mirror of
https://github.com/minetest/minetest.git
synced 2024-11-30 03:23:45 +01:00
Various features and fixes
This commit is contained in:
parent
5f3a17eb65
commit
1292bdbbce
@ -31,6 +31,7 @@ core.after(4, function()
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end)
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core.after(1, function()
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print("armor: " .. dump(core.localplayer:get_armor_groups()))
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id = core.localplayer:hud_add({
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hud_elem_type = "text",
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name = "example",
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@ -125,19 +126,6 @@ core.register_chatcommand("dump", {
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end,
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})
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core.register_chatcommand("colorize_test", {
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func = function(param)
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return true, core.colorize("red", param)
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end,
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})
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core.register_chatcommand("test_node", {
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func = function(param)
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core.display_chat_message(dump(core.get_node({x=0, y=0, z=0})))
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core.display_chat_message(dump(core.get_node_or_nil({x=0, y=0, z=0})))
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end,
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})
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local function preview_minimap()
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local minimap = core.ui.minimap
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if not minimap then
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@ -157,7 +145,7 @@ end
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core.after(2, function()
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print("[PREVIEW] loaded " .. modname .. " mod")
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modstorage:set_string("current_mod", modname)
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print(modstorage:get_string("current_mod"))
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assert(modstorage:get_string("current_mod") == modname)
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preview_minimap()
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end)
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@ -184,30 +172,12 @@ end)
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core.register_on_punchnode(function(pos, node)
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print("The local player punched a node!")
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local itemstack = core.get_wielded_item()
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--[[
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-- getters
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print(dump(itemstack:is_empty()))
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print(dump(itemstack:get_name()))
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print(dump(itemstack:get_count()))
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print(dump(itemstack:get_wear()))
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print(dump(itemstack:get_meta()))
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print(dump(itemstack:get_metadata()
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print(dump(itemstack:is_known()))
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--print(dump(itemstack:get_definition()))
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print(dump(itemstack:get_tool_capabilities()))
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print(dump(itemstack:to_string()))
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print(dump(itemstack:to_table()))
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-- setters
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print(dump(itemstack:set_name("default:dirt")))
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print(dump(itemstack:set_count("95")))
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print(dump(itemstack:set_wear(934)))
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print(dump(itemstack:get_meta()))
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print(dump(itemstack:get_metadata()))
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--]]
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local itemstack = core.localplayer:get_wielded_item()
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print(dump(itemstack:to_table()))
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print("pos:" .. dump(pos))
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print("node:" .. dump(node))
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local meta = core.get_meta(pos)
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print("punched meta: " .. (meta and dump(meta:to_table()) or "(missing)"))
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return false
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end)
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@ -804,8 +804,6 @@ Call these functions only at load time!
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* get max available level for leveled node
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### Player
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* `minetest.get_wielded_item()`
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* Returns the itemstack the local player is holding
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* `minetest.send_chat_message(message)`
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* Act as if `message` was typed by the player into the terminal.
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* `minetest.run_server_chatcommand(cmd, param)`
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@ -1006,6 +1004,10 @@ Methods:
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* returns player HP
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* `get_name()`
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* returns player name
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* `get_wield_index()`
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* returns the index of the wielded item
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* `get_wielded_item()`
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* returns the itemstack the player is holding
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* `is_attached()`
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* returns true if player is attached
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* `is_touching_ground()`
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@ -1029,7 +1031,8 @@ Methods:
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jump = float,
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gravity = float,
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sneak = boolean,
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sneak_glitch = boolean
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sneak_glitch = boolean,
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new_move = boolean,
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}
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```
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@ -1081,8 +1084,26 @@ Methods:
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* returns last look horizontal angle
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* `get_last_look_vertical()`:
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* returns last look vertical angle
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* `get_key_pressed()`:
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* returns last key typed by the player
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* `get_control()`:
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* returns pressed player controls
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```lua
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{
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up = boolean,
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down = boolean,
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left = boolean,
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right = boolean,
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jump = boolean,
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aux1 = boolean,
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sneak = boolean,
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zoom = boolean,
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LMB = boolean,
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RMB = boolean,
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}
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```
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* `get_armor_groups()`
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* returns a table with the armor group ratings
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* `hud_add(definition)`
