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- int GetProto(lua_State* L, Item* item)
- {
- lua_newtable(L);
- int tbl = lua_gettop(L);
- const ItemPrototype* proto = item->GetProto();
- sEluna.Push(L, "ItemId");
- sEluna.Push(L, proto->ItemId);
- lua_settable(L, tbl);
- sEluna.Push(L, "Class");
- sEluna.Push(L, proto->Class);
- lua_settable(L, tbl);
- sEluna.Push(L, "SubClass");
- sEluna.Push(L, proto->SubClass);
- lua_settable(L, tbl);
- sEluna.Push(L, "Unk0");
- sEluna.Push(L, proto->Unk0);
- lua_settable(L, tbl);
- sEluna.Push(L, "Name1");
- sEluna.Push(L, proto->Name1);
- lua_settable(L, tbl);
- sEluna.Push(L, "DisplayInfoID");
- sEluna.Push(L, proto->DisplayInfoID);
- lua_settable(L, tbl);
- sEluna.Push(L, "Quality");
- sEluna.Push(L, proto->Quality);
- lua_settable(L, tbl);
- sEluna.Push(L, "Flags");
- sEluna.Push(L, proto->Flags);
- lua_settable(L, tbl);
- sEluna.Push(L, "Flags2");
- sEluna.Push(L, proto->Flags2);
- lua_settable(L, tbl);
- sEluna.Push(L, "BuyCount");
- sEluna.Push(L, proto->BuyCount);
- lua_settable(L, tbl);
- sEluna.Push(L, "BuyPrice");
- sEluna.Push(L, proto->BuyPrice);
- lua_settable(L, tbl);
- sEluna.Push(L, "SellPrice");
- sEluna.Push(L, proto->SellPrice);
- lua_settable(L, tbl);
- sEluna.Push(L, "InventoryType");
- sEluna.Push(L, proto->InventoryType);
- lua_settable(L, tbl);
- sEluna.Push(L, "AllowableClass");
- sEluna.Push(L, proto->AllowableClass);
- lua_settable(L, tbl);
- sEluna.Push(L, "AllowableRace");
- sEluna.Push(L, proto->AllowableRace);
- lua_settable(L, tbl);
- sEluna.Push(L, "ItemLevel");
- sEluna.Push(L, proto->ItemLevel);
- lua_settable(L, tbl);
- sEluna.Push(L, "RequiredLevel");
- sEluna.Push(L, proto->RequiredLevel);
- lua_settable(L, tbl);
- sEluna.Push(L, "RequiredSkill");
- sEluna.Push(L, proto->RequiredSkill);
- lua_settable(L, tbl);
- sEluna.Push(L, "RequiredSkillRank");
- sEluna.Push(L, proto->RequiredSkillRank);
- lua_settable(L, tbl);
- sEluna.Push(L, "RequiredSpell");
- sEluna.Push(L, proto->RequiredSpell);
- lua_settable(L, tbl);
- sEluna.Push(L, "RequiredHonorRank");
- sEluna.Push(L, proto->RequiredHonorRank);
- lua_settable(L, tbl);
- sEluna.Push(L, "RequiredCityRank");
- sEluna.Push(L, proto->RequiredCityRank);
- lua_settable(L, tbl);
- sEluna.Push(L, "RequiredReputationFaction");
- sEluna.Push(L, proto->RequiredReputationFaction);
- lua_settable(L, tbl);
- sEluna.Push(L, "RequiredReputationRank");
- sEluna.Push(L, proto->RequiredReputationRank);
- lua_settable(L, tbl);
- sEluna.Push(L, "MaxCount");
- sEluna.Push(L, proto->MaxCount);
- lua_settable(L, tbl);
- sEluna.Push(L, "Stackable");
- sEluna.Push(L, proto->Stackable);
- lua_settable(L, tbl);
- sEluna.Push(L, "ContainerSlots");
- sEluna.Push(L, proto->ContainerSlots);
- lua_settable(L, tbl);
- sEluna.Push(L, "StatsCount");
- sEluna.Push(L, proto->StatsCount);
- lua_settable(L, tbl);
- sEluna.Push(L, "ScalingStatDistribution");
- sEluna.Push(L, proto->ScalingStatDistribution);
- lua_settable(L, tbl);
- sEluna.Push(L, "ScalingStatValue");
- sEluna.Push(L, proto->ScalingStatValue);
- lua_settable(L, tbl);
- sEluna.Push(L, "Armor");
- sEluna.Push(L, proto->Armor);
- lua_settable(L, tbl);
- sEluna.Push(L, "HolyRes");
- sEluna.Push(L, proto->HolyRes);
- lua_settable(L, tbl);
- sEluna.Push(L, "FireRes");
- sEluna.Push(L, proto->FireRes);
- lua_settable(L, tbl);
- sEluna.Push(L, "NatureRes");
- sEluna.Push(L, proto->NatureRes);
- lua_settable(L, tbl);
- sEluna.Push(L, "FrostRes");
- sEluna.Push(L, proto->FrostRes);
