#include "lua_cityview.h" namespace OpenGTA { namespace Script { int CityView::setCamPosition(lua_State *L) { float x = float(luaL_checknumber(L, 1)); float y = float(luaL_checknumber(L, 2)); float z = float(luaL_checknumber(L, 3)); setPosition(x, y, z); return 0; } int CityView::getCamPosition(lua_State *L) { lua_pushnumber(L, camPos[0]); lua_pushnumber(L, camPos[1]); lua_pushnumber(L, camPos[2]); return 3; } /* int CityView::setCamVector(lua_State *L) { float x = float(luaL_checknumber(L, 1)); float y = float(luaL_checknumber(L, 2)); float z = float(luaL_checknumber(L, 3)); OpenGTA::CityView::setCamVector(x, y, z); return 0; } int CityView::getCamVector(lua_State *L) { lua_pushnumber(L, camVec[0]); lua_pushnumber(L, camVec[1]); lua_pushnumber(L, camVec[2]); return 3; } */ int CityView::setTopDownView(lua_State *L) { setViewMode(lua_toboolean(L, 1)); return 0; } int CityView::setDrawHeadingArrows(lua_State *L) { OpenGTA::CityView::setDrawHeadingArrows(lua_toboolean(L, 1)); return 0; } int CityView::setVisibleRange(lua_State *L) { OpenGTA::CityView::setVisibleRange(luaL_checkinteger(L, 1)); return 0; } int CityView::getVisibleRange(lua_State *L) { lua_pushnumber(L, visibleRange); return 1; } const char CityView::className[] = "CityView"; #define method(name) {#name, &CityView::name} Lunar::RegType CityView::methods[] = { method(setCamPosition), method(getCamPosition), // method(setCamVector), // method(getCamVector), method(setTopDownView), method(setVisibleRange), method(getVisibleRange), method(setDrawHeadingArrows), {0, 0} }; } }