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* add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
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* See [`HUD definition`](#hud-definition-hud_add-hud_get)
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@ -29,7 +29,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "cpp_api/s_base.h"
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#include "gettext.h"
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#include "l_internal.h"
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#include "lua_api/l_item.h"
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#include "lua_api/l_nodemeta.h"
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#include "gui/mainmenumanager.h"
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#include "map.h"
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@ -245,25 +244,18 @@ int ModApiClient::l_get_language(lua_State *L)
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return 2;
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}
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// get_wielded_item()
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int ModApiClient::l_get_wielded_item(lua_State *L)
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{
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Client *client = getClient(L);
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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if (!player)
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return 0;
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ItemStack selected_item;
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player->getWieldedItem(&selected_item, nullptr);
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LuaItemStack::create(L, selected_item);
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return 1;
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}
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// get_meta(pos)
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int ModApiClient::l_get_meta(lua_State *L)
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{
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v3s16 p = read_v3s16(L, 1);
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NodeMetadata *meta = getClient(L)->getEnv().getMap().getNodeMetadata(p);
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// check restrictions first
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bool pos_ok;
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getClient(L)->CSMGetNode(p, &pos_ok);
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if (!pos_ok)
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return 0;
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NodeMetadata *meta = getEnv(L)->getMap().getNodeMetadata(p);
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NodeMetaRef::createClient(L, meta);
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return 1;
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}
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@ -390,6 +382,7 @@ int ModApiClient::l_get_node_def(lua_State *L)
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return 1;
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}
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// get_privilege_list()
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int ModApiClient::l_get_privilege_list(lua_State *L)
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{
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const Client *client = getClient(L);
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@ -436,7 +429,6 @@ void ModApiClient::Initialize(lua_State *L, int top)
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API_FCT(send_respawn);
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API_FCT(gettext);
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API_FCT(get_node_or_nil);
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API_FCT(get_wielded_item);
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API_FCT(disconnect);
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API_FCT(get_meta);
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API_FCT(sound_play);
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@ -19,10 +19,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "l_localplayer.h"
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#include "l_internal.h"
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#include "lua_api/l_item.h"
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#include "script/common/c_converter.h"
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#include "client/localplayer.h"
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#include "hud.h"
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#include "common/c_content.h"
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#include "client/content_cao.h"
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LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m) : m_localplayer(m)
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{
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@ -74,6 +76,26 @@ int LuaLocalPlayer::l_get_name(lua_State *L)
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return 1;
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}
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// get_wield_index(self)
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int LuaLocalPlayer::l_get_wield_index(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushinteger(L, player->getWieldIndex());
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return 1;
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}
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// get_wielded_item(self)
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int LuaLocalPlayer::l_get_wielded_item(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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ItemStack selected_item;
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player->getWieldedItem(&selected_item, nullptr);
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LuaItemStack::create(L, selected_item);
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return 1;
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}
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int LuaLocalPlayer::l_is_attached(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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@ -130,6 +152,7 @@ int LuaLocalPlayer::l_swimming_vertical(lua_State *L)
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return 1;
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}
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// get_physics_override(self)
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int LuaLocalPlayer::l_get_physics_override(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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@ -150,14 +173,9 @@ int LuaLocalPlayer::l_get_physics_override(lua_State *L)
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lua_pushboolean(L, player->physics_override_sneak_glitch);
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lua_setfield(L, -2, "sneak_glitch");
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return 1;
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}
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lua_pushboolean(L, player->physics_override_new_move);
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lua_setfield(L, -2, "new_move");
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int LuaLocalPlayer::l_get_override_pos(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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push_v3f(L, player->getPosition());
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return 1;
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}
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@ -193,14 +211,33 @@ int LuaLocalPlayer::l_get_last_look_horizontal(lua_State *L)
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return 1;
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}
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int LuaLocalPlayer::l_get_key_pressed(lua_State *L)
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// get_control(self)
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int LuaLocalPlayer::l_get_control(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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const PlayerControl &c = player->getPlayerControl();
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auto set = [L] (const char *name, bool value) {
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lua_pushboolean(L, value);
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lua_setfield(L, -2, name);
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};
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lua_createtable(L, 0, 12);
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set("up", c.up);
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set("down", c.down);
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set("left", c.left);
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set("right", c.right);
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set("jump", c.jump);
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set("aux1", c.aux1);
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set("sneak", c.sneak);
