forked from teamnwah/openmw-tes3coop
made toggle-type script instructions more verbose
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53e0e38862
commit
f52e6bd5ef
7 changed files with 63 additions and 42 deletions
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@ -191,7 +191,7 @@ void MWScene::scaleObject (const std::string& handle, float scale)
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}
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void MWScene::toggleCollisionMode()
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bool MWScene::toggleCollisionMode()
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{
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)
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{
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@ -203,6 +203,7 @@ void MWScene::toggleCollisionMode()
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act->setGravity(0.);
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act->setVerticalVelocity(0);
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mFreeFly = true;
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return false;
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}
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else
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{
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@ -210,11 +211,15 @@ void MWScene::toggleCollisionMode()
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act->enableCollisions(true);
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act->setGravity(4.);
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act->setVerticalVelocity(0);
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return true;
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}
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}
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return false; // This should never happen, but it shall not bother us now, since
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// this part of the code needs a rewrite anyway.
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}
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void MWScene::toggleRenderMode (int mode)
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bool MWScene::toggleRenderMode (int mode)
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{
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switch (mode)
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{
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@ -223,6 +228,8 @@ void MWScene::toggleRenderMode (int mode)
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// TODO use a proper function instead of accessing the member variable
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// directly.
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eng->setDebugRenderingMode (!eng->isDebugCreated);
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break;
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return eng->isDebugCreated;
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}
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return false;
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}
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@ -91,12 +91,14 @@ namespace MWRender
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/// Toggle collision mode for player. If disabled player object should ignore
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/// collisions and gravity.
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void toggleCollisionMode();
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/// \return Resulting mode
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bool toggleCollisionMode();
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/// Toggle render mode
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/// \todo Using an int instead of a enum here to avoid cyclic includes. Will be fixed
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/// when the mw*-refactoring is done.
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void toggleRenderMode (int mode);
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/// \return Resulting mode
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bool toggleRenderMode (int mode);
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};
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}
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@ -46,7 +46,9 @@ namespace MWScript
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InterpreterContext& context
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= static_cast<InterpreterContext&> (runtime.getContext());
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context.getWorld().toggleCollisionMode();
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bool enabled = context.getWorld().toggleCollisionMode();
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context.messageBox (enabled ? "Collsion -> On" : "Collision -> Off");
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}
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};
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@ -99,7 +99,11 @@ namespace MWScript
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InterpreterContext& context =
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static_cast<InterpreterContext&> (runtime.getContext());
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context.getWorld().toggleRenderMode (MWWorld::World::Render_CollisionDebug);
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bool enabled =
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context.getWorld().toggleRenderMode (MWWorld::World::Render_CollisionDebug);
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context.messageBox (enabled ?
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"Collsion Mesh Rendering -> On" : "Collision Mesh Rendering -> Off");
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}
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};
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@ -22,7 +22,9 @@ namespace MWScript
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InterpreterContext& context =
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static_cast<InterpreterContext&> (runtime.getContext());
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context.getWorld().toggleSky();
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bool enabled = context.getWorld().toggleSky();
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context.messageBox (enabled ? "Sky -> On" : "Sky -> Off");
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}
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};
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@ -104,4 +106,3 @@ namespace MWScript
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}
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}
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}
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@ -645,12 +645,13 @@ namespace MWWorld
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mSkyManager->setDate (mGlobalVariables->getInt ("day"), month);
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}
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void World::toggleSky()
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bool World::toggleSky()
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{
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if (mSky)
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{
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mSky = false;
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mSkyManager->disable();
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return false;
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}
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else
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{
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@ -660,6 +661,7 @@ namespace MWWorld
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mSkyManager->setDate (mGlobalVariables->getInt ("day"),
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mGlobalVariables->getInt ("month"));
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mSkyManager->enable();
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return true;
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}
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}
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@ -853,13 +855,13 @@ namespace MWWorld
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mScene.doPhysics (duration, *this, actors);
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}
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void World::toggleCollisionMode()
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bool World::toggleCollisionMode()
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{
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mScene.toggleCollisionMode();
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return mScene.toggleCollisionMode();
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}
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void World::toggleRenderMode (RenderMode mode)
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bool World::toggleRenderMode (RenderMode mode)
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{
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mScene.toggleRenderMode (mode);
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return mScene.toggleRenderMode (mode);
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}
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}
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@ -147,7 +147,8 @@ namespace MWWorld
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void setDay (int day);
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void toggleSky();
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bool toggleSky();
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///< \return Resulting mode
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int getMasserPhase() const;
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@ -185,12 +186,14 @@ namespace MWWorld
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float duration);
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///< Run physics simulation and modify \a world accordingly.
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void toggleCollisionMode();
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bool toggleCollisionMode();
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///< Toggle collision mode for player. If disabled player object should ignore
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/// collisions and gravity.
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///< \return Resulting mode
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void toggleRenderMode (RenderMode mode);
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bool toggleRenderMode (RenderMode mode);
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///< Toggle a render mode.
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///< \return Resulting mode
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};
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}
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