This adds a function that allows you to 'shoot' a player towards a direction.
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@ -1,6 +1,6 @@
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/*
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** Lua binding: AllToLua
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** Generated automatically by tolua++-1.0.92 on 12/15/13 14:19:12.
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** Generated automatically by tolua++-1.0.92 on 12/15/13 18:47:13.
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*/
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#ifndef __cplusplus
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@ -9395,6 +9395,39 @@ static int tolua_AllToLua_cPlayer_GetIP00(lua_State* tolua_S)
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}
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#endif //#ifndef TOLUA_DISABLE
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/* method: ShootTo of class cPlayer */
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#ifndef TOLUA_DISABLE_tolua_AllToLua_cPlayer_ShootTo00
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static int tolua_AllToLua_cPlayer_ShootTo00(lua_State* tolua_S)
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{
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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if (
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!tolua_isusertype(tolua_S,1,"cPlayer",0,&tolua_err) ||
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(tolua_isvaluenil(tolua_S,2,&tolua_err) || !tolua_isusertype(tolua_S,2,"Vector3d",0,&tolua_err)) ||
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!tolua_isnoobj(tolua_S,3,&tolua_err)
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)
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goto tolua_lerror;
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else
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#endif
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{
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cPlayer* self = (cPlayer*) tolua_tousertype(tolua_S,1,0);
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Vector3d Vector = *((Vector3d*) tolua_tousertype(tolua_S,2,0));
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#ifndef TOLUA_RELEASE
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if (!self) tolua_error(tolua_S,"invalid 'self' in function 'ShootTo'", NULL);
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#endif
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{
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self->ShootTo(Vector);
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}
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}
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return 0;
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#ifndef TOLUA_RELEASE
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tolua_lerror:
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tolua_error(tolua_S,"#ferror in function 'ShootTo'.",&tolua_err);
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return 0;
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#endif
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}
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#endif //#ifndef TOLUA_DISABLE
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/* method: MoveTo of class cPlayer */
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#ifndef TOLUA_DISABLE_tolua_AllToLua_cPlayer_MoveTo00
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static int tolua_AllToLua_cPlayer_MoveTo00(lua_State* tolua_S)
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@ -31076,6 +31109,7 @@ TOLUA_API int tolua_AllToLua_open (lua_State* tolua_S)
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tolua_function(tolua_S,"IsGameModeSurvival",tolua_AllToLua_cPlayer_IsGameModeSurvival00);
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tolua_function(tolua_S,"IsGameModeAdventure",tolua_AllToLua_cPlayer_IsGameModeAdventure00);
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tolua_function(tolua_S,"GetIP",tolua_AllToLua_cPlayer_GetIP00);
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tolua_function(tolua_S,"ShootTo",tolua_AllToLua_cPlayer_ShootTo00);
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tolua_function(tolua_S,"MoveTo",tolua_AllToLua_cPlayer_MoveTo00);
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tolua_function(tolua_S,"GetWindow",tolua_AllToLua_cPlayer_GetWindow00);
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tolua_function(tolua_S,"CloseWindow",tolua_AllToLua_cPlayer_CloseWindow00);
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@ -1,6 +1,6 @@
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/*
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** Lua binding: AllToLua
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** Generated automatically by tolua++-1.0.92 on 12/15/13 14:19:13.
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** Generated automatically by tolua++-1.0.92 on 12/15/13 18:47:14.
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*/
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/* Exported function */
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@ -1765,8 +1765,6 @@ void cClientHandle::SendEntityStatus(const cEntity & a_Entity, char a_Status)
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void cClientHandle::SendEntityVelocity(const cEntity & a_Entity)
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{
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ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
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m_Protocol->SendEntityVelocity(a_Entity);
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}
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@ -1069,6 +1069,16 @@ Vector3d cPlayer::GetThrowSpeed(double a_SpeedCoeff) const
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void cPlayer::ShootTo(Vector3d a_Direction)
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{
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SetSpeed(a_Direction);
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m_ClientHandle->SendEntityVelocity(*this);
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}
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void cPlayer::MoveTo( const Vector3d & a_NewPos )
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{
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if ((a_NewPos.y < -990) && (GetPosY() > -100))
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@ -167,6 +167,9 @@ public:
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// Sets the current gamemode, doesn't check validity, doesn't send update packets to client
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void LoginSetGameMode(eGameMode a_GameMode);
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/// "Shoots" the player in the given direction.
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void ShootTo(Vector3d a_Direction); // tolua_export
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/// Tries to move to a new position, with attachment-related checks (y == -999)
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void MoveTo(const Vector3d & a_NewPos); // tolua_export
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