#ifdef LUA_EQEMU #include "masterentity.h" #include "lua_mob.h" const char *Lua_Mob::GetName() { Lua_Safe_Call_String(); return self->GetName(); } void Lua_Mob::Depop() { Lua_Safe_Call_Void(); return self->Depop(); } void Lua_Mob::Depop(bool start_spawn_timer) { Lua_Safe_Call_Void(); return self->Depop(start_spawn_timer); } void Lua_Mob::RogueAssassinate(Lua_Mob other) { Lua_Safe_Call_Void(); self->RogueAssassinate(other); } bool Lua_Mob::BehindMob() { Lua_Safe_Call_Bool(); return self->BehindMob(); } bool Lua_Mob::BehindMob(Lua_Mob other) { Lua_Safe_Call_Bool(); return self->BehindMob(other); } bool Lua_Mob::BehindMob(Lua_Mob other, float x) { Lua_Safe_Call_Bool(); return self->BehindMob(other, x); } bool Lua_Mob::BehindMob(Lua_Mob other, float x, float y) { Lua_Safe_Call_Bool(); return self->BehindMob(other, x, y); } void Lua_Mob::SetLevel(int level) { Lua_Safe_Call_Void(); self->SetLevel(level); } void Lua_Mob::SetLevel(int level, bool command) { Lua_Safe_Call_Void(); self->SetLevel(level, command); } void Lua_Mob::SendWearChange(int material_slot) { Lua_Safe_Call_Void(); self->SendWearChange(material_slot); } uint32 Lua_Mob::GetEquipment(int material_slot) { Lua_Safe_Call_Int(); return self->GetEquipment(material_slot); } int32 Lua_Mob::GetEquipmentMaterial(int material_slot) { Lua_Safe_Call_Int(); return self->GetEquipmentMaterial(material_slot); } uint32 Lua_Mob::GetEquipmentColor(int material_slot) { Lua_Safe_Call_Int(); return self->GetEquipmentColor(material_slot); } uint32 Lua_Mob::GetArmorTint(int i) { Lua_Safe_Call_Int(); return self->GetArmorTint(i); } bool Lua_Mob::IsMoving() { Lua_Safe_Call_Bool(); return self->IsMoving(); } void Lua_Mob::GotoBind() { Lua_Safe_Call_Void(); self->GoToBind(); } void Lua_Mob::Gate() { Lua_Safe_Call_Void(); self->Gate(); } bool Lua_Mob::Attack(Lua_Mob other) { Lua_Safe_Call_Bool(); return self->Attack(other); } bool Lua_Mob::Attack(Lua_Mob other, int hand) { Lua_Safe_Call_Bool(); return self->Attack(other, hand); } bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte) { Lua_Safe_Call_Bool(); return self->Attack(other, hand, from_riposte); } bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough) { Lua_Safe_Call_Bool(); return self->Attack(other, hand, from_riposte, is_strikethrough); } bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell) { Lua_Safe_Call_Bool(); return self->Attack(other, hand, from_riposte, is_strikethrough, is_from_spell); } void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill) { Lua_Safe_Call_Void(); return self->Damage(from, damage, spell_id, static_cast(attack_skill)); } void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable) { Lua_Safe_Call_Void(); return self->Damage(from, damage, spell_id, static_cast(attack_skill), avoidable); } void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot) { Lua_Safe_Call_Void(); return self->Damage(from, damage, spell_id, static_cast(attack_skill), avoidable, buffslot); } void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot, bool buff_tic) { Lua_Safe_Call_Void(); return self->Damage(from, damage, spell_id, static_cast(attack_skill), avoidable, buffslot, buff_tic); } void Lua_Mob::RangedAttack(Lua_Mob other) { Lua_Safe_Call_Void(); self->RangedAttack(other); } void Lua_Mob::ThrowingAttack(Lua_Mob other) { Lua_Safe_Call_Void(); self->ThrowingAttack(other); } void Lua_Mob::Heal() { Lua_Safe_Call_Void(); self->Heal(); } void Lua_Mob::HealDamage(uint32 amount) { Lua_Safe_Call_Void(); self->HealDamage(amount); } void Lua_Mob::HealDamage(uint32 amount, Lua_Mob other) { Lua_Safe_Call_Void(); self->HealDamage(amount, other); } uint32 Lua_Mob::GetLevelCon(int other) { Lua_Safe_Call_Int(); return self->GetLevelCon(other); } uint32 Lua_Mob::GetLevelCon(int my, int other) { Lua_Safe_Call_Int(); return self->GetLevelCon(my, other); } void Lua_Mob::SetHP(int