#include #include "../object.h" void lua_register_object(sol::state *state) { state->new_usertype("Object", sol::base_classes, sol::bases(), "Depop", &Object::Depop, "Repop", &Object::Repop, "SetModelName", &Object::SetModelName, "GetModelName", &Object::GetModelName, "GetX", &Object::GetX, "GetY", &Object::GetY, "GetZ", &Object::GetZ, "GetHeading", &Object::GetHeading, "SetX", &Object::SetX, "SetY", &Object::SetY, "SetZ", &Object::SetZ, "SetHeading", &Object::SetHeading, "SetLocation", &Object::SetLocation, "SetItemID", &Object::SetItemID, "SetIcon", &Object::SetIcon, "GetIcon", &Object::GetIcon, "SetType", &Object::SetType, "GetType", &Object::GetType, "GetDBID", &Object::GetDBID, "ClearUser", &Object::ClearUser, "Save", &Object::Save, "VarSave", &Object::VarSave, "DeleteItem", &Object::DeleteItem, "StartDecay", &Object::StartDecay, "Delete", sol::overload((void(Object::*)())&Object::Delete, (void(Object::*)(bool))&Object::Delete), "IsGroundSpawn", &Object::IsGroundSpawn, "GetEntityVariable", &Object::GetEntityVariable, "SetEntityVariable", &Object::SetEntityVariable, "EntityVariableExists", &Object::EntityVariableExists ); }