#ifdef LUA_EQEMU #include "masterentity.h" #include "lua_entity.h" #include "lua_mob.h" bool Lua_Entity::IsClient() { Entity *ent = reinterpret_cast(d_); return ent->IsClient(); } bool Lua_Entity::IsNPC() { Entity *ent = reinterpret_cast(d_); return ent->IsNPC(); } bool Lua_Entity::IsMob() { Entity *ent = reinterpret_cast(d_); return ent->IsMob(); } bool Lua_Entity::IsMerc() { Entity *ent = reinterpret_cast(d_); return ent->IsMerc(); } bool Lua_Entity::IsCorpse() { Entity *ent = reinterpret_cast(d_); return ent->IsCorpse(); } bool Lua_Entity::IsPlayerCorpse() { Entity *ent = reinterpret_cast(d_); return ent->IsPlayerCorpse(); } bool Lua_Entity::IsNPCCorpse() { Entity *ent = reinterpret_cast(d_); return ent->IsNPCCorpse(); } bool Lua_Entity::IsObject() { Entity *ent = reinterpret_cast(d_); return ent->IsObject(); } bool Lua_Entity::IsDoor() { Entity *ent = reinterpret_cast(d_); return ent->IsDoor(); } bool Lua_Entity::IsTrap() { Entity *ent = reinterpret_cast(d_); return ent->IsTrap(); } bool Lua_Entity::IsBeacon() { Entity *ent = reinterpret_cast(d_); return ent->IsBeacon(); } int Lua_Entity::GetID() { Entity *ent = reinterpret_cast(d_); return ent->GetID(); } Lua_Mob Lua_Entity::CastToMob() { Mob *m = reinterpret_cast(d_); return Lua_Mob(m); } //Lua_Client* CastToClient(); //Lua_NPC* CastToNPC(); //Lua_Mob* CastToMob(); //Lua_Merc* CastToMerc(); //Lua_Corpse* CastToCorpse(); //Lua_Object* CastToObject(); //Lua_Doors* CastToDoors(); //Lua_Trap* CastToTrap(); //Lua_Beacon* CastToBeacon(); #endif