hp) { Lua_Safe_Call_Void(); self->SetHP(hp); } void Lua_Mob::DoAnim(int anim_num) { Lua_Safe_Call_Void(); self->DoAnim(anim_num); } void Lua_Mob::DoAnim(int anim_num, int type) { Lua_Safe_Call_Void(); self->DoAnim(anim_num, type); } void Lua_Mob::DoAnim(int anim_num, int type, bool ackreq) { Lua_Safe_Call_Void(); self->DoAnim(anim_num, type, ackreq); } void Lua_Mob::DoAnim(int anim_num, int type, bool ackreq, int filter) { Lua_Safe_Call_Void(); self->DoAnim(anim_num, type, ackreq, static_cast(filter)); } void Lua_Mob::ChangeSize(double in_size) { Lua_Safe_Call_Void(); self->ChangeSize(in_size); } void Lua_Mob::ChangeSize(double in_size, bool no_restriction) { Lua_Safe_Call_Void(); self->ChangeSize(in_size, no_restriction); } void Lua_Mob::GMMove(double x, double y, double z) { Lua_Safe_Call_Void(); self->GMMove(x, y, z); } void Lua_Mob::GMMove(double x, double y, double z, double heading) { Lua_Safe_Call_Void(); self->GMMove(x, y, z, heading); } void Lua_Mob::GMMove(double x, double y, double z, double heading, bool send_update) { Lua_Safe_Call_Void(); self->GMMove(x, y, z, heading, send_update); } void Lua_Mob::SendPosUpdate() { Lua_Safe_Call_Void(); self->SendPosUpdate(); } void Lua_Mob::SendPosUpdate(bool send_to_self) { Lua_Safe_Call_Void(); self->SendPosUpdate(send_to_self ? 1 : 0); } void Lua_Mob::SendPosition() { Lua_Safe_Call_Void(); self->SendPosition(); } bool Lua_Mob::HasProcs() { Lua_Safe_Call_Bool(); return self->HasProcs(); } bool Lua_Mob::IsInvisible() { Lua_Safe_Call_Bool(); return self->IsInvisible(); } bool Lua_Mob::IsInvisible(Lua_Mob other) { Lua_Safe_Call_Bool(); return self->IsInvisible(other); } void Lua_Mob::SetInvisible(int state) { Lua_Safe_Call_Void(); self->SetInvisible(state); } bool Lua_Mob::FindBuff(int spell_id) { Lua_Safe_Call_Bool(); return self->FindBuff(spell_id); } bool Lua_Mob::FindType(int type) { Lua_Safe_Call_Bool(); return self->FindType(type); } bool Lua_Mob::FindType(int type, bool offensive) { Lua_Safe_Call_Bool(); return self->FindType(type, offensive); } bool Lua_Mob::FindType(int type, bool offensive, int threshold) { Lua_Safe_Call_Bool(); return self->FindType(type, offensive, threshold); } int Lua_Mob::GetBuffSlotFromType(int slot) { Lua_Safe_Call_Bool(); return self->GetBuffSlotFromType(slot); } void Lua_Mob::MakePet(int spell_id, const char* pet_type) { Lua_Safe_Call_Void(); self->MakePet(spell_id, pet_type); } void Lua_Mob::MakePet(int spell_id, const char* pet_type, const char *pet_name) { Lua_Safe_Call_Void(); self->MakePet(spell_id, pet_type, pet_name); } void Lua_Mob::MakePoweredPet(int spell_id, const char* pet_type, int pet_power) { Lua_Safe_Call_Void(); self->MakePoweredPet(spell_id, pet_type, pet_power); } void Lua_Mob::MakePoweredPet(int spell_id, const char* pet_type, int pet_power, const char *pet_name) { Lua_Safe_Call_Void(); self->MakePoweredPet(spell_id, pet_type, pet_power, pet_name); } int Lua_Mob::GetBaseRace() { Lua_Safe_Call_Int(); return self->GetBaseRace(); } int Lua_Mob::GetBaseGender() { Lua_Safe_Call_Int(); return self->GetBaseGender(); } int Lua_Mob::GetDeity() { Lua_Safe_Call_Int(); return self->GetDeity(); } int Lua_Mob::GetRace() { Lua_Safe_Call_Int(); return self->GetRace(); } int Lua_Mob::GetGender() { Lua_Safe_Call_Int(); return self->GetGender(); } int Lua_Mob::GetTexture() { Lua_Safe_Call_Int(); return self->GetTexture(); } int Lua_Mob::GetHelmTexture() { Lua_Safe_Call_Int(); return self->GetHelmTexture(); } int Lua_Mob::GetHairColor() { Lua_Safe_Call_Int(); return self->GetHairColor(); } int Lua_Mob::GetBeardColor() { Lua_Safe_Call_Int(); return self->GetBeardColor(); } int Lua_Mob::GetEyeColor1() { Lua_Safe_Call_Int(); return self->GetEyeColor1(); } int Lua_Mob::GetEyeColor2() { Lua_Safe_Call_Int(); return self->GetEyeColor2(); } int Lua_Mob::GetHairStyle() { Lua_Safe_Call_Int(); return