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https://gitlab.com/OpenMW/openmw.git
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Merge branch 'lua' into 'master'
Replace `inventory:get<Type>()` with `inventory:getAll(<Type>)` See merge request OpenMW/openmw!1624
This commit is contained in:
commit
c3e07619a4
@ -16,10 +16,10 @@
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namespace MWLua
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{
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static sol::table definitionList(LuaUtil::LuaState& lua, std::initializer_list<std::string> values)
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static sol::table definitionList(LuaUtil::LuaState& lua, std::initializer_list<std::string_view> values)
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{
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sol::table res(lua.sol(), sol::create);
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for (const std::string& v : values)
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for (const std::string_view& v : values)
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res[v] = v;
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return LuaUtil::makeReadOnly(res);
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}
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@ -49,7 +49,7 @@ namespace MWLua
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{
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auto* lua = context.mLua;
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sol::table api(lua->sol(), sol::create);
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api["API_REVISION"] = 15;
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api["API_REVISION"] = 16;
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api["quit"] = [lua]()
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{
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Log(Debug::Warning) << "Quit requested by a Lua script.\n" << lua->debugTraceback();
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@ -62,8 +62,11 @@ namespace MWLua
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addTimeBindings(api, context, false);
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api["OBJECT_TYPE"] = definitionList(*lua,
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{
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"Activator", "Armor", "Book", "Clothing", "Creature", "Door", "Ingredient",
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"Light", "Miscellaneous", "NPC", "Player", "Potion", "Static", "Weapon"
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ObjectTypeName::Activator, ObjectTypeName::Armor, ObjectTypeName::Book, ObjectTypeName::Clothing,
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ObjectTypeName::Creature, ObjectTypeName::Door, ObjectTypeName::Ingredient, ObjectTypeName::Light,
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ObjectTypeName::MiscItem, ObjectTypeName::NPC, ObjectTypeName::Player, ObjectTypeName::Potion,
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ObjectTypeName::Static, ObjectTypeName::Weapon, ObjectTypeName::Activator, ObjectTypeName::Lockpick,
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ObjectTypeName::Probe, ObjectTypeName::Repair
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});
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api["EQUIPMENT_SLOT"] = LuaUtil::makeReadOnly(context.mLua->tableFromPairs<std::string_view, int>({
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{"Helmet", MWWorld::InventoryStore::Slot_Helmet},
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@ -17,20 +17,24 @@ namespace MWLua
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};
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const static std::unordered_map<ESM::RecNameInts, LuaObjectTypeInfo> luaObjectTypeInfo = {
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{ESM::REC_ACTI, {"Activator", ESM::LuaScriptCfg::sActivator}},
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{ESM::REC_ARMO, {"Armor", ESM::LuaScriptCfg::sArmor}},
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{ESM::REC_BOOK, {"Book", ESM::LuaScriptCfg::sBook}},
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{ESM::REC_CLOT, {"Clothing", ESM::LuaScriptCfg::sClothing}},
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{ESM::REC_CONT, {"Container", ESM::LuaScriptCfg::sContainer}},
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{ESM::REC_CREA, {"Creature", ESM::LuaScriptCfg::sCreature}},
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{ESM::REC_DOOR, {"Door", ESM::LuaScriptCfg::sDoor}},
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{ESM::REC_INGR, {"Ingredient", ESM::LuaScriptCfg::sIngredient}},
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{ESM::REC_LIGH, {"Light", ESM::LuaScriptCfg::sLight}},
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{ESM::REC_MISC, {"Miscellaneous", ESM::LuaScriptCfg::sMiscItem}},
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{ESM::REC_NPC_, {"NPC", ESM::LuaScriptCfg::sNPC}},
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{ESM::REC_ALCH, {"Potion", ESM::LuaScriptCfg::sPotion}},
