Esempio n. 1
0
JSValueRef js_weap_crosshair_color_get_blue(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
	weapon_type		*weap;

	weap=weapon_get_attach(j_obj);
	return(script_float_to_value(cx,weap->crosshair.col.b));
}
Esempio n. 2
0
JSValueRef js_obj_hit_angle_get_z(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
	obj_type			*obj;

	obj=object_get_attach(j_obj);
	return(script_float_to_value(cx,obj->hit.ang.z));
}
Esempio n. 3
0
JSValueRef js_model_get_resize(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
	model_draw		*draw;

	draw=script_find_model_draw(j_obj);
	return(script_float_to_value(cx,draw->resize));
}
Esempio n. 4
0
JSValueRef js_obj_motion_vector_get_z(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
    obj_type		*obj;

    obj=object_get_attach(j_obj);
    return(script_float_to_value(cx,obj->motion.vct.z));
}
Esempio n. 5
0
JSBool js_model_bone_get_brightness_func(JSContext *cx,JSObject *j_obj,uintN argc,jsval *argv,jsval *rval)
{
	char			pose_name[name_str_len],bone_name[name_str_len];
	float			bright;
	model_draw		*draw;
	
		// get proper draw setup
		
	draw=script_bone_function_setup();
	if (draw==NULL) return(JS_FALSE);
	
		// get bone light

	script_value_to_string(argv[0],pose_name,name_str_len);
	script_value_to_string(argv[1],bone_name,name_str_len);
	
	if (!model_get_bone_brightness(draw,pose_name,bone_name,&bright)) {
		JS_ReportError(js.cx,"Named pose or bone does not exist: %s,%s",pose_name,bone_name);
		return(JS_FALSE);
	}
	
	*rval=script_float_to_value(bright);
	
	return(JS_TRUE);
}
Esempio n. 6
0
JSValueRef js_obj_sight_get_lookFieldAngle(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
	obj_type		*obj;

	obj=object_get_attach(j_obj);
	return(script_float_to_value(cx,obj->sight.look_angle));
}
Esempio n. 7
0
JSValueRef js_obj_forward_speed_get_walk(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
	obj_type		*obj;

	obj=object_get_attach(j_obj);
	return(script_float_to_value(cx,obj->forward_move.max_walk_speed));
}
Esempio n. 8
0
JSValueRef js_obj_thrust_get_maxSpeed(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
	obj_type		*obj;

	obj=object_get_attach(j_obj);
	return(script_float_to_value(cx,obj->thrust.max_speed));
}
Esempio n. 9
0
JSValueRef js_weap_hand_angle_get_z(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
	weapon_type		*weap;

	weap=weapon_get_attach(j_obj);
	return(script_float_to_value(cx,weap->hand.ang.z));
}
JSBool js_weap_crosshair_pickup_color_get_blue(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
    weapon_type		*weap;

    weap=weapon_find_uid(js.attach.thing_uid);
    *vp=script_float_to_value(weap->crosshair.pickup_col.b);

    return(JS_TRUE);
}
Esempio n. 11
0
JSBool js_obj_health_get_fallDamageFactor(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	obj_type		*obj;

	obj=object_find_uid(js.attach.thing_uid);
	*vp=script_float_to_value(obj->fall.damage_factor);
	
	return(JS_TRUE);
}
Esempio n. 12
0
JSBool js_weap_hand_get_bobAngle(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	weapon_type		*weap;

	weap=weapon_find_uid(js.attach.thing_uid);
	*vp=script_float_to_value(weap->hand.bounce_ang);
	
	return(JS_TRUE);
}
Esempio n. 13
0
JSBool js_obj_vert_speed_get_deceleration(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	obj_type		*obj;

	obj=object_find_uid(js.attach.thing_uid);
	*vp=script_float_to_value(obj->vert_move.decelerate);
	
	return(JS_TRUE);
}
Esempio n. 14
0
JSBool js_weap_zoom_get_lookFactor(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	weapon_type		*weap;

	weap=weapon_find_uid(js.attach.thing_uid);
	*vp=script_float_to_value(weap->zoom.look_factor);
	
	return(JS_TRUE);
}
Esempio n. 15
0
JSValueRef js_proj_action_get_auto_bounceReduce(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
	proj_setup_type		*proj_setup;

	proj_setup=proj_setup_get_attach(j_obj);
	if (proj_setup==NULL) return(script_null_to_value(cx));
	
	return(script_float_to_value(cx,proj_setup->action.bounce_reduce));
}
Esempio n. 16
0
JSBool js_obj_hit_angle_get_z(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	obj_type			*obj;

	obj=object_find_uid(js.attach.thing_uid);
	*vp=script_float_to_value(obj->hit.ang.z);
	
	return(JS_TRUE);
}
Esempio n. 17
0
JSBool js_weap_zoom_get_fovMaximum(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	weapon_type		*weap;

	weap=weapon_find_uid(js.attach.thing_uid);
	*vp=script_float_to_value(weap->zoom.fov_max);
	
	return(JS_TRUE);
}
Esempio n. 18
0
JSBool js_obj_turn_speed_get_facingWalk(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	obj_type		*obj;

	obj=object_find_uid(js.attach.thing_uid);
	*vp=script_float_to_value(obj->turn.walk_speed);
	