self->GetHairStyle(); } int Lua_Mob::GetLuclinFace() { Lua_Safe_Call_Int(); return self->GetLuclinFace(); } int Lua_Mob::GetBeard() { Lua_Safe_Call_Int(); return self->GetBeard(); } int Lua_Mob::GetDrakkinHeritage() { Lua_Safe_Call_Int(); return self->GetDrakkinHeritage(); } int Lua_Mob::GetDrakkinTattoo() { Lua_Safe_Call_Int(); return self->GetDrakkinTattoo(); } int Lua_Mob::GetDrakkinDetails() { Lua_Safe_Call_Int(); return self->GetDrakkinDetails(); } int Lua_Mob::GetClass() { Lua_Safe_Call_Int(); return self->GetClass(); } int Lua_Mob::GetLevel() { Lua_Safe_Call_Int(); return self->GetLevel(); } const char *Lua_Mob::GetCleanName() { Lua_Safe_Call_String(); return self->GetCleanName(); } Lua_Mob Lua_Mob::GetTarget() { Lua_Safe_Call_Mob(); return Lua_Mob(self->GetTarget()); } void Lua_Mob::SetTarget(Lua_Mob t) { Lua_Safe_Call_Void(); self->SetTarget(t); } double Lua_Mob::GetHPRatio() { Lua_Safe_Call_Real(); return self->GetHPRatio(); } bool Lua_Mob::IsWarriorClass() { Lua_Safe_Call_Bool(); return self->IsWarriorClass(); } int Lua_Mob::GetHP() { Lua_Safe_Call_Int(); return self->GetHP(); } int Lua_Mob::GetMaxHP() { Lua_Safe_Call_Int(); return self->GetMaxHP(); } int Lua_Mob::GetItemHPBonuses() { Lua_Safe_Call_Int(); return self->GetItemHPBonuses(); } int Lua_Mob::GetSpellHPBonuses() { Lua_Safe_Call_Int(); return self->GetSpellHPBonuses(); } double Lua_Mob::GetWalkspeed() { Lua_Safe_Call_Real(); return self->GetWalkspeed(); } double Lua_Mob::GetRunspeed() { Lua_Safe_Call_Real(); return self->GetRunspeed(); } int Lua_Mob::GetCasterLevel(int spell_id) { Lua_Safe_Call_Int(); return self->GetCasterLevel(spell_id); } int Lua_Mob::GetMaxMana() { Lua_Safe_Call_Int(); return self->GetMaxMana(); } int Lua_Mob::GetMana() { Lua_Safe_Call_Int(); return self->GetMana(); } int Lua_Mob::SetMana(int mana) { Lua_Safe_Call_Int(); return self->SetMana(mana); } double Lua_Mob::GetManaRatio() { Lua_Safe_Call_Real(); return self->GetManaRatio(); } int Lua_Mob::GetAC() { Lua_Safe_Call_Int(); return self->GetAC(); } int Lua_Mob::GetATK() { Lua_Safe_Call_Int(); return self->GetATK(); } int Lua_Mob::GetSTR() { Lua_Safe_Call_Int(); return self->GetSTR(); } int Lua_Mob::GetSTA() { Lua_Safe_Call_Int(); return self->GetSTA(); } int Lua_Mob::GetDEX() { Lua_Safe_Call_Int(); return self->GetDEX(); } int Lua_Mob::GetAGI() { Lua_Safe_Call_Int(); return self->GetAGI(); } int Lua_Mob::GetINT() { Lua_Safe_Call_Int(); return self->GetINT(); } int Lua_Mob::GetWIS() { Lua_Safe_Call_Int(); return self->GetWIS(); } int Lua_Mob::GetCHA() { Lua_Safe_Call_Int(); return self->GetCHA(); } int Lua_Mob::GetMR() { Lua_Safe_Call_Int(); return self->GetMR(); } int Lua_Mob::GetFR() { Lua_Safe_Call_Int(); return self->GetFR(); } int Lua_Mob::GetDR() { Lua_Safe_Call_Int(); return self->GetDR(); } int Lua_Mob::GetPR() { Lua_Safe_Call_Int(); return self->GetPR(); } int Lua_Mob::GetCR() { Lua_Safe_Call_Int(); return self->GetCR(); } int Lua_Mob::GetCorruption() { Lua_Safe_Call_Int(); return self->GetCorrup(); } int Lua_Mob::GetMaxSTR() { Lua_Safe_Call_Int(); return self->GetMaxSTR(); } int Lua_Mob::GetMaxSTA() { Lua_Safe_Call_Int(); return self->GetMaxSTA(); } int Lua_Mob::GetMaxDEX() { Lua_Safe_Call_Int(); return self->GetMaxDEX(); } int Lua_Mob::GetMaxAGI() { Lua_Safe_Call_Int(); return self->GetMaxAGI(); } int Lua_Mob::GetMaxINT() { Lua_Safe_Call_Int(); return self->GetMaxINT(); } int Lua_Mob::GetMaxWIS() { Lua_Safe_Call_Int(); return self->GetMaxWIS(); } int Lua_Mob::GetMaxCHA() { Lua_Safe_Call_Int(); return self->GetMaxCHA(); } double Lua_Mob::GetActSpellRange(int spell_id, double range) { Lua_Safe_Call_Real(); return self->GetActSpellRange(spell_id, range); } double Lua_Mob::GetActSpellRange(int spell_id, double range, bool is_bard) { Lua_Safe_Call_Real(); return self->GetActSpellRange(spell_id, range, is_bard); } int Lua_Mob::GetActSpellDamage(int