#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::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_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