#ifdef LUA_EQEMU #include "masterentity.h" #include "lua_entity.h" #include "lua_mob.h" #include "lua_client.h" #include "lua_npc.h" bool Lua_Entity::Null() { return d_ == nullptr; } bool Lua_Entity::Valid() { return d_ != nullptr; } bool Lua_Entity::IsClient() { Lua_Safe_Call_Bool(Entity); return self->IsClient(); } bool Lua_Entity::IsNPC() { Lua_Safe_Call_Bool(Entity); return self->IsNPC(); } bool Lua_Entity::IsMob() { Lua_Safe_Call_Bool(Entity); return self->IsMob(); } bool Lua_Entity::IsMerc() { Lua_Safe_Call_Bool(Entity); return self->IsMerc(); } bool Lua_Entity::IsCorpse() { Lua_Safe_Call_Bool(Entity); return self->IsCorpse(); } bool Lua_Entity::IsPlayerCorpse() { Lua_Safe_Call_Bool(Entity); return self->IsPlayerCorpse(); } bool Lua_Entity::IsNPCCorpse() { Lua_Safe_Call_Bool(Entity); return self->IsNPCCorpse(); } bool Lua_Entity::IsObject() { Lua_Safe_Call_Bool(Entity); return self->IsObject(); } bool Lua_Entity::IsDoor() { Lua_Safe_Call_Bool(Entity); return self->IsDoor(); } bool Lua_Entity::IsTrap() { Lua_Safe_Call_Bool(Entity); return self->IsTrap(); } bool Lua_Entity::IsBeacon() { Lua_Safe_Call_Bool(Entity); return self->IsBeacon(); } int Lua_Entity::GetID() { Lua_Safe_Call_Bool(Entity); return self->GetID(); } Lua_Client Lua_Entity::CastToClient() { Client *m = reinterpret_cast(d_); return Lua_Client(m); } Lua_NPC Lua_Entity::CastToNPC() { NPC *m = reinterpret_cast(d_); return Lua_NPC(m); } Lua_Mob Lua_Entity::CastToMob() { Mob *m = reinterpret_cast(d_); return Lua_Mob(m); } #endif