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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 08:47:17 +01:00
SqMod/source/Entity/Object.cpp
Sandu Liviu Catalin b818a162ee Initial implementation of the standard math library.
Implemented utilities to convert between fundamental types.
Implemented helper functions to retrieve numeric values from the stack at all costs.
Implemented various delegates on the long integer types to mimic the standard types.
Moved most of the stack utilities in a separate source.
Various other fixes and improvements.
2016-04-14 03:08:06 +03:00

738 lines
27 KiB
C++

// ------------------------------------------------------------------------------------------------
#include "Entity/Object.hpp"
#include "Entity/Player.hpp"
#include "Base/Quaternion.hpp"
#include "Base/Vector3.hpp"
#include "Base/Stack.hpp"
#include "Core.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
Vector3 CObject::s_Vector3;
Quaternion CObject::s_Quaternion;
// ------------------------------------------------------------------------------------------------
const Int32 CObject::Max = SQMOD_OBJECT_POOL;
// ------------------------------------------------------------------------------------------------
SQInteger CObject::Typename(HSQUIRRELVM vm)
{
static SQChar name[] = _SC("SqObject");
sq_pushstring(vm, name, sizeof(name));
return 1;
}
// ------------------------------------------------------------------------------------------------
CObject::CObject(Int32 id)
: m_ID(VALID_ENTITYGETEX(id, SQMOD_OBJECT_POOL))
, m_Tag(ToStrF("%d", id))
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
CObject::~CObject()
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Int32 CObject::Cmp(const CObject & o) const
{
if (m_ID == o.m_ID)
return 0;
else if (m_ID > o.m_ID)
return 1;
else
return -1;
}
// ------------------------------------------------------------------------------------------------
const String & CObject::ToString() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
const String & CObject::GetTag() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
void CObject::SetTag(CSStr tag)
{
m_Tag.assign(tag);
}
// ------------------------------------------------------------------------------------------------
Object & CObject::GetData()
{
// Validate the managed identifier
Validate();
// Return the requested information
return m_Data;
}
// ------------------------------------------------------------------------------------------------
void CObject::SetData(Object & data)
{
// Validate the managed identifier
Validate();
// Apply the specified value
m_Data = data;
}
// ------------------------------------------------------------------------------------------------
bool CObject::Destroy(Int32 header, Object & payload)
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return _Core->DelObject(m_ID, header, payload);
}
// ------------------------------------------------------------------------------------------------
void CObject::BindEvent(Int32 evid, Object & env, Function & func) const
{
// Validate the managed identifier
Validate();
// Obtain the function instance called for this event
Function & event = _Core->GetObjectEvent(m_ID, evid);
// Is the specified callback function null?
if (func.IsNull())
{
event.Release(); // Then release the current callback
}
// Assign the specified environment and function
else
{
event = Function(env.GetVM(), env, func.GetFunc());
}
}
// ------------------------------------------------------------------------------------------------
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 CObject::GetModel() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetObjectModel(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CObject::GetWorld() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetObjectWorld(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetWorld(Int32 world) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetObjectWorld(m_ID, world);
}
// ------------------------------------------------------------------------------------------------
Int32 CObject::GetAlpha() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetObjectAlpha(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetAlpha(Int32 alpha) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetObjectAlpha(m_ID, alpha, 0);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetAlphaEx(Int32 alpha, Int32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetObjectAlpha(m_ID, alpha, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveTo(const Vector3 & pos, Int32 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(Float32 x, Float32 y, Float32 z, Int32 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, Int32 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(Float32 x, Float32 y, Float32 z, Int32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->MoveObjectBy(m_ID, x, y, z, time);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CObject::GetPosition()
{
// Validate the managed identifier
Validate();
// Clear previous position information
s_Vector3.Clear();
// Query the server for the position values
