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Lua work on api - entity and mob, lots more to go
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+31
-2
@@ -9,14 +9,43 @@ class Mob;
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class Lua_Mob : public Lua_Entity
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{
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public:
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Lua_Mob() { }
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Lua_Mob(Mob *d) { this->d_ = d; }
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Lua_Mob() { d_ = nullptr; }
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Lua_Mob(Mob *d) { d_ = d; }
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virtual ~Lua_Mob() { }
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const char *GetName();
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void Depop();
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void Depop(bool start_spawn_timer);
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void RogueAssassinate(Lua_Mob other);
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bool BehindMob();
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bool BehindMob(Lua_Mob other);
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bool BehindMob(Lua_Mob other, float x);
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bool BehindMob(Lua_Mob other, float x, float y);
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void SetLevel(int level);
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void SetLevel(int level, bool command);
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void SendWearChange(int material_slot);
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uint32 GetEquipment(int material_slot);
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int32 GetEquipmentMaterial(int material_slot);
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uint32 GetEquipmentColor(int material_slot);
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uint32 GetArmorTint(int i);
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bool IsMoving();
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void GotoBind();
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void Gate();
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bool Attack(Lua_Mob other);
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bool Attack(Lua_Mob other, int hand);
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bool Attack(Lua_Mob other, int hand, bool from_riposte);
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bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough);
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bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot, bool buff_tic);
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void RangedAttack(Lua_Mob other);
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void ThrowingAttack(Lua_Mob other);
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void Heal();
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void HealDamage(uint32 amount);
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void HealDamage(uint32 amount, Lua_Mob other);
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};
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#endif
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