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ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on players too!
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@ -614,6 +614,7 @@ methods:
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- get_wielded_item() -> ItemStack
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- set_wielded_item(item): replaces the wielded item, returns true if successful
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- set_armor_groups({group1=rating, group2=rating, ...})
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- set_properties(object property table)
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LuaEntitySAO-only: (no-op for other objects)
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- setvelocity({x=num, y=num, z=num})
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- getvelocity() -> {x=num, y=num, z=num}
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@ -716,20 +717,30 @@ Registered entities
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Definition tables
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------------------
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Entity definition (register_entity)
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Object Properties
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{
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physical = true,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual = "cube"/"sprite",
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visual = "cube"/"sprite"/"upright_sprite",
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visual_size = {x=1, y=1},
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textures = {texture,texture,texture,texture,texture,texture},
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textures = {}, -- number of required textures depends on visual
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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is_visible = true,
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makes_footstep_sound = false,
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}
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Entity definition (register_entity)
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{
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Everything from object properties,
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-- entity specific --
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on_activate = function(self, staticdata),
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on_step = function(self, dtime),
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on_punch = function(self, hitter),
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on_rightclick = function(self, clicker),
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get_staticdata = function(self),
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^ Called sometimes; the string returned is passed to on_activate when
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the entity is re-activated from static state
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# Also you can define arbitrary member variables here
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myvariable = whatever,
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}
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@ -6,6 +6,22 @@
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experimental = {}
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experimental.player_visual_index = 0
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function switch_player_visual()
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for _, obj in pairs(minetest.env:get_objects_inside_radius({x=0,y=0,z=0}, 1000000)) do
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if obj:get_player_name() then
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if experimental.player_visual_index == 0 then
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obj:set_properties({visual="upright_sprite"})
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else
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obj:set_properties({visual="cube"})
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end
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end
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end
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experimental.player_visual_index = (experimental.player_visual_index + 1) % 2
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minetest.after(1.0, switch_player_visual)
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end
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minetest.after(1.0, switch_player_visual)
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--[[
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stepsound = -1
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function test_sound()
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@ -643,6 +643,16 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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ObjectProperties* LuaEntitySAO::accessObjectProperties()
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{
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return &m_prop;
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}
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void LuaEntitySAO::notifyObjectPropertiesModified()
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{
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m_properties_sent = false;
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}
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void LuaEntitySAO::setVelocity(v3f velocity)
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{
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m_velocity = velocity;
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@ -1038,6 +1048,16 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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ObjectProperties* PlayerSAO::accessObjectProperties()
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{
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return &m_prop;
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}
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void PlayerSAO::notifyObjectPropertiesModified()
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{
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m_properties_sent = false;
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}
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Inventory* PlayerSAO::getInventory()
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{
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return m_inventory;
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@ -61,6 +61,8 @@ public:
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void setHP(s16 hp);
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s16 getHP() const;
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void setArmorGroups(const ItemGroupList &armor_groups);
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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/* LuaEntitySAO-specific */
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void setVelocity(v3f velocity);
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v3f getVelocity();
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@ -137,7 +139,10 @@ public:
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void rightClick(ServerActiveObject *clicker);
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s16 getHP() const;
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void setHP(s16 hp);
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void setArmorGroups(const ItemGroupList &armor_groups);
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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/*
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Inventory interface
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@ -835,6 +835,67 @@ static void read_soundspec(lua_State *L, int index, SimpleSoundSpec &spec)
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}
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}
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/*
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ObjectProperties
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*/
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static void read_object_properties(lua_State *L, int index,
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ObjectProperties *prop)
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{
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if(index < 0)
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index = lua_gettop(L) + 1 + index;
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if(!lua_istable(L, index))
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return;
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prop->hp_max = getintfield_default(L, -1, "hp_max", 10);
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getboolfield(L, -1, "physical", prop->physical);
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getfloatfield(L, -1, "weight", prop->weight);
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lua_getfield(L, -1, "collisionbox");
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if(lua_istable(L, -1))
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prop->collisionbox = read_aabbox3df32(L, -1, 1.0);
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lua_pop(L, 1);
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getstringfield(L, -1, "visual", prop->visual);
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lua_getfield(L, -1, "visual_size");
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if(lua_istable(L, -1))
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prop->visual_size = read_v2f(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, -1, "textures");
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if(lua_istable(L, -1)){
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prop->textures.clear();
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int table = lua_gettop(L);
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lua_pushnil(L);
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while(lua_next(L, table) != 0){
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// key at index -2 and value at index -1
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if(lua_isstring(L, -1))
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prop->textures.push_back(lua_tostring(L, -1));
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else
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prop->textures.push_back("");
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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}
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}
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lua_pop(L, 1);
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lua_getfield(L, -1, "spritediv");
