#include #include "../entity.h" #include "../client.h" #include "../npc.h" #include "../corpse.h" #include "../doors.h" #include "../object.h" void lua_register_entity(sol::state *state) { state->new_usertype("Entity", "IsClient", &Entity::IsClient, "IsNPC", &Entity::IsNPC, "IsMob", &Entity::IsMob, "IsMerc", &Entity::IsMerc, "IsCorpse", &Entity::IsCorpse, "IsPlayerCorpse", &Entity::IsPlayerCorpse, "IsNPCCorpse", &Entity::IsNPCCorpse, "IsObject", &Entity::IsObject, "IsDoor", &Entity::IsDoor, "IsTrap", &Entity::IsTrap, "IsBeacon", &Entity::IsBeacon, "IsEncounter", &Entity::IsEncounter, "IsBot", &Entity::IsBot, "IsAura", &Entity::IsAura, "CastToClient", (Client*(Entity::*)())&Entity::CastToClient, "CastToMob", (Mob*(Entity::*)())&Entity::CastToMob, //"CastToMerc", (Merc*(Entity::*)())&Entity::CastToMerc, "CastToCorpse", (Corpse*(Entity::*)())&Entity::CastToCorpse, "CastToObject", (Object*(Entity::*)())&Entity::CastToObject, "CastToDoors", (Doors*(Entity::*)())&Entity::CastToDoors, //"CastToTrap", (Trap*(Entity::*)())&Entity::CastToTrap, //"CastToBeacon", (Beacon*(Entity::*)())&Entity::CastToBeacon, //"CastToEncounter", (Encounter*(Entity::*)())&Entity::CastToEncounter, "GetID", &Entity::GetID, "GetName", &Entity::GetName ); }