Revert "Merge branch 'Isometric-Dev' into master"

This reverts commit ae0648fccc, reversing
changes made to d7243e8265.
This commit is contained in:
Justin Marshall
2020-08-06 15:50:30 -07:00
parent ae0648fccc
commit 6685b5d51a
433 changed files with 8487 additions and 172344 deletions
+11 -54
View File
@@ -5,24 +5,6 @@
* Red Alert Vanilla Actions *
*=============================================================================================*/
static int Script_ToggleFireSale(lua_State* L) {
int houseType = lua_tointeger(L, 1);
int fireSaleEnabled = lua_tointeger(L, 2);
if (houseType != HOUSE_NONE) {
HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType);
if (this_house != NULL) {
this_house->ToggleFireSaleAbility(fireSaleEnabled != 0);
}
}
return 1;
}
/***********************************************************************************************
* Script_Win - The specified player wins *
* *
@@ -330,9 +312,8 @@ static int Script_FireSale(lua_State* L) {
* *
*=============================================================================================*/
static int Script_PlayMovie(lua_State* L) {
//int ret = lua_tointeger(L, -1);
const char* movieName = lua_tostring(L, -1);
Play_Movie(movieName);
int ret = lua_tointeger(L, -1);
Play_Movie((VQType)ret);
return 1;
}
@@ -966,7 +947,7 @@ static int Script_GiveSpecialWeapon(lua_State* L) {
if (house->ID == houseType || houseType == -1) {
house->SuperWeapon[weaponType].Enable(false, true, false, true);
house->SuperWeapon[weaponType].Enable(TACTION_FULL_SPECIAL, true);
if (immediate) {
house->SuperWeapon[weaponType].Forced_Charge(true);
@@ -5450,19 +5431,8 @@ static int Script_CreateVehicle(lua_State* L) {
int objectIndex = lua_tointeger(L, 1);
int houseType = lua_tointeger(L, 2);
int in_x = 0;
int in_y = 0;
COORDINATE coord;
if (lua_gettop(L) == 3) {
CELL cell = lua_tointeger(L, 3);
coord = Cell_Coord(cell);
}
else {
in_x = lua_tointeger(L, 3);
in_y = lua_tointeger(L, 4);
coord = Cell_Coord(XY_Cell(in_x, in_y));
}
int in_x = lua_tointeger(L, 3);
int in_y = lua_tointeger(L, 4);
HouseClass* this_house = Houses.Ptr(houseType);
@@ -5474,7 +5444,7 @@ static int Script_CreateVehicle(lua_State* L) {
bool new_unit_placed = false;
if (new_unit->Unlimbo(coord)) {
if (new_unit->Unlimbo(Cell_Coord(XY_Cell(in_x, in_y)))) {
new_unit_placed = true;
}
@@ -5484,7 +5454,7 @@ static int Script_CreateVehicle(lua_State* L) {
** placement at the given location.
*/
if (!new_unit_placed) {
CELL cell = Map.Nearby_Location(coord, new_unit->Class->Speed);
CELL cell = Map.Nearby_Location(Cell_Coord(XY_Cell(in_x, in_y)), new_unit->Class->Speed);
if (new_unit->Unlimbo(::Cell_Coord(cell))) {
new_unit_placed = true;
}
@@ -5538,19 +5508,8 @@ static int Script_CreateInfantry(lua_State* L) {
int objectIndex = lua_tointeger(L, 1);
int houseType = lua_tointeger(L, 2);
int in_x = 0;
int in_y = 0;
COORDINATE coord;
if (lua_gettop(L) == 3) {
CELL cell = lua_tointeger(L, 3);
coord = Cell_Coord(cell);
}
else {
in_x = lua_tointeger(L, 3);
in_y = lua_tointeger(L, 4);
coord = Cell_Coord(XY_Cell(in_x, in_y));
}
int in_x = lua_tointeger(L, 3);
int in_y = lua_tointeger(L, 4);
HouseClass* this_house = Houses.Ptr(houseType);
@@ -5562,7 +5521,7 @@ static int Script_CreateInfantry(lua_State* L) {
bool new_unit_placed = false;
if (new_unit->Unlimbo(coord, DIR_S)) {
if (new_unit->Unlimbo(Cell_Coord(XY_Cell(in_x, in_y)), DIR_S)) {
new_unit_placed = true;
}
@@ -5572,7 +5531,7 @@ static int Script_CreateInfantry(lua_State* L) {
** placement at the given location.
*/
if (!new_unit_placed) {
CELL cell = Map.Nearby_Location(coord, new_unit->Class->Speed);
CELL cell = Map.Nearby_Location(Cell_Coord(XY_Cell(in_x, in_y)), new_unit->Class->Speed);
if (new_unit->Unlimbo(::Cell_Coord(cell), DIR_S)) {
new_unit_placed = true;
}
@@ -7638,8 +7597,6 @@ bool MapScript::Init(const char* mapName) {
* Script Globals *
*=============================================================================================*/
lua_register(L, "ToggleFireSale", Script_ToggleFireSale);
lua_pushnumber(L, PlayerPtr->ID); // Local player (house) index
lua_setglobal(L, "_localPlayer");