add entity events: on_attacked, on_used
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@@ -348,6 +348,8 @@ void scripting::on_entity_spawn(
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funcsset.on_save = lua::hasfield(L, "on_save");
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funcsset.on_aim_on = lua::hasfield(L, "on_aim_on");
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funcsset.on_aim_off = lua::hasfield(L, "on_aim_off");
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funcsset.on_attacked = lua::hasfield(L, "on_attacked");
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funcsset.on_used = lua::hasfield(L, "on_used");
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lua::pop(L, 2);
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component->env = compenv;
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@@ -439,6 +441,22 @@ void scripting::on_aim_off(const Entity& entity, Player* player) {
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});
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}
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void scripting::on_attacked(const Entity& entity, Player* player, entityid_t attacker) {
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process_entity_callback(entity, "on_attacked",
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&entity_funcs_set::on_attacked, [player, attacker](auto L) {
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lua::pushinteger(L, attacker);
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lua::pushinteger(L, player->getId());
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return 2;
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});
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}
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void scripting::on_entity_used(const Entity& entity, Player* player) {
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process_entity_callback(entity, "on_used",
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&entity_funcs_set::on_used, [player](auto L) {
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return lua::pushinteger(L, player->getId());
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});
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}
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void scripting::on_entities_update() {
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auto L = lua::get_main_thread();
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lua::get_from(L, STDCOMP, "update", true);
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