mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-11 05:51:51 +00:00
voxel long
This commit is contained in:
parent
3542a00445
commit
0175a8b76c
54 changed files with 615 additions and 593 deletions
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@ -57,7 +57,7 @@ void BlocksController::updateSides(int x, int y, int z) {
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}
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void BlocksController::breakBlock(Player* player, const Block* def, int x, int y, int z) {
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chunks->set(x,y,z, voxel{0,0});
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chunks->set(x,y,z, voxel());
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lighting->onBlockSet(x,y,z, 0);
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if (def->rt.funcsset.onbroken) {
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scripting::on_block_broken(player, def, x, y, z);
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@ -75,10 +75,9 @@ void BlocksController::updateBlock(int x, int y, int z) {
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return;
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}
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if (def->rt.funcsset.update) {
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int states = vox->states;
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int id = vox->id;
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voxel tmp = *vox;
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scripting::update_block(def, x, y, z);
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if (states != vox->states || id!= vox->id)
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if (tmp != *vox)
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updateSides(x, y, z);
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}
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}
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@ -229,7 +229,6 @@ void PlayerController::updateInteraction(){
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if (vox != nullptr){
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player->selectedVoxel = *vox;
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selectedBlockId = vox->id;
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selectedBlockStates = vox->states;
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selectedBlockPosition = iend;
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selectedPointPosition = end;
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selectedBlockNormal = norm;
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@ -242,21 +241,21 @@ void PlayerController::updateInteraction(){
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if (def->rotatable){
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const std::string& name = def->rotations.name;
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if (name == "pipe") {
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if (norm.x < 0.0f) voxel.setDir(BLOCK_DIR_WEST);
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else if (norm.x > 0.0f) voxel.setDir(BLOCK_DIR_EAST);
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else if (norm.y > 0.0f) voxel.setDir(BLOCK_DIR_UP);
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else if (norm.y < 0.0f) voxel.setDir(BLOCK_DIR_DOWN);
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else if (norm.z > 0.0f) voxel.setDir(BLOCK_DIR_NORTH);
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else if (norm.z < 0.0f) voxel.setDir(BLOCK_DIR_SOUTH);
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if (norm.x < 0.0f) voxel.dir = (voxel_t)VOX_DIR::WEST;
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else if (norm.x > 0.0f) voxel.dir = (voxel_t)VOX_DIR::EAST;
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else if (norm.y > 0.0f) voxel.dir = (voxel_t)VOX_DIR::UP;
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else if (norm.y < 0.0f) voxel.dir = (voxel_t)VOX_DIR::DOWN;
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else if (norm.z > 0.0f) voxel.dir = (voxel_t)VOX_DIR::NORTH;
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else if (norm.z < 0.0f) voxel.dir = (voxel_t)VOX_DIR::SOUTH;
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} else if (name == "pane") {
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glm::vec3 vec = camera->dir;
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if (abs(vec.x) > abs(vec.z)){
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if (vec.x > 0.0f) voxel.setDir(BLOCK_DIR_EAST);
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if (vec.x < 0.0f) voxel.setDir(BLOCK_DIR_WEST);
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if (vec.x > 0.0f) voxel.dir = (voxel_t)VOX_DIR::EAST;
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if (vec.x < 0.0f) voxel.dir = (voxel_t)VOX_DIR::WEST;
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}
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if (abs(vec.x) < abs(vec.z)){
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if (vec.z > 0.0f) voxel.setDir(BLOCK_DIR_SOUTH);
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if (vec.z < 0.0f) voxel.setDir(BLOCK_DIR_NORTH);
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if (vec.z > 0.0f) voxel.dir = (voxel_t)VOX_DIR::SOUTH;
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if (vec.z < 0.0f) voxel.dir = (voxel_t)VOX_DIR::NORTH;
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}
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}
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}
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@ -300,7 +299,7 @@ void PlayerController::updateInteraction(){
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player->chosenBlock = chunks->get(x,y,z)->id;
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}
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} else {
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player->selectedVoxel = voxel{0, 0};
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player->selectedVoxel = voxel();
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selectedBlockId = -1;
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selectedBlockStates = 0;
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}
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@ -2,22 +2,115 @@
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#include "scripting.h"
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#include <glm/glm.hpp>
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#include <bit>
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#include "../../physics/Hitbox.h"
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#include "../../objects/Player.h"
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#include "../../world/Level.h"
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#include "../../objects/Player.h"
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#include "../../physics/Hitbox.h"
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#include "../../window/Camera.h"
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#include "../../content/Content.h"
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#include "../../voxels/Block.h"
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#include "../../voxels/Chunks.h"
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#include "../../voxels/voxel.h"
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#include "../../lighting/Lighting.h"
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int l_block_name(lua_State* L) {
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/**
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* ,--------,
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*: | PLAYER |
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* |--------'--------------------------------------,
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* | get_player_pos(): |
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* | return x:float, y:float, z:float |
