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Add ObjectRef:getvelocity(), ObjectRef:setyaw() and ObjectRef:getyaw()
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@ -200,8 +200,11 @@
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-- - set_hp(hp): set number of hitpoints (2 * number of hearts)
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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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-- - setacceleration({x=num, y=num, z=num})
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-- - getacceleration() -> {x=num, y=num, z=num}
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-- - setyaw(radians)
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-- - getyaw() -> radians
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-- - settexturemod(mod)
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-- - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
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-- - select_horiz_by_yawpitch=false)
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@ -1698,6 +1698,11 @@ void LuaEntitySAO::setVelocity(v3f velocity)
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m_velocity = velocity;
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}
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v3f LuaEntitySAO::getVelocity()
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{
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return m_velocity;
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}
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void LuaEntitySAO::setAcceleration(v3f acceleration)
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{
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m_acceleration = acceleration;
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@ -1708,6 +1713,16 @@ v3f LuaEntitySAO::getAcceleration()
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return m_acceleration;
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}
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void LuaEntitySAO::setYaw(float yaw)
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{
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m_yaw = yaw;
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}
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float LuaEntitySAO::getYaw()
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{
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return m_yaw;
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}
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void LuaEntitySAO::setTextureMod(const std::string &mod)
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{
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std::ostringstream os(std::ios::binary);
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@ -213,8 +213,11 @@ public:
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float getMinimumSavedMovement();
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/* LuaEntitySAO-specific */
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void setVelocity(v3f velocity);
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v3f getVelocity();
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void setAcceleration(v3f acceleration);
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v3f getAcceleration();
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void setYaw(float yaw);
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float getYaw();
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void setTextureMod(const std::string &mod);
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void setSprite(v2s16 p, int num_frames, float framelength,
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bool select_horiz_by_yawpitch);
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@ -1928,6 +1928,18 @@ private:
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return 0;
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}
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// getvelocity(self)
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static int l_getvelocity(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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v3f v = co->getVelocity();
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pushFloatPos(L, v);
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return 1;
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}
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// setacceleration(self, {x=num, y=num, z=num})
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static int l_setacceleration(lua_State *L)
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{
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@ -1953,6 +1965,31 @@ private:
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return 1;
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}
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// setyaw(self, radians)
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static int l_setyaw(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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// 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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return 0;
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}
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// getyaw(self)
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static int l_getyaw(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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float yaw = co->getYaw() * core::DEGTORAD;
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lua_pushnumber(L, yaw);
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return 1;
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}
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// settexturemod(self, mod)
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static int l_settexturemod(lua_State *L)
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{
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@ -2209,8 +2246,11 @@ const luaL_reg ObjectRef::methods[] = {
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method(ObjectRef, get_hp),
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// LuaEntitySAO-only
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method(ObjectRef, setvelocity),
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method(ObjectRef, getvelocity),
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method(ObjectRef, setacceleration),
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method(ObjectRef, getacceleration),
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method(ObjectRef, setyaw),
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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, get_entity_name),
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