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* Properly handle speed restrictionsorwell962018-10-10
* Remote Routesetting from Onboard Computerorwell962018-10-10
* Properly implement invalidate_all_paths, recheck lzb on aspect changeorwell962018-10-10
* Add signal safety control override, restructure control systemorwell962018-10-10
* Make signal influence point (~halt point) specifiableorwell962018-10-09
* Improve route programming:orwell962018-10-07
* Add interlocking guide/manual, silence debug outputsorwell962018-09-14
* Move passive API to the advtrains coreorwell962018-08-16
* Fix various bugs found while testingorwell962018-08-13
* Teleport player to their train every 2 seconds instead of just on_joinplayerorwell962018-08-12
* Fix some incompatibility crash for old worldsorwell962018-08-12
* onboard computer fixh-v-smacker2018-08-12
* Remove redundant digtron.lua fileGabriel Pérez-Cerezo2018-08-12
* Make digtron able to build tracks.Gabriel Pérez-Cerezo2018-08-12
* Fix ATC rail reversingorwell962018-08-12
* Signal aspect handling, make default signals compatible, fix signal diggingorwell962018-08-12
* Add routesetting callbacks.orwell962018-08-12
* Implement routesettingorwell962018-07-21
* Signal assignment and route programming procedureorwell962018-07-04
* Add off-track train flag, fixes wagon object property reset on reversingorwell962018-07-04
* Implement trains blocking sectionsorwell962018-06-29
* Complete Track Section handling, incl. removing tcb's and marker entitiesorwell962018-06-26
* Add track section concept and rework TCB design, implement new linking behaviororwell962018-06-21
* Add Track Circuit Breaks (TCBs), Database and Track Circuit Setuporwell962018-06-20
* Check for inventory existence before serializing, and do not create it again ...orwell962018-06-19
* Fix Boardcom and Wagon properties not being shownorwell962018-06-18
* Fix box wagon inventory serialization and make box wagons protected.orwell962018-06-14
* Correct some documentationorwell962018-06-14
* Update nodedb.luaimcasper2018-06-14
* Fix bugs found while testingorwell962018-06-14
* add option to show train and wagon idorwell962018-06-14
* Fix final bugs and to-do's (u.a.save/load system)orwell962018-06-14
* Fix yaw calculations, track placement orientation and speed up direction look...orwell962018-06-14
* Mainly make collisions and coupling workorwell962018-06-14
* Implement collisions. (does not work yet, still code errors)orwell962018-06-14
* Implement a reverse path lookup for trains instead of an occupations window s...orwell962018-06-14
* Fix path_dir to actually be an angle, path item deletion and orientation of w...orwell962018-06-14
* Bugfixes part 1orwell962018-06-14
* Occupation System, new train steps, still incompleteorwell962018-06-14
* Adapt wagons to new path systemorwell962018-06-14
* Restructure path systemorwell962018-06-14
* make platform creation possible from other modsGabriel Pérez-Cerezo2018-06-10
* Merge branch 'master' of https://github.com/orwell96/advtrainsGabriel Pérez-Cerezo2018-06-10
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| * Rework the privilege system completelyorwell962018-03-14
* | fixed unmerged stuffGabriel Pérez-Cerezo2018-02-22
* | Merge https://github.com/orwell96/advtrains into logGabriel Pérez-Cerezo2018-02-22
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| * Log certain events in a logfile in the world directoryGabriel Pérez-Cerezo2018-02-21
| * Allow wagon owners to drive their trains #2orwell962018-02-20
| * Allow wagon owners to control their own trainsorwell962018-02-20
* | added separate logging for railway networksGabriel Pérez-Cerezo2018-02-18
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"hl kwd">l_set_hp(lua_State *L); // get_hp(self) // returns: number of hitpoints (2 * number of hearts) // 0 if not applicable to this type of object static int l_get_hp(lua_State *L); // get_inventory(self) static int l_get_inventory(lua_State *L); // get_wield_list(self) static int l_get_wield_list(lua_State *L); // get_wield_index(self) static int l_get_wield_index(lua_State *L); // get_wielded_item(self) static int l_get_wielded_item(lua_State *L); // set_wielded_item(self, itemstack or itemstring or table or nil) static int l_set_wielded_item(lua_State *L); // set_armor_groups(self, groups) static int l_set_armor_groups(lua_State *L); // get_armor_groups(self) static int l_get_armor_groups(lua_State *L); // set_physics_override(self, physics_override_speed, physics_override_jump, // physics_override_gravity, sneak, sneak_glitch) static int l_set_physics_override(lua_State *L); // get_physics_override(self) static int l_get_physics_override(lua_State *L); // set_animation(self, frame_range, frame_speed, frame_blend, frame_loop) static