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binaries/data/mods/public/simulation/helpers/Commands.js
Show First 20 Lines • Show All 621 Lines • ▼ Show 20 Lines | "stance": function(player, cmd, data) | ||||
for (let ent of data.entities) | for (let ent of data.entities) | ||||
{ | { | ||||
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); | var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); | ||||
if (cmpUnitAI && !cmpUnitAI.IsTurret()) | if (cmpUnitAI && !cmpUnitAI.IsTurret()) | ||||
cmpUnitAI.SwitchToStance(cmd.name); | cmpUnitAI.SwitchToStance(cmd.name); | ||||
} | } | ||||
}, | }, | ||||
"battalion": function(player, cmd, data) | |||||
{ | |||||
let cmpBattalionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_BattalionManager); | |||||
if (cmd.name == "form") | |||||
cmpBattalionManager.FormBattalion(player, data.entities); | |||||
if (cmd.name == "disband") | |||||
cmpBattalionManager.DisbandBattalions(cmd.battalions) | |||||
cmpBattalionManager.Update(); | |||||
}, | |||||
"lock-gate": function(player, cmd, data) | "lock-gate": function(player, cmd, data) | ||||
{ | { | ||||
for (let ent of data.entities) | for (let ent of data.entities) | ||||
{ | { | ||||
var cmpGate = Engine.QueryInterface(ent, IID_Gate); | var cmpGate = Engine.QueryInterface(ent, IID_Gate); | ||||
if (!cmpGate) | if (!cmpGate) | ||||
continue; | continue; | ||||
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Wildfire Games · Phabricator