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