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* | |
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* | set_player_pos(x:float, y:float, z:float) |
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* | |
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* | get_player_rot(): |
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* | return x:float, y:float |
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* | |
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* | set_player_rot(x:float, y:float) |
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* | |
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* | get_player_front(): |
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* | return x:float, y:float, z:float |
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* | |
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*TODO | set_player_front(x:float, y:float, z:float) |
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* '-----------------------------------------------'
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*/
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int l_get_player_pos(lua_State* L) {
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glm::vec3 pos = scripting::level->player->hitbox->position;
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lua_pushnumber(L, pos.x);
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lua_pushnumber(L, pos.y);
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lua_pushnumber(L, pos.z);
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return 3;
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}
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int l_set_player_pos(lua_State* L) {
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double x = lua_tonumber(L, 1);
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double y = lua_tonumber(L, 2);
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double z = lua_tonumber(L, 3);
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scripting::level->player->hitbox->position = glm::vec3(x, y, z);
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return 0;
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}
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int l_get_player_rot(lua_State* L) {
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glm::vec2 rot = scripting::level->player->cam;
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lua_pushnumber(L, rot.x);
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lua_pushnumber(L, rot.y);
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return 2;
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}
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int l_set_player_rot(lua_State* L) {
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double x = lua_tonumber(L, 1);
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double y = lua_tonumber(L, 2);
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scripting::level->player->cam = glm::vec2(x, y);
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return 0;
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}
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int l_get_player_front(lua_State* L) {
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glm::vec3 front = scripting::level->player->camera->front;
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lua_pushnumber(L, front.x);
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lua_pushnumber(L, front.y);
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lua_pushnumber(L, front.z);
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return 3;
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}
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// TODO: set_player_front(x:float, y:float, z:float);
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/**
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* ,--------,
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*: | VOXELS |
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* |--------'---------------------------------------,
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* | pars_vox(vox:long): |
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* | return id:short, variant:char, |
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* | dir:char, signal:char, states:int |
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* | |
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* | creat_vox(id:short, variant:char, dir:char, |
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* | signal:char, states:int): |
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* | return vox:long |
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* | |
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* | idv_2_name(id:short, variant:char): |
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* | return name:str |
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* | |
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* | name_2_idv(name:str): |
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* | return id:short, variant:char |
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* '------------------------------------------------'
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*/
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int l_block_id_2_name(lua_State* L) {
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int id = lua_tointeger(L, 1);
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lua_pushstring(L, scripting::content->indices->getBlockDef(id)->name.c_str());
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return 1;
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}
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int l_block_name_2_id(lua_State* L) {
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auto name = lua_tostring(L, 1);
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lua_pushinteger(L, scripting::content->requireBlock(name)->rt.id);
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return 1;
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}
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int l_is_solid_at(lua_State* L) {
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int x = lua_tointeger(L, 1);
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int y = lua_tointeger(L, 2);
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@ -32,21 +125,14 @@ int l_blocks_count(lua_State* L) {
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return 1;
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}
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int l_block_index(lua_State* L) {
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auto name = lua_tostring(L, 1);
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lua_pushinteger(L, scripting::content->requireBlock(name)->rt.id);
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return 1;
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}
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int l_set_block(lua_State* L) {
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voxel voxel;
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int x = lua_tointeger(L, 1);
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int y = lua_tointeger(L, 2);
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int z = lua_tointeger(L, 3);
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voxel.id = lua_tointeger(L, 4);
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voxel.states = lua_tointeger(L, 5);
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scripting::level->chunks->set(x, y, z, voxel);
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scripting::level->lighting->onBlockSet(x,y,z, voxel.id);
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voxel vox = std::bit_cast<voxel>(lua_tointeger(L, 4));
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scripting::level->chunks->set(x, y, z, vox);
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scripting::level->lighting->onBlockSet(x,y,z, vox.id);
