TombEngine/TR5Main/Scripting/GameScriptInventoryObject.cpp

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#include "framework.h"
#include "GameScriptInventoryObject.h"
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GameScriptInventoryObject::GameScriptInventoryObject(std::string const& a_name, ItemEnumPair a_slot, float a_yOffset, float a_scale, float a_xRot, float a_yRot, float a_zRot, short a_rotationFlags, int a_meshBits, __int64 a_operation) :
name{ a_name },
slot{ a_slot.m_pair.second },
yOffset{ a_yOffset },
scale{ a_scale },
xRot{ a_xRot },
yRot{ a_yRot },
zRot{ a_zRot },
rotationFlags{ a_rotationFlags },
meshBits{ a_meshBits },
operation{ a_operation }
{}
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void GameScriptInventoryObject::Register(sol::state * lua)
{
lua->new_usertype<GameScriptInventoryObject>("InventoryObject",
sol::constructors<GameScriptInventoryObject(std::string const &, ItemEnumPair, float, float, float, float, float, short, int, __int64)>(),
"name", &GameScriptInventoryObject::name,
"yOffset", &GameScriptInventoryObject::yOffset,
"scale", &GameScriptInventoryObject::scale,
"xRot", &GameScriptInventoryObject::xRot,
"yRot", &GameScriptInventoryObject::yRot,
"zRot", &GameScriptInventoryObject::zRot,
"rotationFlags", &GameScriptInventoryObject::rotationFlags,
"meshBits", &GameScriptInventoryObject::meshBits,
"operation", &GameScriptInventoryObject::operation
);
}