public:
ObjectRef(ServerActiveObject *object);
- ~ObjectRef();
+ ~ObjectRef() = default;
// Creates an ObjectRef and leaves it on top of stack
// Not callable from Lua; all references are created on the C side.
// set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
static int l_set_animation(lua_State *L);
+ // set_animation_frame_speed(self, frame_speed)
+ static int l_set_animation_frame_speed(lua_State *L);
+
// get_animation(self)
static int l_get_animation(lua_State *L);
// get_inventory_formspec(self) -> formspec
static int l_get_inventory_formspec(lua_State *L);
+ // set_formspec_prepend(self, formspec)
+ static int l_set_formspec_prepend(lua_State *L);
+
+ // get_formspec_prepend(self) -> formspec
+ static int l_get_formspec_prepend(lua_State *L);
+
// get_player_control(self)
static int l_get_player_control(lua_State *L);