diff --git a/docs/classes/CBaseCombatWeapon/AbortReload.md b/docs/classes/CBaseCombatWeapon/AbortReload.md new file mode 100644 index 0000000000..0a20b4d7f0 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/AbortReload.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: AbortReload +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: AbortReload + realm: shared + description: "Abort reload." + + + returns: + +--- + +
+CBaseCombatWeapon:AbortReload – Abort reload. +
diff --git a/docs/classes/CBaseCombatWeapon/ActivityListCount.md b/docs/classes/CBaseCombatWeapon/ActivityListCount.md new file mode 100644 index 0000000000..162e385157 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/ActivityListCount.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: ActivityListCount +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: ActivityListCount + realm: shared + description: "Activity list count." + + + returns: + - type: integer + description: "Number of activities in the list." +--- + +
+CBaseCombatWeapon:ActivityListCount – Activity list count. +
diff --git a/docs/classes/CBaseCombatWeapon/ActivityOverride.md b/docs/classes/CBaseCombatWeapon/ActivityOverride.md new file mode 100644 index 0000000000..41f7348434 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/ActivityOverride.md @@ -0,0 +1,28 @@ +--- +template: lua-class-function.html +title: ActivityOverride +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: ActivityOverride + realm: shared + description: "Asks which Activity override the weapon wants." + + arguments: + - name: "activity" + type: number + returns: + - type: integer + description: "Override activity ID." + - type: boolean + description: "Whether the activity is required." +--- + +
+CBaseCombatWeapon:ActivityOverride – Asks which Activity override the weapon wants. +
diff --git a/docs/classes/CBaseCombatWeapon/AddViewKick.md b/docs/classes/CBaseCombatWeapon/AddViewKick.md new file mode 100644 index 0000000000..255596ebc2 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/AddViewKick.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: AddViewKick +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: AddViewKick + realm: shared + description: "Add view kick." + + + returns: + +--- + +
+CBaseCombatWeapon:AddViewKick – Add view kick. +
diff --git a/docs/classes/CBaseCombatWeapon/AllowsAutoSwitchFrom.md b/docs/classes/CBaseCombatWeapon/AllowsAutoSwitchFrom.md new file mode 100644 index 0000000000..a55fee4133 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/AllowsAutoSwitchFrom.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: AllowsAutoSwitchFrom +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: AllowsAutoSwitchFrom + realm: shared + description: "Allows auto switch from." + + + returns: + - type: boolean + description: "Whether the weapon allows auto switch from." +--- + +
+CBaseCombatWeapon:AllowsAutoSwitchFrom – Allows auto switch from. +
diff --git a/docs/classes/CBaseCombatWeapon/AllowsAutoSwitchTo.md b/docs/classes/CBaseCombatWeapon/AllowsAutoSwitchTo.md new file mode 100644 index 0000000000..d06ee1c91c --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/AllowsAutoSwitchTo.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: AllowsAutoSwitchTo +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: AllowsAutoSwitchTo + realm: shared + description: "Allows auto switch to." + + + returns: + - type: boolean + description: "Whether the weapon allows auto switch to." +--- + +
+CBaseCombatWeapon:AllowsAutoSwitchTo – Allows auto switch to. +
diff --git a/docs/classes/CBaseCombatWeapon/CalcViewmodelBob.md b/docs/classes/CBaseCombatWeapon/CalcViewmodelBob.md new file mode 100644 index 0000000000..bf2129f148 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/CalcViewmodelBob.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: CalcViewmodelBob +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: CalcViewmodelBob + realm: shared + description: "Calculate viewmodel bob." + + + returns: + - type: number + description: "Viewmodel bob." +--- + +
+CBaseCombatWeapon:CalcViewmodelBob – Calculate viewmodel bob. +
diff --git a/docs/classes/CBaseCombatWeapon/CanBePickedUpByNPCs.md b/docs/classes/CBaseCombatWeapon/CanBePickedUpByNPCs.md new file mode 100644 index 0000000000..e1365192a9 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/CanBePickedUpByNPCs.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: CanBePickedUpByNPCs +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: CanBePickedUpByNPCs + realm: shared + description: "Can be picked up by NPCs." + + + returns: + - type: boolean + description: "Whether the weapon can be picked up by NPCs." +--- + +
+CBaseCombatWeapon:CanBePickedUpByNPCs – Can be picked up by NPCs. +
