/* Copyright (c) 2013 yvt This file is part of OpenSpades. OpenSpades is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. OpenSpades is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenSpades. If not, see . */ #include "ScriptManager.h" #include "IWeaponSkin.h" #include namespace spades{ namespace client { ScriptIWeaponSkin::ScriptIWeaponSkin(asIScriptObject *obj): obj(obj){} void ScriptIWeaponSkin::SetReadyState(float v) { SPADES_MARK_FUNCTION_DEBUG(); static ScriptFunction func("IWeaponSkin", "void set_ReadyState(float)"); ScriptContextHandle ctx = func.Prepare(); int r; r = ctx->SetObject((void *)obj); ScriptManager::CheckError(r); r = ctx->SetArgFloat(0, v); ScriptManager::CheckError(r); ctx.ExecuteChecked(); } void ScriptIWeaponSkin::SetAimDownSightState(float v) { SPADES_MARK_FUNCTION_DEBUG(); static ScriptFunction func("IWeaponSkin", "void set_AimDownSightState(float)"); ScriptContextHandle ctx = func.Prepare(); int r; r = ctx->SetObject((void *)obj); ScriptManager::CheckError(r); r = ctx->SetArgFloat(0, v); ScriptManager::CheckError(r); ctx.ExecuteChecked(); } void ScriptIWeaponSkin::SetReloadProgress(float v) { SPADES_MARK_FUNCTION_DEBUG(); static ScriptFunction func("IWeaponSkin", "void set_ReloadProgress(float)"); ScriptContextHandle ctx = func.Prepare(); int r; r = ctx->SetObject((void *)obj); ScriptManager::CheckError(r); r = ctx->SetArgFloat(0, v); ScriptManager::CheckError(r); ctx.ExecuteChecked(); } void ScriptIWeaponSkin::SetReloading(bool v) { SPADES_MARK_FUNCTION_DEBUG(); static ScriptFunction func("IWeaponSkin", "void set_IsReloading(bool)"); ScriptContextHandle ctx = func.Prepare(); int r; r = ctx->SetObject((void *)obj); ScriptManager::CheckError(r); r = ctx->SetArgByte(0, v?1:0); ScriptManager::CheckError(r); ctx.ExecuteChecked(); } void ScriptIWeaponSkin::SetAmmo(int v) { SPADES_MARK_FUNCTION_DEBUG(); static ScriptFunction func("IWeaponSkin", "void set_Ammo(int)"); ScriptContextHandle ctx = func.Prepare(); int r; r = ctx->SetObject((void *)obj); ScriptManager::CheckError(r); r = ctx->SetArgDWord(0, (asDWORD)v); ScriptManager::CheckError(r); ctx.ExecuteChecked(); } void ScriptIWeaponSkin::SetClipSize(int v) { SPADES_MARK_FUNCTION_DEBUG(); static ScriptFunction func("IWeaponSkin", "void set_ClipSize(int)"); ScriptContextHandle ctx = func.Prepare(); int r; r = ctx->SetObject((void *)obj); ScriptManager::CheckError(r); r = ctx->SetArgDWord(0, (asDWORD)v); ScriptManager::CheckError(r); ctx.ExecuteChecked(); } void ScriptIWeaponSkin::WeaponFired() { SPADES_MARK_FUNCTION_DEBUG(); static ScriptFunction func("IWeaponSkin", "void WeaponFired()"); ScriptContextHandle ctx = func.Prepare(); int r; r = ctx->SetObject((void *)obj); ScriptManager::CheckError(r); ctx.ExecuteChecked(); } void ScriptIWeaponSkin::ReloadingWeapon() { SPADES_MARK_FUNCTION_DEBUG(); static ScriptFunction func("IWeaponSkin", "void ReloadingWeapon()"); ScriptContextHandle ctx = func.Prepare(); int r; r = ctx->SetObject((void *)obj); ScriptManager::CheckError(r); ctx.ExecuteChecked(); } void ScriptIWeaponSkin::ReloadedWeapon() { SPADES_MARK_FUNCTION_DEBUG(); static ScriptFunction func("IWeaponSkin", "void ReloadedWeapon()"); ScriptContextHandle ctx = func.Prepare(); int r; r = ctx->SetObject((void *)obj); ScriptManager::CheckError(r); ctx.ExecuteChecked(); } class IWeaponSkinRegistrar: public ScriptObjectRegistrar { public: IWeaponSkinRegistrar(): ScriptObjectRegistrar("IWeaponSkin"){ } virtual void Register(ScriptManager *manager, Phase phase) { asIScriptEngine *eng = manager->GetEngine(); int r; eng->SetDefaultNamespace("spades"); switch(phase){ case PhaseObjectType: r = eng->RegisterInterface("IWeaponSkin"); manager->CheckError(r); break; case PhaseObjectMember: r = eng->RegisterInterfaceMethod("IWeaponSkin", "void set_ReadyState(float)"); manager->CheckError(r); r = eng->RegisterInterfaceMethod("IWeaponSkin", "void set_AimDownSightState(float)"); manager->CheckError(r); r = eng->RegisterInterfaceMethod("IWeaponSkin", "void set_IsReloading(bool)"); manager->CheckError(r); r = eng->RegisterInterfaceMethod("IWeaponSkin", "void set_ReloadProgress(float)"); manager->CheckError(r); r = eng->RegisterInterfaceMethod("IWeaponSkin", "void set_Ammo(int)"); manager->CheckError(r); r = eng->RegisterInterfaceMethod("IWeaponSkin", "void set_ClipSize(int)"); manager->CheckError(r); r = eng->RegisterInterfaceMethod("IWeaponSkin", "void WeaponFired()"); manager->CheckError(r); r = eng->RegisterInterfaceMethod("IWeaponSkin", "void ReloadingWeapon()"); manager->CheckError(r); r = eng->RegisterInterfaceMethod("IWeaponSkin", "void ReloadedWeapon()"); manager->CheckError(r); break; default: break; } } }; static IWeaponSkinRegistrar registrar; } }