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