Now possible to create effects and missiles via lua.

This commit is contained in:
BenDol 2014-04-20 13:26:05 +12:00
parent 06855dd1de
commit 24acf8855f
1 changed files with 6 additions and 0 deletions

View File

@ -561,7 +561,12 @@ void Client::registerLuaFunctions()
g_lua.bindClassMemberFunction<Item>("getClothSlot", &Item::getClothSlot); g_lua.bindClassMemberFunction<Item>("getClothSlot", &Item::getClothSlot);
g_lua.registerClass<Effect, Thing>(); g_lua.registerClass<Effect, Thing>();
g_lua.bindClassStaticFunction<Effect>("create", []{ return EffectPtr(new Effect); });
g_lua.bindClassMemberFunction<Effect>("setId", &Effect::setId);
g_lua.registerClass<Missile, Thing>(); g_lua.registerClass<Missile, Thing>();
g_lua.bindClassStaticFunction<Missile>("create", []{ return MissilePtr(new Missile); });
g_lua.bindClassMemberFunction<Missile>("setId", &Missile::setId);
g_lua.registerClass<StaticText, Thing>(); g_lua.registerClass<StaticText, Thing>();
g_lua.bindClassStaticFunction<StaticText>("create", []{ return StaticTextPtr(new StaticText); }); g_lua.bindClassStaticFunction<StaticText>("create", []{ return StaticTextPtr(new StaticText); });
@ -622,6 +627,7 @@ void Client::registerLuaFunctions()
g_lua.bindClassMemberFunction<LocalPlayer>("isPreWalking", &LocalPlayer::isPreWalking); g_lua.bindClassMemberFunction<LocalPlayer>("isPreWalking", &LocalPlayer::isPreWalking);
g_lua.bindClassMemberFunction<LocalPlayer>("hasSight", &LocalPlayer::hasSight); g_lua.bindClassMemberFunction<LocalPlayer>("hasSight", &LocalPlayer::hasSight);
g_lua.bindClassMemberFunction<LocalPlayer>("isAutoWalking", &LocalPlayer::isAutoWalking); g_lua.bindClassMemberFunction<LocalPlayer>("isAutoWalking", &LocalPlayer::isAutoWalking);
g_lua.bindClassMemberFunction<LocalPlayer>("isServerWalking", &LocalPlayer::isServerWalking);
g_lua.bindClassMemberFunction<LocalPlayer>("stopAutoWalk", &LocalPlayer::stopAutoWalk); g_lua.bindClassMemberFunction<LocalPlayer>("stopAutoWalk", &LocalPlayer::stopAutoWalk);
g_lua.bindClassMemberFunction<LocalPlayer>("autoWalk", &LocalPlayer::autoWalk); g_lua.bindClassMemberFunction<LocalPlayer>("autoWalk", &LocalPlayer::autoWalk);