Пример #1
0
datum_t btboolcmp(PG_FUNC_ARGS)
{
	bool a = ARG_BOOL(0);
	bool b = ARG_BOOL(1);

	RET_INT32((int32) a - (int32) b);
}
Пример #2
0
IMPLEMENT_FUNCTION(database, update)
{
	if( g_mainFrame )
		RETURN_BOOL( g_mainFrame->UpdateIndex(g_mainFrame, ARG_BOOL(0)) );
	else
		RETURN_FALSE;
}
Пример #3
0
/* Cast bool -> int4 */
datum_t bool_int4(PG_FUNC_ARGS)
{
	if (ARG_BOOL(0) == false)
		RET_INT32(0);
	else
		RET_INT32(1);
}
Пример #4
0
static QScriptValue js_setAlliance(QScriptContext *context, QScriptEngine *engine)
{
	ARG_COUNT_EXACT(3);
	ARG_PLAYER(0);
	ARG_PLAYER(1);
	ARG_BOOL(2);
	return QScriptValue(true);
}
Пример #5
0
static QScriptValue js_removeObject(QScriptContext *context, QScriptEngine *)
{
	ARG_COUNT_VAR(1, 2);
	ARG_OBJ(0);
	if (context->argumentCount() > 1)
	{
		ARG_BOOL(1);
	}
	return QScriptValue(true);
}
Пример #6
0
datum_t btoptions(PG_FUNC_ARGS)
{
	datum_t reloptions = ARG_DATUM(0);
	bool validate = ARG_BOOL(1);
	bytea *result;

	result = default_relopts(reloptions, validate, RELOPT_KIND_BTREE);
	if (result)
		RET_BYTEA_P(result);

	RET_NULL();
}
Пример #7
0
static QScriptValue js_setDesign(QScriptContext *context, QScriptEngine *engine)
{
	ARG_COUNT_EXACT(1);
	ARG_BOOL(0);
	return QScriptValue();
}
Пример #8
0
static QScriptValue js_gameOverMessage(QScriptContext *context, QScriptEngine *engine)
{
	ARG_COUNT_EXACT(1);
	ARG_BOOL(0);
	return QScriptValue();
}
Пример #9
0
IMPLEMENT_FUNCTION(player, addAtPos)
{
	g_mainFrame->Enqueue(ARG_STRING(1), ARG_POS,
	                     false/*verified?*/, ARG_BOOL(2)/*autoplay?*/, false/*uiChecks?*/);
	RETURN_UNDEFINED;
}