// cinematic lib for lua #include "g_lua.h" #include "g_cinematic.h" #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; 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; } // cinematic.Deactivate(entity ent) // Deactivates camera on ent. 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; } // cinematic.ActivateGlobal(entity target) // Activates broadcasting of target. 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; } // cinematic.DeactivateGlobal() // Deactivates broadcasting. 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