Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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GameObjectMethods.h
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1/*
2* Copyright (C) 2010 - 2013 Eluna Lua Engine <http://emudevs.com/>
3* This program is free software licensed under GPL version 3
4* Please see the included DOCS/LICENSE.TXT for more information
5*/
6
7#ifndef LUA_GAMEOBJECTMETHODS_H
8#define LUA_GAMEOBJECTMETHODS_H
9
10struct lua_State;
11class GameObject;
12
13namespace LuaGameObject
14{
15 int GetRelativePoint(lua_State* L, GameObject* go);
16 int SummonCreature(lua_State* L, GameObject* go);
17 int SummonGameObject(lua_State* L, GameObject* go);
18 int GetDisplayId(lua_State* L, GameObject* go);
19 int HasQuest(lua_State* L, GameObject* go);
20 int IsSpawned(lua_State* L, GameObject* go);
21 int IsTransport(lua_State* L, GameObject* go);
22 int IsDestructible(lua_State* L, GameObject* go);
23 int IsActive(lua_State* L, GameObject* go);
24 int Move(lua_State* L, GameObject* go);
25 int SaveToDB(lua_State* L, GameObject* go);
26 int RemoveFromWorld(lua_State* L, GameObject* go);
27 int RegisterEvent(lua_State* L, GameObject* go);
28 int RemoveEventById(lua_State* L, GameObject* go);
29 int RemoveEvents(lua_State* L, GameObject* go);
30 int UseDoorOrButton(lua_State* L, GameObject* go);
31 int SetGoState(lua_State* L, GameObject* go);
32 int GetGoState(lua_State* L, GameObject* go);
33 int SetLootState(lua_State* L, GameObject* go);
34 int GetLootState(lua_State* L, GameObject* go);
35 int Despawn(lua_State* L, GameObject* go);
36 int Respawn(lua_State* L, GameObject* go);
37};
38#endif
int RemoveEvents(lua_State *L, GameObject *go)
int Move(lua_State *L, GameObject *go)
int GetRelativePoint(lua_State *L, GameObject *go)
int HasQuest(lua_State *L, GameObject *go)
int IsSpawned(lua_State *L, GameObject *go)
int GetDisplayId(lua_State *L, GameObject *go)
int Despawn(lua_State *L, GameObject *go)
int IsActive(lua_State *L, GameObject *go)
int RemoveEventById(lua_State *L, GameObject *go)
int SummonGameObject(lua_State *L, GameObject *go)
int IsTransport(lua_State *L, GameObject *go)
int SummonCreature(lua_State *L, GameObject *go)
int GetLootState(lua_State *L, GameObject *go)
int RemoveFromWorld(lua_State *L, GameObject *go)
int SetLootState(lua_State *L, GameObject *go)
int RegisterEvent(lua_State *L, GameObject *go)
int SetGoState(lua_State *L, GameObject *go)
int GetGoState(lua_State *L, GameObject *go)
int SaveToDB(lua_State *L, GameObject *go)
int UseDoorOrButton(lua_State *L, GameObject *go)
int Respawn(lua_State *L, GameObject *go)
int IsDestructible(lua_State *L, GameObject *go)