Add ObjectRef:punch and ObjectRef:right_click to Lua API
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@ -81,6 +81,8 @@
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-- - getpos(): returns {x=num, y=num, z=num}
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-- - setpos(pos); pos={x=num, y=num, z=num}
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-- - moveto(pos, continuous=false): interpolated move
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-- - punch(puncher); puncher = an another ObjectRef
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-- - right_click(clicker); clicker = an another ObjectRef
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-- - get_wielded_itemstring()
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-- - get_wielded_item()
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-- - damage_wielded_item(num) (item damage/wear range is 0-65535)
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@ -89,9 +91,9 @@
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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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-- - setvelocity({x=num, y=num, z=num})
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-- - setacceleration({x=num, y=num, z=num})
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-- - getacceleration()
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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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@ -1642,6 +1642,34 @@ private:
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return 0;
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}
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// punch(self, puncher); puncher = an another ObjectRef
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static int l_punch(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref2 = checkobject(L, 2);
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ServerActiveObject *co = getobject(ref);
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ServerActiveObject *co2 = getobject(ref2);
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if(co == NULL) return 0;
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if(co2 == NULL) return 0;
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// Do it
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co->punch(co2);
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return 0;
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}
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// right_click(self, clicker); clicker = an another ObjectRef
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static int l_right_click(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref2 = checkobject(L, 2);
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ServerActiveObject *co = getobject(ref);
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ServerActiveObject *co2 = getobject(ref2);
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if(co == NULL) return 0;
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if(co2 == NULL) return 0;
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// Do it
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co->rightClick(co2);
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return 0;
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}
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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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@ -1954,6 +1982,8 @@ const luaL_reg ObjectRef::methods[] = {
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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, punch),
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method(ObjectRef, right_click),
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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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