diff --git a/docs/classes/CBaseCombatWeapon/CanBeSelected.md b/docs/classes/CBaseCombatWeapon/CanBeSelected.md new file mode 100644 index 0000000000..335b2173ac --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/CanBeSelected.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: CanBeSelected +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: CanBeSelected + realm: shared + description: "Can be selected." + + + returns: + - type: boolean + description: "Whether the weapon can be selected." +--- + +
+CBaseCombatWeapon:CanBeSelected – Can be selected. +
diff --git a/docs/classes/CBaseCombatWeapon/CanDeploy.md b/docs/classes/CBaseCombatWeapon/CanDeploy.md new file mode 100644 index 0000000000..855a852366 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/CanDeploy.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: CanDeploy +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: CanDeploy + realm: shared + description: "Can deploy." + + + returns: + - type: boolean + description: "Whether the weapon can deploy." +--- + +
+CBaseCombatWeapon:CanDeploy – Can deploy. +
diff --git a/docs/classes/CBaseCombatWeapon/CanHolster.md b/docs/classes/CBaseCombatWeapon/CanHolster.md new file mode 100644 index 0000000000..6f15aa94c8 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/CanHolster.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: CanHolster +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: CanHolster + realm: shared + description: "Can holster." + + + returns: + - type: boolean + description: "Whether the weapon can holster." +--- + +
+CBaseCombatWeapon:CanHolster – Can holster. +
diff --git a/docs/classes/CBaseCombatWeapon/CanLower.md b/docs/classes/CBaseCombatWeapon/CanLower.md new file mode 100644 index 0000000000..30c19c86fa --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/CanLower.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: CanLower +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: CanLower + realm: shared + description: "Can lower." + + + returns: + - type: boolean + description: "Whether the weapon can lower." +--- + +
+CBaseCombatWeapon:CanLower – Can lower. +
diff --git a/docs/classes/CBaseCombatWeapon/CheckReload.md b/docs/classes/CBaseCombatWeapon/CheckReload.md new file mode 100644 index 0000000000..c669d76236 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/CheckReload.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: CheckReload +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: CheckReload + realm: shared + description: "Check reload." + + + returns: + +--- + +
+CBaseCombatWeapon:CheckReload – Check reload. +
diff --git a/docs/classes/CBaseCombatWeapon/Clip1.md b/docs/classes/CBaseCombatWeapon/Clip1.md new file mode 100644 index 0000000000..ad0956067c --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/Clip1.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: Clip1 +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: Clip1 + realm: shared + description: "The amount of ammo in the primary clip." + + + returns: + - type: integer + description: "The amount of ammo in the primary clip." +--- + +
+CBaseCombatWeapon:Clip1 – The amount of ammo in the primary clip. +
diff --git a/docs/classes/CBaseCombatWeapon/Clip2.md b/docs/classes/CBaseCombatWeapon/Clip2.md new file mode 100644 index 0000000000..8346bd0c7f --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/Clip2.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: Clip2 +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: Clip2 + realm: shared + description: "The amount of ammo in the secondary clip." + + + returns: + - type: integer + description: "The amount of ammo in the secondary clip." +--- + +
+CBaseCombatWeapon:Clip2 – The amount of ammo in the secondary clip. +
diff --git a/docs/classes/CBaseCombatWeapon/DefaultDeploy.md b/docs/classes/CBaseCombatWeapon/DefaultDeploy.md new file mode 100644 index 0000000000..5ba2272074 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/DefaultDeploy.md @@ -0,0 +1,32 @@ +--- +template: lua-class-function.html +title: DefaultDeploy +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: DefaultDeploy + realm: shared + description: "Default deploy." + + arguments: + - name: "viewModel" + type: string + - name: "worldModel" + type: string + - name: "activity" + type: number + - name: "animationExtension" + type: string + returns: + - type: boolean + description: "Whether the weapon was successfully deployed." +--- + +
+CBaseCombatWeapon:DefaultDeploy – Default deploy. +
diff --git a/docs/classes/CBaseCombatWeapon/DefaultReload.md b/docs/classes/CBaseCombatWeapon/DefaultReload.md new file mode 100644 index 0000000000..fefed070ca --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/DefaultReload.md @@ -0,0 +1,30 @@ +--- +template: lua-class-function.html +title: DefaultReload +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: DefaultReload + realm: shared + description: "Default reload." + + arguments: + - name: "clipSize1" + type: number + - name: "clipSize2" + type: number + - name: "activity" + type: number + returns: + - type: boolean + description: "Whether the weapon was successfully reloaded." +--- + +
