TypeInfoGen will now autobind doom scripts.

This commit is contained in:
Justin Marshall
2026-05-23 20:50:12 -07:00
parent df82170a67
commit 293942d07c
132 changed files with 7321 additions and 3762 deletions
+10 -6
View File
@@ -3578,7 +3578,7 @@ void idAI::PlayCinematic(void) {
torsoAnim.animBlendFrames = 0;
torsoAnim.lastAnimBlendFrames = 0;
ProcessEvent(&AI_PlayAnim, ANIMCHANNEL_TORSO, animname);
ProcessEvent(&EV_idActor_PlayAnim, ANIMCHANNEL_TORSO, animname);
// make sure our model gets updated
animator.ForceUpdate();
@@ -5132,12 +5132,7 @@ idCombatNode
***********************************************************************/
const idEventDef EV_CombatNode_MarkUsed("markUsed");
CLASS_DECLARATION(idEntity, idCombatNode)
EVENT(EV_CombatNode_MarkUsed, idCombatNode::Event_MarkUsed)
EVENT(EV_Activate, idCombatNode::Event_Activate)
END_CLASS
/*
=====================
@@ -5343,3 +5338,12 @@ void idCombatNode::Event_MarkUsed(void) {
disabled = true;
}
}
bool idAI::InvokeNativeScript(const char* name) {
if (nativeAIObject != NULL && nativeAIObject->HasNativeFunction(name)) {
nativeAIObject->Invoke(name, NULL);
return true;
}
return false;
}