[Fix] Last commit was crappy.
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parent
91f29c9511
commit
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12
src/ai.c
12
src/ai.c
@ -73,8 +73,8 @@ static int ai_minbrakedist(lua_State* L); // Number minbrakedist()
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// Boolean expressions.
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// Boolean expressions.
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static int ai_ismaxvel(lua_State* L); // Boolean ismaxvel()
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static int ai_ismaxvel(lua_State* L); // Boolean ismaxvel()
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static int ai_isstopped(lua_State* L); // Boolean isstopped()
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static int ai_isstopped(lua_State* L); // Boolean isstopped()
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static int ai_isenemy(lua_State* L); // bool isenemy(pointer).
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static int ai_isenemy(lua_State* L); // bool isenemy(number).
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static int ai_isally(lua_State* L); // bool isally(pointer).
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static int ai_isally(lua_State* L); // bool isally(number).
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// Movement.
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// Movement.
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static int ai_accel(lua_State* L); // accel(number); nuimber <= 1.
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static int ai_accel(lua_State* L); // accel(number); nuimber <= 1.
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static int ai_turn(lua_State* L); // turn(number); abs(number) <= 1.
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static int ai_turn(lua_State* L); // turn(number); abs(number) <= 1.
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@ -219,7 +219,7 @@ static int ai_pushtask(lua_State* L) {
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t->ID = (unsigned int) lua_tonumber(L, 3);
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t->ID = (unsigned int) lua_tonumber(L, 3);
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}
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}
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else if(lua_islightuserdata(L, 3)) {
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else if(lua_islightuserdata(L, 3)) {
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t-dtype = TYPE_PTR;
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t->dtype = TYPE_PTR;
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t->target = (void*)lua_topointer(L, 3);
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t->target = (void*)lua_topointer(L, 3);
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} else
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} else
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t->dtype = TYPE_NULL;
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t->dtype = TYPE_NULL;
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@ -329,11 +329,14 @@ static int ai_isstopped(lua_State* L) {
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// Check if the pilot is an enemy.
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// Check if the pilot is an enemy.
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static int ai_isenemy(lua_State* L) {
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static int ai_isenemy(lua_State* L) {
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if(lua_isnumber(L,1))
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lua_pushboolean(L, areEnemies(cur_pilot->faction, pilot_get(lua_tonumber(L,1))->faction));
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return 1;
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return 1;
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}
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}
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// Check if the pilot is an ally.
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// Check if the pilot is an ally.
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static int ai_isally(lua_State* L) {
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static int ai_isally(lua_State* L) {
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lua_pushboolean(L, areAllies(cur_pilot->faction, pilot_get(lua_tonumber(L,1))->faction));
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return 1;
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return 1;
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}
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}
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@ -397,7 +400,8 @@ static int ai_shoot(lua_State* L) {
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// Get the nearest enemy.
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// Get the nearest enemy.
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static int ai_getenemy(lua_State* L) {
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static int ai_getenemy(lua_State* L) {
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return 0;
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lua_pushnumber(L,1);
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return 1;
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}
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}
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// Create a vector.
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// Create a vector.
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