[Quest API] Alphabetize Lua method exports. (#1673)

- Keeps things tidier.
- Removes unnecessary/outdated comments at the top of files.
This commit is contained in:
Kinglykrab
2021-11-06 17:36:00 -04:00
committed by GitHub
parent 8d8301fbd7
commit 7b6decaef3
20 changed files with 2506 additions and 2536 deletions
+41 -40
View File
@@ -201,50 +201,51 @@ Lua_Corpse_Loot_List Lua_Corpse::GetLootList(lua_State* L) {
luabind::scope lua_register_corpse() {
return luabind::class_<Lua_Corpse, Lua_Mob>("Corpse")
.def(luabind::constructor<>())
.property("null", &Lua_Corpse::Null)
.property("valid", &Lua_Corpse::Valid)
.def("GetCharID", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetCharID)
.def("GetDecayTime", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetDecayTime)
.def("Lock", (void(Lua_Corpse::*)(void))&Lua_Corpse::Lock)
.def("UnLock", (void(Lua_Corpse::*)(void))&Lua_Corpse::UnLock)
.def("IsLocked", (bool(Lua_Corpse::*)(void))&Lua_Corpse::IsLocked)
.def("ResetLooter", (void(Lua_Corpse::*)(void))&Lua_Corpse::ResetLooter)
.def("GetDBID", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetDBID)
.def("IsRezzed", (bool(Lua_Corpse::*)(void))&Lua_Corpse::IsRezzed)
.def("GetOwnerName", (const char *(Lua_Corpse::*)(void))&Lua_Corpse::GetOwnerName)
.def("Save", (bool(Lua_Corpse::*)(void))&Lua_Corpse::Save)
.def("Delete", (void(Lua_Corpse::*)(void))&Lua_Corpse::Delete)
.def("Bury", (void(Lua_Corpse::*)(void))&Lua_Corpse::Bury)
.def("Depop", (void(Lua_Corpse::*)(void))&Lua_Corpse::Depop)
.def("CountItems", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::CountItems)
.def("AddItem", (void(Lua_Corpse::*)(uint32, uint16, int16, uint32, uint32, uint32, uint32, uint32))&Lua_Corpse::AddItem)
.def("GetWornItem", (uint32(Lua_Corpse::*)(int16))&Lua_Corpse::GetWornItem)
.def("RemoveItem", (void(Lua_Corpse::*)(uint16))&Lua_Corpse::RemoveItem)
.def("SetCash", (void(Lua_Corpse::*)(uint32, uint32, uint32, uint32))&Lua_Corpse::SetCash)
.def("RemoveCash", (void(Lua_Corpse::*)(void))&Lua_Corpse::RemoveCash)
.def("IsEmpty", (bool(Lua_Corpse::*)(void))&Lua_Corpse::IsEmpty)
.def("SetDecayTimer", (void(Lua_Corpse::*)(uint32))&Lua_Corpse::SetDecayTimer)
.def("CanMobLoot", (bool(Lua_Corpse::*)(int))&Lua_Corpse::CanMobLoot)
.def("AllowMobLoot", (void(Lua_Corpse::*)(Lua_Mob, uint8))&Lua_Corpse::AllowMobLoot)
.def("Summon", (bool(Lua_Corpse::*)(Lua_Client, bool, bool))&Lua_Corpse::Summon)
.def("GetCopper", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetCopper)
.def("GetSilver", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetSilver)
.def("GetGold", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetGold)
.def("GetPlatinum", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetPlatinum)
.def("AddLooter", (void(Lua_Corpse::*)(Lua_Mob))&Lua_Corpse::AddLooter)
.def("HasItem", (bool(Lua_Corpse::*)(uint32))&Lua_Corpse::HasItem)
.def("CountItem", (uint16(Lua_Corpse::*)(uint32))&Lua_Corpse::CountItem)
.def("GetItemIDBySlot", (uint32(Lua_Corpse::*)(uint16))&Lua_Corpse::GetItemIDBySlot)
.def("GetFirstSlotByItemID", (uint16(Lua_Corpse::*)(uint32))&Lua_Corpse::GetFirstSlotByItemID)
.def("RemoveItemByID", (void(Lua_Corpse::*)(uint32))&Lua_Corpse::RemoveItemByID)
.def("RemoveItemByID", (void(Lua_Corpse::*)(uint32,int))&Lua_Corpse::RemoveItemByID)
