/src/

> // 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, new_move) 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); // set_animation_frame_speed(self, frame_speed) static int l_set_animation_frame_speed(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 */ // set_velocity(self, {x=num, y=num, z=num}) static int l_set_velocity(lua_State *L); // add_velocity(self, {x=num, y=num, z=num}) static int l_add_velocity(lua_State *L); // get_velocity(self) static int l_get_velocity(lua_State *L); // set_acceleration(self, {x=num, y=num, z=num}) static int l_set_acceleration(lua_State *L); // get_acceleration(self) static int l_get_acceleration(lua_State *L); // set_rotation(self, {x=num, y=num, z=num}) static int l_set_rotation(lua_State *L); // get_rotation(self) static int l_get_rotation(lua_State *L); // set_yaw(self, radians) static int l_set_yaw(lua_State *L); // get_yaw(self) static int l_get_yaw(lua_State *L); // set_texture_mod(self, mod) static int l_set_texture_mod(lua_State *L); // l_get_texture_mod(self) static int l_get_texture_mod(lua_State *L); // set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2, // select_horiz_by_yawpitch=false) static int l_set_sprite(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); // add_player_velocity(self, {x=num, y=num, z=num}) static int l_add_player_velocity(lua_State *L); // get_fov(self) static int l_get_fov(lua_State *L); // get_look_dir(self) static int l_get_look_dir(lua_State *L); // DEPRECATED // get_look_pitch(self) static int l_get_look_pitch(lua_State *L); // DEPRECATED // get_look_yaw(self) static int l_get_look_yaw(lua_State *L); // get_look_pitch2(self) static int l_get_look_vertical(lua_State *L); // get_look_yaw2(self) static int l_get_look_horizontal(lua_State *L); // set_fov(self, degrees, is_multiplier) static int l_set_fov(lua_State *L); // set_look_vertical(self, radians) static int l_set_look_vertical(lua_State *L); // set_look_horizontal(self, radians) static int l_set_look_horizontal(lua_State *L); // DEPRECATED // set_look_pitch(self, radians) static int l_set_look_pitch(lua_State *L); // DEPRECATED // 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_attribute(self, attribute, value) static int l_set_attribute(lua_State *L); // get_attribute(self, attribute) static int l_get_attribute(lua_State *L); // get_meta(self) static int l_get_meta(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); // set_formspec_prepend(self, formspec) static int l_set_formspec_prepend(lua_State *L); // get_formspec_prepend(self) -> formspec static int l_get_formspec_prepend(lua_State *L);