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SAPI: Accept either ARGB8 table or ColorString to specify colors
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@ -1607,6 +1607,16 @@ To specify the value of the alpha channel, append `#AA` to the end of the color
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(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
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value must (always) be two hexadecimal digits.
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`ColorSpec`
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-----------
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A ColorSpec specifies a 32-bit color. It can be written in either:
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table form, each element ranging from 0..255 (a, if absent, defaults to 255):
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`colorspec = {a=255, r=0, g=255, b=0}`
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numerical form, the raw integer value of an ARGB8 quad:
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`colorspec = 0xFF00FF00`
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or string form, a ColorString (defined above):
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`colorspec = "green"`
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Vector helpers
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--------------
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@ -2481,7 +2491,7 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `name`: `"breath"` or `"health"`
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* `hud_definition`: definition to replace builtin definition
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* `set_sky(bgcolor, type, {texture names})`
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* `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
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* `bgcolor`: ColorSpec, defaults to white
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* Available types:
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* `"regular"`: Uses 0 textures, `bgcolor` ignored
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* `"skybox"`: Uses 6 textures, `bgcolor` used
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@ -2507,13 +2517,13 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `get_nametag_attributes()`
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* returns a table with the attributes of the nametag of the player
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* {
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color = { a = 0...255, r = 0...255, g = 0...255, b = 0...255 }
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color = {a=0..255, r=0..255, g=0..255, b=0..255},
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}
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* `set_nametag_attributes(attributes)`
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* sets the attributes of the nametag of the player
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* `attributes`:
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{
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color = { a = 0...255, r = 0...255, g = 0...255, b = 0...255 }
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color = ColorSpec,
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}
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### `InvRef`
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@ -3023,7 +3033,7 @@ Definition tables
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^ List can be shortened to needed length ]]
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alpha = 255,
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use_texture_alpha = false, -- Use texture's alpha channel
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post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
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post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
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paramtype = "none", -- See "Nodes" --[[
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^ paramtype = "light" allows light to propagate from or through the node with light value
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^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
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@ -162,18 +162,13 @@ void read_object_properties(lua_State *L, int index,
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lua_pop(L, 1);
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lua_getfield(L, -1, "colors");
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if(lua_istable(L, -1)){
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prop->colors.clear();
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if (lua_istable(L, -1)) {
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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->colors.push_back(readARGB8(L, -1));
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else
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prop->colors.push_back(video::SColor(255, 255, 255, 255));
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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prop->colors.clear();
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for (lua_pushnil(L); lua_next(L, table); lua_pop(L, 1)) {
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video::SColor color(255, 255, 255, 255);
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read_color(L, -1, &color);
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prop->colors.push_back(color);
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}
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}
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lua_pop(L, 1);
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@ -357,8 +352,7 @@ ContentFeatures read_content_features(lua_State *L, int index)
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/* Other stuff */
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lua_getfield(L, index, "post_effect_color");
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if(!lua_isnil(L, -1))
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f.post_effect_color = readARGB8(L, -1);
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read_color(L, -1, &f.post_effect_color);
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lua_pop(L, 1);
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f.param_type = (ContentParamType)getenumfield(L, index, "paramtype",
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@ -23,35 +23,23 @@ extern "C" {
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}
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#include "util/numeric.h"
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#include "util/string.h"
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#include "common/c_converter.h"
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#include "constants.h"
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#define CHECK_TYPE(index, name, type) do { \
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int t = lua_type(L, (index)); \
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if (t != (type)) { \
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throw LuaError(std::string("Invalid ") + (name) + \
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" (expected " + lua_typename(L, (type)) + \
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" got " + lua_typename(L, t) + ")."); \
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} \
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} while(0)
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int t = lua_type(L, (index)); \
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if (t != (type)) { \
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throw LuaError(std::string("Invalid ") + (name) + \
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" (expected " + lua_typename(L, (type)) + \
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" got " + lua_typename(L, t) + ")."); \
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} \
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} while(0)
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#define CHECK_POS_COORD(name) CHECK_TYPE(-1, "position coordinate '" name "'", LUA_TNUMBER)
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#define CHECK_POS_TAB(index) CHECK_TYPE(index, "position", LUA_TTABLE)
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void push_ARGB8(lua_State *L, video::SColor color)
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{
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lua_newtable(L);
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lua_pushnumber(L, color.getAlpha());
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lua_setfield(L, -2, "a");
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lua_pushnumber(L, color.getRed());