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{ESM::REC_STAT, {"Static"}},
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{ESM::REC_WEAP, {"Weapon", ESM::LuaScriptCfg::sWeapon}},
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{ESM::REC_ACTI, {ObjectTypeName::Activator, ESM::LuaScriptCfg::sActivator}},
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{ESM::REC_ARMO, {ObjectTypeName::Armor, ESM::LuaScriptCfg::sArmor}},
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{ESM::REC_BOOK, {ObjectTypeName::Book, ESM::LuaScriptCfg::sBook}},
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{ESM::REC_CLOT, {ObjectTypeName::Clothing, ESM::LuaScriptCfg::sClothing}},
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{ESM::REC_CONT, {ObjectTypeName::Container, ESM::LuaScriptCfg::sContainer}},
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{ESM::REC_CREA, {ObjectTypeName::Creature, ESM::LuaScriptCfg::sCreature}},
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{ESM::REC_DOOR, {ObjectTypeName::Door, ESM::LuaScriptCfg::sDoor}},
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{ESM::REC_INGR, {ObjectTypeName::Ingredient, ESM::LuaScriptCfg::sIngredient}},
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{ESM::REC_LIGH, {ObjectTypeName::Light, ESM::LuaScriptCfg::sLight}},
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{ESM::REC_MISC, {ObjectTypeName::MiscItem, ESM::LuaScriptCfg::sMiscItem}},
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{ESM::REC_NPC_, {ObjectTypeName::NPC, ESM::LuaScriptCfg::sNPC}},
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{ESM::REC_ALCH, {ObjectTypeName::Potion, ESM::LuaScriptCfg::sPotion}},
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{ESM::REC_STAT, {ObjectTypeName::Static}},
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{ESM::REC_WEAP, {ObjectTypeName::Weapon, ESM::LuaScriptCfg::sWeapon}},
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{ESM::REC_APPA, {ObjectTypeName::Apparatus}},
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{ESM::REC_LOCK, {ObjectTypeName::Lockpick}},
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{ESM::REC_PROB, {ObjectTypeName::Probe}},
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{ESM::REC_REPA, {ObjectTypeName::Repair}},
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};
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std::string_view getLuaObjectTypeName(ESM::RecNameInts type, std::string_view fallback)
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@ -14,6 +14,31 @@
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namespace MWLua
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{
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namespace ObjectTypeName
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{
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// Names of object types in Lua.
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// These names are part of OpenMW Lua API.
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constexpr std::string_view Activator = "Activator";
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constexpr std::string_view Armor = "Armor";
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constexpr std::string_view Book = "Book";
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constexpr std::string_view Clothing = "Clothing";
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constexpr std::string_view Container = "Container";
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constexpr std::string_view Creature = "Creature";
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constexpr std::string_view Door = "Door";
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constexpr std::string_view Ingredient = "Ingredient";
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constexpr std::string_view Light = "Light";
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constexpr std::string_view MiscItem = "Miscellaneous";
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constexpr std::string_view NPC = "NPC";
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constexpr std::string_view Player = "Player";
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constexpr std::string_view Potion = "Potion";
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constexpr std::string_view Static = "Static";
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constexpr std::string_view Weapon = "Weapon";
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constexpr std::string_view Apparatus = "Apparatus";
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constexpr std::string_view Lockpick = "Lockpick";
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constexpr std::string_view Probe = "Probe";
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constexpr std::string_view Repair = "Repair";
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}
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// ObjectId is a unique identifier of a game object.
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// It can change only if the order of content files was change.
