static int l_remove(lua_State *L);
// get_pos(self)
- // returns: {x=num, y=num, z=num}
static int l_get_pos(lua_State *L);
// set_pos(self, pos)
static int l_set_pos(lua_State *L);
- // move_to(self, pos, continuous=false)
+ // move_to(self, pos, continuous)
static int l_move_to(lua_State *L);
// punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
static int l_punch(lua_State *L);
- // right_click(self, clicker); clicker = an another ObjectRef
+ // right_click(self, clicker)
static int l_right_click(lua_State *L);
- // set_hp(self, hp)
- // hp = number of hitpoints (2 * number of hearts)
- // returns: nil
+ // set_hp(self, hp, reason)
static int l_set_hp(lua_State *L);
// get_hp(self)
- // returns: number of hitpoints (2 * number of hearts)
- // 0 if not applicable to this type of object
static int l_get_hp(lua_State *L);
// get_inventory(self)
// get_wielded_item(self)
static int l_get_wielded_item(lua_State *L);
- // set_wielded_item(self, itemstack or itemstring or table or nil)
+ // set_wielded_item(self, item)
static int l_set_wielded_item(lua_State *L);
// set_armor_groups(self, groups)
// get_armor_groups(self)
static int l_get_armor_groups(lua_State *L);
- // set_physics_override(self, physics_override_speed, physics_override_jump,
- // physics_override_gravity, sneak, sneak_glitch, new_move)
+ // set_physics_override(self, override_table)
static int l_set_physics_override(lua_State *L);
// get_physics_override(self)
// get_animation(self)
static int l_get_animation(lua_State *L);
- // set_bone_position(self, std::string bone, v3f position, v3f rotation)
+ // set_bone_position(self, bone, position, rotation)
static int l_set_bone_position(lua_State *L);
// get_bone_position(self, bone)
// get_attach(self)
static int l_get_attach(lua_State *L);
+ // get_children(self)
+ static int l_get_children(lua_State *L);
+
// set_detach(self)
static int l_set_detach(lua_State *L);
/* LuaEntitySAO-only */
- // set_velocity(self, {x=num, y=num, z=num})
+ // set_velocity(self, velocity)
static int l_set_velocity(lua_State *L);
- // add_velocity(self, {x=num, y=num, z=num})
+ // add_velocity(self, velocity)
static int l_add_velocity(lua_State *L);
// get_velocity(self)
static int l_get_velocity(lua_State *L);
- // set_acceleration(self, {x=num, y=num, z=num})
+ // set_acceleration(self, acceleration)
static int l_set_acceleration(lua_State *L);
// get_acceleration(self)
static int l_get_acceleration(lua_State *L);
- // set_rotation(self, {x=num, y=num, z=num})
+ // set_rotation(self, rotation)
static int l_set_rotation(lua_State *L);
// get_rotation(self)
static int l_get_rotation(lua_State *L);
- // set_yaw(self, radians)
+ // set_yaw(self, yaw)
static int l_set_yaw(lua_State *L);
// get_yaw(self)
// l_get_texture_mod(self)
static int l_get_texture_mod(lua_State *L);
- // set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
- // select_horiz_by_yawpitch=false)
+ // set_sprite(self, start_frame, num_frames, framelength, select_x_by_camera)
static int l_set_sprite(lua_State *L);
// DEPRECATED
/* Player-only */
- // is_player_connected(self)
- static int l_is_player_connected(lua_State *L);
-
// get_player_name(self)
static int l_get_player_name(lua_State *L);
- // get_player_velocity(self)
- static int l_get_player_velocity(lua_State *L);
+ // get_fov(self)
+ static int l_get_fov(lua_State *L);
// get_look_dir(self)
static int l_get_look_dir(lua_State *L);
// get_look_yaw2(self)
static int l_get_look_horizontal(lua_State *L);
+ // set_fov(self, degrees, is_multiplier, transition_time)
+ static int l_set_fov(lua_State *L);
+
// set_look_vertical(self, radians)
static int l_set_look_vertical(lua_State *L);
// get_breath(self, breath)
static int l_get_breath(lua_State *L);
+ // DEPRECATED
// set_attribute(self, attribute, value)
static int l_set_attribute(lua_State *L);
+ // DEPRECATED
// get_attribute(self, attribute)
static int l_get_attribute(lua_State *L);
// set_inventory_formspec(self, formspec)
static int l_set_inventory_formspec(lua_State *L);
- // get_inventory_formspec(self) -> formspec
+ // get_inventory_formspec(self)
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
+ // get_formspec_prepend(self)
static int l_get_formspec_prepend(lua_State *L);
// get_player_control(self)
// hud_get_hotbar_selected_image(self)
static int l_hud_get_hotbar_selected_image(lua_State *L);
- // set_sky(self, bgcolor, type, list, clouds = true)
+ // set_sky(self, sky_parameters)
static int l_set_sky(lua_State *L);
// get_sky(self)
static int l_get_sky(lua_State *L);
- // set_clouds(self, {density=, color=, ambient=, height=, thickness=, speed=})
+ // get_sky_color(self)
+ static int l_get_sky_color(lua_State* L);
+
+ // set_sun(self, sun_parameters)
+ static int l_set_sun(lua_State *L);
+
+ // get_sun(self)
+ static int l_get_sun(lua_State *L);
+
+ // set_moon(self, moon_parameters)
+ static int l_set_moon(lua_State *L);
+
+ // get_moon(self)
+ static int l_get_moon(lua_State *L);
+
+ // set_stars(self, star_parameters)
+ static int l_set_stars(lua_State *L);
+
+ // get_stars(self)
+ static int l_get_stars(lua_State *L);
+
+ // set_clouds(self, cloud_parameters)
static int l_set_clouds(lua_State *L);
// get_clouds(self)
// get_day_night_ratio(self)
static int l_get_day_night_ratio(lua_State *L);
- // set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
+ // set_local_animation(self, idle, walk, dig, walk_while_dig, frame_speed)
static int l_set_local_animation(lua_State *L);
// get_local_animation(self)
static int l_get_local_animation(lua_State *L);
- // set_eye_offset(self, v3f first pv, v3f third pv)
+ // set_eye_offset(self, firstperson, thirdperson)
static int l_set_eye_offset(lua_State *L);
// get_eye_offset(self)
// get_nametag_attributes(self)
static int l_get_nametag_attributes(lua_State *L);
+ // send_mapblock(pos)
+ static int l_send_mapblock(lua_State *L);
+
+ // set_minimap_modes(self, modes, wanted_mode)
+ static int l_set_minimap_modes(lua_State *L);
};