- lua_settable(L, tbl);
- sEluna.Push(L, "ShadowRes");
- sEluna.Push(L, proto->ShadowRes);
- lua_settable(L, tbl);
- sEluna.Push(L, "ArcaneRes");
- sEluna.Push(L, proto->ArcaneRes);
- lua_settable(L, tbl);
- sEluna.Push(L, "Delay");
- sEluna.Push(L, proto->Delay);
- lua_settable(L, tbl);
- sEluna.Push(L, "AmmoType");
- sEluna.Push(L, proto->AmmoType);
- lua_settable(L, tbl);
- sEluna.Push(L, "RangedModRange");
- sEluna.Push(L, proto->RangedModRange);
- lua_settable(L, tbl);
- sEluna.Push(L, "Bonding");
- sEluna.Push(L, proto->Bonding);
- lua_settable(L, tbl);
- sEluna.Push(L, "Description");
- sEluna.Push(L, proto->Description);
- lua_settable(L, tbl);
- sEluna.Push(L, "PageText");
- sEluna.Push(L, proto->PageText);
- lua_settable(L, tbl);
- sEluna.Push(L, "LanguageID");
- sEluna.Push(L, proto->LanguageID);
- lua_settable(L, tbl);
- sEluna.Push(L, "PageMaterial");
- sEluna.Push(L, proto->PageMaterial);
- lua_settable(L, tbl);
- sEluna.Push(L, "StartQuest");
- sEluna.Push(L, proto->StartQuest);
- lua_settable(L, tbl);
- sEluna.Push(L, "LockID");
- sEluna.Push(L, proto->LockID);
- lua_settable(L, tbl);
- sEluna.Push(L, "Material");
- sEluna.Push(L, proto->Material);
- lua_settable(L, tbl);
- sEluna.Push(L, "Sheath");
- sEluna.Push(L, proto->Sheath);
- lua_settable(L, tbl);
- sEluna.Push(L, "RandomProperty");
- sEluna.Push(L, proto->RandomProperty);
- lua_settable(L, tbl);
- sEluna.Push(L, "RandomSuffix");
- sEluna.Push(L, proto->RandomSuffix);
- lua_settable(L, tbl);
- sEluna.Push(L, "Block");
- sEluna.Push(L, proto->Block);
- lua_settable(L, tbl);
- sEluna.Push(L, "ItemSet");
- sEluna.Push(L, proto->ItemSet);
- lua_settable(L, tbl);
- sEluna.Push(L, "MaxDurability");
- sEluna.Push(L, proto->MaxDurability);
- lua_settable(L, tbl);
- sEluna.Push(L, "Area");
- sEluna.Push(L, proto->Area);
- lua_settable(L, tbl);
- sEluna.Push(L, "Map");
- sEluna.Push(L, proto->Map);
- lua_settable(L, tbl);
- sEluna.Push(L, "BagFamily");
- sEluna.Push(L, proto->BagFamily);
- lua_settable(L, tbl);
- sEluna.Push(L, "TotemCategory");
- sEluna.Push(L, proto->TotemCategory);
- lua_settable(L, tbl);
- sEluna.Push(L, "socketBonus");
- sEluna.Push(L, proto->socketBonus);
- lua_settable(L, tbl);
- sEluna.Push(L, "GemProperties");
- sEluna.Push(L, proto->GemProperties);
- lua_settable(L, tbl);
- sEluna.Push(L, "RequiredDisenchantSkill");
- sEluna.Push(L, proto->RequiredDisenchantSkill);
- lua_settable(L, tbl);
- sEluna.Push(L, "ArmorDamageModifier");
- sEluna.Push(L, proto->ArmorDamageModifier);
- lua_settable(L, tbl);
- sEluna.Push(L, "Duration");
- sEluna.Push(L, proto->Duration);
- lua_settable(L, tbl);
- sEluna.Push(L, "ItemLimitCategory");
- sEluna.Push(L, proto->ItemLimitCategory);
- lua_settable(L, tbl);
- sEluna.Push(L, "HolidayId");
- sEluna.Push(L, proto->HolidayId);
- lua_settable(L, tbl);
- sEluna.Push(L, "ScriptId");
- sEluna.Push(L, proto->ScriptId);
- lua_settable(L, tbl);
- sEluna.Push(L, "DisenchantID");
- sEluna.Push(L, proto->DisenchantID);
- lua_settable(L, tbl);
- sEluna.Push(L, "FoodType");
- sEluna.Push(L, proto->FoodType);
- lua_settable(L, tbl);
- sEluna.Push(L, "MinMoneyLoot");
- sEluna.Push(L, proto->MinMoneyLoot);
- lua_settable(L, tbl);
- sEluna.Push(L, "MaxMoneyLoot");
- sEluna.Push(L, proto->MaxMoneyLoot);
- lua_settable(L, tbl);
- sEluna.Push(L, "ExtraFlags");
- sEluna.Push(L, proto->ExtraFlags);
- lua_settop(L, tbl); // push table to top of stack
- return 1;
- }
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