_Func->GetObjectPos(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CObject::SetPosition(const Vector3 & pos) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetObjectPos(m_ID, pos.x, pos.y, pos.z);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetPositionEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetObjectPos(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateTo(const Quaternion & rot, Int32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotObjectTo(m_ID, rot.x, rot.y, rot.z, rot.w, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToEx(Float32 x, Float32 y, Float32 z, Float32 w, Int32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotObjectTo(m_ID, x, y, z, w, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToEuler(const Vector3 & rot, Int32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotObjectToEuler(m_ID, rot.x, rot.y, rot.z, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToEulerEx(Float32 x, Float32 y, Float32 z, Int32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotObjectToEuler(m_ID, x, y, z, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateBy(const Quaternion & rot, Int32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotObjectBy(m_ID, rot.x, rot.y, rot.z, rot.w, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByEx(Float32 x, Float32 y, Float32 z, Float32 w, Int32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotObjectBy(m_ID, x, y, z, w, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByEuler(const Vector3 & rot, Int32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotObjectByEuler(m_ID, rot.x, rot.y, rot.z, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByEulerEx(Float32 x, Float32 y, Float32 z, Int32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotObjectByEuler(m_ID, x, y, z, time);
}
// ------------------------------------------------------------------------------------------------
const Quaternion & CObject::GetRotation()
{
// Validate the managed identifier
Validate();
// Clear previous rotation information
s_Quaternion.Clear();
// Query the server for the rotation values
_Func->GetObjectRot(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w);
// Return the requested information
return s_Quaternion;
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CObject::GetRotationEuler()
{
// Validate the managed identifier
Validate();
// Clear previous rotation information
s_Vector3.Clear();
// Query the server for the rotation values
_Func->GetObjectRotEuler(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
bool CObject::GetShotReport() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsObjectShotReport(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetShotReport(bool toggle) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetObjectShotReport(m_ID, toggle);
}
// ------------------------------------------------------------------------------------------------
bool CObject::GetBumpReport() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsObjectBumpReport(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetBumpReport(bool toggle) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetObjectBumpReport(m_ID, toggle);
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetPosX() const
{
// Validate the managed identifier
Validate();
// Clear previous position information, if any
s_Vector3.x = 0;
// Query the server for the requested component value
_Func->GetObjectPos(m_ID, &s_Vector3.x, NULL, NULL);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetPosY() const
{
// Validate the managed identifier
Validate();
// Clear previous position information, if any
s_Vector3.y = 0;
// Query the server for the requested component value
_Func->GetObjectPos(m_ID, NULL, &s_Vector3.y, NULL);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetPosZ() const
{
// Validate the managed identifier
Validate();
// Clear previous position information, if any
s_Vector3.z = 0;
// Query the server for the requested component value
_Func->GetObjectPos(m_ID, NULL, NULL, &s_Vector3.z);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CObject::SetPosX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetObjectPos(m_ID, NULL, &s_Vector3.y, &s_Vector3.z);
// Perform the requested operation
_Func->SetObjectPos(m_ID, x, s_Vector3.y, s_Vector3.z);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetPosY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetObjectPos(m_ID, &s_Vector3.x, NULL, &s_Vector3.z);
// Perform the requested operation
_Func->SetObjectPos(m_ID, s_Vector3.x, y, s_Vector3.z);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetPosZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetObjectPos(m_ID, &s_Vector3.x, &s_Vector3.y, NULL);
// Perform the requested operation
_Func->SetObjectPos(m_ID, s_Vector3.z, s_Vector3.y, z);
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetRotX() const
{
// Validate the managed identifier
Validate();
// Clear previous rotation information, if any
s_Quaternion.x = 0;
// Query the server for the requested component value
