#include "framework.h" #include "GameScriptInventoryObject.h" GameScriptInventoryObject::GameScriptInventoryObject(std::string name, short slot, float yOffset, float scale, float xRot, float yRot, float zRot, short rotationFlags, int meshBits, __int64 operation) { this->name = name; this->slot = slot; this->yOffset = yOffset; this->scale = scale; this->xRot = xRot; this->yRot = yRot; this->zRot = zRot; this->rotationFlags = rotationFlags; this->meshBits = meshBits; this->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 ); }