mirror of
https://github.com/UberGames/rpgxEF.git
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a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
70 lines
1.4 KiB
C
70 lines
1.4 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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// 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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