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is_player() is no player-only function
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@ -2387,6 +2387,7 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `position`: `{x=num, y=num, z=num}` (relative)
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* `rotation`: `{x=num, y=num, z=num}`
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* `set_properties(object property table)`
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* `is_player()`: returns true for players, false otherwise
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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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@ -2404,7 +2405,6 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `get_luaentity()`
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##### Player-only (no-op for other objects)
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* `is_player()`: true for players, false for others
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* `get_player_name()`: returns `""` if is not a player
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* `get_look_dir()`: get camera direction as a unit vector
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* `get_look_pitch()`: pitch in radians
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@ -557,6 +557,16 @@ int ObjectRef::l_set_properties(lua_State *L)
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return 0;
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}
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// is_player(self)
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int ObjectRef::l_is_player(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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Player *player = getplayer(ref);
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lua_pushboolean(L, (player != NULL));
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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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@ -705,16 +715,6 @@ int ObjectRef::l_get_luaentity(lua_State *L)
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/* Player-only */
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// is_player(self)
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int ObjectRef::l_is_player(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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Player *player = getplayer(ref);
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lua_pushboolean(L, (player != NULL));
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return 1;
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}
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// is_player_connected(self)
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int ObjectRef::l_is_player_connected(lua_State *L)
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{
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@ -120,6 +120,9 @@ private:
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// set_properties(self, properties)
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static int l_set_properties(lua_State *L);
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// is_player(self)
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static int l_is_player(lua_State *L);
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/* LuaEntitySAO-only */
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// setvelocity(self, {x=num, y=num, z=num})
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@ -156,9 +159,6 @@ private:
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/* Player-only */
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// is_player(self)
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static int l_is_player(lua_State *L);
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// is_player_connected(self)
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static int l_is_player_connected(lua_State *L);
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