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Add Lua functions for bonelock control. Also make quad_setRepeatTexture() update tex params properly.
+ entity_setBoneLockRotation() + entity_setBoneLockOffset()
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parent
04cb3bba11
commit
66b0aa710f
3 changed files with 40 additions and 2 deletions
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@ -137,6 +137,8 @@ bool Entity::setBoneLock(const BoneLock &boneLock)
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onSetBoneLock();
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updateBoneLock();
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return true;
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}
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@ -343,6 +343,7 @@ public:
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bool isEntityInside() const;
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void updateSoundPosition();
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void updateBoneLock();
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Vector getPushVec() const { return pushVec; }
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float getPushDamage() const { return pushDamage; }
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@ -419,8 +420,6 @@ protected:
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Timer damageTimer;
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void updateBoneLock();
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float pushMaxSpeed;
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std::string currentAnim;
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LanceData *lancedata;
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@ -1889,7 +1889,10 @@ luaFunc(quad_setRepeatScale)
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{
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Quad *b = getQuad(L);
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if (b)
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{
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b->repeatToFillScale = Vector(lua_tonumber(L, 2), lua_tonumber(L, 3));
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b->refreshRepeatTextureToFill();
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}
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luaReturnNil();
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}
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@ -2954,6 +2957,38 @@ luaFunc(entity_setBoneLock)
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luaReturnBool(ret);
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}
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luaFunc(entity_setBoneLockRotation)
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{
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bool ret = false;
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if(Entity *e = entity(L))
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{
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if(BoneLock *bl = e->getBoneLock())
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{
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bl->origRot = lua_tonumber(L, 2);
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e->updateBoneLock();
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ret = true;
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}
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}
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luaReturnBool(ret);
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}
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luaFunc(entity_setBoneLockOffset)
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{
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bool ret = false;
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if(Entity *e = entity(L))
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{
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if(BoneLock *bl = e->getBoneLock())
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{
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bl->circleOffset.x = lua_tonumber(L, 2);
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bl->circleOffset.y = lua_tonumber(L, 3);
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e->updateBoneLock();
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ret = true;
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}
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}
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luaReturnBool(ret);
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}
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luaFunc(entity_setIngredient)
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{
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Entity *e = entity(L);
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@ -9935,6 +9970,8 @@ static const struct {
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luaRegister(entity_getRidingRotation),
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luaRegister(entity_getRidingFlip),
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luaRegister(entity_setBoneLock),
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luaRegister(entity_setBoneLockRotation),
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luaRegister(entity_setBoneLockOffset),
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luaRegister(entity_setIngredient),
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luaRegister(entity_setDeathScene),
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luaRegister(entity_isDeathScene),
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