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f928f37e26
Instead of reanalizing every frame which actions points should be rendered based on distance, that job is now done only 5 times per second. The rest of the frames the action points from the last frame are rerendered.. Close #434
56 lines
1.0 KiB
Plaintext
56 lines
1.0 KiB
Plaintext
#include "script_component.hpp"
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ADDON = false;
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PREP(addActionToClass);
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PREP(addActionToObject);
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PREP(compileMenu);
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PREP(compileMenuSelfAction);
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PREP(collectActiveActionTree);
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PREP(createAction);
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PREP(findActionNode);
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PREP(handlePlayerChanged);
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PREP(isSubPath);
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PREP(keyDown);
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PREP(keyUp);
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PREP(removeActionFromClass);
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PREP(removeActionFromObject);
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PREP(render);
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PREP(renderActionPoints);
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PREP(renderBaseMenu);
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PREP(renderIcon);
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PREP(renderMenu);
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PREP(renderSelector);
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PREP(splitPath);
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GVAR(keyDown) = false;
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GVAR(keyDownSelfAction) = false;
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GVAR(keyDownTime) = 0;
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GVAR(openedMenuType) = -1;
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GVAR(lastTime) = diag_tickTime;
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GVAR(rotationAngle) = 0;
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GVAR(selectedAction) = [[],[]];
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GVAR(actionSelected) = false;
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GVAR(selectedTarget) = objNull;
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GVAR(menuDepthPath) = [];
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GVAR(lastPos) = [0,0,0];
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GVAR(currentOptions) = [];
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GVAR(lastPath) = [];
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GVAR(expanded) = false;
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GVAR(startHoverTime) = diag_tickTime;
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GVAR(expandedTime) = diag_tickTime;
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GVAR(iconCtrls) = [];
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GVAR(iconCount) = 0;
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GVAR(foundActions) = [];
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GVAR(lastTimeSearchedActions) = -1000;
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ADDON = true;
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