add 'camera' library
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@@ -8,11 +8,11 @@
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using namespace scripting;
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static int l_entity_exists(lua::State* L) {
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static int l_exists(lua::State* L) {
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return lua::pushboolean(L, get_entity(L, 1).has_value());
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}
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static int l_entity_spawn(lua::State* L) {
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static int l_spawn(lua::State* L) {
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auto level = controller->getLevel();
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auto defname = lua::tostring(L, 1);
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auto& def = content->entities.require(defname);
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@@ -25,14 +25,14 @@ static int l_entity_spawn(lua::State* L) {
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return 1;
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}
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static int l_entity_despawn(lua::State* L) {
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static int l_despawn(lua::State* L) {
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if (auto entity = get_entity(L, 1)) {
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entity->destroy();
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}
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return 0;
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}
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static int l_entity_set_rig(lua::State* L) {
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static int l_set_rig(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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@@ -45,9 +45,9 @@ static int l_entity_set_rig(lua::State* L) {
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}
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const luaL_Reg entitylib [] = {
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{"exists", lua::wrap<l_entity_exists>},
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{"spawn", lua::wrap<l_entity_spawn>},
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{"despawn", lua::wrap<l_entity_despawn>},
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{"set_rig", lua::wrap<l_entity_set_rig>},
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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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{NULL, NULL}
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};
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