#include "l_internal.h"
#include "script/common/c_converter.h"
-LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m) { m_localplayer = m; }
+LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m)
+{
+ m_localplayer = m;
+}
void LuaLocalPlayer::create(lua_State *L, LocalPlayer *m)
{
return *(LuaLocalPlayer **)ud;
}
-LocalPlayer *LuaLocalPlayer::getobject(LuaLocalPlayer *ref) { return ref->m_localplayer; }
+LocalPlayer *LuaLocalPlayer::getobject(LuaLocalPlayer *ref)
+{
+ return ref->m_localplayer;
+}
LocalPlayer *LuaLocalPlayer::getobject(lua_State *L, int narg)
{
}
const char LuaLocalPlayer::className[] = "LocalPlayer";
-const luaL_reg LuaLocalPlayer::methods[] = {luamethod(LuaLocalPlayer, get_velocity),
- luamethod(LuaLocalPlayer, get_hp), luamethod(LuaLocalPlayer, get_name),
+const luaL_reg LuaLocalPlayer::methods[] = {
+ luamethod(LuaLocalPlayer, get_velocity),
+ luamethod(LuaLocalPlayer, get_hp),
+ luamethod(LuaLocalPlayer, get_name),
luamethod(LuaLocalPlayer, is_teleported),
luamethod(LuaLocalPlayer, is_attached),
luamethod(LuaLocalPlayer, is_touching_ground),
luamethod(LuaLocalPlayer, get_movement_speed),
luamethod(LuaLocalPlayer, get_movement),
- {0, 0}};
+ {0, 0}
+};
* If the boolean is true, the color is fixed, else
* palettes can modify it.
*/
- std::vector<std::pair<bool, video::SColor>> buffer_colors;
+ std::vector<std::pair<bool, video::SColor> > buffer_colors;
ItemMesh() : mesh(NULL), buffer_colors() {}
};
src/script/lua_api/l_item.h
src/script/lua_api/l_itemstackmeta.cpp
src/script/lua_api/l_itemstackmeta.h
+src/script/lua_api/l_localplayer.cpp
src/script/lua_api/l_mainmenu.cpp
src/script/lua_api/l_mainmenu.h
src/script/lua_api/l_mapgen.cpp