spell_id, int value) { Lua_Safe_Call_Int(); return self->GetActSpellDamage(spell_id, value); } int Lua_Mob::GetActSpellHealing(int spell_id, int value) { Lua_Safe_Call_Int(); return self->GetActSpellHealing(spell_id, value); } int Lua_Mob::GetActSpellCost(int spell_id, int cost) { Lua_Safe_Call_Int(); return self->GetActSpellCost(spell_id, cost); } int Lua_Mob::GetActSpellDuration(int spell_id, int duration) { Lua_Safe_Call_Int(); return self->GetActSpellDuration(spell_id, duration); } int Lua_Mob::GetActSpellCasttime(int spell_id, int cast_time) { Lua_Safe_Call_Int(); return self->GetActSpellCasttime(spell_id, cast_time); } double Lua_Mob::ResistSpell(int resist_type, int spell_id, Lua_Mob caster) { Lua_Safe_Call_Real(); return self->ResistSpell(resist_type, spell_id, caster); } double Lua_Mob::ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override) { Lua_Safe_Call_Real(); return self->ResistSpell(resist_type, spell_id, caster, use_resist_override); } double Lua_Mob::ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override, int resist_override) { Lua_Safe_Call_Real(); return self->ResistSpell(resist_type, spell_id, caster, use_resist_override, resist_override); } double Lua_Mob::ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override, int resist_override, bool charisma_check) { Lua_Safe_Call_Real(); return self->ResistSpell(resist_type, spell_id, caster, use_resist_override, resist_override, charisma_check); } int Lua_Mob::GetSpecializeSkillValue(int spell_id) { Lua_Safe_Call_Int(); return self->GetSpecializeSkillValue(spell_id); } int Lua_Mob::GetNPCTypeID() { Lua_Safe_Call_Int(); return self->GetNPCTypeID(); } bool Lua_Mob::IsTargeted() { Lua_Safe_Call_Bool(); return self->IsTargeted(); } double Lua_Mob::GetX() { Lua_Safe_Call_Real(); return self->GetX(); } double Lua_Mob::GetY() { Lua_Safe_Call_Real(); return self->GetY(); } double Lua_Mob::GetZ() { Lua_Safe_Call_Real(); return self->GetZ(); } double Lua_Mob::GetHeading() { Lua_Safe_Call_Real(); return self->GetHeading(); } double Lua_Mob::GetWaypointX() { Lua_Safe_Call_Real(); return self->GetCWPX(); } double Lua_Mob::GetWaypointY() { Lua_Safe_Call_Real(); return self->GetCWPY(); } double Lua_Mob::GetWaypointZ() { Lua_Safe_Call_Real(); return self->GetCWPZ(); } double Lua_Mob::GetWaypointH() { Lua_Safe_Call_Real(); return self->GetCWPH(); } double Lua_Mob::GetWaypointPause() { Lua_Safe_Call_Real(); return self->GetCWPP(); } int Lua_Mob::GetWaypointID() { Lua_Safe_Call_Int(); return self->GetCWP(); } void Lua_Mob::SetCurrentWP(int wp) { Lua_Safe_Call_Void(); self->SetCurrentWP(wp); } double Lua_Mob::GetSize() { Lua_Safe_Call_Real(); return self->GetSize(); } void Lua_Mob::SetFollowID(int id) { Lua_Safe_Call_Void(); self->SetFollowID(id); } int Lua_Mob::GetFollowID() { Lua_Safe_Call_Int(); return self->GetFollowID(); } void Lua_Mob::Message(int type, const char *message) { Lua_Safe_Call_Void(); self->Message(type, message); } void Lua_Mob::Message_StringID(int type, int string_id, uint32 distance) { Lua_Safe_Call_Void(); self->Message_StringID(type, string_id, distance); } void Lua_Mob::Say(const char *message) { Lua_Safe_Call_Void(); self->Say(message); } void Lua_Mob::Shout(const char *message) { Lua_Safe_Call_Void(); self->Shout(message); } void Lua_Mob::Emote(const char *message) { Lua_Safe_Call_Void(); self->Emote(message); } void Lua_Mob::InterruptSpell() { Lua_Safe_Call_Void(); self->InterruptSpell(); } void Lua_Mob::InterruptSpell(int spell_id) { Lua_Safe_Call_Void(); self->InterruptSpell(spell_id); } //bool Lua_Mob::CastSpell(int spell_id, int target_id) { // Lua_Safe_Call_Void(); // return self->CastSpell(spell_id, target_id); //} // //bool Lua_Mob::CastSpell(int spell_id, int target_id, int slot) { // Lua_Safe_Call_Void(); // return self->CastSpell(spell_id, target_id, slot); //} // //bool Lua_Mob::CastSpell(int