Add GetPlayerTimingData lua binding...for now.

This may be removed if it fails its purpose.
This commit is contained in:
Jason Felds
2011-06-11 15:17:48 -04:00
parent f900b53f1d
commit d90c8cfe07
2 changed files with 17 additions and 1 deletions
+7 -1
View File
@@ -3339,11 +3339,17 @@ class LunaPlayer: public Luna<Player>
public:
static int SetActorWithJudgmentPosition( T* p, lua_State *L ) { Actor *pActor = Luna<Actor>::check(L, 1); p->SetActorWithJudgmentPosition(pActor); return 0; }
static int SetActorWithComboPosition( T* p, lua_State *L ) { Actor *pActor = Luna<Actor>::check(L, 1); p->SetActorWithComboPosition(pActor); return 0; }
static int GetPlayerTimingData( T* p, lua_State *L )
{
p->GetPlayerTimingData().PushSelf(L);
return 1;
}
LunaPlayer()
{
ADD_METHOD( SetActorWithJudgmentPosition );
ADD_METHOD( SetActorWithComboPosition );
ADD_METHOD( GetPlayerTimingData );
}
};
+10
View File
@@ -69,6 +69,16 @@ public:
void Load();
void CrossedRows( int iLastRowCrossed, const RageTimer &now );
bool IsOniDead() const;
/**
* @brief Retrieve the Player's TimingData.
*
* This is primarily for a lua hook.
* @return the TimingData in question. */
TimingData GetPlayerTimingData() const
{
return *(this->m_Timing);
}
// Called when a fret, step, or strum type button changes
void Fret( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );