0ad/source/simulation2/components/ICmpAttack.cpp
Stan 0ad79096bd Add a C++ interface for CCmpAttack.
This allows Atlas not to rely on eval() to get access to the attack
component.
Add a quick test for the added method.
This fixes the animation speed matching that of the actor instead of the
template.
Remove some dead code after af2abb8cbf
Fixes: #5129
Reviewed by: @Angen
Comments by: @elexis
Differential Revision: https://code.wildfiregames.com/D2464
This was SVN commit r23592.
2020-04-21 21:44:05 +00:00

40 lines
1.2 KiB
C++

/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ICmpAttack.h"
#include "simulation2/system/InterfaceScripted.h"
#include "simulation2/scripting/ScriptComponent.h"
BEGIN_INTERFACE_WRAPPER(Attack)
END_INTERFACE_WRAPPER(Attack)
class CCmpAttackScripted : public ICmpAttack
{
public:
DEFAULT_SCRIPT_WRAPPER(AttackScripted)
virtual float GetRepeatTime(const std::string& type) const
{
return m_Script.Call<float, const std::string&>("GetRepeatTime", type);
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(AttackScripted)