spell_id, int target_id, int slot, int cast_time) { // Lua_Safe_Call_Void(); // return self->CastSpell(spell_id, target_id, slot, cast_time); //} // //bool Lua_Mob::CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost) { // Lua_Safe_Call_Void(); // return self->CastSpell(spell_id, target_id, slot, cast_time, mana_cost); //} // //bool Lua_Mob::CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost, int item_slot) { // Lua_Safe_Call_Void(); // return self->CastSpell(spell_id, target_id, slot, cast_time, mana_cost, nullptr, static_cast(item_slot)); //} // //bool Lua_Mob::CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost, int item_slot, int timer, // int timer_duration) { // Lua_Safe_Call_Void(); // return self->CastSpell(spell_id, target_id, slot, cast_time, mana_cost, nullptr, static_cast(item_slot), // static_cast(timer), static_cast(timer_duration)); //} // //bool Lua_Mob::CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost, int item_slot, int timer, // int timer_duration, int resist_adjust) { // Lua_Safe_Call_Void(); // int16 res = resist_adjust; // // return self->CastSpell(spell_id, target_id, slot, cast_time, mana_cost, nullptr, static_cast(item_slot), // static_cast(timer), static_cast(timer_duration), 0, &res); //} // //bool Lua_Mob::SpellFinished(int spell_id, Lua_Mob target) { // return SpellFinished(spell_id, target, 10, 0, 0xFFFFFFFF, 0, false); //} // //bool Lua_Mob::SpellFinished(int spell_id, Lua_Mob target, int slot) { // return SpellFinished(spell_id, target, slot, 0, 0xFFFFFFFF, 0, false); //} // //bool Lua_Mob::SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used) { // return SpellFinished(spell_id, target, slot, mana_used, 0xFFFFFFFF, 0, false); //} // //bool Lua_Mob::SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot) { // return SpellFinished(spell_id, target, slot, mana_used, inventory_slot, 0, false); //} // //bool Lua_Mob::SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot, int resist_adjust) { // return SpellFinished(spell_id, target, slot, mana_used, inventory_slot, resist_adjust, false); //} // //bool Lua_Mob::SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot, int resist_adjust, bool proc) { // Lua_Safe_Call_Void(); // Lua_Safe_Cast(Mob, t, target); // return self->SpellFinished(spell_id, t, slot, mana_used, inventory_slot, resist_adjust, proc); //} // //void Lua_Mob::SpellEffect(Lua_Mob caster, int spell_id, double partial) { // Lua_Safe_Call_Void(); // Lua_Safe_Cast(Mob, c, caster); // // self->SpellEffect(c, spell_id, partial); // Lua_Safe_Cast(Mob, c, caster); //} // //bool Lua_Mob::IsImmuneToSpell(int spell_id, Lua_Mob caster) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::BuffFadeBySpellID(int spell_id) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::BuffFadeByEffect(int effect_id, int skip_slot) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::BuffFadeAll() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::BuffFadeDetrimental() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::BuffFadeBySlot(int slot, bool recalc_bonuses) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::BuffFadeDetrimentalByCaster(Lua_Mob caster) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::BuffFadeBySitModifier() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::BuffModifyDurationBySpellID(int spell_id, int new_duration) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::CanBuffStack(int spell_id, int caster_level, bool fail_if_overwrite) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsCasting() { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::CastingSpellID() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetAppearance(int app) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetAppearance(int app, bool