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using ObjectId = ESM::RefNum;
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@ -309,8 +309,38 @@ namespace MWLua
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inventoryT[sol::meta_function::to_string] =
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[](const InventoryT& inv) { return "Inventory[" + inv.mObj.toString() + "]"; };
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auto getWithMask = [context](const InventoryT& inventory, int mask)
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inventoryT["getAll"] = [worldView=context.mWorldView](const InventoryT& inventory, sol::optional<std::string_view> type)
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{
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int mask;
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if (!type.has_value())
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mask = MWWorld::ContainerStore::Type_All;
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else if (*type == ObjectTypeName::Potion)
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mask = MWWorld::ContainerStore::Type_Potion;
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else if (*type == ObjectTypeName::Armor)
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mask = MWWorld::ContainerStore::Type_Armor;
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else if (*type == ObjectTypeName::Book)
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mask = MWWorld::ContainerStore::Type_Book;
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else if (*type == ObjectTypeName::Clothing)
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mask = MWWorld::ContainerStore::Type_Clothing;
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else if (*type == ObjectTypeName::Ingredient)
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mask = MWWorld::ContainerStore::Type_Ingredient;
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else if (*type == ObjectTypeName::Light)
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mask = MWWorld::ContainerStore::Type_Light;
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else if (*type == ObjectTypeName::MiscItem)
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mask = MWWorld::ContainerStore::Type_Miscellaneous;
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else if (*type == ObjectTypeName::Weapon)
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mask = MWWorld::ContainerStore::Type_Weapon;
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else if (*type == ObjectTypeName::Apparatus)
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mask = MWWorld::ContainerStore::Type_Apparatus;
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else if (*type == ObjectTypeName::Lockpick)
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mask = MWWorld::ContainerStore::Type_Lockpick;
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else if (*type == ObjectTypeName::Probe)
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mask = MWWorld::ContainerStore::Type_Probe;
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else if (*type == ObjectTypeName::Repair)
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mask = MWWorld::ContainerStore::Type_Repair;
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else
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throw std::runtime_error(std::string("inventory:getAll doesn't support type " + std::string(*type)));
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const MWWorld::Ptr& ptr = inventory.mObj.ptr();
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MWWorld::ContainerStore& store = ptr.getClass().getContainerStore(ptr);
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ObjectIdList list = std::make_shared<std::vector<ObjectId>>();
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@ -318,39 +348,12 @@ namespace MWLua
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while (it.getType() != -1)
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{
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const MWWorld::Ptr& item = *(it++);
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context.mWorldView->getObjectRegistry()->registerPtr(item);
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worldView->getObjectRegistry()->registerPtr(item);
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list->push_back(getId(item));
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}
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return ObjectList<ObjectT>{list};
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};
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inventoryT["getAll"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_All); };
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inventoryT["getPotions"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Potion); };
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inventoryT["getApparatuses"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Apparatus); };
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inventoryT["getArmor"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Armor); };
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inventoryT["getBooks"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Book); };
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inventoryT["getClothing"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Clothing); };
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inventoryT["getIngredients"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Ingredient); };
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inventoryT["getLights"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Light); };
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inventoryT["getLockpicks"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Lockpick); };
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inventoryT["getMiscellaneous"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Miscellaneous); };
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inventoryT["getProbes"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Probe); };
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inventoryT["getRepairKits"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Repair); };
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inventoryT["getWeapons"] =
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[getWithMask](const InventoryT& inventory) { return getWithMask(inventory, MWWorld::ContainerStore::Type_Weapon); };
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inventoryT["countOf"] = [](const InventoryT& inventory, const std::string& recordId)
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{
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const MWWorld::Ptr& ptr = inventory.mObj.ptr();
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@ -88,21 +88,24 @@
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-------------------------------------------------------------------------------
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-- @type OBJECT_TYPE
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-- @field [parent=#OBJECT_TYPE] #string Activator "Activator"
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-- @field [parent=#OBJECT_TYPE] #string Armor "Armor"
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-- @field [parent=#OBJECT_TYPE] #string Book "Book"
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-- @field [parent=#OBJECT_TYPE] #string Clothing "Clothing"
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-- @field [parent=#OBJECT_TYPE] #string Container "Container"
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-- @field [parent=#OBJECT_TYPE] #string Creature "Creature"
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-- @field [parent=#OBJECT_TYPE] #string Door "Door"
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-- @field [parent=#OBJECT_TYPE] #string Ingredient "Ingredient"
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-- @field [parent=#OBJECT_TYPE] #string Light "Light"
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-- @field [parent=#OBJECT_TYPE] #string Miscellaneous "Miscellaneous"
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-- @field [parent=#OBJECT_TYPE] #string NPC "NPC"
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-- @field [parent=#OBJECT_TYPE] #string Player "Player"
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-- @field [parent=#OBJECT_TYPE] #string Potion "Potion"
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-- @field [parent=#OBJECT_TYPE] #string Static "Static"
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-- @field [parent=#OBJECT_TYPE] #string Weapon "Weapon"
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-- @field #string Activator "Activator"
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-- @field #string Armor "Armor"
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-- @field #string Book "Book"
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-- @field #string Clothing "Clothing"
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-- @field #string Container "Container"
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-- @field #string Creature "Creature"
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-- @field #string Door "Door"
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-- @field #string Ingredient "Ingredient"
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-- @field #string Light "Light"
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-- @field #string Miscellaneous "Miscellaneous"
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-- @field #string NPC "NPC"
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-- @field #string Player "Player"
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-- @field #string Potion "Potion"
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-- @field #string Static "Static"
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-- @field #string Apparatus "Apparatus"
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-- @field #string Lockpick "Lockpick"
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-- @field #string Probe "Probe"
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-- @field #string Repair "Repair"
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-------------------------------------------------------------------------------
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-- Possible `object.type` values.