	return(JS_TRUE);
}
Esempio n. 19
0
JSBool js_obj_turn_speed_get_topDownAngleOffset(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	obj_type		*obj;

	obj=object_find_uid(js.attach.thing_uid);
	*vp=script_float_to_value(obj->turn.top_down_ang_offset);
	
	return(JS_TRUE);
}
Esempio n. 20
0
JSValueRef js_model_light_color_get_blue(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
	model_draw			*draw;
	model_draw_light	*light;

	draw=script_find_model_draw(j_obj);
	light=&draw->lights[draw->script_light_idx];
	
	return(script_float_to_value(cx,light->col.b));
}
Esempio n. 21
0
JSBool js_proj_motion_angle_get_z(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	proj_type			*proj;

	proj=proj_get_attach();
	if (proj==NULL) return(JS_TRUE);

	*vp=script_float_to_value(proj->motion.ang.z);
	
	return(JS_TRUE);
}
Esempio n. 22
0
JSBool js_model_light_get_exponent(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	model_draw			*draw;
	model_draw_light	*light;

	draw=js_find_model_draw(j_obj,TRUE);
	light=&draw->lights[draw->script_light_idx];
	
	*vp=script_float_to_value(light->exponent);

	return(JS_TRUE);
}
Esempio n. 23
0
JSBool js_model_halo_get_maxAlpha(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	model_draw			*draw;
	model_draw_halo		*halo;

	draw=js_find_model_draw(j_obj,TRUE);
	halo=&draw->halos[draw->script_halo_idx];
	
    *vp=script_float_to_value(halo->max_alpha);

	return(JS_TRUE);
}
Esempio n. 24
0
JSBool js_multiplayer_bot_get_from_min_max_func(JSContext *cx,JSObject *j_obj,uintN argc,jsval *argv,jsval *rval)
{
	float			skill,min,max;

	min=script_value_to_float(argv[0]);
	max=script_value_to_float(argv[1]);
	
	skill=(float)setup.network.bot.skill;

	*rval=script_float_to_value(min+(((max-min)*skill)/4.0f));
	
	return(JS_TRUE);
}
Esempio n. 25
0
void script_defines_create_constants_set(script_type *script,script_define_type *defines,bool user_defined)
{
	int					i;
	float				f;
	bool				is_float;
	script_define_type	*define;
	
		// run through the defines
		
	define=defines;
		
	while (TRUE) {
		if (define->value_int==-1) break;

			// determine how to set property
			// built in defines are always numbers, but
			// users can be strings or numbers

		if (!user_defined) {
			script_set_single_property(script->cx,script->global_obj,define->name,script_int_to_value(script->cx,define->value_int),(kJSPropertyAttributeReadOnly|kJSPropertyAttributeDontDelete));
		}
		else {
			if (script_defines_is_number(define->value_str,&is_float)) {
				if (!is_float) {
					i=atoi(define->value_str);
					script_set_single_property(script->cx,script->global_obj,define->name,script_int_to_value(script->cx,i),(kJSPropertyAttributeReadOnly|kJSPropertyAttributeDontDelete));
				}
				else {
					f=(float)atof(define->value_str);
					script_set_single_property(script->cx,script->global_obj,define->name,script_float_to_value(script->cx,f),(kJSPropertyAttributeReadOnly|kJSPropertyAttributeDontDelete));
				}
			}
			else {
				script_set_single_property(script->cx,script->global_obj,define->name,script_string_to_value(script->cx,define->value_str),(kJSPropertyAttributeReadOnly|kJSPropertyAttributeDontDelete));
			}
		}
		
		define++;
	}
}
Esempio n. 26
0
JSBool js_event_get_message_data_func(JSContext *cx,JSObject *j_obj,uintN argc,jsval *argv,jsval *rval)
{
	int			idx;

 		// get index

	idx=JSVAL_TO_INT(argv[0]);
	if ((idx<0) || (idx>=max_msg_data)) {
		JS_ReportError(js.cx,"Message data index out of bounds");
		return(JS_FALSE);
	}

		// get data

	*rval=JSVAL_NULL;

	switch (js.attach.get_msg_data[idx].type) {

		case d3_jsval_type_int:
			*rval=INT_TO_JSVAL(js.attach.get_msg_data[idx].data.d3_int);
			break;

		case d3_jsval_type_float:
			*rval=script_float_to_value(js.attach.get_msg_data[idx].data.d3_float);
			break;

		case d3_jsval_type_boolean:
			*rval=BOOLEAN_TO_JSVAL(js.attach.get_msg_data[idx].data.d3_boolean);
			break;

		case d3_jsval_type_string:
			*rval=script_string_to_value(js.attach.get_msg_data[idx].data.d3_string);
			break;

	}

	return(JS_TRUE);
}
Esempio n. 27
0
JSBool js_camera_angle_get_z(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	*vp=script_float_to_value(camera.ang.z);
	return(JS_TRUE);
}
Esempio n. 28
0
JSValueRef js_camera_angle_get_z(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef *exception)
{
	return(script_float_to_value(cx,map.camera.ang_offset.z));
}
Esempio n. 29
0
JSBool js_camera_chase_slop_get_z(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
	*vp=script_float_to_value(camera.chase_slop.z);
	return(JS_TRUE);
}