// ------------------------------------------------------------------------------------------------ #include "Entity/Object.hpp" #include "Entity/Player.hpp" #include "Base/Quaternion.hpp" #include "Base/Vector3.hpp" #include "Core.hpp" #include "Core/Tasks.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ SQMOD_DECL_TYPENAME(Typename, _SC("SqObject")) // ------------------------------------------------------------------------------------------------ const int32_t CObject::Max = SQMOD_OBJECT_POOL; // ------------------------------------------------------------------------------------------------ SQInteger CObject::SqGetNull(HSQUIRRELVM vm) { sq_pushobject(vm, Core::Get().GetNullObject().GetObj()); return 1; } // ------------------------------------------------------------------------------------------------ LightObj & CObject::GetNull() { return Core::Get().GetNullObject(); } // ------------------------------------------------------------------------------------------------ CObject::CObject(int32_t id) : m_ID(VALID_ENTITYGETEX(id, SQMOD_OBJECT_POOL)) , m_Tag(fmt::format("{}", id)), m_Data(), m_CircularLocks(0) , mMoveToDuration(0) , mMoveByDuration(0) , mRotateToDuration(0) , mRotateByDuration(0) , mRotateToEulerDuration(0) , mRotateByEulerDuration(0) { /* ... */ } // ------------------------------------------------------------------------------------------------ const String & CObject::ToString() const { return m_Tag; } // ------------------------------------------------------------------------------------------------ const String & CObject::GetTag() const { return m_Tag; } // ------------------------------------------------------------------------------------------------ void CObject::SetTag(StackStrF & tag) { if (tag.mLen > 0) { m_Tag.assign(tag.mPtr, static_cast< size_t >(tag.mLen)); } else { m_Tag.clear(); } } // ------------------------------------------------------------------------------------------------ CObject & CObject::ApplyTag(StackStrF & tag) { SetTag(tag); return *this; } // ------------------------------------------------------------------------------------------------ LightObj & CObject::GetData() { // Validate the managed identifier Validate(); // Return the requested information return m_Data; } // ------------------------------------------------------------------------------------------------ void CObject::SetData(LightObj & data) { // Validate the managed identifier Validate(); // Apply the specified value m_Data = data; } // ------------------------------------------------------------------------------------------------ bool CObject::Destroy(int32_t header, LightObj & payload) const { // Validate the managed identifier Validate(); // Perform the requested operation return Core::Get().DelObject(m_ID, header, payload); } // ------------------------------------------------------------------------------------------------ LightObj & CObject::GetEvents() const { // Validate the managed identifier Validate(); // Return the associated event table return Core::Get().GetObj(m_ID).mEvents; } // ------------------------------------------------------------------------------------------------ void CObject::CustomEvent(int32_t header, LightObj & payload) const { // Validate the managed identifier Validate(); // Perform the requested action Core::Get().EmitObjectCustom(m_ID, header, payload); } // ------------------------------------------------------------------------------------------------ bool CObject::IsStreamedFor(CPlayer & player) const { // Is the specified player even valid? if (!player.IsActive()) { STHROWF("Invalid player argument: null"); } // Validate the managed identifier Validate(); // Return the requested information return _Func->IsObjectStreamedForPlayer(m_ID, player.GetID()); } // ------------------------------------------------------------------------------------------------ int32_t CObject::GetModel() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetObjectModel(m_ID); } // ------------------------------------------------------------------------------------------------ int32_t CObject::GetWorld() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetObjectWorld(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetWorld(int32_t world) { // Validate the managed identifier Validate(); // Grab the current value for this property const int32_t current = _Func->GetObjectWorld(m_ID); // Don't even bother if it's the same value if (current == world) { return; } // Avoid infinite recursive event loops else if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_WORLD)) { // Prevent this event from triggering while executed BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_WORLD); // Now forward the event call Core::Get().EmitObjectWorld(m_ID, current, world); } // Avoid property unwind from a recursive call _Func->SetObjectWorld(m_ID, world); } // ------------------------------------------------------------------------------------------------ int32_t CObject::GetAlpha() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetObjectAlpha(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetAlpha(int32_t alpha) { SetAlphaEx(alpha, 0); } // ------------------------------------------------------------------------------------------------ void CObject::SetAlphaEx(int32_t