int l_set_animation(lua_State *L); // get_animation(self) static int l_get_animation(lua_State *L); // set_bone_position(self, std::string bone, v3f position, v3f rotation) static int l_set_bone_position(lua_State *L); // get_bone_position(self, bone) static int l_get_bone_position(lua_State *L); // set_attach(self, parent, bone, position, rotation) static int l_set_attach(lua_State *L); // get_attach(self) static int l_get_attach(lua_State *L); // set_detach(self) static int l_set_detach(lua_State *L); // set_properties(self, properties) static int l_set_properties(lua_State *L); // get_properties(self) static int l_get_properties(lua_State *L); // is_player(self) static int l_is_player(lua_State *L); /* LuaEntitySAO-only */ // setvelocity(self, {x=num, y=num, z=num}) static int l_setvelocity(lua_State *L); // getvelocity(self) static int l_getvelocity(lua_State *L); // setacceleration(self, {x=num, y=num, z=num}) static int l_setacceleration(lua_State *L); // getacceleration(self) static int l_getacceleration(lua_State *L); // setyaw(self, radians) static int l_setyaw(lua_State *L); // getyaw(self) static int l_getyaw(lua_State *L); // settexturemod(self, mod) static int l_settexturemod(lua_State *L); // setsprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2, // select_horiz_by_yawpitch=false) static int l_setsprite(lua_State *L); // DEPRECATED // get_entity_name(self) static int l_get_entity_name(lua_State *L); // get_luaentity(self) static int l_get_luaentity(lua_State *L); /* Player-only */ // is_player_connected(self) static int l_is_player_connected(lua_State *L); // get_player_name(self) static int l_get_player_name(lua_State *L); // get_player_velocity(self) static int l_get_player_velocity(lua_State *L); // get_look_dir(self) static int l_get_look_dir(lua_State *L); // get_look_pitch(self) static int l_get_look_pitch(lua_State *L); // get_look_yaw(self) static int l_get_look_yaw(lua_State *L); // set_look_pitch(self, radians) static int l_set_look_pitch(lua_State *L); // set_look_yaw(self, radians) static int l_set_look_yaw(lua_State *L); // set_breath(self, breath) static int l_set_breath(lua_State *L); // get_breath(self, breath) static int l_get_breath(lua_State *L); // set_inventory_formspec(self, formspec) static int l_set_inventory_formspec(lua_State *L); // get_inventory_formspec(self) -> formspec static int l_get_inventory_formspec(lua_State *L); // get_player_control(self) static int l_get_player_control(lua_State *L); // get_player_control_bits(self) static int l_get_player_control_bits(lua_State *L); // hud_add(self, id, form) static int l_hud_add(lua_State *L); // hud_rm(self, id) static int l_hud_remove(lua_State *L); // hud_change(self, id, stat, data) static int l_hud_change(lua_State *L); // hud_get_next_id(self) static u32 hud_get_next_id(lua_State *L); // hud_get(self, id) static int l_hud_get(lua_State *L); // hud_set_flags(self, flags) static int l_hud_set_flags(lua_State *L); // hud_get_flags() static int l_hud_get_flags(lua_State *L); // hud_set_hotbar_itemcount(self, hotbar_itemcount) static int l_hud_set_hotbar_itemcount(lua_State *L); // hud_get_hotbar_itemcount(self) static int l_hud_get_hotbar_itemcount(lua_State *L); // hud_set_hotbar_image(self, name) static int l_hud_set_hotbar_image(lua_State *L); // hud_get_hotbar_image(self) static int l_hud_get_hotbar_image(lua_State *L); // hud_set_hotbar_selected_image(self, name) static int l_hud_set_hotbar_selected_image(lua_State *L); // hud_get_hotbar_selected_image(self) static int l_hud_get_hotbar_selected_image(lua_State *L); // set_sky(self, type, list) static int l_set_sky(lua_State *L); // get_sky(self, type, list) static int l_get_sky(lua_State *L); // override_day_night_ratio(self, type) static int l_override_day_night_ratio(lua_State *L); // get_day_night_ratio(self) static int l_get_day_night_ratio(lua_State *L); // set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed) static int l_set_local_animation(lua_State *L); // get_local_animation(self) static int l_get_local_animation(lua_State *L); // set_eye_offset(self, v3f first pv, v3f third pv) static int l_set_eye_offset(lua_State *L); // get_eye_offset(self) static int l_get_eye_offset(lua_State *L); // set_nametag_attributes(self, attributes) static int l_set_nametag_attributes(lua_State *L); // get_nametag_attributes(self) static int l_get_nametag_attributes(lua_State *L); public: ObjectRef(ServerActiveObject *object); ~ObjectRef(); // Creates an ObjectRef and leaves it on top of stack // Not callable from Lua; all references are created on the C side. static void create(lua_State *L, ServerActiveObject *object); static void set_null(lua_State *L); static void Register(lua_State *L); }; #endif /* L_OBJECT_H_ */