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@ -111,25 +114,25 @@
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-------------------------------------------------------------------------------
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-- @type EQUIPMENT_SLOT
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-- @field [parent=#EQUIPMENT_SLOT] #number Helmet
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-- @field [parent=#EQUIPMENT_SLOT] #number Cuirass
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-- @field [parent=#EQUIPMENT_SLOT] #number Greaves
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-- @field [parent=#EQUIPMENT_SLOT] #number LeftPauldron
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-- @field [parent=#EQUIPMENT_SLOT] #number RightPauldron
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-- @field [parent=#EQUIPMENT_SLOT] #number LeftGauntlet
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-- @field [parent=#EQUIPMENT_SLOT] #number RightGauntlet
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-- @field [parent=#EQUIPMENT_SLOT] #number Boots
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-- @field [parent=#EQUIPMENT_SLOT] #number Shirt
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-- @field [parent=#EQUIPMENT_SLOT] #number Pants
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-- @field [parent=#EQUIPMENT_SLOT] #number Skirt
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-- @field [parent=#EQUIPMENT_SLOT] #number Robe
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-- @field [parent=#EQUIPMENT_SLOT] #number LeftRing
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-- @field [parent=#EQUIPMENT_SLOT] #number RightRing
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-- @field [parent=#EQUIPMENT_SLOT] #number Amulet
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-- @field [parent=#EQUIPMENT_SLOT] #number Belt
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-- @field [parent=#EQUIPMENT_SLOT] #number CarriedRight
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-- @field [parent=#EQUIPMENT_SLOT] #number CarriedLeft
|
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-- @field [parent=#EQUIPMENT_SLOT] #number Ammunition
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-- @field #number Helmet
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-- @field #number Cuirass
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||||
-- @field #number Greaves
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||||
-- @field #number LeftPauldron
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||||
-- @field #number RightPauldron
|
||||
-- @field #number LeftGauntlet
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||||
-- @field #number RightGauntlet
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||||
-- @field #number Boots
|
||||
-- @field #number Shirt
|
||||
-- @field #number Pants
|
||||
-- @field #number Skirt
|
||||
-- @field #number Robe
|
||||
-- @field #number LeftRing
|
||||
-- @field #number RightRing
|
||||
-- @field #number Amulet
|
||||
-- @field #number Belt
|
||||
-- @field #number CarriedRight
|
||||
-- @field #number CarriedLeft
|
||||
-- @field #number Ammunition
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Available equipment slots. Used in `object:getEquipment` and `object:setEquipment`.
|
||||
@ -140,17 +143,17 @@
|
||||
-- Any object that exists in the game world and has a specific location.
|
||||
-- Player, actors, items, and statics are game objects.
|
||||
-- @type GameObject
|
||||
-- @field [parent=#GameObject] openmw.util#Vector3 position Object position.
|
||||
-- @field [parent=#GameObject] openmw.util#Vector3 rotation Object rotation (ZXY order).
|
||||
-- @field [parent=#GameObject] #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.
|
||||
-- @field [parent=#GameObject] #string type Type of the object (see @{openmw.core#OBJECT_TYPE}).
|
||||
-- @field [parent=#GameObject] #number count Count (makes sense if holded in a container).
|
||||
-- @field [parent=#GameObject] #string recordId Record ID.
|
||||
-- @field [parent=#GameObject] #Inventory inventory Inventory of an Player/NPC or content of an container.
