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Allow passing a shot name to most shot_get*() Lua functions

This commit is contained in:
fgenesis 2014-06-13 01:31:57 +02:00
parent d95b5cccdd
commit 121e0f9e8a

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@ -2186,12 +2186,24 @@ luaFunc(shot_setAimVector)
luaFunc(shot_getEffectTime)
{
if (lua_isstring(L, 1))
{
ShotData *data = Shot::getShotData(lua_tostring(L, 1));
luaReturnNum(data ? data->effectTime : 0.0f);
}
Shot *shot = getShot(L);
luaReturnNum((shot && shot->shotData) ? shot->shotData->effectTime : 0.0f);
}
luaFunc(shot_isIgnoreShield)
{
if (lua_isstring(L, 1))
{
ShotData *data = Shot::getShotData(lua_tostring(L, 1));
luaReturnBool(data ? data->ignoreShield : false);
}
Shot *shot = getShot(L);
luaReturnBool((shot && shot->shotData) ? shot->shotData->ignoreShield : false);
}
@ -2253,12 +2265,24 @@ luaFunc(shot_getDamage)
luaFunc(shot_getDamageType)
{
if (lua_isstring(L, 1))
{
ShotData *data = Shot::getShotData(lua_tostring(L, 1));
luaReturnInt(data ? data->damageType : 0);
}
Shot *shot = getShot(L);
luaReturnNum(shot ? shot->getDamageType() : DT_NONE);
}
luaFunc(shot_getMaxSpeed)
{
if (lua_isstring(L, 1))
{
ShotData *data = Shot::getShotData(lua_tostring(L, 1));
luaReturnNum(data ? data->maxSpeed : 0.0f);
}
Shot *shot = getShot(L);
luaReturnNum(shot ? shot->maxSpeed : 0.0f);
}
@ -2273,6 +2297,12 @@ luaFunc(shot_setMaxSpeed)
luaFunc(shot_getHomingness)
{
if (lua_isstring(L, 1))
{
ShotData *data = Shot::getShotData(lua_tostring(L, 1));
luaReturnNum(data ? data->homing : 0.0f);
}
Shot *shot = getShot(L);
luaReturnNum(shot ? shot->homingness : 0.0f);
}
@ -2287,6 +2317,12 @@ luaFunc(shot_setHomingness)
luaFunc(shot_getLifeTime)
{
if (lua_isstring(L, 1))
{
ShotData *data = Shot::getShotData(lua_tostring(L, 1));
luaReturnNum(data ? data->lifeTime : 0.0f);
}
Shot *shot = getShot(L);
luaReturnNum(shot ? shot->lifeTime : 0.0f);
}
@ -2317,6 +2353,12 @@ luaFunc(shot_setCheckDamageTarget)
luaFunc(shot_isCheckDamageTarget)
{
if (lua_isstring(L, 1))
{
ShotData *data = Shot::getShotData(lua_tostring(L, 1));
luaReturnBool(data ? data->checkDamageTarget : false);
}
Shot *shot = getShot(L);
luaReturnBool(shot ? shot->checkDamageTarget : false);
}