mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 08:08:47 -05:00
ObjectRef:get_player_name, ObjectRef:inventory_set_list, ObjectRef:inventory_get_list
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cd563473fa
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@ -97,6 +97,10 @@
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-- - settexturemod(mod)
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-- - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
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-- - select_horiz_by_yawpitch=false)
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-- Player-only:
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-- - get_player_name(): will return nil if is not a player
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-- - inventory_set_list(name, {item1, item2, ...})
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-- - inventory_get_list(name)
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--
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-- Registered entities:
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-- - Functions receive a "luaentity" as self:
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@ -386,6 +386,79 @@ static int getenumfield(lua_State *L, int table,
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return result;
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}
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/*
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Inventory stuff
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*/
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static void inventory_set_list_from_lua(Inventory *inv, const char *name,
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lua_State *L, int tableindex, IGameDef *gamedef)
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{
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// If nil, delete list
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if(lua_isnil(L, tableindex)){
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inv->deleteList(name);
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return;
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}
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// Otherwise set list
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std::list<std::string> items;
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luaL_checktype(L, tableindex, LUA_TTABLE);
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int table = tableindex;
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lua_pushnil(L);
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while(lua_next(L, table) != 0){
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// key at index -2 and value at index -1
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luaL_checktype(L, -1, LUA_TSTRING);
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std::string itemstring = lua_tostring(L, -1);
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items.push_back(itemstring);
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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}
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InventoryList *invlist = inv->addList(name, items.size());
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int index = 0;
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for(std::list<std::string>::const_iterator
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i = items.begin(); i != items.end(); i++){
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const std::string &itemstring = *i;
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InventoryItem *newitem = NULL;
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if(itemstring != "")
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newitem = InventoryItem::deSerialize(itemstring,
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gamedef);
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InventoryItem *olditem = invlist->changeItem(index, newitem);
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delete olditem;
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index++;
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}
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}
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static void inventory_get_list_to_lua(Inventory *inv, const char *name,
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lua_State *L)
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{
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InventoryList *invlist = inv->getList(name);
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if(invlist == NULL){
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lua_pushnil(L);
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return;
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}
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// Get the table insert function
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lua_getglobal(L, "table");
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lua_getfield(L, -1, "insert");
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int table_insert = lua_gettop(L);
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// Create and fill table
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lua_newtable(L);
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int table = lua_gettop(L);
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for(u32 i=0; i<invlist->getSize(); i++){
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InventoryItem *item = invlist->getItem(i);
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lua_pushvalue(L, table_insert);
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lua_pushvalue(L, table);
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if(item == NULL){
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lua_pushnil(L);
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} else {
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lua_pushstring(L, item->getItemString().c_str());
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}
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if(lua_pcall(L, 2, 0, 0))
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script_error(L, "error: %s\n", lua_tostring(L, -1));
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}
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}
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/*
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EnumString definitions
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*/
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struct EnumString es_DrawType[] =
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{
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{NDT_NORMAL, "normal"},
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@ -1252,41 +1325,9 @@ private:
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if(meta == NULL) return 0;
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// Do it
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Inventory *inv = meta->getInventory();
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std::string name = lua_tostring(L, 2);
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// If nil, delete list
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if(lua_isnil(L, 3)){
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inv->deleteList(name);
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return 0;
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}
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// Otherwise set list
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std::list<std::string> items;
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luaL_checktype(L, 3, LUA_TTABLE);
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int table = 3;
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lua_pushnil(L);
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infostream<<"items: ";
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while(lua_next(L, table) != 0){
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// key at index -2 and value at index -1
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luaL_checktype(L, -1, LUA_TSTRING);
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std::string itemstring = lua_tostring(L, -1);
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infostream<<"\""<<itemstring<<"\" ";
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items.push_back(itemstring);
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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}
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infostream<<std::endl;
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InventoryList *invlist = inv->addList(name, items.size());
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int index = 0;
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for(std::list<std::string>::const_iterator
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i = items.begin(); i != items.end(); i++){
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const std::string &itemstring = *i;
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InventoryItem *newitem = NULL;
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if(itemstring != "")
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newitem = InventoryItem::deSerialize(itemstring,
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ref->m_env->getGameDef());
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InventoryItem *olditem = invlist->changeItem(index, newitem);
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delete olditem;
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index++;
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}
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const char *name = lua_tostring(L, 2);
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inventory_set_list_from_lua(inv, name, L, 3,
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ref->m_env->getGameDef());
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reportMetadataChange(ref);
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return 0;
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}
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@ -1299,31 +1340,8 @@ private:
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if(meta == NULL) return 0;
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// Do it
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Inventory *inv = meta->getInventory();
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std::string name = lua_tostring(L, 2);
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InventoryList *invlist = inv->getList(name);
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if(invlist == NULL){
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lua_pushnil(L);
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return 1;
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}
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// Get the table insert function
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lua_getglobal(L, "table");
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lua_getfield(L, -1, "insert");
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int table_insert = lua_gettop(L);
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// Create and fill table
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lua_newtable(L);
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int table = lua_gettop(L);
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for(u32 i=0; i<invlist->getSize(); i++){
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InventoryItem *item = invlist->getItem(i);
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lua_pushvalue(L, table_insert);
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lua_pushvalue(L, table);
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if(item == NULL){
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lua_pushnil(L);
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} else {
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lua_pushstring(L, item->getItemString().c_str());
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}
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if(lua_pcall(L, 2, 0, 0))
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script_error(L, "error: %s\n", lua_tostring(L, -1));
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}
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const char *name = lua_tostring(L, 2);
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inventory_get_list_to_lua(inv, name, L);
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return 1;
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}
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@ -1914,6 +1932,48 @@ private:
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return 0;
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}
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/* Player-only */
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// get_player_name(self)
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static int l_get_player_name(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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ServerRemotePlayer *player = getplayer(ref);
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if(player == NULL){
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lua_pushnil(L);
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return 1;
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}
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// Do it
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lua_pushstring(L, player->getName());
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return 1;
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}
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// inventory_set_list(self, name, {item1, item2, ...})
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static int l_inventory_set_list(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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ServerRemotePlayer *player = getplayer(ref);
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if(player == NULL) return 0;
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const char *name = lua_tostring(L, 2);
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// Do it
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inventory_set_list_from_lua(&player->inventory, name, L, 3,
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player->getEnv()->getGameDef());
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player->m_inventory_not_sent = true;
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return 0;
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}
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// inventory_get_list(self, name)
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static int l_inventory_get_list(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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ServerRemotePlayer *player = getplayer(ref);
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if(player == NULL) return 0;
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const char *name = lua_tostring(L, 2);
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// Do it
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inventory_get_list_to_lua(&player->inventory, name, L);
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return 1;
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}
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public:
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ObjectRef(ServerActiveObject *object):
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m_object(object)
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@ -1997,6 +2057,10 @@ const luaL_reg ObjectRef::methods[] = {
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method(ObjectRef, getacceleration),
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method(ObjectRef, settexturemod),
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method(ObjectRef, setsprite),
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// Player-only
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method(ObjectRef, get_player_name),
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method(ObjectRef, inventory_set_list),
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method(ObjectRef, inventory_get_list),
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{0,0}
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};
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