_Func->GetObjectRot(m_ID, &s_Quaternion.x, NULL, NULL, NULL);
// Return the requested information
return s_Quaternion.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetRotY() const
{
// Validate the managed identifier
Validate();
// Clear previous rotation information, if any
s_Quaternion.y = 0;
// Query the server for the requested component value
_Func->GetObjectRot(m_ID, NULL, &s_Quaternion.y, NULL, NULL);
// Return the requested information
return s_Quaternion.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetRotZ() const
{
// Validate the managed identifier
Validate();
// Clear previous rotation information, if any
s_Quaternion.z = 0;
// Query the server for the requested component value
_Func->GetObjectRot(m_ID, NULL, NULL, &s_Quaternion.z, NULL);
// Return the requested information
return s_Quaternion.z;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetRotW() const
{
// Validate the managed identifier
Validate();
// Clear previous rotation information, if any
s_Quaternion.w = 0;
// Query the server for the requested component value
_Func->GetObjectRot(m_ID, NULL, NULL, NULL, &s_Quaternion.w);
// Return the requested information
return s_Quaternion.w;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetERotX() const
{
// Validate the managed identifier
Validate();
// Clear previous rotation information, if any
s_Vector3.x = 0;
// Query the server for the requested component value
_Func->GetObjectRotEuler(m_ID, &s_Vector3.x, NULL, NULL);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetERotY() const
{
// Validate the managed identifier
Validate();
// Clear previous rotation information, if any
s_Vector3.y = 0;
// Query the server for the requested component value
_Func->GetObjectRotEuler(m_ID, NULL, &s_Vector3.y, NULL);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetERotZ() const
{
// Validate the managed identifier
Validate();
// Clear previous rotation information, if any
s_Vector3.z = 0;
// Query the server for the requested component value
_Func->GetObjectRotEuler(m_ID, NULL, NULL, &s_Vector3.z);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
static Object & Object_CreateEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z,
Int32 alpha)
{
return _Core->NewObject(model, world, x, y, z, alpha, SQMOD_CREATE_DEFAULT, NullObject());
}
static Object & Object_CreateEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z,
Int32 alpha, Int32 header, Object & payload)
{
return _Core->NewObject(model, world, x, y, z, alpha, header, payload);
}
// ------------------------------------------------------------------------------------------------
static Object & Object_Create(Int32 model, Int32 world, const Vector3 & pos, Int32 alpha)
{
return _Core->NewObject(model, world, pos.x, pos.y, pos.z, alpha,
SQMOD_CREATE_DEFAULT, NullObject());
}
static Object & Object_Create(Int32 model, Int32 world, const Vector3 & pos, Int32 alpha,
Int32 header, Object & payload)
{
return _Core->NewObject(model, world, pos.x, pos.y, pos.z, alpha, header, payload);
}
// ------------------------------------------------------------------------------------------------
static const Object & Object_FindByID(Int32 id)
{
// Perform a range check on the specified identifier
if (INVALID_ENTITYEX(id, SQMOD_OBJECT_POOL))
{
STHROWF("The specified object identifier is invalid: %d", id);
}
// Obtain the ends of the entity pool
Core::Objects::const_iterator itr = _Core->GetObjects().cbegin();
Core::Objects::const_iterator end = _Core->GetObjects().cend();
// Process each entity in the pool
for (; itr != end; ++itr)
{
// Does the identifier match the specified one?
if (itr->mID == id)
{
return itr->mObj; // Stop searching and return this entity
}
}
// Unable to locate a object matching the specified identifier
return NullObject();
}
// ------------------------------------------------------------------------------------------------
static const Object & Object_FindByTag(CSStr tag)
{
// Perform a validity check on the specified tag
if (!tag || *tag == '\0')
STHROWF("The specified object tag is invalid: null/empty");
// Obtain the ends of the entity pool
Core::Objects::const_iterator itr = _Core->GetObjects().cbegin();
Core::Objects::const_iterator end = _Core->GetObjects().cend();
// Process each entity in the pool
for (; itr != end; ++itr)
{
// Does this entity even exist and does the tag match the specified one?
if (itr->mInst != nullptr && itr->mInst->GetTag().compare(tag) == 0)
{
return itr->mObj; // Stop searching and return this entity
}
}
// Unable to locate a object matching the specified tag
return NullObject();
}
// ------------------------------------------------------------------------------------------------
static Array Object_FindActive()
{
// Remember the initial stack size
StackGuard sg;
// Obtain the ends of the entity pool
Core::Objects::const_iterator itr = _Core->GetObjects().cbegin();
Core::Objects::const_iterator end = _Core->GetObjects().cend();
// Allocate an empty array on the stack
sq_newarray(DefaultVM::Get(), 0);
// Process each entity in the pool
for (; itr != end; ++itr)
{
// Is this entity instance active?
