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Removed some unused code (handled in video/gl_renderer now)
[supertux.git]
/
src
/
scripting
/
functions.cpp
diff --git
a/src/scripting/functions.cpp
b/src/scripting/functions.cpp
index
ecc2bf9
..
e53a837
100644
(file)
--- a/
src/scripting/functions.cpp
+++ b/
src/scripting/functions.cpp
@@
-51,6
+51,8
@@
#include "squirrel_util.hpp"
#include "time_scheduler.hpp"
#include "squirrel_util.hpp"
#include "time_scheduler.hpp"
+extern float game_speed;
+
namespace Scripting
{
namespace Scripting
{
@@
-96,6
+98,11
@@
void shrink_screen(float dest_x, float dest_y, float seconds)
main_loop->set_screen_fade(new ShrinkFade(Vector(dest_x, dest_y), seconds));
}
main_loop->set_screen_fade(new ShrinkFade(Vector(dest_x, dest_y), seconds));
}
+void abort_screenfade()
+{
+ main_loop->set_screen_fade(NULL);
+}
+
std::string translate(const std::string& text)
{
return dictionary_manager.get_dictionary().translate(text);
std::string translate(const std::string& text)
{
return dictionary_manager.get_dictionary().translate(text);
@@
-163,14
+170,23
@@
void save_state()
{
using namespace WorldMapNS;
{
using namespace WorldMapNS;
- if(World::current() == NULL)
+ if(World::current() == NULL
|| WorldMap::current() == NULL
)
throw std::runtime_error("Can't save state without active World");
throw std::runtime_error("Can't save state without active World");
- if(WorldMap::current() != NULL)
- WorldMap::current()->save_state();
+ WorldMap::current()->save_state();
World::current()->save_state();
}
World::current()->save_state();
}
+void update_worldmap()
+{
+ using namespace WorldMapNS;
+
+ if(WorldMap::current() == NULL)
+ throw std::runtime_error("Can't update Worldmap: none active");
+
+ WorldMap::current()->load_state();
+}
+
// not added to header, function to only be used by others
// in this file
bool validate_sector_player()
// not added to header, function to only be used by others
// in this file
bool validate_sector_player()
@@
-203,7
+219,7
@@
void grease()
{
if (!validate_sector_player()) return;
::Player* tux = Sector::current()->player; // Scripting::Player != ::Player
{
if (!validate_sector_player()) return;
::Player* tux = Sector::current()->player; // Scripting::Player != ::Player
- tux->physic.
vx = tux->physic.vx*3
;
+ tux->physic.
set_velocity_x(tux->physic.get_velocity_x()*3)
;
}
void invincible()
}
void invincible()
@@
-271,4
+287,9
@@
int rand()
return systemRandom.rand();
}
return systemRandom.rand();
}
+void set_game_speed(float speed)
+{
+ ::game_speed = speed;
+}
+
}
}