Ejemplo n.º 1
0
/**
 * @brief Makes the actor face the position.
 */
static int pos3L_face (lua_State *L)
{
	pos3_t *pos;

	assert(lua_ispos3(L, 1));

	pos = lua_topos3(L, 1);
	AI_TurnIntoDirection(AIL_ent, *pos);

	lua_pushboolean(L, 1);
	return 1;
}
Ejemplo n.º 2
0
/**
 * @brief Puts the pos3 information in a string.
 */
static int pos3L_tostring (lua_State *L)
{
	pos3_t *p;
	char buf[MAX_VAR];

	assert(lua_ispos3(L, 1));

	p = lua_topos3(L, 1);
	Com_sprintf(buf, sizeof(buf), "Pos3( x=%d, y=%d, z=%d )", (*p)[0], (*p)[1], (*p)[2]);

	lua_pushstring(L, buf);
	return 1;
}
Ejemplo n.º 3
0
/**
 * @brief Makes the actor head to the position.
 */
static int pos3L_goto (lua_State *L)
{
	pos3_t *pos;

	assert(lua_ispos3(L, 1));

	/* Calculate move table. */
	G_MoveCalc(0, AIL_ent, AIL_ent->pos, G_ActorUsableTUs(AIL_ent));
	gi.MoveStore(level.pathingMap);

	/* Move. */
	pos = lua_topos3(L, 1);
	G_ClientMove(*AIL_player, 0, AIL_ent, *pos);

	lua_pushboolean(L, 1);
	return 1;
}