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