.def("GetLootList", (Lua_Corpse_Loot_List(Lua_Corpse::*)(lua_State* L))&Lua_Corpse::GetLootList);
.def(luabind::constructor<>())
.property("null", &Lua_Corpse::Null)
.property("valid", &Lua_Corpse::Valid)
.def("AddItem", (void(Lua_Corpse::*)(uint32, uint16, int16, uint32, uint32, uint32, uint32, uint32))&Lua_Corpse::AddItem)
.def("AddLooter", (void(Lua_Corpse::*)(Lua_Mob))&Lua_Corpse::AddLooter)
.def("AllowMobLoot", (void(Lua_Corpse::*)(Lua_Mob, uint8))&Lua_Corpse::AllowMobLoot)
.def("Bury", (void(Lua_Corpse::*)(void))&Lua_Corpse::Bury)
.def("CanMobLoot", (bool(Lua_Corpse::*)(int))&Lua_Corpse::CanMobLoot)
.def("CountItem", (uint16(Lua_Corpse::*)(uint32))&Lua_Corpse::CountItem)
.def("CountItems", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::CountItems)
.def("Delete", (void(Lua_Corpse::*)(void))&Lua_Corpse::Delete)
.def("Depop", (void(Lua_Corpse::*)(void))&Lua_Corpse::Depop)
.def("GetCharID", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetCharID)
.def("GetCopper", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetCopper)
.def("GetDBID", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetDBID)
.def("GetDecayTime", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetDecayTime)
.def("GetFirstSlotByItemID", (uint16(Lua_Corpse::*)(uint32))&Lua_Corpse::GetFirstSlotByItemID)
.def("GetGold", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetGold)
.def("GetItemIDBySlot", (uint32(Lua_Corpse::*)(uint16))&Lua_Corpse::GetItemIDBySlot)
.def("GetLootList", (Lua_Corpse_Loot_List(Lua_Corpse::*)(lua_State* L))&Lua_Corpse::GetLootList)
.def("GetOwnerName", (const char *(Lua_Corpse::*)(void))&Lua_Corpse::GetOwnerName)
.def("GetPlatinum", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetPlatinum)
.def("GetSilver", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetSilver)
.def("GetWornItem", (uint32(Lua_Corpse::*)(int16))&Lua_Corpse::GetWornItem)
.def("HasItem", (bool(Lua_Corpse::*)(uint32))&Lua_Corpse::HasItem)
.def("IsEmpty", (bool(Lua_Corpse::*)(void))&Lua_Corpse::IsEmpty)
.def("IsLocked", (bool(Lua_Corpse::*)(void))&Lua_Corpse::IsLocked)
.def("IsRezzed", (bool(Lua_Corpse::*)(void))&Lua_Corpse::IsRezzed)
.def("Lock", (void(Lua_Corpse::*)(void))&Lua_Corpse::Lock)
.def("RemoveCash", (void(Lua_Corpse::*)(void))&Lua_Corpse::RemoveCash)
.def("RemoveItem", (void(Lua_Corpse::*)(uint16))&Lua_Corpse::RemoveItem)
.def("RemoveItemByID", (void(Lua_Corpse::*)(uint32))&Lua_Corpse::RemoveItemByID)
.def("RemoveItemByID", (void(Lua_Corpse::*)(uint32,int))&Lua_Corpse::RemoveItemByID)
.def("ResetLooter", (void(Lua_Corpse::*)(void))&Lua_Corpse::ResetLooter)
.def("Save", (bool(Lua_Corpse::*)(void))&Lua_Corpse::Save)
.def("SetCash", (void(Lua_Corpse::*)(uint32, uint32, uint32, uint32))&Lua_Corpse::SetCash)
.def("SetDecayTimer", (void(Lua_Corpse::*)(uint32))&Lua_Corpse::SetDecayTimer)
.def("Summon", (bool(Lua_Corpse::*)(Lua_Client, bool, bool))&Lua_Corpse::Summon)
.def("UnLock", (void(Lua_Corpse::*)(void))&Lua_Corpse::UnLock);
}
luabind::scope lua_register_corpse_loot_list() {
return luabind::class_<Lua_Corpse_Loot_List>("CorpseLootList")
.def_readwrite("entries", &Lua_Corpse_Loot_List::entries, luabind::return_stl_iterator);
.def_readwrite("entries", &Lua_Corpse_Loot_List::entries, luabind::return_stl_iterator);
}
#endif