Small stuff:
- Debug console's :spawn now uses a proper js method, instead of legacy_addShips. - the new looser definition of 'thargon' now applies to all equipment methods. - faster switch between in-flight sunlight & GUI lighting. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@2942 127b21dd-08f5-0310-b4b7-95ae10353056
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@ -97,7 +97,7 @@
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"logOff" = "console.setDisplayMessagesInClass(PARAM, false)";
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// ":spawn foo" -- create a ship with role "foo" near the station.
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"spawn" = "system.legacy_addShipsWithinRadius(PARAM, 1, 'abs', player.ship.position, 10000)";
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"spawn" = "system.addShips(PARAM, 1, player.ship.position, 10000)";
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// ":qotd" -- quote of the day. Or the moment, anyway.
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"qotd" = "expandDescription('[thargoid_curses]')";
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@ -2017,7 +2017,7 @@ ShipEntity* doOctreesCollide(ShipEntity* prime, ShipEntity* other)
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equipmentKey = [equipmentKey substringToIndex:[equipmentKey length] - [@"_DAMAGED" length]];
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}
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if ([equipmentKey hasSuffix:@"MISSILE"]||[equipmentKey hasSuffix:@"MINE"]||([self isThargoid] && [equipmentKey isEqualToString:@"thargon"]))
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if ([equipmentKey hasSuffix:@"MISSILE"]||[equipmentKey hasSuffix:@"MINE"]||([self isThargoid] && ([equipmentKey hasPrefix:@"thargon"] || [equipmentKey hasSuffix:@"thargon"])))
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{
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if (missiles >= max_missiles) return NO;
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}
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@ -2179,7 +2179,7 @@ ShipEntity* doOctreesCollide(ShipEntity* prime, ShipEntity* other)
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// special cases
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if ([equipmentKey hasSuffix:@"MISSILE"]||[equipmentKey hasSuffix:@"MINE"]||([self isThargoid] && [equipmentKey isEqualToString:@"thargon"]))
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if ([equipmentKey hasSuffix:@"MISSILE"]||[equipmentKey hasSuffix:@"MINE"]||([self isThargoid] && ([equipmentKey hasPrefix:@"thargon"] || [equipmentKey hasSuffix:@"thargon"])))
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{
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if (missiles >= max_missiles) return NO;
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@ -2189,7 +2189,7 @@ ShipEntity* doOctreesCollide(ShipEntity* prime, ShipEntity* other)
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}
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// don't add any thargons to non-thargoid ships.
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if([equipmentKey isEqualToString:@"thargon"]) return NO;
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if([equipmentKey hasPrefix:@"thargon"] || [equipmentKey hasSuffix:@"thargon"]) return NO;
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// we can theoretically add a damaged weapon, but not a working one.
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if([equipmentKey hasPrefix:@"EQ_WEAPON"] && ![equipmentKey hasSuffix:@"_DAMAGED"])
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@ -2262,7 +2262,7 @@ ShipEntity* doOctreesCollide(ShipEntity* prime, ShipEntity* other)
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OOEquipmentType *eqType = [OOEquipmentType equipmentTypeWithIdentifier:equipmentTypeCheckKey];
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if (eqType == nil) return;
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if ([eqType isMissileOrMine] || ([self isThargoid] && [equipmentTypeCheckKey isEqualToString:@"thargon"]))
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if ([eqType isMissileOrMine] || ([self isThargoid] && ([equipmentKey hasPrefix:@"thargon"] || [equipmentKey hasSuffix:@"thargon"])))
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{
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[self removeExternalStore:eqType];
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}
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@ -3491,11 +3491,6 @@ void setSunLight(BOOL yesno)
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if (yesno) OOGL(glEnable(GL_LIGHT1));
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else OOGL(glDisable(GL_LIGHT1));
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sun_light_on = yesno;
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if(sun_light_on)
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{
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if ([UNIVERSE sun]) [UNIVERSE setSunCenterPosition: [[UNIVERSE sun] position]]; // test EW reset light1 to sun
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else [UNIVERSE setSunCenterPosition: kZeroVector];
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}
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}
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}
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@ -3617,10 +3612,15 @@ static const OOMatrix starboard_matrix =
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int i, v_status;
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Vector position, obj_position, view_dir, view_up;
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OOMatrix view_matrix;
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BOOL inGUIMode = NO;
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int ent_count = n_entities;
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Entity *my_entities[ent_count];
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int draw_count = 0;
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PlayerEntity *player = [PlayerEntity sharedPlayer];
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Entity *drawthing = nil;
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OOCamera *camera = [player currentCamera];
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BOOL inGUIMode = [player showDemoShips];;
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if (!inGUIMode && [UNIVERSE sun]) [UNIVERSE setSunCenterPosition: [[UNIVERSE sun] position]]; // reset light1 to sun's position
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// use a non-mutable copy so this can't be changed under us.
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for (i = 0; i < ent_count; i++)
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@ -3639,14 +3639,6 @@ static const OOMatrix starboard_matrix =
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my_entities[draw_count++] = [e retain]; // retained
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}
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PlayerEntity *player = [PlayerEntity sharedPlayer];
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Entity *drawthing = nil;
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OOCamera *camera = [player currentCamera];
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camera = camera;
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position = kZeroVector;
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inGUIMode = [player showDemoShips];
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position = [player viewpointPosition];
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v_status = [player status];
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