initial cs-lua merge work

This commit is contained in:
Oiltanker
2022-04-11 22:44:53 +03:00
parent ae2b84cceb
commit 1e6ac68e86
44 changed files with 786 additions and 1046 deletions
@@ -80,7 +80,7 @@ namespace Barotrauma
public void AddObjective<T>(T objective) where T : AIObjective
{
var result = new LuaResult(GameMain.Lua.hook.Call("AI.AddObjective", this, objective));
var result = new LuaResult(GameMain.LuaCs.hook.Call("AI.AddObjective", this, objective));
if (result.Bool()) return;
@@ -1440,11 +1440,11 @@ namespace Barotrauma
// -> the character should be revived if there are no major afflictions in addition to lack of oxygen
target.Oxygen = Math.Max(target.Oxygen + 10.0f, 10.0f);
GameMain.Lua.hook.Call("human.CPRSuccess", this);
}
GameMain.LuaCs.hook.Call("human.CPRSuccess", this);
}
else
{
GameMain.Lua.hook.Call("human.CPRFailed", this);
GameMain.LuaCs.hook.Call("human.CPRFailed", this);
}
}
}
@@ -745,9 +745,9 @@ namespace Barotrauma
float impactDamage = Math.Min((impact - ImpactTolerance) * ImpactDamageMultiplayer, character.MaxVitality * MaxImpactDamage);
var should = new LuaResult(GameMain.Lua.hook.Call("changeFallDamage", new object[] { impactDamage, character, impactPos, velocity }));
var should = new LuaResult(GameMain.LuaCs.hook.Call("changeFallDamage", new object[] { impactDamage, character, impactPos, velocity }));
if (!should.IsNull())
if (!should.IsNull())
{
impactDamage = should.Float();
}
@@ -1043,7 +1043,7 @@ namespace Barotrauma
}
#endif
GameMain.Lua.hook.Call("characterCreated", new object[] { newCharacter });
GameMain.LuaCs.hook.Call("characterCreated", new object[] { newCharacter });
return newCharacter;
}
@@ -2723,13 +2723,13 @@ namespace Barotrauma
{
for (int i = 0; i < CharacterList.Count; i++)
{
if (GameMain.Lua.game.updatePriorityCharacters.Contains(CharacterList[i])) continue;
if (GameMain.LuaCs.game.updatePriorityCharacters.Contains(CharacterList[i])) continue;
CharacterList[i].Update(deltaTime * CharacterUpdateInterval, cam);
}
}
foreach (Character character in GameMain.Lua.game.updatePriorityCharacters)
foreach (Character character in GameMain.LuaCs.game.updatePriorityCharacters)
{
if (character.Removed) continue;
@@ -388,7 +388,7 @@ namespace Barotrauma
AdditionStrength -= amount;
}
#if SERVER
GameMain.Lua.hook.Call("afflictionUpdate", new object[] { this, characterHealth, targetLimb, deltaTime });
GameMain.LuaCs.hook.Call("afflictionUpdate", new object[] { this, characterHealth, targetLimb, deltaTime });
#endif
}
@@ -302,13 +302,13 @@ namespace Barotrauma
if (Prefab is AfflictionPrefabHusk huskPrefab)
{
if (huskPrefab.ControlHusk || GameMain.Lua.game.enableControlHusk)
if (huskPrefab.ControlHusk || GameMain.LuaCs.game.enableControlHusk)
{
#if SERVER
if (client != null)
{
GameMain.Server.SetClientCharacter(client, husk);
GameMain.Lua.hook.Call("husk.clientControlHusk", new object[] { client, husk });
GameMain.LuaCs.hook.Call("husk.clientControlHusk", new object[] { client, husk });
}
#else
if (!character.IsRemotelyControlled && character == Character.Controlled)
@@ -541,7 +541,7 @@ namespace Barotrauma
return;
}
var should = new LuaResult(GameMain.Lua.hook.Call("character.applyDamage", new object[] { this, attackResult, hitLimb, allowStacking }));
var should = new LuaResult(GameMain.LuaCs.hook.Call("character.applyDamage", new object[] { this, attackResult, hitLimb, allowStacking }));
if (should.Bool())
return;
@@ -674,7 +674,7 @@ namespace Barotrauma
}
}
var should = new LuaResult(GameMain.Lua.hook.Call("character.applyAffliction", new object[] { this, limbHealth, newAffliction, allowStacking }));
var should = new LuaResult(GameMain.LuaCs.hook.Call("character.applyAffliction", new object[] { this, limbHealth, newAffliction, allowStacking }));
if (should.Bool())
return;