+CBaseCombatWeapon:DefaultReload – Default reload. +
diff --git a/docs/classes/CBaseCombatWeapon/DefaultTouch.md b/docs/classes/CBaseCombatWeapon/DefaultTouch.md new file mode 100644 index 0000000000..03b4e7a155 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/DefaultTouch.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: DefaultTouch +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: DefaultTouch + realm: shared + description: "Default touch." + + arguments: + - name: "touchingEntity" + type: Entity + returns: + +--- + +
+CBaseCombatWeapon:DefaultTouch – Default touch. +
diff --git a/docs/classes/CBaseCombatWeapon/Deploy.md b/docs/classes/CBaseCombatWeapon/Deploy.md new file mode 100644 index 0000000000..3afca4dec1 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/Deploy.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: Deploy +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: Deploy + realm: shared + description: "Deploy." + + + returns: + - type: boolean + description: "Whether the weapon was successfully deployed." +--- + +
+CBaseCombatWeapon:Deploy – Deploy. +
diff --git a/docs/classes/CBaseCombatWeapon/DisplayAltFireHudHint.md b/docs/classes/CBaseCombatWeapon/DisplayAltFireHudHint.md new file mode 100644 index 0000000000..cc557fee24 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/DisplayAltFireHudHint.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: DisplayAltFireHudHint +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: DisplayAltFireHudHint + realm: shared + description: "Display alt fire HUD hint." + + + returns: + +--- + +
+CBaseCombatWeapon:DisplayAltFireHudHint – Display alt fire HUD hint. +
diff --git a/docs/classes/CBaseCombatWeapon/DisplayReloadHudHint.md b/docs/classes/CBaseCombatWeapon/DisplayReloadHudHint.md new file mode 100644 index 0000000000..10b6194d1e --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/DisplayReloadHudHint.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: DisplayReloadHudHint +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: DisplayReloadHudHint + realm: shared + description: "Display reload HUD hint." + + + returns: + +--- + +
+CBaseCombatWeapon:DisplayReloadHudHint – Display reload HUD hint. +
diff --git a/docs/classes/CBaseCombatWeapon/Drop.md b/docs/classes/CBaseCombatWeapon/Drop.md new file mode 100644 index 0000000000..05d23f1bc4 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/Drop.md @@ -0,0 +1,26 @@ +--- +template: lua-class-function.html +title: Drop +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: Drop + realm: shared + description: "Drop." + + arguments: + - name: "velocity" + type: Vector + nillable: true + returns: + +--- + +
+CBaseCombatWeapon:Drop – Drop. +
diff --git a/docs/classes/CBaseCombatWeapon/FinishReload.md b/docs/classes/CBaseCombatWeapon/FinishReload.md new file mode 100644 index 0000000000..ec19ea56e7 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/FinishReload.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: FinishReload +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: FinishReload + realm: shared + description: "Finish reload." + + + returns: + +--- + +
+CBaseCombatWeapon:FinishReload – Finish reload. +
diff --git a/docs/classes/CBaseCombatWeapon/GetActivity.md b/docs/classes/CBaseCombatWeapon/GetActivity.md new file mode 100644 index 0000000000..67d69d8905 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetActivity.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetActivity +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetActivity + realm: shared + description: "Get activity." + + + returns: + - type: integer + description: "Activity ID." +--- + +
+CBaseCombatWeapon:GetActivity – Get activity. +
diff --git a/docs/classes/CBaseCombatWeapon/GetAnimPrefix.md b/docs/classes/CBaseCombatWeapon/GetAnimPrefix.md new file mode 100644 index 0000000000..afb0ec70ae --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetAnimPrefix.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetAnimPrefix +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetAnimPrefix + realm: shared + description: "Get animation prefix." + + + returns: + - type: string + description: "Animation prefix." +--- + +
+CBaseCombatWeapon:GetAnimPrefix – Get animation prefix. +
diff --git a/docs/classes/CBaseCombatWeapon/GetBulletType.md b/docs/classes/CBaseCombatWeapon/GetBulletType.md new file mode 100644 index 0000000000..65e2aecc7a --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetBulletType.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetBulletType +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetBulletType + realm: shared + description: "Get bullet type." + + + returns: + - type: integer + description: "Bullet type." +--- + +