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return 0;
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}
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@ -55,68 +141,8 @@ int l_get_block(lua_State* L) {
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int y = lua_tointeger(L, 2);
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int z = lua_tointeger(L, 3);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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int id = vox == nullptr ? -1 : vox->id;
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lua_pushinteger(L, id);
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return 1;
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}
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inline int lua_pushivec3(lua_State* L, int x, int y, int z) {
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lua_pushinteger(L, x);
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lua_pushinteger(L, y);
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lua_pushinteger(L, z);
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return 3;
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}
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int l_get_player_pos(lua_State* L) {
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glm::vec3 pos = scripting::level->player->hitbox->position;
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lua_pushnumber(L, pos.x);
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lua_pushnumber(L, pos.y);
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lua_pushnumber(L, pos.z);
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return 3;
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}
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int l_get_player_rot(lua_State* L) {
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glm::vec2 rot = scripting::level->player->cam;
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lua_pushnumber(L, rot.x);
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lua_pushnumber(L, rot.y);
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return 2;
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}
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int l_set_player_rot(lua_State* L) {
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double x = lua_tonumber(L, 1);
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double y = lua_tonumber(L, 2);
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glm::vec2& cam = scripting::level->player->cam;
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cam.x = x;
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cam.y = y;
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return 0;
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}
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int l_set_player_pos(lua_State* L) {
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double x = lua_tonumber(L, 1);
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double y = lua_tonumber(L, 2);
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double z = lua_tonumber(L, 3);
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scripting::level->player->hitbox->position = glm::vec3(x, y, z);
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return 0;
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}
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// old functions, not recommended to use
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int l_get_block_states(lua_State* L) {
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int x = lua_tointeger(L, 1);
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int y = lua_tointeger(L, 2);
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int z = lua_tointeger(L, 3);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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int states = vox == nullptr ? 0 : vox->states;
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lua_pushinteger(L, states);
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return 1;
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}
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int l_is_replaceable_at(lua_State* L) {
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int x = lua_tointeger(L, 1);
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int y = lua_tointeger(L, 2);
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int z = lua_tointeger(L, 3);
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lua_pushboolean(L, scripting::level->chunks->isReplaceableBlock(x, y, z));
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voxel_t vox_ = std::bit_cast<voxel_t>(vox);
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lua_pushinteger(L, vox_);
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return 1;
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}
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@ -126,8 +152,7 @@ int l_get_block_dir(lua_State* L) {
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y = lua_tointeger(L, 2),
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z = lua_tointeger(L, 3);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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int states = vox->getDir();
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lua_pushinteger(L, states);
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lua_pushinteger(L, vox->dir);
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return 1;
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}
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int l_set_block_dir(lua_State* L) {
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@ -136,7 +161,7 @@ int l_set_block_dir(lua_State* L) {
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z = lua_tointeger(L, 3),
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s = lua_tointeger(L, 4);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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vox->setDir(s);
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vox->dir = s;
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return 0;
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}
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@ -145,61 +170,19 @@ int l_get_block_sig(lua_State* L) {
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y = lua_tointeger(L, 2),
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z = lua_tointeger(L, 3);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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bool sig = vox->getSig();
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lua_pushboolean(L, sig);
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lua_pushinteger(L, vox->signal);
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return 1;
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}
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int l_set_block_sig(lua_State* L) {
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int x = lua_tointeger(L, 1),
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y = lua_tointeger(L, 2),
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z = lua_tointeger(L, 3);
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bool s = lua_toboolean(L, 4);
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bool sig = lua_tointeger(L, 4);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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vox->setSig(s);
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vox->signal = sig;
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return 0;
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}
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int l_get_block_custom_state(lua_State* L) {
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int x = lua_tointeger(L, 1),
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y = lua_tointeger(L, 2),
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z = lua_tointeger(L, 3),
