void cScoreboard::SetDisplay(const AString & a_Objective, eDisplaySlot a_Slot) { ASSERT(a_Slot < dsCount); cObjective * Objective = GetObjective(a_Objective); SetDisplay(Objective, a_Slot); }
/************************************************************************************************ * CRMRandomInstance::Spawn * Spawns the instance onto the landscape * * inputs: * landscape: landscape object this instance will be spawned on * * return: * true: spawn successful * false: spawn failed * ************************************************************************************************/ bool CRMRandomInstance::Spawn ( CRandomTerrain* terrain, qboolean IsServer ) { mInstance->SetObjective(GetObjective()); mInstance->SetSide(GetSide()); if ( !mInstance->Spawn ( terrain, IsServer ) ) { return false; } return true; }
void CASW_Game_Resource::FindObjectives() { // search through all entities and populate the objectives array m_NumObjectives = 0; FindObjectivesOfClass("asw_objective_dummy"); FindObjectivesOfClass("asw_objective_kill_eggs"); FindObjectivesOfClass("asw_objective_destroy_goo"); FindObjectivesOfClass("asw_objective_triggered"); FindObjectivesOfClass("asw_objective_escape"); FindObjectivesOfClass("asw_objective_survive"); FindObjectivesOfClass("asw_objective_countdown"); FindObjectivesOfClass("asw_objective_kill_aliens"); // bubble sort objectives by their Y coord CASW_Objective* pObjective; //for (int k=0;k<m_NumObjectives-1;k++) //{ //Msg("Objective %d has coord %f and title %s\n", k, GetObjective(k)->GetAbsOrigin().y, //GetObjective(k)->m_ObjectiveTitle); //} for (int i=0;i<m_NumObjectives;i++) { for (int j=i+1; j<m_NumObjectives; j++) { if (GetObjective(j)->GetAbsOrigin().y > GetObjective(i)->GetAbsOrigin().y) { //Msg("Swapping %d (%f) with %d (%f)\n", i, GetObjective(i)->GetAbsOrigin().y, //j, GetObjective(j)->GetAbsOrigin().y); pObjective = GetObjective(j); m_Objectives.Set(j, GetObjective(i)); m_Objectives.Set(i, pObjective); } } } }
void UObjectiveQuestReward::GiveReward(AMech_RPGCharacter* questOwner) { GetOwningQuest()->AddObjective(GetObjective()); Super::GiveReward(questOwner); }