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AE Modding Wiki : Functions : PlantSpecificGood
//----------------------------------------------------------------------------
//
// Authored : MrBaggins
//
// Name : Slic_PlantSpecificGood
//
// Description: Rather than planting a random good, as per the standard SLIC
// function, this allows the specification of which good subtype
// to plant
//
// Parameters : SlicArg 0: location
// SlicArg 1: int
//
// Globals : g_theWorld : World gamestate functionality
// g_tiledMap : UI update functionality
//
// Returns : SFN_ERROR : execution result
//
// Remark(s) : Allows for the specification of a good sub
// a range of 0 (no good), or 1-4 (the specific good subtype,
// as defined in ctp2_data\default\gamedata\goods.txt//
//----------------------------------------------------------------------------
SFN_ERROR Slic_PlantSpecificGood::Call(SlicArgList *args)
{
if(args->Count() != 2)
return SFN_ERROR_NUM_ARGS;
MapPoint pos;
if(!args->GetPos(0, pos))
return SFN_ERROR_TYPE_ARGS;
sint32 goodsubtype;
if(!args->GetInt(1, goodsubtype))
return SFN_ERROR_TYPE_ARGS;
if(goodsubtype<0 || goodsubtype>4)
return SFN_ERROR_OUT_OF_RANGE;
g_theWorld->SetGood(pos.x, pos.y, goodsubtype);
g_tiledMap->PostProcessTile(pos, g_theWorld->GetTileInfo(pos));
g_tiledMap->TileChanged(pos);
g_tiledMap->RedrawTile(&pos);
return SFN_ERROR_OK;
}
Page last modified on June 10, 2009, at 09:40 AM |
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