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add isRestocking
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84987450ee
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@ -214,8 +214,6 @@ namespace MWLua
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const ObjectT& o) mutable { return types[getLiveCellRefType(o.ptr().mRef)]; });
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objectT["count"] = sol::readonly_property([](const ObjectT& o) { return o.ptr().getRefData().getCount(); });
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objectT["baseCount"]
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= sol::readonly_property([](const ObjectT& o) { return o.ptr().getRefData().getCount(false); });
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objectT[sol::meta_function::equal_to] = [](const ObjectT& a, const ObjectT& b) { return a.id() == b.id(); };
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objectT[sol::meta_function::to_string] = &ObjectT::toString;
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objectT["sendEvent"] = [context](const ObjectT& dest, std::string eventName, const sol::object& eventData) {
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@ -12,5 +12,7 @@ namespace MWLua
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= [](const Object& object) { return object.ptr().getCellRef().getEnchantmentCharge(); };
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item["setEnchantmentCharge"]
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= [](const GObject& object, float charge) { object.ptr().getCellRef().setEnchantmentCharge(charge); };
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item["isRestocking"]
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= [](const GObject& object) -> bool { return object.ptr().getRefData().getCount(false) < 0; };
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}
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}
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@ -161,7 +161,6 @@
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-- @field #Cell cell The cell where the object currently is. During loading a game and for objects in an inventory or a container `cell` is nil.
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-- @field #any type Type of the object (one of the tables from the package @{openmw.types#types}).
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-- @field #number count Count (>1 means a stack of objects).
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-- @field #number baseCount Base Count (<1 means a restocking item).
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-- @field #string recordId Returns record ID of the object in lowercase.
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---
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@ -632,6 +632,13 @@
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-- @param openmw.core#GameObject item
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-- @return #number The charge remaining. -1 if the enchantment has never been used, implying the charge is full. Unenchanted items will always return a value of -1.
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---
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-- Checks if the item restocks.
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-- Returns true if the object restocks, and false otherwise.
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-- @function [parent=#Item] isRestocking
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-- @param openmw.core#GameObject item
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-- @return #boolean
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---
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-- Set this item's enchantment charge.
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-- @function [parent=#Item] setEnchantmentCharge
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