add entity:get_skeleton
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@@ -1,6 +1,8 @@
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#include "libentity.hpp"
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#include "../../../objects/Player.hpp"
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#include "../../../objects/Entities.hpp"
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#include "../../../objects/rigging.hpp"
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#include "../../../physics/Hitbox.hpp"
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#include "../../../window/Camera.hpp"
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#include "../../../content/Content.hpp"
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@@ -32,6 +34,13 @@ static int l_despawn(lua::State* L) {
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return 0;
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}
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static int l_get_skeleton(lua::State* L) {
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if (auto entity = get_entity(L, 1)) {
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return lua::pushstring(L, entity->getSkeleton().config->getName());
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}
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return 0;
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}
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static int l_set_skeleton(lua::State* L) {
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if (auto entity = get_entity(L, 1)) {
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std::string skeletonName = lua::require_string(L, 2);
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@@ -48,6 +57,7 @@ const luaL_Reg entitylib [] = {
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{"exists", lua::wrap<l_exists>},
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{"spawn", lua::wrap<l_spawn>},
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{"despawn", lua::wrap<l_despawn>},
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{"get_skeleton", lua::wrap<l_get_skeleton>},
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{"set_skeleton", lua::wrap<l_set_skeleton>},
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{NULL, NULL}
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};
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