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scripts build to their own libs now

This commit is contained in:
GokuWeedLord 2017-12-10 22:04:46 +11:00
parent 68b655dcdd
commit 2474881788
3 changed files with 22 additions and 22 deletions

View file

@ -7,7 +7,7 @@ file(GLOB_RECURSE SCRIPT_FILES "${CMAKE_CURRENT_SOURCE_DIR}/*.cpp")
include_directories("../../src/servers/")
include_directories("../../src/servers/Server_Zone/")
foreach(_sourcefile "${SCRIPT_FILES}")
foreach(_sourcefile ${SCRIPT_FILES})
get_filename_component(_file "${_sourcefile}" NAME_WE)
add_library("${_file}" MODULE "${_sourcefile}" "${SCRIPT_INCLUDE_FILES}")
@ -22,4 +22,4 @@ foreach(_sourcefile "${SCRIPT_FILES}")
LIBRARY_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_CURRENT_SOURCE_DIR}/../../bin/compiledscripts/"
LIBRARY_OUTPUT_DIRECTORY_MINSIZEREL "${CMAKE_CURRENT_SOURCE_DIR}/../../bin/compiledscripts/"
)
endforeach(_sourcefile "${SCRIPT_FILES}")
endforeach(_sourcefile ${SCRIPT_FILES})

View file

@ -1,15 +1,15 @@
//#include "../ScriptObject.h"
//
//class ActionScript3 : public ActionScript
//{
//public:
// ActionScript3() : ActionScript( "AbilityScript3", 3 )
// {}
//
// virtual void onCastFinish( Core::Entity::Player player, Core::Entity::ActorPtr targetActor )
// {
// player.addStatusEffectByIdIfNotExist( 50, 20000, player, 30 );
// }
//};
//
//EXPORT_ACTIONSCRIPT( ActionScript3 )
#include "../ScriptObject.h"
class ActionScript3 : public ActionScript
{
public:
ActionScript3() : ActionScript( "ActionScript3", 3 )
{}
virtual void onCastFinish( Core::Entity::Player player, Core::Entity::ActorPtr targetActor )
{
player.addStatusEffectByIdIfNotExist( 50, 20000, player, 30 );
}
};
EXPORT_ACTIONSCRIPT( ActionScript3 )

View file

@ -6,11 +6,11 @@ public:
StatusEffect50() : StatusEffectScript( "StatusEffect50", 50 )
{}
// virtual void onTick( Core::Entity::ActorPtr actor )
// {
// if( actor->isPlayer() )
// actor->getAsPlayer()->sendDebug( "tick tock bitch" );
// }
virtual void onTick( Core::Entity::ActorPtr actor )
{
if( actor->isPlayer() )
actor->getAsPlayer()->sendDebug( "tick tock bitch" );
}
};
EXPORT_STATUSEFFECTSCRIPT( StatusEffect50 )