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- {
- [1] = "virtual bool Update(float delta) = 0",
- [2] = "virtual bool Deactivating(float delta) = 0",
- [3] = "virtual void GetMemoryStatistics(ICrySizer * s) = 0",
- [4] = "virtual void SetFlags(int flags) = 0",
- [5] = "virtual bool SetParticleEffect(const char* name) = 0",
- [6] = "virtual void Update(float delta) = 0",
- [7] = "virtual void GetMemoryStatistics(ICrySizer * s) = 0",
- [8] = "virtual EffectId GetEffectId(const char* name) = 0",
- [9] = "virtual void Activate(const EffectId& eid) = 0",
- [10] = "virtual bool BindEffect(const char* name, IEffect* pEffect) = 0",
- [11] = "virtual IGroundEffect* CreateGroundEffect(IEntity* pEntity) = 0",
- [12] = "DECLARE_GAMEOBJECT_FACTORY(IEffect)",
- }LUAMTA_FUNCTION(CWeapon, SetParticleEffect)
- {
- oh->Push(oh->ToEntity<CWeapon>(1)(oh->ToString(2));
- return 1;
- }
- LUAMTA_FUNCTION(CWeapon, Update)
- {
- oh->ToEntity<CWeapon>(1)(oh->ToNumber<float>(2));
- return 0;
- }
- LUAMTA_FUNCTION(CWeapon, CreateGroundEffect)
- {
- oh->Push(oh->ToEntity<CWeapon>(1)(oh->ToEntity<IEntity>(2));
- return 1;
- }
- LUAMTA_FUNCTION(CWeapon, BindEffect)
- {
- oh->Push(oh->ToEntity<CWeapon>(1)(oh->ToString(2), oh->ToEntity<IEffect>(3));
- return 1;
- }
- LUAMTA_FUNCTION(CWeapon, GetEffectId)
- {
- oh->Push(oh->ToEntity<CWeapon>(1)(oh->ToString(2));
- return 1;
- }
- LUAMTA_FUNCTION(CWeapon, SetFlags)
- {
- oh->ToEntity<CWeapon>(1)(oh->ToNumber<int>(2));
- return 0;
- }
- LUAMTA_FUNCTION(CWeapon, Deactivating)
- {
- oh->Push(oh->ToEntity<CWeapon>(1)(oh->ToNumber<float>(2));
- return 1;
- }
- LUAMTA_FUNCTION(CWeapon, GetMemoryStatistics)
- {
- oh->ToEntity<CWeapon>(1)(oh->ToEntity<ICrySizer>(2));
- return 0;
- }
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