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75 lines
1.5 KiB
C
75 lines
1.5 KiB
C
// cinematic lib for lua
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#include "g_lua.h"
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#include "g_cinematic.h"
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#ifdef G_LUA
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/***
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A library for cinematics. Not finished and therfore not further documented.
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@module cinematic
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*/
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// cinematic.Activate(entity ent, entity target)
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// Activates Camera on ent and points it at target.
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static int Cinematic_Activate(lua_State *L) {
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lent_t *ent;
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lent_t *target;
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ent = Lua_GetEntity(L, 1);
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if(!ent) return 0;
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target = Lua_GetEntity(L, 2);
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if(!target) return 0;
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Cinematic_ActivateCameraMode(ent->e, target->e);
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return 0;
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}
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// cinematic.Deactivate(entity ent)
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// Deactivates camera on ent.
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static int Cinematic_Deactivate(lua_State *L) {
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lent_t *ent;
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ent = Lua_GetEntity(L, 1);
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if(!ent) return 0;
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Cinematic_DeactivateCameraMode(ent->e);
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return 0;
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}
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// cinematic.ActivateGlobal(entity target)
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// Activates broadcasting of target.
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static int Cinematic_ActivateGlobal(lua_State *L) {
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lent_t *target;
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target = Lua_GetEntity(L, 2);
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if(!target) return 0;
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Cinematic_ActivateGlobalCameraMode(target->e);
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return 0;
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}
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// cinematic.DeactivateGlobal()
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// Deactivates broadcasting.
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static int Cinematic_DeactivateGlobal(lua_State *L) {
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Cinematic_DeactivateGlobalCameraMode();
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return 0;
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}
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static const luaL_Reg lib_cinematic[] = {
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{ "Activate", Cinematic_Activate },
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{ "Deactivate", Cinematic_Deactivate },
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{ "ActivateGlobal", Cinematic_ActivateGlobal },
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{ "DeactivateGlobal", Cinematic_DeactivateGlobal },
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{ NULL, NULL }
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};
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int Luaopen_Cinematic(lua_State *L) {
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luaL_register(L, "cinematic", lib_cinematic);
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return 1;
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}
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#endif //G_LUA
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