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Add TryMoveAlong(distance, angle)
This will take a distance you would like to move and an EQ angle you would like to move relative to current heading (so 0 is in front, 256 behind) Exported to Lua as well
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@@ -282,6 +282,16 @@ void Lua_Mob::GMMove(double x, double y, double z, double heading, bool send_upd
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self->GMMove(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), static_cast<float>(heading), send_update);
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}
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void Lua_Mob::TryMoveAlong(float distance, float angle) {
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Lua_Safe_Call_Void();
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self->TryMoveAlong(distance, angle);
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}
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void Lua_Mob::TryMoveAlong(float distance, float angle, bool send) {
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Lua_Safe_Call_Void();
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self->TryMoveAlong(distance, angle, send);
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}
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bool Lua_Mob::HasProcs() {
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Lua_Safe_Call_Bool();
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return self->HasProcs();
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@@ -2197,6 +2207,8 @@ luabind::scope lua_register_mob() {
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.def("GMMove", (void(Lua_Mob::*)(double,double,double))&Lua_Mob::GMMove)
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.def("GMMove", (void(Lua_Mob::*)(double,double,double,double))&Lua_Mob::GMMove)
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.def("GMMove", (void(Lua_Mob::*)(double,double,double,double,bool))&Lua_Mob::GMMove)
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.def("TryMoveAlong", (void(Lua_Mob::*)(float,float))&Lua_Mob::TryMoveAlong)
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.def("TryMoveAlong", (void(Lua_Mob::*)(float,float,bool))&Lua_Mob::TryMoveAlong)
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.def("HasProcs", &Lua_Mob::HasProcs)
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.def("IsInvisible", (bool(Lua_Mob::*)(void))&Lua_Mob::IsInvisible)
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.def("IsInvisible", (bool(Lua_Mob::*)(Lua_Mob))&Lua_Mob::IsInvisible)
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