should appear in first person.
* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
or nil if it isn't attached.
+* `get_children()`: returns a list of ObjectRefs that are attached to the
+ object.
* `set_detach()`
* `set_bone_position(bone, position, rotation)`
* `bone`: string
return 5;
}
+// get_children(self)
+int ObjectRef::l_get_children(lua_State *L)
+{
+ GET_ENV_PTR;
+
+ ObjectRef *ref = checkobject(L, 1);
+ ServerActiveObject *sao = getobject(ref);
+ if (sao == nullptr)
+ return 0;
+
+ const std::unordered_set<int> child_ids = sao->getAttachmentChildIds();
+ int i = 0;
+ lua_createtable(L, child_ids.size(), 0);
+ for (const int id : child_ids) {
+ ServerActiveObject *child = env->getActiveObject(id);
+ getScriptApiBase(L)->objectrefGetOrCreate(L, child);
+ lua_rawseti(L, -2, ++i);
+ }
+ return 1;
+}
+
// set_detach(self)
int ObjectRef::l_set_detach(lua_State *L)
{
luamethod(ObjectRef, get_bone_position),
luamethod(ObjectRef, set_attach),
luamethod(ObjectRef, get_attach),
+ luamethod(ObjectRef, get_children),
luamethod(ObjectRef, set_detach),
luamethod(ObjectRef, set_properties),
luamethod(ObjectRef, get_properties),