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Rename ObjectRef methods to be consistent and predictable

This commit is contained in:
rubenwardy 2017-01-16 13:08:59 +00:00
parent f3bd4c405d
commit 63c892eedf
4 changed files with 67 additions and 66 deletions

View file

@ -57,15 +57,15 @@ private:
// remove(self)
static int l_remove(lua_State *L);
// getpos(self)
// get_pos(self)
// returns: {x=num, y=num, z=num}
static int l_getpos(lua_State *L);
static int l_get_pos(lua_State *L);
// setpos(self, pos)
static int l_setpos(lua_State *L);
// set_pos(self, pos)
static int l_set_pos(lua_State *L);
// moveto(self, pos, continuous=false)
static int l_moveto(lua_State *L);
// move_to(self, pos, continuous=false)
static int l_move_to(lua_State *L);
// punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
static int l_punch(lua_State *L);
@ -143,30 +143,30 @@ private:
/* LuaEntitySAO-only */
// setvelocity(self, {x=num, y=num, z=num})
static int l_setvelocity(lua_State *L);
// set_velocity(self, {x=num, y=num, z=num})
static int l_set_velocity(lua_State *L);
// getvelocity(self)
static int l_getvelocity(lua_State *L);
// get_velocity(self)
static int l_get_velocity(lua_State *L);
// setacceleration(self, {x=num, y=num, z=num})
static int l_setacceleration(lua_State *L);
// set_acceleration(self, {x=num, y=num, z=num})
static int l_set_acceleration(lua_State *L);
// getacceleration(self)
static int l_getacceleration(lua_State *L);
// get_acceleration(self)
static int l_get_acceleration(lua_State *L);
// setyaw(self, radians)
static int l_setyaw(lua_State *L);
// set_yaw(self, radians)
static int l_set_yaw(lua_State *L);
// getyaw(self)
static int l_getyaw(lua_State *L);
// get_yaw(self)
static int l_get_yaw(lua_State *L);
// settexturemod(self, mod)
static int l_settexturemod(lua_State *L);
// set_texture_mod(self, mod)
static int l_set_texture_mod(lua_State *L);
// setsprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
// set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
// select_horiz_by_yawpitch=false)
static int l_setsprite(lua_State *L);
static int l_set_sprite(lua_State *L);
// DEPRECATED
// get_entity_name(self)