lua_setfield(L, -2, "collisions");
/**/
}
+
+void push_physics_override(lua_State *L, float speed, float jump, float gravity, bool sneak, bool sneak_glitch, bool new_move)
+{
+ lua_createtable(L, 0, 6);
+
+ lua_pushnumber(L, speed);
+ lua_setfield(L, -2, "speed");
+
+ lua_pushnumber(L, jump);
+ lua_setfield(L, -2, "jump");
+
+ lua_pushnumber(L, gravity);
+ lua_setfield(L, -2, "gravity");
+
+ lua_pushboolean(L, sneak);
+ lua_setfield(L, -2, "sneak");
+
+ lua_pushboolean(L, sneak_glitch);
+ lua_setfield(L, -2, "sneak_glitch");
+
+ lua_pushboolean(L, new_move);
+ lua_setfield(L, -2, "new_move");
+}