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// editing.cpp: most map editing commands go here, entity editing commands are
// in world.cpp
#include "cube.h"
#import "DynamicEntity.h"
bool editmode = false;
// the current selection, used by almost all editing commands
// invariant: all code assumes that these are kept inside MINBORD distance of
// the edge of the map
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// editing.cpp: most map editing commands go here, entity editing commands are
// in world.cpp
#include "cube.h"
#import "DynamicEntity.h"
#import "OFString+Cube.h"
bool editmode = false;
// the current selection, used by almost all editing commands
// invariant: all code assumes that these are kept inside MINBORD distance of
// the edge of the map
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void
newent(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4)
{
EDITSEL;
@autoreleasepool {
newentity(sel.x, sel.y, (int)player1.o.z, what,
[a1 intValueWithBase:0], [a2 intValueWithBase:0],
[a3 intValueWithBase:0], [a4 intValueWithBase:0]);
}
}
COMMANDN(select, selectpos, ARG_4INT)
COMMAND(edittag, ARG_1INT)
COMMAND(replace, ARG_NONE)
COMMAND(archvertex, ARG_3INT)
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void
newent(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4)
{
EDITSEL;
@autoreleasepool {
newentity(sel.x, sel.y, (int)player1.o.z, what,
[a1 cube_intValueWithBase:0], [a2 cube_intValueWithBase:0],
[a3 cube_intValueWithBase:0], [a4 cube_intValueWithBase:0]);
}
}
COMMANDN(select, selectpos, ARG_4INT)
COMMAND(edittag, ARG_1INT)
COMMAND(replace, ARG_NONE)
COMMAND(archvertex, ARG_3INT)
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