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Add ObjectRef:get_luaentity()
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@ -208,6 +208,7 @@
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-- - ^ Select sprite from spritesheet with optional animation and DM-style
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-- - ^ Select sprite from spritesheet with optional animation and DM-style
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-- - texture selection based on yaw relative to camera
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-- - texture selection based on yaw relative to camera
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-- - get_entity_name()
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-- - get_entity_name()
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-- - get_luaentity()
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-- Player-only: (no-op for other objects)
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-- Player-only: (no-op for other objects)
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-- - get_player_name(): will return nil if is not a player
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-- - get_player_name(): will return nil if is not a player
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-- - get_inventory() -> InvRef
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-- - get_inventory() -> InvRef
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@ -2001,6 +2001,17 @@ private:
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return 1;
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return 1;
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}
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}
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// get_luaentity(self)
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static int l_get_luaentity(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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LuaEntitySAO *co = getluaobject(ref);
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if(co == NULL) return 0;
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// Do it
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luaentity_get(L, co->getId());
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return 1;
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}
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/* Player-only */
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/* Player-only */
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// get_player_name(self)
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// get_player_name(self)
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@ -2203,6 +2214,7 @@ const luaL_reg ObjectRef::methods[] = {
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method(ObjectRef, settexturemod),
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method(ObjectRef, settexturemod),
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method(ObjectRef, setsprite),
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method(ObjectRef, setsprite),
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method(ObjectRef, get_entity_name),
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method(ObjectRef, get_entity_name),
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method(ObjectRef, get_luaentity),
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// Player-only
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// Player-only
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method(ObjectRef, get_player_name),
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method(ObjectRef, get_player_name),
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method(ObjectRef, get_inventory),
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method(ObjectRef, get_inventory),
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