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set("zoom", c.zoom);
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set("LMB", c.LMB);
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set("RMB", c.RMB);
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lua_pushinteger(L, player->last_keyPressed);
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return 1;
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}
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// get_breath(self)
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int LuaLocalPlayer::l_get_breath(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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@ -209,6 +246,7 @@ int LuaLocalPlayer::l_get_breath(lua_State *L)
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return 1;
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}
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// get_pos(self)
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int LuaLocalPlayer::l_get_pos(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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@ -217,6 +255,7 @@ int LuaLocalPlayer::l_get_pos(lua_State *L)
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return 1;
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}
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// get_movement_acceleration(self)
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int LuaLocalPlayer::l_get_movement_acceleration(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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@ -234,6 +273,7 @@ int LuaLocalPlayer::l_get_movement_acceleration(lua_State *L)
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return 1;
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}
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// get_movement_speed(self)
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int LuaLocalPlayer::l_get_movement_speed(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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@ -257,6 +297,7 @@ int LuaLocalPlayer::l_get_movement_speed(lua_State *L)
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return 1;
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}
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// get_movement(self)
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int LuaLocalPlayer::l_get_movement(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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@ -278,6 +319,13 @@ int LuaLocalPlayer::l_get_movement(lua_State *L)
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return 1;
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}
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// get_armor_groups(self)
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int LuaLocalPlayer::l_get_armor_groups(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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push_groups(L, player->getCAO()->getGroups());
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return 1;
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}
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// hud_add(self, form)
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int LuaLocalPlayer::l_hud_add(lua_State *L)
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@ -407,6 +455,8 @@ const luaL_Reg LuaLocalPlayer::methods[] = {
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luamethod(LuaLocalPlayer, get_velocity),
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luamethod(LuaLocalPlayer, get_hp),
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luamethod(LuaLocalPlayer, get_name),
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luamethod(LuaLocalPlayer, get_wield_index),
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luamethod(LuaLocalPlayer, get_wielded_item),
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luamethod(LuaLocalPlayer, is_attached),
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luamethod(LuaLocalPlayer, is_touching_ground),
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luamethod(LuaLocalPlayer, is_in_liquid),
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@ -415,17 +465,19 @@ const luaL_Reg LuaLocalPlayer::methods[] = {
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luamethod(LuaLocalPlayer, is_climbing),
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luamethod(LuaLocalPlayer, swimming_vertical),
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luamethod(LuaLocalPlayer, get_physics_override),
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luamethod(LuaLocalPlayer, get_override_pos),
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// TODO: figure our if these are useful in any way
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luamethod(LuaLocalPlayer, get_last_pos),
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luamethod(LuaLocalPlayer, get_last_velocity),
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luamethod(LuaLocalPlayer, get_last_look_horizontal),
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luamethod(LuaLocalPlayer, get_last_look_vertical),
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luamethod(LuaLocalPlayer, get_key_pressed),
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//
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luamethod(LuaLocalPlayer, get_control),
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luamethod(LuaLocalPlayer, get_breath),
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luamethod(LuaLocalPlayer, get_pos),
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luamethod(LuaLocalPlayer, get_movement_acceleration),
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luamethod(LuaLocalPlayer, get_movement_speed),
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luamethod(LuaLocalPlayer, get_movement),
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luamethod(LuaLocalPlayer, get_armor_groups),
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luamethod(LuaLocalPlayer, hud_add),
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luamethod(LuaLocalPlayer, hud_remove),
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luamethod(LuaLocalPlayer, hud_change),
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@ -32,12 +32,21 @@ private:
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// garbage collector
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static int gc_object(lua_State *L);
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// get_velocity(self)
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static int l_get_velocity(lua_State *L);
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// get_hp(self)
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static int l_get_hp(lua_State *L);
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// get_name(self)
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static int l_get_name(lua_State *L);
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// get_wield_index(self)
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static int l_get_wield_index(lua_State *L);
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// get_wielded_item(self)
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static int l_get_wielded_item(lua_State *L);
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static int l_is_attached(lua_State *L);
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static int l_is_touching_ground(lua_State *L);
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static int l_is_in_liquid(lua_State *L);
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@ -54,18 +63,28 @@ private:
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static int l_get_last_velocity(lua_State *L);
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static int l_get_last_look_vertical(lua_State *L);
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static int l_get_last_look_horizontal(lua_State *L);
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static int l_get_key_pressed(lua_State *L);
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// get_control(self)
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static int l_get_control(lua_State *L);
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// get_breath(self)
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static int l_get_breath(lua_State *L);
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// get_pos(self)
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static int l_get_pos(lua_State *L);
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// get_movement_acceleration(self)
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static int l_get_movement_acceleration(lua_State *L);
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// get_movement_speed(self)
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static int l_get_movement_speed(lua_State *L);
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// get_movement(self)
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static int l_get_movement(lua_State *L);
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// get_armor_groups(self)
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static int l_get_armor_groups(lua_State *L);
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// hud_add(self, id, form)
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static int l_hud_add(lua_State *L);
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