add entity events: on_aim_on, on_aim_off

This commit is contained in:
MihailRis
2024-07-16 13:42:58 +03:00
parent 54902d7f49
commit a36ffaacd9
3 changed files with 31 additions and 0 deletions
+16
View File
@@ -346,6 +346,8 @@ void scripting::on_entity_spawn(
funcsset.on_sensor_enter = lua::hasfield(L, "on_sensor_enter");
funcsset.on_sensor_exit = lua::hasfield(L, "on_sensor_exit");
funcsset.on_save = lua::hasfield(L, "on_save");
funcsset.on_aim_on = lua::hasfield(L, "on_aim_on");
funcsset.on_aim_off = lua::hasfield(L, "on_aim_off");
lua::pop(L, 2);
component->env = compenv;
@@ -423,6 +425,20 @@ void scripting::on_sensor_exit(const Entity& entity, size_t index, entityid_t oi
});
}
void scripting::on_aim_on(const Entity& entity, Player* player) {
process_entity_callback(entity, "on_aim_on",
&entity_funcs_set::on_aim_on, [player](auto L) {
return lua::pushinteger(L, player->getId());
});
}
void scripting::on_aim_off(const Entity& entity, Player* player) {
process_entity_callback(entity, "on_aim_off",
&entity_funcs_set::on_aim_off, [player](auto L) {
return lua::pushinteger(L, player->getId());
});
}
void scripting::on_entities_update() {
auto L = lua::get_main_thread();
lua::get_from(L, STDCOMP, "update", true);