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More texture / ornamentation work - export SetPrimaryWeaponOrnamentation and SetSecondaryWeaponOrnamentation to Perl / Lua
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@@ -1486,6 +1486,16 @@ void Lua_Client::DisableAreaRegens()
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self->DisableAreaRegens();
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}
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void Lua_Client::SetPrimaryWeaponOrnamentation(uint32 model_id) {
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Lua_Safe_Call_Void();
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self->SetPrimaryWeaponOrnamentation(model_id);
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}
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void Lua_Client::SetSecondaryWeaponOrnamentation(uint32 model_id) {
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Lua_Safe_Call_Void();
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self->SetSecondaryWeaponOrnamentation(model_id);
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}
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luabind::scope lua_register_client() {
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return luabind::class_<Lua_Client, Lua_Mob>("Client")
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.def(luabind::constructor<>())
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@@ -1548,6 +1558,8 @@ luabind::scope lua_register_client() {
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.def("GetBindHeading", (float(Lua_Client::*)(int))&Lua_Client::GetBindHeading)
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.def("GetBindZoneID", (uint32(Lua_Client::*)(void))&Lua_Client::GetBindZoneID)
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.def("GetBindZoneID", (uint32(Lua_Client::*)(int))&Lua_Client::GetBindZoneID)
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.def("SetPrimaryWeaponOrnamentation", (void(Lua_Client::*)(uint32))&Lua_Client::SetPrimaryWeaponOrnamentation)
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.def("SetSecondaryWeaponOrnamentation", (void(Lua_Client::*)(uint32))&Lua_Client::SetSecondaryWeaponOrnamentation)
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.def("MovePC", (void(Lua_Client::*)(int,float,float,float,float))&Lua_Client::MovePC)
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.def("MovePCInstance", (void(Lua_Client::*)(int,int,float,float,float,float))&Lua_Client::MovePCInstance)
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.def("ChangeLastName", (void(Lua_Client::*)(const char *in))&Lua_Client::ChangeLastName)
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