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Lua work - loading works, I think checking for sub works. Calling subs is in the beginning stages and binding is starting
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@@ -0,0 +1,83 @@
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#ifdef LUA_EQEMU
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#include "masterentity.h"
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#include "lua_entity.h"
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#include "lua_mob.h"
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bool Lua_Entity::IsClient() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsClient();
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}
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bool Lua_Entity::IsNPC() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsNPC();
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}
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bool Lua_Entity::IsMob() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsMob();
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}
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bool Lua_Entity::IsMerc() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsMerc();
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}
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bool Lua_Entity::IsCorpse() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsCorpse();
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}
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bool Lua_Entity::IsPlayerCorpse() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsPlayerCorpse();
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}
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bool Lua_Entity::IsNPCCorpse() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsNPCCorpse();
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}
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bool Lua_Entity::IsObject() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsObject();
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}
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bool Lua_Entity::IsDoor() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsDoor();
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}
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bool Lua_Entity::IsTrap() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsTrap();
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}
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bool Lua_Entity::IsBeacon() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->IsBeacon();
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}
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int Lua_Entity::GetID() {
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Entity *ent = reinterpret_cast<Entity*>(d_);
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return ent->GetID();
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}
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Lua_Mob Lua_Entity::CastToMob() {
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Mob *m = reinterpret_cast<Mob*>(d_);
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return Lua_Mob(m);
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}
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//Lua_Client* CastToClient();
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//Lua_NPC* CastToNPC();
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//Lua_Mob* CastToMob();
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//Lua_Merc* CastToMerc();
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//Lua_Corpse* CastToCorpse();
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//Lua_Object* CastToObject();
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//Lua_Doors* CastToDoors();
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//Lua_Trap* CastToTrap();
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//Lua_Beacon* CastToBeacon();
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#endif
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