**********************************************************

** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-28 18:38:52 +00:00
parent a98c44ac78
commit 14750c6903
461 changed files with 23615 additions and 120157 deletions
+3 -3
View File
@@ -67,7 +67,7 @@ static int LuaSetSoldierGrid( lua_State *L )
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 3);
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on map" );
luaL_argcheck( L, newgrid > 0 && newgrid < MAX_MAP_POS, 2, "The grid number must be on map" );
TeleportSoldier( pSoldier, (INT16) newgrid, TRUE);
return 0;
}
@@ -129,7 +129,7 @@ static int LuaSoldierWalkTo( lua_State *L )
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 2);
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
luaL_argcheck( L, newgrid > 0 && newgrid < MAX_MAP_POS, 2, "The grid number must be on screen!" );
pSoldier->aiData.bAction = AI_ACTION_WALK;
pSoldier->aiData.usActionData = (INT16) newgrid;
pSoldier->pathing.bPathStored = FALSE;
@@ -142,7 +142,7 @@ static int LuaSoldierRunTo( lua_State *L )
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 2);
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
luaL_argcheck( L, newgrid > 0 && newgrid < MAX_MAP_POS, 2, "The grid number must be on screen!" );
pSoldier->aiData.bAction = AI_ACTION_RUN;
pSoldier->aiData.usActionData = (INT16) newgrid;
pSoldier->pathing.bPathStored = FALSE;