rename WRange to WDist in the Lua API

This commit is contained in:
Matthias Mailänder
2015-07-09 12:36:15 +02:00
parent 31892dd104
commit ff7fe2bab5
6 changed files with 11 additions and 12 deletions

View File

@@ -284,7 +284,7 @@ InitTriggers = function()
USSRTruk.Move(BaseCameraWaypoint.Location)
end
end)
Trigger.OnEnteredProximityTrigger(BaseCameraWaypoint.CenterPosition, WRange.New(7 * 1024), function(a, id)
Trigger.OnEnteredProximityTrigger(BaseCameraWaypoint.CenterPosition, WDist.New(7 * 1024), function(a, id)
if a.Type == "truk" and not baseCamera then
Trigger.RemoveProximityTrigger(id)
baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location })

View File

@@ -391,7 +391,7 @@ InitTriggers = function()
end)
local tanksLeft = 0
Trigger.OnExitedProximityTrigger(ProvingGroundsCameraPoint.CenterPosition, WRange.New(10 * 1024), function(a, id)
Trigger.OnExitedProximityTrigger(ProvingGroundsCameraPoint.CenterPosition, WDist.New(10 * 1024), function(a, id)
if a.Type == "5tnk" then
tanksLeft = tanksLeft + 1
if tanksLeft == 3 then

View File

@@ -240,7 +240,7 @@ WorldLoaded = function()
end)
end)
Trigger.OnEnteredProximityTrigger(USSRExpansionPoint.CenterPosition, WRange.New(4 * 1024), function(unit, id)
Trigger.OnEnteredProximityTrigger(USSRExpansionPoint.CenterPosition, WDist.New(4 * 1024), function(unit, id)
if unit.Owner == player and Radar.Owner == player then
Trigger.RemoveProximityTrigger(id)

View File

@@ -243,8 +243,8 @@ SetupBridges = function()
Media.DisplayMessage("Commander! The Soviets destroyed the bridges to disable our reinforcements. Repair them for additional reinforcements.", "Incoming Report")
RepairBridges = allies.AddSecondaryObjective("Repair the two southern bridges.")
local bridgeA = Map.ActorsInCircle(BrokenBridge1.CenterPosition, WRange.FromCells(1), function(self) return self.Type == "bridge1" end)
local bridgeB = Map.ActorsInCircle(BrokenBridge2.CenterPosition, WRange.FromCells(1), function(self) return self.Type == "bridge1" end)
local bridgeA = Map.ActorsInCircle(BrokenBridge1.CenterPosition, WDist.FromCells(1), function(self) return self.Type == "bridge1" end)
local bridgeB = Map.ActorsInCircle(BrokenBridge2.CenterPosition, WDist.FromCells(1), function(self) return self.Type == "bridge1" end)
Utils.Do(bridgeA, function(bridge)
Trigger.OnDamaged(bridge, function()