Itms
da0f33f137
Fixes the animals hidden in the FoW, and adds the missing status bars for mirages. Also small cleanup of the code. Refs #2913 This was SVN commit r16281.
55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ICmpFogging.h"
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#include "simulation2/scripting/ScriptComponent.h"
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#include "simulation2/system/InterfaceScripted.h"
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BEGIN_INTERFACE_WRAPPER(Fogging)
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END_INTERFACE_WRAPPER(Fogging)
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class CCmpFoggingScripted : public ICmpFogging
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{
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public:
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DEFAULT_SCRIPT_WRAPPER(FoggingScripted)
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virtual bool IsActivated()
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{
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return m_Script.Call<bool>("IsActivated");
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}
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virtual bool WasSeen(player_id_t player)
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{
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return m_Script.Call<bool>("WasSeen", player);
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}
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virtual bool IsMiraged(player_id_t player)
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{
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return m_Script.Call<bool>("IsMiraged", player);
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}
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virtual void ForceMiraging(player_id_t player)
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{
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return m_Script.CallVoid("ForceMiraging", player);
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(FoggingScripted)
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