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path: root/src/content_sao.cpp
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* Player-is-SAO WIPPerttu Ahola2011-12-01
* CraftItem rework and Lua interfaceKahrl2011-11-29
* Improve luaentity sprite functionality (and add some random stuff)Perttu Ahola2011-11-29
* Reshape LuaEntityCAO implementation a bit and make TNT to blinkPerttu Ahola2011-11-29
* Relatively snappy object-ground collision detectionPerttu Ahola2011-11-29
* Improve LuaEntity velocity/acceleration handling (by kahrl); implement static...Perttu Ahola2011-11-29
* Clean mapnode.h and fix other files accordinglyPerttu Ahola2011-11-29
* GameDef compilesPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Handle undefined objects betterPerttu Ahola2011-11-29
* Scripting WIP: dynamic object stuffPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIP; Lua entity step callback worksPerttu Ahola2011-11-29
* random scripting work-in-progressPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Remove very floody log message of MobV2SAOPerttu Ahola2011-10-17
* Fix punching of oerkkisPerttu Ahola2011-10-17
* Some more profiler stuff to get the hang on what really uses CPUPerttu Ahola2011-10-16
* Make dungeon masters not shoot the walls with no reasonPerttu Ahola2011-10-16
* Use the logger; also, default to not showing much crap in console. Use --info...Perttu Ahola2011-10-16
* Add peaceful / not peaceful distinction in mobs and the only_peaceful_mobs se...Perttu Ahola2011-10-16
* Replace M_PI with PIPerttu Ahola2011-10-16
* Make dungeon masters though and make oerkkis disappear when they get to you (...Perttu Ahola2011-10-15
* Improve mobv2Perttu Ahola2011-10-15
* mobv2Perttu Ahola2011-10-15
* Now SAOs will reflect changes to their temporary inventory objectJacobF2011-09-06
* Rats are now eatable. Also made their selection box move smoothly.Perttu Ahola2011-07-30
* Made rats cookable and made them spawn near treesPerttu Ahola2011-07-30
* * different collision box for fireflies so they now hover above the groundNils Dagsson Moskopp2011-07-21
* + firefliesNils Dagsson Moskopp2011-07-20
* Attempt to fix a problem with the factory mappings of objects residing in dif...Perttu Ahola2011-07-16
* reorganized a lot of stuff and modified mapgen and objects slightly while doi...Perttu Ahola2011-06-26
an>(MtEvent::PLAYER_DAMAGE, nullptr, nullptr); } void TestEventManager::testRealEvent() { EventManager ev; std::unique_ptr<EventManagerTest> emt(new EventManagerTest()); ev.reg(MtEvent::PLAYER_REGAIN_GROUND, EventManagerTest::eventTest, emt.get()); // Put event & verify event value ev.put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); UASSERT(emt->getTestValue() == MtEvent::PLAYER_REGAIN_GROUND); } void TestEventManager::testRealEventAfterDereg() { EventManager ev; std::unique_ptr<EventManagerTest> emt(new EventManagerTest()); ev.reg(MtEvent::PLAYER_REGAIN_GROUND, EventManagerTest::eventTest, emt.get()); // Put event & verify event value ev.put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); UASSERT(emt->getTestValue() == MtEvent::PLAYER_REGAIN_GROUND); // Reset internal value emt->resetValue(); // Remove the registered event ev.dereg(MtEvent::PLAYER_REGAIN_GROUND, EventManagerTest::eventTest, emt.get()); // Push the new event & ensure we target the default value ev.put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); UASSERT(emt->getTestValue() == 0); }