
||||
|
||||
Cinematic_ActivateGlobalCameraMode(target->e);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int Cinematic_DeactivateGlobal(lua_State *L) {
|
||||
Cinematic_DeactivateGlobalCameraMode();
|
||||
return 0;
|
||||
}
|
||||
|
||||
static const luaL_Reg lib_cinematic[] = {
|
||||
{"Activate", Cinematic_Activate},
|
||||
{"Deactivate", Cinematic_Deactivate},
|
||||
{"ActivateGlobal", Cinematic_ActivateGlobal},
|
||||
{"DeactivateGlobal", Cinematic_DeactivateGlobal},
|
||||
{NULL, NULL}
|
||||
};
|
||||
|
||||
int Luaopen_Cinematic(lua_State *L) {
|
||||
luaL_register(L, "cinematic", lib_cinematic);
|
||||
return 1;
|
||||
}
|
||||
#endif //G_LUA
|
|
@ -16,8 +16,7 @@
|
|||
|
||||
//#define MISSION_PACK //TiM: was commented out
|
||||
|
||||
#ifdef _WIN32
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable : 4018) // signed/unsigned mismatch
|
||||
#pragma warning(disable : 4032)
|
||||
#pragma warning(disable : 4051)
|
||||
|
|
BIN
stefgame.suo
BIN
stefgame.suo
Binary file not shown.
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Reference in a new issue