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Define control(bits) as "unset" for entities (#11995)
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@ -6716,8 +6716,10 @@ object you are working with still exists.
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`aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
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* The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
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and exist only to preserve backwards compatibility.
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* Returns an empty table `{}` if the object is not a player.
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* `get_player_control_bits()`: returns integer with bit packed player pressed
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keys. Bits:
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keys.
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* Bits:
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* 0 - up
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* 1 - down
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* 2 - left
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@ -6728,6 +6730,7 @@ object you are working with still exists.
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* 7 - dig
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* 8 - place
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* 9 - zoom
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* Returns `0` (no bits set) if the object is not a player.
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* `set_physics_override(override_table)`
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* `override_table` is a table with the following fields:
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* `speed`: multiplier to default walking speed value (default: `1`)
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@ -1367,11 +1367,12 @@ int ObjectRef::l_get_player_control(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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RemotePlayer *player = getplayer(ref);
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lua_newtable(L);
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if (player == nullptr)
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return 0;
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return 1;
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const PlayerControl &control = player->getPlayerControl();
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lua_newtable(L);
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lua_pushboolean(L, control.direction_keys & (1 << 0));
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lua_setfield(L, -2, "up");
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lua_pushboolean(L, control.direction_keys & (1 << 1));
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@ -1406,8 +1407,10 @@ int ObjectRef::l_get_player_control_bits(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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RemotePlayer *player = getplayer(ref);
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if (player == nullptr)
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return 0;
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if (player == nullptr) {
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lua_pushinteger(L, 0);
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return 1;
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}
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const auto &c = player->getPlayerControl();
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