CapsAdmin

Untitled

Jul 29th, 2011
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  1. {
  2.     [1] = "virtual bool Update(float delta) = 0",
  3.     [2] = "virtual bool Deactivating(float delta) = 0",
  4.     [3] = "virtual void GetMemoryStatistics(ICrySizer * s) = 0",
  5.     [4] = "virtual void SetFlags(int flags) = 0",
  6.     [5] = "virtual bool SetParticleEffect(const char* name) = 0",
  7.     [6] = "virtual void Update(float delta) = 0",
  8.     [7] = "virtual void GetMemoryStatistics(ICrySizer * s) = 0",
  9.     [8] = "virtual EffectId GetEffectId(const char* name) = 0",
  10.     [9] = "virtual void Activate(const EffectId& eid) = 0",
  11.     [10] = "virtual bool BindEffect(const char* name, IEffect* pEffect) = 0",
  12.     [11] = "virtual IGroundEffect* CreateGroundEffect(IEntity* pEntity) = 0",
  13.     [12] = "DECLARE_GAMEOBJECT_FACTORY(IEffect)",
  14. }LUAMTA_FUNCTION(CWeapon, SetParticleEffect)
  15. {
  16.     oh->Push(oh->ToEntity<CWeapon>(1)(oh->ToString(2));
  17.  
  18.     return 1;
  19. }
  20.  
  21. LUAMTA_FUNCTION(CWeapon, Update)
  22. {
  23.     oh->ToEntity<CWeapon>(1)(oh->ToNumber<float>(2));
  24.  
  25.     return 0;
  26. }
  27.  
  28. LUAMTA_FUNCTION(CWeapon, CreateGroundEffect)
  29. {
  30.     oh->Push(oh->ToEntity<CWeapon>(1)(oh->ToEntity<IEntity>(2));
  31.  
  32.     return 1;
  33. }
  34.  
  35. LUAMTA_FUNCTION(CWeapon, BindEffect)
  36. {
  37.     oh->Push(oh->ToEntity<CWeapon>(1)(oh->ToString(2), oh->ToEntity<IEffect>(3));
  38.  
  39.     return 1;
  40. }
  41.  
  42. LUAMTA_FUNCTION(CWeapon, GetEffectId)
  43. {
  44.     oh->Push(oh->ToEntity<CWeapon>(1)(oh->ToString(2));
  45.  
  46.     return 1;
  47. }
  48.  
  49. LUAMTA_FUNCTION(CWeapon, SetFlags)
  50. {
  51.     oh->ToEntity<CWeapon>(1)(oh->ToNumber<int>(2));
  52.  
  53.     return 0;
  54. }
  55.  
  56. LUAMTA_FUNCTION(CWeapon, Deactivating)
  57. {
  58.     oh->Push(oh->ToEntity<CWeapon>(1)(oh->ToNumber<float>(2));
  59.  
  60.     return 1;
  61. }
  62.  
  63. LUAMTA_FUNCTION(CWeapon, GetMemoryStatistics)
  64. {
  65.     oh->ToEntity<CWeapon>(1)(oh->ToEntity<ICrySizer>(2));
  66.  
  67.     return 0;
  68. }
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