alpha, uint32_t time) { // Validate the managed identifier Validate(); // Grab the current value for this property const int32_t current = _Func->GetObjectAlpha(m_ID); // Don't even bother if it's the same value if (current == alpha) { return; } // Avoid infinite recursive event loops else if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_ALPHA)) { // Prevent this event from triggering while executed BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_ALPHA); // Now forward the event call Core::Get().EmitObjectAlpha(m_ID, current, alpha, time); } // Avoid property unwind from a recursive call _Func->SetObjectAlpha(m_ID, alpha, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveTo(const Vector3 & pos, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectTo(m_ID, pos.x, pos.y, pos.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveToEx(float x, float y, float z, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectTo(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveBy(const Vector3 & pos, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, pos.x, pos.y, pos.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByEx(float x, float y, float z, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ Vector3 CObject::GetPosition() const { // Validate the managed identifier Validate(); // Create a default vector instance Vector3 vec; // Query the server for the values _Func->GetObjectPosition(m_ID, &vec.x, &vec.y, &vec.z); // Return the requested information return vec; } // ------------------------------------------------------------------------------------------------ void CObject::SetPosition(const Vector3 & pos) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectPosition(m_ID, pos.x, pos.y, pos.z); } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionEx(float x, float y, float z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectPosition(m_ID, x, y, z); } // ------------------------------------------------------------------------------------------------ void CObject::RotateTo(const Quaternion & rot, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectTo(m_ID, rot.x, rot.y, rot.z, rot.w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEx(float x, float y, float z, float w, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEuler(const Vector3 & rot, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, rot.x, rot.y, rot.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerEx(float x, float y, float z, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateBy(const Quaternion & rot, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, rot.x, rot.y, rot.z, rot.w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEx(float x, float y, float z, float w, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, x, y, z, w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEuler(const Vector3 & rot, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, rot.x, rot.y, rot.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerEx(float x, float y, float z, uint32_t time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ Quaternion CObject::GetRotation() const { // Validate the managed identifier Validate(); // Create a default quaternion instance Quaternion q; // Query the server for the values _Func->GetObjectRotation(m_ID, &q.x, &q.y, &q.z, &q.w); // Return the requested information return q; } // ------------------------------------------------------------------------------------------------ Vector3 CObject::GetRotationEuler() const { // Validate the managed identifier Validate(); // Create a default vector instance Vector3 vec; // Query the server for the values _Func->GetObjectRotationEuler(m_ID, &vec.x, &vec.y, &vec.z); // Return the requested information return vec; } // ------------------------------------------------------------------------------------------------ bool CObject::GetShotReport() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->IsObjectShotReportEnabled(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetShotReport(bool toggle) { // Validate the managed identifier Validate(); // Grab the current value for this property const bool current = _Func->IsObjectShotReportEnabled(m_ID); // Don't even bother if it's the same value if (current == toggle) { return; } // Avoid infinite recursive event loops else if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_REPORT)) { // Prevent this event from triggering while executed BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_REPORT); // Now forward the event call Core::Get().EmitObjectReport(m_ID, current, toggle, false); } // Avoid property unwind from a recursive call _Func->SetObjectShotReportEnabled(m_ID, static_cast< uint8_t >(toggle)); } // ------------------------------------------------------------------------------------------------ bool CObject::GetTouchedReport() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->IsObjectTouchedReportEnabled(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetTouchedReport(bool toggle) { // Validate the managed identifier Validate(); // Grab the current value for this property const bool current = _Func->IsObjectTouchedReportEnabled(m_ID); // Don't even bother if it's the same value if (current == toggle) { return; } // Avoid infinite recursive event loops else if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_REPORT)) { // Prevent this event from triggering while executed BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_REPORT); // Now forward the event call Core::Get().EmitObjectReport(m_ID, current, toggle, true); } // Avoid property unwind from a recursive call _Func->SetObjectTouchedReportEnabled(m_ID, static_cast< uint8_t >(toggle)); } // ------------------------------------------------------------------------------------------------ float CObject::GetPositionX() const { // Validate the managed identifier Validate(); // Clear previous information, if any float x = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectPosition(m_ID, &x, &dummy, &dummy); // Return the requested information return x; } // ------------------------------------------------------------------------------------------------ float CObject::GetPositionY() const { // Validate the managed identifier Validate(); // Clear previous information, if any float y = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectPosition(m_ID, &dummy, &y, &dummy); // Return the requested information return y; } // ------------------------------------------------------------------------------------------------ float CObject::GetPositionZ() const { // Validate the managed identifier Validate(); // Clear previous information, if any float z = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectPosition(m_ID, &dummy, &dummy, &z); // Return the requested information return z; } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionX(float x) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float y, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &dummy, &y, &z); // Perform the requested operation _Func->SetObjectPosition(m_ID, x, y, z); } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionY(float y) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float x, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &x, &dummy, &z); // Perform the requested operation _Func->SetObjectPosition(m_ID, x, y, z); } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionZ(float z) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float x, y, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &x, &y, &dummy); // Perform the requested operation _Func->SetObjectPosition(m_ID, x, y, z); } // ------------------------------------------------------------------------------------------------ float CObject::GetRotationX() const { // Validate the managed identifier Validate(); // Clear previous information, if any float x = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, &x, &dummy, &dummy, &dummy); // Return the requested information return x; } // ------------------------------------------------------------------------------------------------ float CObject::GetRotationY() const { // Validate the managed identifier Validate(); // Clear previous information, if any float y = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, &dummy, &y, &dummy, &dummy); // Return the requested information return y; } // ------------------------------------------------------------------------------------------------ float CObject::GetRotationZ() const { // Validate the managed identifier Validate(); // Clear previous information, if any float z = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, &dummy, &dummy, &z, &dummy); // Return the requested information return z; } // ------------------------------------------------------------------------------------------------ float CObject::GetRotationW() const { // Validate the managed identifier Validate(); // Clear previous information, if any float w = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, &dummy, &dummy, &dummy, &w); // Return the requested information return w; } // ------------------------------------------------------------------------------------------------ float CObject::GetEulerRotationX() const { // Validate the managed identifier Validate(); // Clear previous information, if any float x = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotationEuler(m_ID, &x, &dummy, &dummy); // Return the requested information return x; } // ------------------------------------------------------------------------------------------------ float CObject::GetEulerRotationY() const { // Validate the managed identifier Validate(); // Clear previous information, if any float y = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotationEuler(m_ID, &dummy, &y, &dummy); // Return the requested information return y; } // ------------------------------------------------------------------------------------------------ float CObject::GetEulerRotationZ() const { // Validate the managed identifier Validate(); // Clear previous information, if any float z = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotationEuler(m_ID, &dummy, &dummy, &z); // Return the requested information return z; } // ------------------------------------------------------------------------------------------------ void CObject::MoveToX(float x) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float y, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &dummy, &y, &z); // Perform the requested operation _Func->MoveObjectTo(m_ID, x, y, z, mMoveToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveToY(float y) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float x, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &x, &dummy, &z); // Perform the requested operation _Func->MoveObjectTo(m_ID, x, y, z, mMoveToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveToZ(float z) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float x, y, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &x, &y, &dummy); // Perform the requested operation _Func->MoveObjectTo(m_ID, z, y, z, mMoveToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByX(float x) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, x, 0.0f, 0.0f, mMoveByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByY(float y) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, 0.0f, y, 0.0f, mMoveByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByZ(float z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, 0.0f, 0.0f, z, mMoveByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToX(float x) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float y, z, w, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &dummy, &y, &z, &w); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToY(float y) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float x, z, w, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &x, &dummy, &z, &w); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToZ(float z) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float x, y, w, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &x, &y, &dummy, &w); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToW(float w) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float x, y, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &x, &y, &z, &dummy); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByX(float x) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, x, 0.0f, 0.0f, 0.0f, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByY(float y) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, 0.0f, y, 0.0f, 0.0f, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByZ(float z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, 0.0f, 0.0f, z, 0.0f, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByW(float w) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, 0.0f, 0.0f, 0.0f, w, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerX(float x) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float y, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotationEuler(m_ID, &dummy, &y, &z); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, x, y, z, mRotateToEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerY(float y) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float x, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotationEuler(m_ID, &x, &dummy, &z); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, x, y, z, mRotateToEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerZ(float z) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components float x, y, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotationEuler(m_ID, &x, &y, &dummy); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, z, y, z, mRotateToEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerX(float x) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, x, 0.0f, 0.0f, mRotateByEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerY(float y) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, 0.0f, y, 0.0f, mRotateByEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerZ(float z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, 0.0f, 0.0f, z, mRotateByEulerDuration); } #ifdef VCMP_ENABLE_OFFICIAL // ------------------------------------------------------------------------------------------------ LightObj & CObject::GetLegacyObject() const { // Validate the managed identifier Validate(); // Return the requested information return Core::Get().GetObj(m_ID).mLgObj; } #endif // ------------------------------------------------------------------------------------------------ static LightObj & Object_CreateEx1a(int32_t model, int32_t world, float x, float y, float z, int32_t alpha) { return Core::Get().NewObject(model, world, x, y, z, alpha, SQMOD_CREATE_DEFAULT, NullLightObj()).mObj; } static LightObj & Object_CreateEx1b(int32_t model, int32_t world, float x, float y, float z, int32_t alpha, int32_t header, LightObj & payload) { return Core::Get().NewObject(model, world, x, y, z, alpha, header, payload).mObj; } // ------------------------------------------------------------------------------------------------ static LightObj & Object_Create1a(int32_t model, int32_t world, const Vector3 & pos, int32_t alpha) { return Core::Get().NewObject(model, world, pos.x, pos.y, pos.z, alpha, SQMOD_CREATE_DEFAULT, NullLightObj()).mObj; } static LightObj & Object_Create1b(int32_t model, int32_t world, const Vector3 & pos, int32_t alpha, int32_t header, LightObj & payload) { return Core::Get().NewObject(model, world, pos.x, pos.y, pos.z, alpha, header, payload).mObj; } // ================================================================================================ void Register_CObject(HSQUIRRELVM vm) { RootTable(vm).Bind(Typename::Str, Class< CObject, NoConstructor< CObject > >(vm, Typename::Str) // Meta-methods .SquirrelFunc(_SC("_typename"), &Typename::Fn) .Func(_SC("_tostring"), &CObject::ToString) // Static Values .SetStaticValue(_SC("MaxID"), CObject::Max) // Member Variables .Var(_SC("MoveToDuration"), &CObject::mMoveToDuration) .Var(_SC("MoveByDuration"), &CObject::mMoveByDuration) .Var(_SC("RotateToDuration"), &CObject::mRotateToDuration) .Var(_SC("RotateByDuration"), &CObject::mRotateByDuration) .Var(_SC("RotateToEulerDuration"), &CObject::mRotateToEulerDuration) .Var(_SC("RotateByEulerDuration"), &CObject::mRotateByEulerDuration) // Core Properties .Prop(_SC("On"), &CObject::GetEvents) .Prop(_SC("ID"), &CObject::GetID) .Prop(_SC("Tag"), &CObject::GetTag, &CObject::SetTag) .Prop(_SC("Data"), &CObject::GetData, &CObject::SetData) .Prop(_SC("Active"), &CObject::IsActive) #ifdef VCMP_ENABLE_OFFICIAL .Prop(_SC("Legacy"), &CObject::GetLegacyObject) #endif // Core Methods .FmtFunc(_SC("SetTag"), &CObject::ApplyTag) .Func(_SC("CustomEvent"), &CObject::CustomEvent) // Core Overloads .Overload(_SC("Destroy"), &CObject::Destroy0) .Overload(_SC("Destroy"), &CObject::Destroy1) .Overload(_SC("Destroy"), &CObject::Destroy) // Properties .Prop(_SC("Model"), &CObject::GetModel) .Prop(_SC("World"), &CObject::GetWorld, &CObject::SetWorld) .Prop(_SC("Alpha"), &CObject::GetAlpha, &CObject::SetAlpha) .Prop(_SC("Pos"), &CObject::GetPosition, &CObject::SetPosition) .Prop(_SC("Position"), &CObject::GetPosition, &CObject::SetPosition) .Prop(_SC("Rot"), &CObject::GetRotation) .Prop(_SC("Rotation"), &CObject::GetRotation) .Prop(_SC("EulerRot"), &CObject::GetRotationEuler) .Prop(_SC("EulerRotation"), &CObject::GetRotationEuler) .Prop(_SC("ShotReport"), &CObject::GetShotReport, &CObject::SetShotReport) .Prop(_SC("BumpReport"), &CObject::GetTouchedReport, &CObject::SetTouchedReport) .Prop(_SC("TouchedReport"), &CObject::GetTouchedReport, &CObject::SetTouchedReport) .Prop(_SC("PosX"), &CObject::GetPositionX, &CObject::SetPositionX) .Prop(_SC("PosY"), &CObject::GetPositionY, &CObject::SetPositionY) .Prop(_SC("PosZ"), &CObject::GetPositionZ, &CObject::SetPositionZ) .Prop(_SC("RotX"), &CObject::GetRotationX) .Prop(_SC("RotY"), &CObject::GetRotationY) .Prop(_SC("RotZ"), &CObject::GetRotationZ) .Prop(_SC("RotW"), &CObject::GetRotationW) .Prop(_SC("EulerRotX"), &CObject::GetEulerRotationX) .Prop(_SC("EulerRotY"), &CObject::GetEulerRotationY) .Prop(_SC("EulerRotZ"), &CObject::GetEulerRotationZ) .Prop(_SC("MoveToX"), &CObject::GetPositionX, &CObject::MoveToX) .Prop(_SC("MoveToY"), &CObject::GetPositionY, &CObject::MoveToY) .Prop(_SC("MoveToZ"), &CObject::GetPositionZ, &CObject::MoveToZ) .Prop(_SC("MoveByX"), &CObject::GetPositionX, &CObject::MoveByX) .Prop(_SC("MoveByY"), &CObject::GetPositionY, &CObject::MoveByY) .Prop(_SC("MoveByZ"), &CObject::GetPositionZ, &CObject::MoveByZ) .Prop(_SC("RotateToX"), &CObject::GetRotationX, &CObject::RotateToX) .Prop(_SC("RotateToY"), &CObject::GetRotationY, &CObject::RotateToY) .Prop(_SC("RotateToZ"), &CObject::GetRotationZ, &CObject::RotateToZ) .Prop(_SC("RotateToW"), &CObject::GetRotationW, &CObject::RotateToW) .Prop(_SC("RotateByX"), &CObject::GetRotationX, &CObject::RotateByX) .Prop(_SC("RotateByY"), &CObject::GetRotationY, &CObject::RotateByY) .Prop(_SC("RotateByZ"), &CObject::GetRotationZ, &CObject::RotateByZ) .Prop(_SC("RotateByW"), &CObject::GetRotationW, &CObject::RotateByW) .Prop(_SC("RotateToEulerX"), &CObject::GetEulerRotationX, &CObject::RotateToEulerX) .Prop(_SC("RotateToEulerY"), &CObject::GetEulerRotationY, &CObject::RotateToEulerY) .Prop(_SC("RotateToEulerZ"), &CObject::GetEulerRotationZ, &CObject::RotateToEulerZ) .Prop(_SC("RotateByEulerX"), &CObject::GetEulerRotationX, &CObject::RotateByEulerX) .Prop(_SC("RotateByEulerY"), &CObject::GetEulerRotationY, &CObject::RotateByEulerY) .Prop(_SC("RotateByEulerZ"), &CObject::GetEulerRotationZ, &CObject::RotateByEulerZ) // Member Methods .Func(_SC("StreamedFor"), &CObject::IsStreamedFor) .Func(_SC("SetAlpha"), &CObject::SetAlphaEx) .Func(_SC("SetPosition"), &CObject::SetPositionEx) // Member Overloads .Overload(_SC("MoveTo"), &CObject::MoveTo) .Overload(_SC("MoveTo"), &CObject::MoveToEx) .Overload(_SC("MoveBy"), &CObject::MoveBy) .Overload(_SC("MoveBy"), &CObject::MoveByEx) .Overload(_SC("RotateTo"), &CObject::RotateTo) .Overload(_SC("RotateTo"), &CObject::RotateToEx) .Overload(_SC("RotateToEuler"), &CObject::RotateToEuler) .Overload(_SC("RotateToEuler"), &CObject::RotateToEulerEx) .Overload(_SC("RotateBy"), &CObject::RotateBy) .Overload(_SC("RotateBy"), &CObject::RotateByEx) .Overload(_SC("RotateByEuler"), &CObject::RotateByEuler) .Overload(_SC("RotateByEuler"), &CObject::RotateByEulerEx) // Static Overloads .StaticOverload(_SC("CreateEx"), &Object_CreateEx1a) .StaticOverload(_SC("CreateEx"), &Object_CreateEx1b) .StaticOverload(_SC("Create"), &Object_Create1a) .StaticOverload(_SC("Create"), &Object_Create1b) // Raw Squirrel Methods .SquirrelFunc(_SC("NullInst"), &CObject::SqGetNull) .SquirrelFunc(_SC("MakeTask"), &Tasks::MakeTask< CObject, ENT_OBJECT >) .SquirrelFunc(_SC("DropTask"), &Tasks::DropTask< CObject, ENT_OBJECT >) .SquirrelFunc(_SC("DoesTask"), &Tasks::DoesTask< CObject, ENT_OBJECT >) .SquirrelFunc(_SC("FindTask"), &Tasks::FindTask< CObject, ENT_OBJECT >) ); } } // Namespace:: SqMod