|
||||
-- @field [parent=#GameObject] #boolean isTeleport `True` if it is a teleport door (only if `object.type` == "Door").
|
||||
-- @field [parent=#GameObject] openmw.util#Vector3 destPosition Destination (only if a teleport door).
|
||||
-- @field [parent=#GameObject] openmw.util#Vector3 destRotation Destination rotation (only if a teleport door).
|
||||
-- @field [parent=#GameObject] #string destCell Destination cell (only if a teleport door).
|
||||
-- @field openmw.util#Vector3 position Object position.
|
||||
-- @field openmw.util#Vector3 rotation Object rotation (ZXY order).
|
||||
-- @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.
|
||||
-- @field #string type Type of the object (see @{openmw.core#OBJECT_TYPE}).
|
||||
-- @field #number count Count (makes sense if holded in a container).
|
||||
-- @field #string recordId Record ID.
|
||||
-- @field #Inventory inventory Inventory of an Player/NPC or content of an container.
|
||||
-- @field #boolean isTeleport `True` if it is a teleport door (only if `object.type` == "Door").
|
||||
-- @field openmw.util#Vector3 destPosition Destination (only if a teleport door).
|
||||
-- @field openmw.util#Vector3 destRotation Destination rotation (only if a teleport door).
|
||||
-- @field #string destCell Destination cell (only if a teleport door).
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Is the object still exists/available.
|
||||
@ -306,12 +309,12 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- A cell of the game world.
|
||||
-- @type Cell
|
||||
-- @field [parent=#Cell] #string name Name of the cell (can be empty string).
|
||||
-- @field [parent=#Cell] #string region Region of the cell.
|
||||
-- @field [parent=#Cell] #boolean isExterior Is it exterior or interior.
|
||||
-- @field [parent=#Cell] #number gridX Index of the cell by X (only for exteriors).
|
||||
-- @field [parent=#Cell] #number gridY Index of the cell by Y (only for exteriors).
|
||||
-- @field [parent=#Cell] #boolean hasWater True if the cell contains water.
|
||||
-- @field #string name Name of the cell (can be empty string).
|
||||
-- @field #string region Region of the cell.
|
||||
-- @field #boolean isExterior Is it exterior or interior.
|
||||
-- @field #number gridX Index of the cell by X (only for exteriors).
|
||||
-- @field #number gridY Index of the cell by Y (only for exteriors).
|
||||
-- @field #boolean hasWater True if the cell contains water.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Returns true either if the cell contains the object or if the cell is an exterior and the object is also in an exterior.
|
||||
@ -347,82 +350,13 @@
|
||||
-- @return #number
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all content of the inventory.
|
||||
-- Get all items of given type from the inventory.
|
||||
-- @function [parent=#Inventory] getAll
|
||||
-- @param self
|
||||
-- @param type (optional) items type (see @{openmw.core#OBJECT_TYPE})
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all potions.
|
||||
-- @function [parent=#Inventory] getPotions
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all apparatuses.
|
||||
-- @function [parent=#Inventory] getApparatuses
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all armor.
|
||||
-- @function [parent=#Inventory] getArmor
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all books.
|
||||
-- @function [parent=#Inventory] getBooks
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all clothing.
|
||||
-- @function [parent=#Inventory] getClothing
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all ingredients.
|
||||
-- @function [parent=#Inventory] getIngredients
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all lights.
|
||||
-- @function [parent=#Inventory] getLights
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all lockpicks.
|
||||
-- @function [parent=#Inventory] getLockpicks
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all miscellaneous items.
|
||||
-- @function [parent=#Inventory] getMiscellaneous
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all probes.
|
||||
-- @function [parent=#Inventory] getProbes
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all repair kits.
|
||||
-- @function [parent=#Inventory] getRepairKits
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- Get all weapon.
|
||||
-- @function [parent=#Inventory] getWeapons
|
||||
-- @param self
|
||||
-- @return #ObjectList
|
||||
-- @usage local all = inventory:getAll()
|
||||
-- local weapons = inventory:getAll(core.OBJECT_TYPE.Weapon)
|
||||
|
||||
|
||||
return nil
|
||||
|
Loading…
x
Reference in New Issue
Block a user