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Add some missing getter functions to the lua API
ObjectRef: get_properties get_armor_groups get_animation get_attach get_bone_position Players: get_physics_override hud_get_hotbar_itemcount hud_get_hotbar_image hud_get_hotbar_selected_image get_sky get_day_night_ratio get_local_animation get_eye_offset Global: minetest.get_gen_notify minetest.get_noiseparams
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17 changed files with 665 additions and 8 deletions
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@ -533,6 +533,11 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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ItemGroupList LuaEntitySAO::getArmorGroups()
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{
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return m_armor_groups;
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}
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void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
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{
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m_animation_range = frame_range;
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@ -541,12 +546,25 @@ void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_
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m_animation_sent = false;
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}
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void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend)
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{
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*frame_range = m_animation_range;
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*frame_speed = m_animation_speed;
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*frame_blend = m_animation_blend;
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}
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void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false;
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}
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void LuaEntitySAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
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{
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*position = m_bone_position[bone].X;
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*rotation = m_bone_position[bone].Y;
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}
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void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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{
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// Attachments need to be handled on both the server and client.
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@ -564,6 +582,15 @@ void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f pos
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m_attachment_sent = false;
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}
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void LuaEntitySAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation)
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{
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*parent_id = m_attachment_parent_id;
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*bone = m_attachment_bone;
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*position = m_attachment_position;
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*rotation = m_attachment_rotation;
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}
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ObjectProperties* LuaEntitySAO::accessObjectProperties()
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{
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return &m_prop;
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@ -1133,6 +1160,11 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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ItemGroupList PlayerSAO::getArmorGroups()
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{
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return m_armor_groups;
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}
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void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
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{
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// store these so they can be updated to clients
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@ -1142,6 +1174,13 @@ void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_ble
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m_animation_sent = false;
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}
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void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend)
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{
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*frame_range = m_animation_range;
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*frame_speed = m_animation_speed;
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*frame_blend = m_animation_blend;
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}
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void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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// store these so they can be updated to clients
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@ -1149,6 +1188,12 @@ void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotat
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m_bone_position_sent = false;
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}
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void PlayerSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
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{
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*position = m_bone_position[bone].X;
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*rotation = m_bone_position[bone].Y;
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}
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void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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{
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// Attachments need to be handled on both the server and client.
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@ -1166,6 +1211,15 @@ void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f positi
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m_attachment_sent = false;
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}
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void PlayerSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation)
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{
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*parent_id = m_attachment_parent_id;
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*bone = m_attachment_bone;
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*position = m_attachment_position;
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*rotation = m_attachment_rotation;
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}
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ObjectProperties* PlayerSAO::accessObjectProperties()
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{
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return &m_prop;
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