32 int8 seatId = luaL_checkinteger(L, 1);
39 int8 seatId = luaL_checkinteger(L, 1);
52 uint32 entry = luaL_checkunsigned(L, 1);
53 int8 seatId = luaL_checkinteger(L, 2);
54 bool minion = luaL_checkbool(L, 3);
55 uint8 typeId = luaL_checkunsigned(L, 4);
56 uint32 summonTime = luaL_checkunsigned(L, 5);
73 int8 seatId = luaL_checkinteger(L, 2);
83 if (!passenger || controller)
124 bool evading = luaL_optbool(L, 1,
false);
125 vehicle->
Reset(evading);
uint8 GetAvailableSeatCount() const
Gets the available seat count.
Unit * GetBase() const
May be called from scripts.
Unit * GetPassenger(int8 seatId) const
Gets a passenger on specified seat.
void ApplyAllImmunities()
Applies specific immunities that cannot be set in DB.
void Reset(bool evading=false)
Reapplies immunities and reinstalls accessories. Only has effect for creatures.
Vehicle * RemovePassenger(Unit *passenger)
Removes the passenger from the vehicle.
bool AddPassenger(Unit *passenger, int8 seatId=-1)
Attempts to add a passenger to the vehicle on 'seatId'.
uint32 GetCreatureEntry() const
void RemoveAllPassengers()
Removes all current and pending passengers from the vehicle.
void InstallAccessory(uint32 entry, int8 seatId, bool minion, TempSummonType type, uint32 summonTime)
Installs an accessory.
bool IsVehicleInUse() const
Returns information whether the vehicle is currently used by any unit.
bool HasEmptySeat(int8 seatId) const
Checks if vehicle's seat specified by 'seatId' is empty.
void RelocatePassengers()
Relocate passengers. Must be called after m_base::Relocate.
int IsVehicleInUse(lua_State *L, Vehicle *vehicle)
int GetAvailableSeatCount(lua_State *L, Vehicle *vehicle)
int GetBase(lua_State *L, Vehicle *vehicle)
int EjectPassenger(lua_State *L, Vehicle *vehicle)
int HasEmptySeat(lua_State *L, Vehicle *vehicle)
int RemovePassenger(lua_State *L, Vehicle *vehicle)
int RemovePendingEventsForPassenger(lua_State *L, Vehicle *vehicle)
int Reset(lua_State *L, Vehicle *vehicle)
int InstallAccessory(lua_State *L, Vehicle *vehicle)
int AddPassenger(lua_State *L, Vehicle *vehicle)
int ApplyAllImmunities(lua_State *L, Vehicle *vehicle)
int RelocatePassengers(lua_State *L, Vehicle *vehicle)
int GetPassenger(lua_State *L, Vehicle *vehicle)
int GetCreatureEntry(lua_State *L, Vehicle *vehicle)
int RemoveAllPassengers(lua_State *L, Vehicle *vehicle)