Beispiel #1
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enemy_id enemy_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_enemy_data, lua_tostring(L, idx));
}
Beispiel #2
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scriptobj_id scriptobject_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_scriptobject_data, lua_tostring(L, idx));
}
Beispiel #3
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spell_id spell_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_spell_data, lua_tostring(L, idx));
}
Beispiel #4
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//Lua argument getters
item_id item_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_item_data, lua_tostring(L, idx));
}
Beispiel #5
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class_id class_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_class_data, lua_tostring(L, idx));
}
Beispiel #6
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tileset_id tileset_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_tileset_data, lua_tostring(L, idx));
}
Beispiel #7
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class_id get_class_by_name(const char* name) {
	return get_X_by_name(game_class_data, name);
}
Beispiel #8
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itemgenlist_id get_itemgenlist_by_name(const char* name,
		bool error_if_not_found) {
	return get_X_by_name(game_itemgenlist_data, name, error_if_not_found);
}
Beispiel #9
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projectile_id get_projectile_by_name(const char* name) {
	return get_X_by_name(game_projectile_data, name);
}
Beispiel #10
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effect_id get_effect_by_name(const char* name) {
	return get_X_by_name(game_effect_data, name);
}
Beispiel #11
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enemy_id get_enemy_by_name(const char* name, bool error_if_not_found) {
	return get_X_by_name(game_enemy_data, name, error_if_not_found);
}
Beispiel #12
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spell_id get_spell_by_name(const char* name) {
	return get_X_by_name(game_spell_data, name);
}
Beispiel #13
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sprite_id get_sprite_by_name(const char* name) {
	return get_X_by_name(game_sprite_data, name);
}
Beispiel #14
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scriptobj_id get_scriptobject_by_name(const char* name,
		bool error_if_not_found) {
	return get_X_by_name(game_scriptobject_data, name, error_if_not_found);
}
Beispiel #15
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projectile_id projectile_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_projectile_data, lua_tostring(L, idx));
}
Beispiel #16
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weapon_id get_weapon_by_name(const char* name) {
	return get_X_by_name(game_weapon_data, name);
}
Beispiel #17
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weapon_id weapon_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_weapon_data, lua_tostring(L, idx));
}
Beispiel #18
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tileset_id get_tileset_by_name(const char* name) {
	return get_X_by_name(game_tileset_data, name);
}
Beispiel #19
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int get_armour_by_name(const char *name, bool error_if_not_found) {
	return get_X_by_name(game_armour_data, name, error_if_not_found);
}
Beispiel #20
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sprite_id get_sprite_by_name(const char* name, bool error_if_not_found) {
	return get_X_by_name(game_sprite_data, name, error_if_not_found);
}