71 std::vector<Common::UString> modules;
74 for (std::vector<Common::UString>::const_iterator m = modules.begin(); m != modules.end(); ++m) {
75 if (m->equalsIgnoreCase(ctx.
getParams()[0].getString())) {
81 warning(
"Can't start module \"%s\": No such module", ctx.
getParams()[0].getString().c_str());
void getPositionFromLocation(Aurora::NWScript::FunctionContext &ctx)
The context handling the gameplay in Neverwinter Nights 2.
void location(Aurora::NWScript::FunctionContext &ctx)
Context of an NWScript function.
A location within a Neverwinter Nights 2 area.
void load(const Common::UString &module)
Load a module.
void getPosition(float &x, float &y, float &z) const
Return the location's position.
The context needed to run a Neverwinter Nights 2 module.
Neverwinter Nights 2 engine functions.
void setPosition(float x, float y, float z)
Set the location's position.
A container of Neverwinter Nights 2 objects.
Utility templates and functions.
static Location * toLocation(Aurora::NWScript::EngineType *engineType)
static void getModules(std::vector< Common::UString > &modules)
Return a list of all modules.
void setVector(float x, float y, float z)
void getNextPC(Aurora::NWScript::FunctionContext &ctx)
void startNewModule(Aurora::NWScript::FunctionContext &ctx)
void setArea(Area *area)
Set the location's area.
void warning(const char *s,...)
void getFirstPC(Aurora::NWScript::FunctionContext &ctx)
void setFacing(float facing)
Set the location's orientation.
Creature * getPC()
Return the currently playing PC.
static Area * toArea(Aurora::NWScript::Object *object)
void getModule(Aurora::NWScript::FunctionContext &ctx)
Module & getModule()
Return the module context.