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2 changed files with 18 additions and 27 deletions
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@ -2695,37 +2695,30 @@ int ObjectRef::l_set_lighting(lua_State *L)
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}
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lua_pop(L, 1); // bloom
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lua_getfield(L, 2, "vision_effects");
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lua_getfield(L, 2, "color_transform_matrix");
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// if none or nil, keep color transform matrix unchanged
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if (!lua_isnoneornil(L, -1)) {
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if (!lua_istable(L, -1))
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throw LuaError("vision_effects is not a table");
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throw LuaError("vision_effects.color_transform_matrix is not a table");
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lua_getfield(L, 3, "color_transform_matrix");
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// if none or nil, keep color transform matrix unchanged
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if (!lua_isnoneornil(L, -1)) {
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for (int row = 1; row <= 3; ++row) {
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lua_rawgeti(L, -1, row);
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if (!lua_istable(L, -1))
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throw LuaError("vision_effects.color_transform_matrix is not a table");
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throw LuaError("color_transform_matrix should be in format {{a, b, c},{d, e, f},{g, a, h}}");
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for (int row = 1; row <= 3; ++row) {
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lua_rawgeti(L, -1, row);
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if (!lua_istable(L, -1))
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for (int col = 1; col <= 3; ++col) {
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lua_rawgeti(L, -1, col);
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if (!lua_isnumber(L, -1))
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throw LuaError("color_transform_matrix should be in format {{a, b, c},{d, e, f},{g, a, h}}");
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for (int col = 1; col <= 3; ++col) {
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lua_rawgeti(L, -1, col);
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if (!lua_isnumber(L, -1))
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throw LuaError("color_transform_matrix should be in format {{a, b, c},{d, e, f},{g, a, h}}");
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lighting.vision_effects.color_transform_matrix[(row - 1) * 3 + (col - 1)] = (float)lua_tonumber(L, -1);
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lua_pop(L, 1); // Pop the value at [row][col]
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}
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lua_pop(L, 1); // Pop the row table
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lighting.vision_effects.color_transform_matrix[(row - 1) * 3 + (col - 1)] = (float)lua_tonumber(L, -1);
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lua_pop(L, 1); // Pop the value at [row][col]
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}
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lua_pop(L, 1); // Pop the row table
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}
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lua_pop(L, 1); // color_transform_matrix
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}
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lua_pop(L, 1); // vision_effects
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lua_pop(L, 1); // color_transform_matrix
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}
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getServer(L)->setLighting(player, lighting);
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@ -2778,7 +2771,6 @@ int ObjectRef::l_get_lighting(lua_State *L)
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lua_pushnumber(L, lighting.bloom_radius);
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lua_setfield(L, -2, "radius");
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lua_setfield(L, -2, "bloom");
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lua_newtable(L); // "vision_effects"
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lua_newtable(L); // "color_transform_matrix"
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// Create the nested table structure {{a, b, c}, {d, e, f}, {g, h, i}}
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for (int row = 0; row < 3; row++) {
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@ -2790,7 +2782,6 @@ int ObjectRef::l_get_lighting(lua_State *L)
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lua_rawseti(L, -2, row + 1); // Set inner table in the outer matrix table
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}
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lua_setfield(L, -2, "color_transform_matrix");
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lua_setfield(L, -2, "vision_effects");
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return 1;
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}
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