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-rw-r--r--CMakeLists.txt492logplain
d---------common364logplain
d---------cpp_api934logplain
d---------lua_api1420logplain
-rw-r--r--scripting_game.cpp2882logplain
-rw-r--r--scripting_game.h1728logplain
-rw-r--r--scripting_mainmenu.cpp2619logplain
-rw-r--r--scripting_mainmenu.h1645logplain
s. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ /* Used for tuning constants when developing. Eg. if you have this constant somewhere that you just can't get right by changing it and recompiling all over again: v3f wield_position = v3f(55, -35, 65); Make it look like this: v3f wield_position = v3f(55, -35, 65); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100); Then you can modify the values at runtime, using the keys keymap_quicktune_prev keymap_quicktune_next keymap_quicktune_dec keymap_quicktune_inc Once you have modified the values at runtime and then quit, the game will print out all the modified values at the end: Modified quicktune values: wield_position.X = 60 wield_position.Y = -30 wield_position.Z = 65 The QUICKTUNE macros shouldn't generally be left in committed code. */ #pragma once #include <string> #include <map> #include <vector> enum QuicktuneValueType{ QVT_NONE, QVT_FLOAT }; struct QuicktuneValue { QuicktuneValueType type = QVT_NONE; union{ struct{ float current; float min; float max; } value_QVT_FLOAT; }; bool modified = false; QuicktuneValue() = default; std::string getString();