ignore_self) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetAppearance() { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetPetID() { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetOwnerID() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetPetType(int type) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetPetType() { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetBodyType() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetBodyType(int type) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::Stun(int duration) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::UnStun() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::Spin() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::Kill() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetInvul(bool invul) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::GetInvul() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetExtraHaste(int haste) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetHaste() { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetMonkHandToHandDamage() { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetMonkHandToHandDelay() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::CanThisClassDoubleAttack() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::CanThisClassDualWield() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::CanThisClassRiposte() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::CanThisClassDodge() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::CanThisClassParry() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::CanThisClassBlock() { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetClassLevelFactor() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::Mesmerize() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsMezzed() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsStunned() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::StartEnrage() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsEnraged() { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetReverseFactionCon(Lua_Mob other) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsAIControlled() { // Lua_Safe_Call_Void(); //} // //double Lua_Mob::GetAggroRange() { // Lua_Safe_Call_Void(); //} // //double Lua_Mob::GetAssistRange() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetPetOrder(int order) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetPetOrder() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsRoamer() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsRooted() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::AddToHateList(Lua_Mob other) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::AddToHateList(Lua_Mob other, int hate) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::AddToHateList(Lua_Mob other, int hate, int damage) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy, bool buff_tic) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::RemoveFromHateList(Lua_Mob mob) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetHate(Lua_Mob other) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetHate(Lua_Mob other, int hate) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetHate(Lua_Mob other, int hate, int damage) { // Lua_Safe_Call_Void(); //} // //uint32 Lua_Mob::GetHateAmount(Lua_Mob tmob) { // Lua_Safe_Call_Void(); //} // //uint32 Lua_Mob::GetHateAmount(Lua_Mob tmob, bool is_damage) { // Lua_Safe_Call_Void(); //} // //uint32 Lua_Mob::GetDamageAmount(Lua_Mob tmob) { // Lua_Safe_Call_Void(); //} // //Lua_Mob Lua_Mob::GetHateTop() { // Lua_Safe_Call_Void(); //} // //Lua_Mob Lua_Mob::GetHateDamageTop(Lua_Mob other) { // Lua_Safe_Call_Void(); //} // //Lua_Mob Lua_Mob::GetHateRandom() { // Lua_Safe_Call_Void(); //} // //Lua_Mob