learn_more 986a53bec8 fix refcounted object
cleanup headers usage (don't include everything in base classes, just include what's needed in .cpp)
2013-11-16 01:34:37 +01:00

196 lines
5.8 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#include "ScriptManager.h"
#include "IWeaponSkin.h"
#include <Core/Debug.h>
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;
}
}