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Lua: Add water level to Core.Cell
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@ -115,6 +115,13 @@ namespace MWLua
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return cell == c.mStore || (cell->getCell()->getWorldSpace() == c.mStore->getCell()->getWorldSpace());
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return cell == c.mStore || (cell->getCell()->getWorldSpace() == c.mStore->getCell()->getWorldSpace());
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};
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};
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cellT["waterLevel"] = sol::readonly_property([](const CellT& c) -> sol::optional<float> {
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if (c.mStore->getCell()->hasWater())
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return c.mStore->getWaterLevel();
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else
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return sol::nullopt;
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});
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if constexpr (std::is_same_v<CellT, GCell>)
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if constexpr (std::is_same_v<CellT, GCell>)
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{ // only for global scripts
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{ // only for global scripts
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cellT["getAll"] = [ids = getPackageToTypeTable(context.mLua->sol())](
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cellT["getAll"] = [ids = getPackageToTypeTable(context.mLua->sol())](
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@ -297,6 +297,7 @@
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-- @field #number gridY Index of the cell by Y (only for exteriors).
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-- @field #number gridY Index of the cell by Y (only for exteriors).
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-- @field #string worldSpaceId Id of the world space.
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-- @field #string worldSpaceId Id of the world space.
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-- @field #boolean hasWater True if the cell contains water.
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-- @field #boolean hasWater True if the cell contains water.
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-- @field #number waterLevel The water level of the cell. (nil if cell has no water).
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-- @field #boolean hasSky True if in this cell sky should be rendered.
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-- @field #boolean hasSky True if in this cell sky should be rendered.
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---
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---
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