Lua_Mob::GetHateMost() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsEngaged() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::HateSummon() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::FaceTarget() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::FaceTarget(Lua_Mob mob_to_face) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetHeading(double new_h) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::WipeHateList() { // Lua_Safe_Call_Void(); //} // //double Lua_Mob::CalculateHeadingToTarget(double x, double y) { // Lua_Safe_Call_Void(); //} // //double Lua_Mob::CalculateDistance(double x, double y, double z) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SendTo(double new_x, double new_y, double new_z) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SendToFixZ(double new_x, double new_y, double new_z) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::NPCSpecialAttacks(const char* parse, int permtag) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::NPCSpecialAttacks(const char* parse, int permtag, bool reset) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::NPCSpecialAttacks(const char* parse, int permtag, bool reset, bool remove) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetResist(int type) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::Charmed() { // Lua_Safe_Call_Void(); //} // //uint32 Lua_Mob::GetLevelHP(int level) { // Lua_Safe_Call_Void(); //} // //uint32 Lua_Mob::GetAA(int level) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::CheckAggroAmount(int spell_id) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::CheckAggroAmount(int spell_id, bool is_proc) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::CheckHealAggroAmount(int spell_id) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::CheckHealAggroAmount(int spell_id, uint32 heal_possible) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::DivineAura() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetOOCRegen(int new_regen) { // Lua_Safe_Call_Void(); //} // //const Lua_Mob::char* GetEntityVariable(const char *id) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetEntityVariable(const char *id, const char *m_var) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::EntityVariableExists(const char *id) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::CombatRange(Lua_Mob other) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::DoSpecialAttackDamage(Lua_Mob who, int skill, int max_damage, int min_damage) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::DoSpecialAttackDamage(Lua_Mob who, int skill, int max_damage, int min_damage, int hate_override) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::DoSpecialAttackDamage(Lua_Mob who, int skill, int max_damage, int min_damage, int hate_override, int reuse_time) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::DoSpecialAttackDamage(Lua_Mob who, int skill, int max_damage, int min_damage, int hate_override, int reuse_time, bool hit_chance) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skillinuse) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skillinuse, int chance_mod) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skillinuse, int chance_mod, int focus) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skillinuse, int chance_mod, int focus, bool can_riposte) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::CheckLoS(Lua_Mob other) { // Lua_Safe_Call_Void(); //} // // make sure this is CheckLoSFN //bool Lua_Mob::CheckLoSToLoc(double x, double y, double z) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::CheckLoSToLoc(double x, double y, double z, double mob_size) { // Lua_Safe_Call_Void(); //} // //double Lua_Mob::FindGroundZ(double new_x, double new_y) { // Lua_Safe_Call_Void(); //} // //double Lua_Mob::FindGroundZ(double new_x, double new_y, double z_offset) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::ProjectileAnimation(Lua_Mob to, int