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Lua ColShape functions (CLuaFunctionDefinitions)
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13b55ee064
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@ -4988,3 +4988,129 @@ bool CLuaFunctionDefinitions::UsePickup( lua_State* pLuaVM, void* pUserData, voi
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return false;
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return false;
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}
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}
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// Shape create funcs
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void* CLuaFunctionDefinitions::CreateColCircle( lua_State* pLuaVM, const Vector2& vecPosition, float fRadius )
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{
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CLuaArguments pLuaArguments;
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pLuaArguments.PushNumber( vecPosition.fX );
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pLuaArguments.PushNumber( vecPosition.fY );
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pLuaArguments.PushNumber( fRadius );
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if( pLuaArguments.Call( pLuaVM, "createColCircle", 1 ) )
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{
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CLuaArgument pLuaArgument( pLuaVM, -1 );
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return pLuaArgument.GetLightUserData();
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}
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return NULL;
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}
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void* CLuaFunctionDefinitions::CreateColCuboid( lua_State* pLuaVM, const Vector3& vecPosition, const Vector3& vecSize )
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{
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CLuaArguments pLuaArguments;
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pLuaArguments.PushNumber( vecPosition.fX );
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pLuaArguments.PushNumber( vecPosition.fY );
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pLuaArguments.PushNumber( vecPosition.fZ );
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pLuaArguments.PushNumber( vecSize.fX );
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pLuaArguments.PushNumber( vecSize.fY );
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pLuaArguments.PushNumber( vecSize.fZ );
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if( pLuaArguments.Call( pLuaVM, "createColCuboid", 1 ) )
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{
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CLuaArgument pLuaArgument( pLuaVM, -1 );
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return pLuaArgument.GetLightUserData();
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}
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return NULL;
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}
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void* CLuaFunctionDefinitions::CreateColSphere( lua_State* pLuaVM, const Vector3& vecPosition, float fRadius )
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{
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CLuaArguments pLuaArguments;
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pLuaArguments.PushNumber( vecPosition.fX );
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pLuaArguments.PushNumber( vecPosition.fY );
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pLuaArguments.PushNumber( vecPosition.fZ );
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pLuaArguments.PushNumber( fRadius );
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if( pLuaArguments.Call( pLuaVM, "createColSphere", 1 ) )
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{
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CLuaArgument pLuaArgument( pLuaVM, -1 );
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return pLuaArgument.GetLightUserData();
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}
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return NULL;
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}
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void* CLuaFunctionDefinitions::CreateColRectangle( lua_State* pLuaVM, const Vector2& vecPosition, const Vector2& vecSize )
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{
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CLuaArguments pLuaArguments;
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pLuaArguments.PushNumber( vecPosition.fX );
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pLuaArguments.PushNumber( vecPosition.fY );
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pLuaArguments.PushNumber( vecSize.fX );
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pLuaArguments.PushNumber( vecSize.fY );
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if( pLuaArguments.Call( pLuaVM, "createColRectangle", 1 ) )
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{
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CLuaArgument pLuaArgument( pLuaVM, -1 );
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return pLuaArgument.GetLightUserData();
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}
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return NULL;
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}
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void* CLuaFunctionDefinitions::CreateColPolygon( lua_State* pLuaVM, const vector< Vector2 >& vecPointList )
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{
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if( vecPointList.size() < 4 )
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{
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return NULL;
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}
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CLuaArguments pLuaArguments;
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for( unsigned int i = 0; i < vecPointList.size(); i++ )
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{
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pLuaArguments.PushNumber( vecPointList[ i ].fX );
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pLuaArguments.PushNumber( vecPointList[ i ].fY );
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}
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if( pLuaArguments.Call( pLuaVM, "createColRectangle", 1 ) )
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{
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CLuaArgument pLuaArgument( pLuaVM, -1 );
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return pLuaArgument.GetLightUserData();
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}
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return NULL;
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}
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void* CLuaFunctionDefinitions::CreateColTube( lua_State* pLuaVM, const Vector3& vecPosition, float fRadius, float fHeight )
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{
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CLuaArguments pLuaArguments;
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pLuaArguments.PushNumber( vecPosition.fX );
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pLuaArguments.PushNumber( vecPosition.fY );
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pLuaArguments.PushNumber( vecPosition.fZ );
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pLuaArguments.PushNumber( fRadius );
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pLuaArguments.PushNumber( fHeight );
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if( pLuaArguments.Call( pLuaVM, "createColTube", 1 ) )
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{
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CLuaArgument pLuaArgument( pLuaVM, -1 );
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return pLuaArgument.GetLightUserData();
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}
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return NULL;
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}
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@ -18,6 +18,9 @@ class CLuaFunctionDefinitions;
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#include "../Common.h"
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#include "../Common.h"
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#include "../extra/CLuaArguments.h"
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#include "../extra/CLuaArguments.h"
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#include "../extra/Vector2.h"
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#include "../extra/Vector3.h"
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class CLuaFunctionDefinitions
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class CLuaFunctionDefinitions
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{
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{
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public:
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public:
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@ -386,6 +389,14 @@ public:
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static bool SetPickupRespawnInterval ( lua_State* pLuaVM, void* pUserData, unsigned long ulInterval );
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static bool SetPickupRespawnInterval ( lua_State* pLuaVM, void* pUserData, unsigned long ulInterval );
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static bool UsePickup ( lua_State* pLuaVM, void* pUserData, void* pPlayer );
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static bool UsePickup ( lua_State* pLuaVM, void* pUserData, void* pPlayer );
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// Shape create funcs
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static void* CreateColCircle ( lua_State* pLuaVM, const Vector2& vecPosition, float fRadius );
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static void* CreateColCuboid ( lua_State* pLuaVM, const Vector3& vecPosition, const Vector3& vecSize );
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static void* CreateColSphere ( lua_State* pLuaVM, const Vector3& vecPosition, float fRadius );
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static void* CreateColRectangle ( lua_State* pLuaVM, const Vector2& vecPosition, const Vector2& vecSize );
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static void* CreateColPolygon ( lua_State* pLuaVM, const vector< Vector2 >& vecPointList );
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static void* CreateColTube ( lua_State* pLuaVM, const Vector3& vecPosition, float fRadius, float fHeight );
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// Explosion funcs
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// Explosion funcs
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// static int CreateExplosion ( lua_State* luaVM );
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// static int CreateExplosion ( lua_State* luaVM );
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@ -416,14 +427,6 @@ public:
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// static int ToggleControl ( lua_State* luaVM );
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// static int ToggleControl ( lua_State* luaVM );
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// static int ToggleAllControls ( lua_State* luaVM );
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// static int ToggleAllControls ( lua_State* luaVM );
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// Shape create funcs
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// static int CreateColCircle ( lua_State* luaVM );
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// static int CreateColCuboid ( lua_State* luaVM );
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// static int CreateColSphere ( lua_State* luaVM );
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// static int CreateColRectangle ( lua_State* luaVM );
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// static int CreateColPolygon ( lua_State* luaVM );
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// static int CreateColTube ( lua_State* luaVM );
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// Team get funcs
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// Team get funcs
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// static int CreateTeam ( lua_State* luaVM );
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// static int CreateTeam ( lua_State* luaVM );
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// static int GetTeamFromName ( lua_State* luaVM );
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// static int GetTeamFromName ( lua_State* luaVM );
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