Added real_dude_obj scripting function, useful for checking if currently controlling NPC or "real" character

This commit is contained in:
phobos2077
2017-04-01 02:14:27 +07:00
parent 6e0fe881df
commit 029419db3d
4 changed files with 9 additions and 0 deletions
+2
View File
@@ -218,3 +218,5 @@
#define outlined_object sfall_func0("outlined_object")
#define get_ini_sections(file) sfall_func1("get_ini_sections", file)
#define get_ini_section(file, sect) sfall_func2("get_ini_section", file, sect)
#define set_dude_obj(critter) sfall_func1("set_dude_obj", critter)
#define real_dude_obj sfall_func0("real_dude_obj")
@@ -134,6 +134,7 @@ static const SfallMetarule metaruleArray[] = {
{"tile_refresh_display", sf_tile_refresh_display, 0, 0},
{"outlined_object", sf_outlined_object, 0, 0},
{"set_dude_obj", sf_set_dude_obj, 1, 1, {ARG_OBJECT}},
{"real_dude_obj", sf_real_dude_obj, 0, 0},
};
void InitMetaruleTable() {
@@ -438,5 +438,9 @@ void sf_set_dude_obj(OpcodeContext& ctx) {
}
}
void sf_real_dude_obj(OpcodeContext& ctx) {
ctx.setReturn(PartyControl::RealDudeObject());
}
}
}
@@ -81,5 +81,7 @@ void sf_item_weight(OpcodeContext&);
void sf_set_dude_obj(OpcodeContext&);
void sf_real_dude_obj(OpcodeContext&);
}
}