item_id) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt, double arc) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::HasNPCSpecialAtk(const char* parse) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5, Lua_Client client) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetFlyMode(int value) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetTexture(int value) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetRace(int value) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetGender(int value) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SendIllusionPacket(int in_race, int in_gender, int in_texture, int in_helmtexture, int in_haircolor, int in_beardcolor, int in_eyecolor1, int in_eyecolor2, int in_hairstyle, int in_luclinface, int in_beard, int in_aa_title, uint32 in_drakkin_heritage, uint32 in_drakkin_tattoo, uint32 in_drakkin_details, double in_size) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::QuestReward(Lua_Client c) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::QuestReward(Lua_Client c, uint32 silver) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::QuestReward(Lua_Client c, uint32 silver, uint32 gold) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::QuestReward(Lua_Client c, uint32 silver, uint32 gold, uint32 platinum) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::CameraEffect(uint32 duration, uint32 intensity) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SendSpellEffect(uint32 effect, uint32 duration, uint32 finish_delay, bool zone_wide, uint32 unk20, bool perm_effect, Lua_Client client) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::TempName(const char *new_name) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetGlobal(const char *var_name, const char *new_value, int options, const char *duration) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetGlobal(const char *var_name, const char *new_value, int options, const char *duration, Lua_Mob other) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::TarGlobal(const char *var_name, const char *value, const char *duration, int npc_id, int char_id, int zone_id) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::DelGlobal(const char *var_name) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetSlotTint(int slot, int red, int green, int blue) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::WearChange(int material_slot, int texture, uint32 color) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::DoKnockback(Lua_Mob caster, uint32 pushback, uint32 pushup) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::RemoveNimbusEffect(int effect_id) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsRunning() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetRunning(bool v) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetTargetable(bool v) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::ModSkillDmgTaken(int skill_num, int value) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetModSkillDmgTaken(int skill_num) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetSkillDmgTaken(int skill_num) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetAllowBeneficial(bool v) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::GetAllowBeneficial() { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsBeneficialAllowed(Lua_Mob target) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::ModVulnerability(int resist, int value) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetModVulnerability(int resist) { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetDisableMelee(bool v) { // Lua_Safe_Call_Void(); //} // //bool Lua_Mob::IsMeleeDisabled() { // Lua_Safe_Call_Void(); //} // //void Lua_Mob::SetFlurryChance(int v) { // Lua_Safe_Call_Void(); //} // //int Lua_Mob::GetFlurryChance() { // Lua_Safe_Call_Void(); //} #endif