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i = lua_tointeger(L, 4);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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bool state = vox->getCustomState(i);
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lua_pushboolean(L, state);
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return 1;
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}
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int l_set_block_custom_state(lua_State* L) {
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int x = lua_tointeger(L, 1),
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y = lua_tointeger(L, 2),
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z = lua_tointeger(L, 3),
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i = lua_tointeger(L, 4);
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bool s = lua_toboolean(L, 5);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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vox->setCustomState(i, s);
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return 0;
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}
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int l_get_block_custom_value(lua_State* L) {
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int x = lua_tointeger(L, 1),
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y = lua_tointeger(L, 2),
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z = lua_tointeger(L, 3);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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int state = vox->getCustomValue();
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lua_pushinteger(L, state);
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return 1;
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}
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int l_set_block_custom_value(lua_State* L) {
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int x = lua_tointeger(L, 1),
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y = lua_tointeger(L, 2),
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z = lua_tointeger(L, 3),
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v = lua_tointeger(L, 4);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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vox->setCustomValue(v);
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return 0;
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}
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// for specific modes
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int l_get_block_custom_bits(lua_State* L) {
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int x = lua_tointeger(L, 1);
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int y = lua_tointeger(L, 2);
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@ -228,6 +211,26 @@ int l_set_block_custom_bits(lua_State* L) {
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return 0;
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}
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// old functions, not recommended to use
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// int l_get_block_states(lua_State* L) {
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// int x = lua_tointeger(L, 1);
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// int y = lua_tointeger(L, 2);
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// int z = lua_tointeger(L, 3);
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// voxel* vox = scripting::level->chunks->get(x, y, z);
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// int states = vox == nullptr ? 0 : vox->states;
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// lua_pushinteger(L, states);
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// return 1;
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// }
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int l_is_replaceable_at(lua_State* L) {
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int x = lua_tointeger(L, 1);
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int y = lua_tointeger(L, 2);
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int z = lua_tointeger(L, 3);
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lua_pushboolean(L, scripting::level->chunks->isReplaceableBlock(x, y, z));
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return 1;
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}
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inline int lua_pushivec3(lua_State* L, int x, int y, int z) {
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lua_pushinteger(L, x);
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@ -248,7 +251,7 @@ int l_get_block_x(lua_State* L) {
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if (!def->rotatable) {
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return lua_pushivec3(L, 1, 0, 0);
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} else {
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const CoordSystem& rot = def->rotations.variants[vox->getDir()];
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const CoordSystem& rot = def->rotations.variants[vox->dir];
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return lua_pushivec3(L, rot.axisX.x, rot.axisX.y, rot.axisX.z);
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}
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}
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@ -264,7 +267,7 @@ int l_get_block_y(lua_State* L) {
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if (!def->rotatable) {
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return lua_pushivec3(L, 0, 1, 0);
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} else {
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const CoordSystem& rot = def->rotations.variants[vox->getDir()];
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const CoordSystem& rot = def->rotations.variants[vox->dir];
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||||
return lua_pushivec3(L, rot.axisY.x, rot.axisY.y, rot.axisY.z);
|
||||
}
|
||||
}
|
||||
|
|
@ -280,7 +283,7 @@ int l_get_block_z(lua_State* L) {
|
|||
if (!def->rotatable) {
|
||||
return lua_pushivec3(L, 0, 0, 1);
|
||||
} else {
|
||||
const CoordSystem& rot = def->rotations.variants[vox->getDir()];
|
||||
const CoordSystem& rot = def->rotations.variants[vox->dir];
|
||||
return lua_pushivec3(L, rot.axisZ.x, rot.axisZ.y, rot.axisZ.z);
|
||||
}
|
||||
}
|
||||
|
|
@ -290,8 +293,12 @@ int l_get_block_z(lua_State* L) {
|
|||
lua_setglobal(L, NAME))
|
||||
|
||||
void apilua::create_funcs(lua_State* L) {
|
||||
lua_addfunc(L, l_block_index, "block_index");
|
||||
lua_addfunc(L, l_block_name, "block_name");
|
||||
// old functions
|
||||
lua_addfunc(L, l_block_id_2_name, "block_index");
|
||||
lua_addfunc(L, l_block_name_2_id, "block_name");
|
||||
|
||||
lua_addfunc(L, l_block_id_2_name, "block_id_2_name");
|
||||
lua_addfunc(L, l_block_name_2_id, "block_name_2_id");
|
||||
lua_addfunc(L, l_blocks_count, "blocks_count");
|
||||
lua_addfunc(L, l_is_solid_at, "is_solid_at");
|
||||
lua_addfunc(L, l_is_replaceable_at, "is_replaceable_at");
|
||||
|
|
@ -305,14 +312,10 @@ void apilua::create_funcs(lua_State* L) {
|
|||
lua_addfunc(L, l_get_player_rot, "get_player_rot");
|
||||
lua_addfunc(L, l_set_player_rot, "set_player_rot");
|
||||
|
||||
lua_addfunc(L, l_get_block_states, "get_block_states"); // old function
|
||||
// lua_addfunc(L, l_get_block_states, "get_block_states"); // old function
|
||||
|
||||
lua_addfunc(L, l_get_block_dir, "get_block_dir");
|
||||
lua_addfunc(L, l_set_block_dir, "set_block_dir");
|
||||
lua_addfunc(L, l_get_block_custom_state, "get_block_custom_state");
|
||||
lua_addfunc(L, l_set_block_custom_state, "set_block_custom_state");
|
||||
lua_addfunc(L, l_get_block_custom_value, "get_block_custom_value");
|
||||
lua_addfunc(L, l_set_block_custom_value, "set_block_custom_value");
|
||||
lua_addfunc(L, l_get_block_sig, "get_block_sig");
|
||||
lua_addfunc(L, l_set_block_sig, "set_block_sig");
|
||||
lua_addfunc(L, l_get_block_x, "get_block_X");
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue