rename entity:set_rig to entity:set_skeleton
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@@ -32,7 +32,7 @@ static int l_despawn(lua::State* L) {
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return 0;
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}
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static int l_set_rig(lua::State* L) {
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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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auto rigConfig = content->getRig(skeletonName);
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@@ -48,6 +48,6 @@ 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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{"set_rig", lua::wrap<l_set_rig>},
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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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