add on_update, on_render to docs & change entities tps to 20
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@@ -475,17 +475,21 @@ void scripting::on_entity_used(const Entity& entity, Player* player) {
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});
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}
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void scripting::on_entities_update() {
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void scripting::on_entities_update(int tps, int parts, int part) {
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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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lua::call_nothrow(L, 0, 0);
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lua::pushinteger(L, tps);
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lua::pushinteger(L, parts);
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lua::pushinteger(L, part);
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lua::call_nothrow(L, 3, 0);
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lua::pop(L);
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}
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void scripting::on_entities_render() {
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void scripting::on_entities_render(float delta) {
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auto L = lua::get_main_thread();
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lua::get_from(L, STDCOMP, "render", true);
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lua::call_nothrow(L, 0, 0);
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lua::pushnumber(L, delta);
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lua::call_nothrow(L, 1, 0);
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lua::pop(L);
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}
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@@ -89,8 +89,8 @@ namespace scripting {
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void on_entity_grounded(const Entity& entity, float force);
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void on_entity_fall(const Entity& entity);
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void on_entity_save(const Entity& entity);
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void on_entities_update();
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void on_entities_render();
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void on_entities_update(int tps, int parts, int part);
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void on_entities_render(float delta);
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void on_sensor_enter(const Entity& entity, size_t index, entityid_t oid);
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void on_sensor_exit(const Entity& entity, size_t index, entityid_t oid);
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void on_aim_on(const Entity& entity, Player* player);
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