Example #1
0
enemy_id enemy_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_enemy_data, lua_tostring(L, idx));
}
Example #2
0
scriptobj_id scriptobject_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_scriptobject_data, lua_tostring(L, idx));
}
Example #3
0
spell_id spell_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_spell_data, lua_tostring(L, idx));
}
Example #4
0
//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));
}
Example #5
0
class_id class_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_class_data, lua_tostring(L, idx));
}
Example #6
0
tileset_id tileset_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_tileset_data, lua_tostring(L, idx));
}
Example #7
0
class_id get_class_by_name(const char* name) {
	return get_X_by_name(game_class_data, name);
}
Example #8
0
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);
}
Example #9
0
projectile_id get_projectile_by_name(const char* name) {
	return get_X_by_name(game_projectile_data, name);
}
Example #10
0
effect_id get_effect_by_name(const char* name) {
	return get_X_by_name(game_effect_data, name);
}
Example #11
0
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);
}
Example #12
0
spell_id get_spell_by_name(const char* name) {
	return get_X_by_name(game_spell_data, name);
}
Example #13
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sprite_id get_sprite_by_name(const char* name) {
	return get_X_by_name(game_sprite_data, name);
}
Example #14
0
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);
}
Example #15
0
projectile_id projectile_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_projectile_data, lua_tostring(L, idx));
}
Example #16
0
weapon_id get_weapon_by_name(const char* name) {
	return get_X_by_name(game_weapon_data, name);
}
Example #17
0
weapon_id weapon_from_lua(lua_State* L, int idx) {
	return get_X_by_name(game_weapon_data, lua_tostring(L, idx));
}
Example #18
0
tileset_id get_tileset_by_name(const char* name) {
	return get_X_by_name(game_tileset_data, name);
}
Example #19
0
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);
}
Example #20
0
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);
}