int LuaSyncedMoveCtrl::SetPhysics(lua_State* L) { CScriptMoveType* moveType = ParseMoveType(L, __FUNCTION__, 1); if (moveType == NULL) { return 0; } const float3 pos((float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4)); const float3 vel((float)luaL_checknumber(L, 5), (float)luaL_checknumber(L, 6), (float)luaL_checknumber(L, 7)); const float3 rot((float)luaL_checknumber(L, 8), (float)luaL_checknumber(L, 9), (float)luaL_checknumber(L, 10)); moveType->SetPhysics(pos, vel, rot); return 0; }
int LuaSyncedMoveCtrl::SetPhysics(lua_State* L) { CScriptMoveType* moveType = ParseMoveType(L, __FUNCTION__, 1); if (moveType == NULL) { return 0; } const float3 pos(luaL_checkfloat(L, 2), luaL_checkfloat(L, 3), luaL_checkfloat(L, 4)); const float3 vel(luaL_checkfloat(L, 5), luaL_checkfloat(L, 6), luaL_checkfloat(L, 7)); const float3 rot(luaL_checkfloat(L, 8), luaL_checkfloat(L, 9), luaL_checkfloat(L, 10)); ASSERT_SYNCED(pos); ASSERT_SYNCED(vel); ASSERT_SYNCED(rot); moveType->SetPhysics(pos, vel, rot); return 0; }