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if(lua_istable(L, -1))
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prop->spritediv = read_v2s16(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, -1, "initial_sprite_basepos");
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if(lua_istable(L, -1))
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prop->initial_sprite_basepos = read_v2s16(L, -1);
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lua_pop(L, 1);
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getboolfield(L, -1, "is_visible", prop->is_visible);
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getboolfield(L, -1, "makes_footstep_sound", prop->makes_footstep_sound);
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}
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/*
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ItemDefinition
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*/
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@ -2471,6 +2532,33 @@ private:
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return 1;
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}
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// set_armor_groups(self, groups)
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static int l_set_armor_groups(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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ServerActiveObject *co = getobject(ref);
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if(co == NULL) return 0;
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// Do it
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ItemGroupList groups;
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read_groups(L, 2, groups);
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co->setArmorGroups(groups);
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return 0;
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}
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// set_properties(self, properties)
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static int l_set_properties(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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ServerActiveObject *co = getobject(ref);
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if(co == NULL) return 0;
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ObjectProperties *prop = co->accessObjectProperties();
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if(!prop)
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return 0;
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read_object_properties(L, 2, prop);
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co->notifyObjectPropertiesModified();
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return 0;
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}
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/* LuaEntitySAO-only */
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// setvelocity(self, {x=num, y=num, z=num})
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@ -2479,7 +2567,6 @@ private:
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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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// pos
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v3f pos = checkFloatPos(L, 2);
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// Do it
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co->setVelocity(pos);
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@ -2529,7 +2616,6 @@ private:
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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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// pos
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float yaw = luaL_checknumber(L, 2) * core::RADTODEG;
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// Do it
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co->setYaw(yaw);
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@ -2584,19 +2670,6 @@ private:
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return 0;
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}
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// set_armor_groups(self, groups)
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static int l_set_armor_groups(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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ItemGroupList groups;
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read_groups(L, 2, groups);
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co->setArmorGroups(groups);
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return 0;
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}
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// DEPRECATED
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// get_entity_name(self)
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static int l_get_entity_name(lua_State *L)
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@ -2750,6 +2823,8 @@ const luaL_reg ObjectRef::methods[] = {
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method(ObjectRef, get_wield_index),
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method(ObjectRef, get_wielded_item),
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method(ObjectRef, set_wielded_item),
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method(ObjectRef, set_armor_groups),
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method(ObjectRef, set_properties),
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// LuaEntitySAO-only
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method(ObjectRef, setvelocity),
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method(ObjectRef, getvelocity),
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@ -2759,7 +2834,6 @@ const luaL_reg ObjectRef::methods[] = {
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method(ObjectRef, getyaw),
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method(ObjectRef, settexturemod),
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method(ObjectRef, setsprite),
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method(ObjectRef, set_armor_groups),
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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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@ -4689,52 +4763,11 @@ void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
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luaentity_get(L, id);
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//int object = lua_gettop(L);
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/* Read stuff */
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// Set default values that differ from ObjectProperties defaults
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prop->hp_max = 10;
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prop->hp_max = getintfield_default(L, -1, "hp_max", 10);
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getboolfield(L, -1, "physical", prop->physical);
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getfloatfield(L, -1, "weight", prop->weight);
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lua_getfield(L, -1, "collisionbox");
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if(lua_istable(L, -1))
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prop->collisionbox = read_aabbox3df32(L, -1, 1.0);
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lua_pop(L, 1);
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getstringfield(L, -1, "visual", prop->visual);
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lua_getfield(L, -1, "visual_size");
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if(lua_istable(L, -1))
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prop->visual_size = read_v2f(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, -1, "textures");
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if(lua_istable(L, -1)){
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prop->textures.clear();
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int table = lua_gettop(L);
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lua_pushnil(L);
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while(lua_next(L, table) != 0){
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// key at index -2 and value at index -1
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if(lua_isstring(L, -1))
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prop->textures.push_back(lua_tostring(L, -1));
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else
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prop->textures.push_back("");
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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}
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}
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lua_pop(L, 1);
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lua_getfield(L, -1, "spritediv");
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if(lua_istable(L, -1))
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prop->spritediv = read_v2s16(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, -1, "initial_sprite_basepos");
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if(lua_istable(L, -1))
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prop->initial_sprite_basepos = read_v2s16(L, -1);
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lua_pop(L, 1);
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// Read stuff
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read_object_properties(L, -1, prop);
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}
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void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime)
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@ -46,6 +46,7 @@ class ServerEnvironment;
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struct ItemStack;
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class Player;
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struct ToolCapabilities;
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struct ObjectProperties;
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class ServerActiveObject : public ActiveObject
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{
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@ -152,6 +153,10 @@ public:
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virtual void setArmorGroups(const ItemGroupList &armor_groups)
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{}
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virtual ObjectProperties* accessObjectProperties()
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{ return NULL; }
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virtual void notifyObjectPropertiesModified()
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{}
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// Inventory and wielded item
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virtual Inventory* getInventory()
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