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lua_setfield(L, -2, "r");
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lua_pushnumber(L, color.getGreen());
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lua_setfield(L, -2, "g");
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lua_pushnumber(L, color.getBlue());
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lua_setfield(L, -2, "b");
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}
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void push_v3f(lua_State *L, v3f p)
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{
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lua_newtable(L);
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@ -176,6 +164,19 @@ v3f check_v3f(lua_State *L, int index)
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return pos;
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}
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void push_ARGB8(lua_State *L, video::SColor color)
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{
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lua_newtable(L);
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lua_pushnumber(L, color.getAlpha());
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lua_setfield(L, -2, "a");
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lua_pushnumber(L, color.getRed());
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lua_setfield(L, -2, "r");
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lua_pushnumber(L, color.getGreen());
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lua_setfield(L, -2, "g");
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lua_pushnumber(L, color.getBlue());
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lua_setfield(L, -2, "b");
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}
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void pushFloatPos(lua_State *L, v3f p)
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{
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p /= BS;
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@ -212,13 +213,31 @@ v3s16 check_v3s16(lua_State *L, int index)
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return floatToInt(pf, 1.0);
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}
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video::SColor readARGB8(lua_State *L, int index)
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bool read_color(lua_State *L, int index, video::SColor *color)
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{
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if (lua_istable(L, index)) {
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*color = read_ARGB8(L, index);
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} else if (lua_isnumber(L, index)) {
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color->set(lua_tonumber(L, index));
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} else if (lua_isstring(L, index)) {
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video::SColor parsed_color;
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if (!parseColorString(lua_tostring(L, index), parsed_color, true))
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return false;
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*color = parsed_color;
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} else {
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return false;
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}
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return true;
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}
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video::SColor read_ARGB8(lua_State *L, int index)
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{
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video::SColor color(0);
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CHECK_TYPE(index, "ARGB color", LUA_TTABLE);
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lua_getfield(L, index, "a");
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if(lua_isnumber(L, -1))
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color.setAlpha(lua_tonumber(L, -1));
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color.setAlpha(lua_isnumber(L, -1) ? lua_tonumber(L, -1) : 0xFF);
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lua_pop(L, 1);
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lua_getfield(L, index, "r");
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color.setRed(lua_tonumber(L, -1));
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@ -76,7 +76,6 @@ void setfloatfield(lua_State *L, int table,
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void setboolfield(lua_State *L, int table,
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const char *fieldname, bool value);
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v3f checkFloatPos (lua_State *L, int index);
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v2f check_v2f (lua_State *L, int index);
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v2s16 check_v2s16 (lua_State *L, int index);
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@ -87,7 +86,10 @@ v3f read_v3f (lua_State *L, int index);
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v2f read_v2f (lua_State *L, int index);
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v2s16 read_v2s16 (lua_State *L, int index);
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v2s32 read_v2s32 (lua_State *L, int index);
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video::SColor readARGB8 (lua_State *L, int index);
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video::SColor read_ARGB8 (lua_State *L, int index);
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bool read_color (lua_State *L, int index,
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video::SColor *color);
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aabb3f read_aabb3f (lua_State *L, int index, f32 scale);
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v3s16 read_v3s16 (lua_State *L, int index);
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std::vector<aabb3f> read_aabb3f_vector (lua_State *L, int index, f32 scale);
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@ -100,11 +102,8 @@ void pushFloatPos (lua_State *L, v3f p);
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void push_v3f (lua_State *L, v3f p);
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void push_v2f (lua_State *L, v2f p);
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void warn_if_field_exists (lua_State *L,
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int table,
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const char *fieldname,
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const std::string &message);
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void warn_if_field_exists(lua_State *L, int table,
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const char *fieldname,
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const std::string &message);
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#endif /* C_CONVERTER_H_ */
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@ -1222,8 +1222,7 @@ int ObjectRef::l_set_sky(lua_State *L)
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return 0;
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video::SColor bgcolor(255,255,255,255);
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if (!lua_isnil(L, 2))
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bgcolor = readARGB8(L, 2);
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read_color(L, 2, &bgcolor);
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std::string type = luaL_checkstring(L, 3);
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@ -1283,11 +1282,13 @@ int ObjectRef::l_set_nametag_attributes(lua_State *L)
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if (playersao == NULL)
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return 0;
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video::SColor color = playersao->getNametagColor();
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lua_getfield(L, 2, "color");
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if (!lua_isnil(L, -1))
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color = readARGB8(L, -1);
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playersao->setNametagColor(color);
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if (!lua_isnil(L, -1)) {
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video::SColor color = playersao->getNametagColor();
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if (!read_color(L, -1, &color))
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return 0;
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playersao->setNametagColor(color);
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}
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lua_pushboolean(L, true);
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return 1;
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