if (VALID_ENTITY(itr->mID))
{
// Push the script object on the stack
sq_pushobject(DefaultVM::Get(), (HSQOBJECT &)((*itr).mObj));
// Append the object at the back of the array
if (SQ_FAILED(sq_arrayappend(DefaultVM::Get(), -1)))
{
STHROWF("Unable to append entity instance to the list");
}
}
}
// Return the array at the top of the stack
return Var< Array >(DefaultVM::Get(), -1).value;
}
// ================================================================================================
void Register_CObject(HSQUIRRELVM vm)
{
RootTable(vm).Bind(_SC("SqObject"),
Class< CObject, NoConstructor< CObject > >(vm, _SC("SqObject"))
// Metamethods
.Func(_SC("_cmp"), &CObject::Cmp)
.SquirrelFunc(_SC("_typename"), &CObject::Typename)
.Func(_SC("_tostring"), &CObject::ToString)
// Static Values
.SetStaticValue(_SC("MaxID"), CObject::Max)
// Core Properties
.Prop(_SC("ID"), &CObject::GetID)
.Prop(_SC("Tag"), &CObject::GetTag, &CObject::SetTag)
.Prop(_SC("Data"), &CObject::GetData, &CObject::SetData)
.Prop(_SC("Active"), &CObject::IsActive)
// Core Methods
.Func(_SC("Bind"), &CObject::BindEvent)
// Core Overloads
.Overload< bool (CObject::*)(void) >(_SC("Destroy"), &CObject::Destroy)
.Overload< bool (CObject::*)(Int32) >(_SC("Destroy"), &CObject::Destroy)
.Overload< bool (CObject::*)(Int32, Object &) >(_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("ERot"), &CObject::GetRotation)
.Prop(_SC("Rotation"), &CObject::GetRotation)
.Prop(_SC("RotationEuler"), &CObject::GetRotationEuler)
.Prop(_SC("ShotReport"), &CObject::GetShotReport, &CObject::SetShotReport)
.Prop(_SC("BumpReport"), &CObject::GetBumpReport, &CObject::SetBumpReport)
.Prop(_SC("X"), &CObject::GetPosX, &CObject::SetPosX)
.Prop(_SC("Y"), &CObject::GetPosY, &CObject::SetPosY)
.Prop(_SC("Z"), &CObject::GetPosZ, &CObject::SetPosZ)
.Prop(_SC("RX"), &CObject::GetRotX)
.Prop(_SC("RY"), &CObject::GetRotY)
.Prop(_SC("RZ"), &CObject::GetRotZ)
.Prop(_SC("RW"), &CObject::GetRotW)
.Prop(_SC("EX"), &CObject::GetERotX)
.Prop(_SC("EY"), &CObject::GetERotY)
.Prop(_SC("EZ"), &CObject::GetERotZ)
// Member Methods
.Func(_SC("StreamedFor"), &CObject::IsStreamedFor)
.Func(_SC("SetAlpha"), &CObject::SetAlphaEx)
.Func(_SC("SetPosition"), &CObject::SetPositionEx)
// Member Overloads
.Overload< void (CObject::*)(const Vector3 &, Int32) const >
(_SC("MoveTo"), &CObject::MoveTo)
.Overload< void (CObject::*)(Float32, Float32, Float32, Int32) const >
(_SC("MoveTo"), &CObject::MoveToEx)
.Overload< void (CObject::*)(const Vector3 &, Int32) const >
(_SC("MoveBy"), &CObject::MoveBy)
.Overload< void (CObject::*)(Float32, Float32, Float32, Int32) const >
(_SC("MoveBy"), &CObject::MoveByEx)
.Overload< void (CObject::*)(const Quaternion &, Int32) const >
(_SC("RotateTo"), &CObject::RotateTo)
.Overload< void (CObject::*)(Float32, Float32, Float32, Float32, Int32) const >
(_SC("RotateTo"), &CObject::RotateToEx)
.Overload< void (CObject::*)(const Vector3 &, Int32) const >
(_SC("RotateToEuler"), &CObject::RotateToEuler)
.Overload< void (CObject::*)(Float32, Float32, Float32, Int32) const >
(_SC("RotateToEuler"), &CObject::RotateToEulerEx)
.Overload< void (CObject::*)(const Quaternion &, Int32) const >
(_SC("RotateBy"), &CObject::RotateBy)
.Overload< void (CObject::*)(Float32, Float32, Float32, Float32, Int32) const >
(_SC("RotateBy"), &CObject::RotateByEx)
.Overload< void (CObject::*)(const Vector3 &, Int32) const >
(_SC("RotateByEuler"), &CObject::RotateByEuler)
.Overload< void (CObject::*)(Float32, Float32, Float32, Int32) const >
(_SC("RotateByEuler"), &CObject::RotateByEulerEx)
// Static Functions
.StaticFunc(_SC("FindByID"), &Object_FindByID)
.StaticFunc(_SC("FindByTag"), &Object_FindByTag)
.StaticFunc(_SC("FindActive"), &Object_FindActive)
// Static Overloads
.StaticOverload< Object & (*)(Int32, Int32, Float32, Float32, Float32, Int32) >
(_SC("CreateEx"), &Object_CreateEx)
.StaticOverload< Object & (*)(Int32, Int32, Float32, Float32, Float32, Int32, Int32, Object &) >
(_SC("CreateEx"), &Object_CreateEx)
.StaticOverload< Object & (*)(Int32, Int32, const Vector3 &, Int32) >
(_SC("Create"), &Object_Create)
.StaticOverload< Object & (*)(Int32, Int32, const Vector3 &, Int32, Int32, Object &) >
(_SC("Create"), &Object_Create)
);
}
} // Namespace:: SqMod