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Add get_wielded_itemstring, get_wielded_item, damage_wielded_item and make getacceleration visible in API
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@ -85,6 +85,10 @@
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-- - add_to_inventory_later(itemstring): like above, but after callback returns (only allowed for craftitem callbacks)
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-- - get_hp(): returns number of hitpoints (2 * number of hearts)
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-- - set_hp(hp): set number of hitpoints (2 * number of hearts)
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-- LuaEntitySAO-only:
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-- - setvelocity(self, {x=num, y=num, z=num})
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-- - setacceleration(self, {x=num, y=num, z=num})
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-- - getacceleration(self)
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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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@ -1642,44 +1642,80 @@ private:
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return 0;
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}
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// setvelocity(self, velocity)
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static int l_setvelocity(lua_State *L)
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// get_wielded_itemstring(self)
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static int l_get_wielded_itemstring(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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v3f pos = readFloatPos(L, 2);
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// Do it
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co->setVelocity(pos);
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return 0;
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}
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// setacceleration(self, acceleration)
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static int l_setacceleration(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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v3f pos = readFloatPos(L, 2);
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// Do it
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co->setAcceleration(pos);
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return 0;
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}
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// getacceleration(self)
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static int l_getacceleration(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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ServerActiveObject *co = getobject(ref);
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if(co == NULL) return 0;
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// Do it
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v3f v = co->getAcceleration();
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pushFloatPos(L, v);
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InventoryItem *item = co->getWieldedItem();
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if(item == NULL){
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lua_pushnil(L);
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return 1;
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}
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lua_pushstring(L, item->getItemString().c_str());
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return 1;
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}
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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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{
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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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InventoryItem *item0 = co->getWieldedItem();
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if(item0 == NULL){
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lua_pushnil(L);
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return 1;
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}
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if(std::string("MaterialItem") == item0->getName()){
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MaterialItem *item = (MaterialItem*)item0;
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lua_newtable(L);
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lua_pushstring(L, "NodeItem");
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lua_setfield(L, -2, "type");
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lua_pushstring(L, item->getNodeName().c_str());
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lua_setfield(L, -2, "name");
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}
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else if(std::string("CraftItem") == item0->getName()){
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CraftItem *item = (CraftItem*)item0;
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lua_newtable(L);
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lua_pushstring(L, "CraftItem");
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lua_setfield(L, -2, "type");
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lua_pushstring(L, item->getSubName().c_str());
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lua_setfield(L, -2, "name");
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}
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else if(std::string("ToolItem") == item0->getName()){
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ToolItem *item = (ToolItem*)item0;
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lua_newtable(L);
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lua_pushstring(L, "ToolItem");
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lua_setfield(L, -2, "type");
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lua_pushstring(L, item->getToolName().c_str());
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lua_setfield(L, -2, "name");
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lua_pushstring(L, itos(item->getWear()).c_str());
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lua_setfield(L, -2, "wear");
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}
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else{
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errorstream<<"l_get_wielded_item: Unknown item name: \""
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<<item0->getName()<<"\""<<std::endl;
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lua_pushnil(L);
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}
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return 1;
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}
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// damage_wielded_item(self, amount)
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static int l_damage_wielded_item(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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int amount = lua_tonumber(L, 2);
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co->damageWieldedItem(amount);
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return 0;
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}
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// add_to_inventory(self, itemstring)
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// returns: true if item was added, (false, "reason") otherwise
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static int l_add_to_inventory(lua_State *L)
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@ -1740,22 +1776,6 @@ private:
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return 0;
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}
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// get_hp(self)
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// returns: number of hitpoints (2 * number of hearts)
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// 0 if not applicable to this type of object
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static int l_get_hp(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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int hp = co->getHP();
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infostream<<"ObjectRef::l_get_hp(): id="<<co->getId()
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<<" hp="<<hp<<std::endl;
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// Return
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lua_pushnumber(L, hp);
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return 1;
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}
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// set_hp(self, hp)
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// hp = number of hitpoints (2 * number of hearts)
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// returns: nil
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@ -1774,6 +1794,62 @@ private:
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return 0;
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}
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// get_hp(self)
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// returns: number of hitpoints (2 * number of hearts)
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// 0 if not applicable to this type of object
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static int l_get_hp(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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int hp = co->getHP();
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infostream<<"ObjectRef::l_get_hp(): id="<<co->getId()
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<<" hp="<<hp<<std::endl;
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// Return
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lua_pushnumber(L, hp);
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return 1;
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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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static int l_setvelocity(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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v3f pos = readFloatPos(L, 2);
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// Do it
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co->setVelocity(pos);
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return 0;
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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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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 = readFloatPos(L, 2);
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// Do it
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co->setAcceleration(pos);
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return 0;
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}
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// getacceleration(self)
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static int l_getacceleration(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->getAcceleration();
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pushFloatPos(L, v);
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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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@ -1873,16 +1949,22 @@ public:
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};
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const char ObjectRef::className[] = "ObjectRef";
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const luaL_reg ObjectRef::methods[] = {
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// ServerActiveObject
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method(ObjectRef, remove),
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method(ObjectRef, getpos),
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method(ObjectRef, setpos),
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method(ObjectRef, moveto),
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method(ObjectRef, setvelocity),
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method(ObjectRef, setacceleration),
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method(ObjectRef, get_wielded_itemstring),
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method(ObjectRef, get_wielded_item),
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method(ObjectRef, damage_wielded_item),
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method(ObjectRef, add_to_inventory),
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method(ObjectRef, add_to_inventory_later),
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method(ObjectRef, get_hp),
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method(ObjectRef, set_hp),
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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, setacceleration),
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method(ObjectRef, getacceleration),
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method(ObjectRef, settexturemod),
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method(ObjectRef, setsprite),
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{0,0}
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