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Make lua Get*List entity_list functions less silly
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d5004dfd55
commit
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@ -461,7 +461,7 @@ public:
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inline const std::unordered_map<uint16, Client *> &GetClientList() { return client_list; }
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inline const std::unordered_map<uint16, Corpse *> &GetCorpseList() { return corpse_list; }
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inline const std::unordered_map<uint16, Object *> &GetObjectList() { return object_list; }
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inline const std::unordered_map<uint16, Doors *> &GetDoorList() { return door_list; }
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inline const std::unordered_map<uint16, Doors *> &GetDoorsList() { return door_list; }
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void DepopAll(int NPCTypeID, bool StartSpawnTimer = true);
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@ -309,12 +309,11 @@ Lua_Client Lua_EntityList::GetRandomClient(float x, float y, float z, float dist
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Lua_Mob_List Lua_EntityList::GetMobList() {
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Lua_Safe_Call_Class(Lua_Mob_List);
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Lua_Mob_List ret;
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std::list<Mob*> t_list;
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self->GetMobList(t_list);
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auto &t_list = self->GetMobList();
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auto iter = t_list.begin();
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while(iter != t_list.end()) {
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ret.entries.push_back(Lua_Mob(*iter));
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ret.entries.push_back(Lua_Mob(iter->second));
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++iter;
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}
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@ -324,12 +323,11 @@ Lua_Mob_List Lua_EntityList::GetMobList() {
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Lua_Client_List Lua_EntityList::GetClientList() {
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Lua_Safe_Call_Class(Lua_Client_List);
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Lua_Client_List ret;
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std::list<Client*> t_list;
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self->GetClientList(t_list);
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auto &t_list = self->GetClientList();
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auto iter = t_list.begin();
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while(iter != t_list.end()) {
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ret.entries.push_back(Lua_Client(*iter));
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ret.entries.push_back(Lua_Client(iter->second));
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++iter;
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}
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@ -339,12 +337,11 @@ Lua_Client_List Lua_EntityList::GetClientList() {
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Lua_NPC_List Lua_EntityList::GetNPCList() {
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Lua_Safe_Call_Class(Lua_NPC_List);
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Lua_NPC_List ret;
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std::list<NPC*> t_list;
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self->GetNPCList(t_list);
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auto &t_list = self->GetNPCList();
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auto iter = t_list.begin();
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while(iter != t_list.end()) {
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ret.entries.push_back(Lua_NPC(*iter));
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ret.entries.push_back(Lua_NPC(iter->second));
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++iter;
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}
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@ -354,12 +351,11 @@ Lua_NPC_List Lua_EntityList::GetNPCList() {
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Lua_Corpse_List Lua_EntityList::GetCorpseList() {
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Lua_Safe_Call_Class(Lua_Corpse_List);
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Lua_Corpse_List ret;
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std::list<Corpse*> t_list;
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self->GetCorpseList(t_list);
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auto &t_list = self->GetCorpseList();
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auto iter = t_list.begin();
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while(iter != t_list.end()) {
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ret.entries.push_back(Lua_Corpse(*iter));
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ret.entries.push_back(Lua_Corpse(iter->second));
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++iter;
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}
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@ -369,12 +365,11 @@ Lua_Corpse_List Lua_EntityList::GetCorpseList() {
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Lua_Object_List Lua_EntityList::GetObjectList() {
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Lua_Safe_Call_Class(Lua_Object_List);
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Lua_Object_List ret;
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std::list<Object*> t_list;
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self->GetObjectList(t_list);
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auto &t_list = self->GetObjectList();
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auto iter = t_list.begin();
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while(iter != t_list.end()) {
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ret.entries.push_back(Lua_Object(*iter));
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ret.entries.push_back(Lua_Object(iter->second));
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++iter;
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}
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@ -384,12 +379,11 @@ Lua_Object_List Lua_EntityList::GetObjectList() {
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Lua_Doors_List Lua_EntityList::GetDoorsList() {
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Lua_Safe_Call_Class(Lua_Doors_List);
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Lua_Doors_List ret;
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std::list<Doors*> t_list;
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self->GetDoorsList(t_list);
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auto &t_list = self->GetDoorsList();
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auto iter = t_list.begin();
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while(iter != t_list.end()) {
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ret.entries.push_back(Lua_Door(*iter));
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ret.entries.push_back(Lua_Door(iter->second));
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++iter;
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}
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