// get_animation(self) int ObjectRef::l_get_animation(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if (co == NULL) return 0; // Do it v2f frames = v2f(1,1); float frame_speed = 15; float frame_blend = 0; bool frame_loop = true; co->getAnimation(&frames, &frame_speed, &frame_blend, &frame_loop); push_v2f(L, frames); lua_pushnumber(L, frame_speed); lua_pushnumber(L, frame_blend); lua_pushboolean(L, frame_loop); return 4; }