Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+11 -11
View File
@@ -82,7 +82,7 @@ static int LuaGetSoldierLevel( lua_State *L )
}
else
{
lua_pushinteger( L, pSoldier->bLevel);
lua_pushinteger( L, pSoldier->pathing.bLevel);
}
return 1;
}
@@ -94,7 +94,7 @@ static int LuaSetSoldierLevel( lua_State *L )
int newlevel = luaL_checkinteger( L, 3);
luaL_argcheck( L, newlevel >= 0 && newlevel <= 1, 2, "The level must be 1 or 0" );
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, (BOOLEAN) newlevel, TRUE );
SetSoldierHeight( pSoldier, (FLOAT)50*newlevel );
pSoldier->SetSoldierHeight((FLOAT)50*newlevel );
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, (BOOLEAN) newlevel, TRUE );
return 0;
}
@@ -130,10 +130,10 @@ static int LuaSoldierWalkTo( lua_State *L )
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 2);
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
pSoldier->bAction = AI_ACTION_WALK;
pSoldier->usActionData = (INT16) newgrid;
pSoldier->bPathStored = FALSE;
pSoldier->bActionInProgress = ExecuteAction( pSoldier);
pSoldier->aiData.bAction = AI_ACTION_WALK;
pSoldier->aiData.usActionData = (INT16) newgrid;
pSoldier->pathing.bPathStored = FALSE;
pSoldier->aiData.bActionInProgress = ExecuteAction( pSoldier);
return 0;
}
@@ -143,10 +143,10 @@ static int LuaSoldierRunTo( lua_State *L )
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 2);
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
pSoldier->bAction = AI_ACTION_RUN;
pSoldier->usActionData = (INT16) newgrid;
pSoldier->bPathStored = FALSE;
pSoldier->bActionInProgress = ExecuteAction( pSoldier);
pSoldier->aiData.bAction = AI_ACTION_RUN;
pSoldier->aiData.usActionData = (INT16) newgrid;
pSoldier->pathing.bPathStored = FALSE;
pSoldier->aiData.bActionInProgress = ExecuteAction( pSoldier);
return 0;
}
@@ -155,7 +155,7 @@ static int LuaSoldierChangeStance( lua_State *L )
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newstance = luaL_checkinteger( L, 2);
ChangeSoldierStance( pSoldier, (UINT8) newstance);
pSoldier->ChangeSoldierStance( (UINT8) newstance);
return 0;
}