+CBaseCombatWeapon:GetBulletType – Get bullet type. +
diff --git a/docs/classes/CBaseCombatWeapon/GetClassName.md b/docs/classes/CBaseCombatWeapon/GetClassName.md new file mode 100644 index 0000000000..8cb59e3626 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetClassName.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetClassName +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetClassName + realm: shared + description: "Get class name." + + + returns: + - type: string + description: "Class name." +--- + +
+CBaseCombatWeapon:GetClassName – Get class name. +
diff --git a/docs/classes/CBaseCombatWeapon/GetDamage.md b/docs/classes/CBaseCombatWeapon/GetDamage.md new file mode 100644 index 0000000000..50c399bb96 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetDamage.md @@ -0,0 +1,28 @@ +--- +template: lua-class-function.html +title: GetDamage +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetDamage + realm: shared + description: "Get damage." + + arguments: + - name: "damage" + type: number + - name: "location" + type: number + returns: + - type: number + description: "Damage." +--- + +
+CBaseCombatWeapon:GetDamage – Get damage. +
diff --git a/docs/classes/CBaseCombatWeapon/GetDeathNoticeName.md b/docs/classes/CBaseCombatWeapon/GetDeathNoticeName.md new file mode 100644 index 0000000000..969fe5ec86 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetDeathNoticeName.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetDeathNoticeName +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetDeathNoticeName + realm: shared + description: "Get death notice name." + + + returns: + - type: string + description: "Death notice name." +--- + +
+CBaseCombatWeapon:GetDeathNoticeName – Get death notice name. +
diff --git a/docs/classes/CBaseCombatWeapon/GetDefaultAnimSpeed.md b/docs/classes/CBaseCombatWeapon/GetDefaultAnimSpeed.md new file mode 100644 index 0000000000..6e83ec3a4b --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetDefaultAnimSpeed.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetDefaultAnimSpeed +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetDefaultAnimSpeed + realm: shared + description: "Get default animation speed." + + + returns: + - type: number + description: "Default animation speed." +--- + +
+CBaseCombatWeapon:GetDefaultAnimSpeed – Get default animation speed. +
diff --git a/docs/classes/CBaseCombatWeapon/GetDefaultClip1.md b/docs/classes/CBaseCombatWeapon/GetDefaultClip1.md new file mode 100644 index 0000000000..0f343fc86e --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetDefaultClip1.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetDefaultClip1 +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetDefaultClip1 + realm: shared + description: "Get default clip 1." + + + returns: + - type: integer + description: "Default clip 1." +--- + +
+CBaseCombatWeapon:GetDefaultClip1 – Get default clip 1. +
diff --git a/docs/classes/CBaseCombatWeapon/GetDefaultClip2.md b/docs/classes/CBaseCombatWeapon/GetDefaultClip2.md new file mode 100644 index 0000000000..26254cb041 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetDefaultClip2.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetDefaultClip2 +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetDefaultClip2 + realm: shared + description: "Get default clip 2." + + + returns: + - type: integer + description: "Default clip 2." +--- + +
+CBaseCombatWeapon:GetDefaultClip2 – Get default clip 2. +
diff --git a/docs/classes/CBaseCombatWeapon/GetDrawActivity.md b/docs/classes/CBaseCombatWeapon/GetDrawActivity.md new file mode 100644 index 0000000000..6cbf4b664f --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetDrawActivity.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetDrawActivity +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetDrawActivity + realm: shared + description: "Get draw activity." + + + returns: + - type: integer + description: "Draw activity ID." +--- + +
+CBaseCombatWeapon:GetDrawActivity – Get draw activity. +
diff --git a/docs/classes/CBaseCombatWeapon/GetFireRate.md b/docs/classes/CBaseCombatWeapon/GetFireRate.md new file mode 100644 index 0000000000..80e50de7d5 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetFireRate.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetFireRate +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetFireRate + realm: shared + description: "Get fire rate." + + + returns: + - type: number + description: "Fire rate." +--- + +
+CBaseCombatWeapon:GetFireRate – Get fire rate. +
diff --git a/docs/classes/CBaseCombatWeapon/GetIdealActivity.md b/docs/classes/CBaseCombatWeapon/GetIdealActivity.md new file mode 100644 index 0000000000..7cb18e00ee --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetIdealActivity.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetIdealActivity +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetIdealActivity + realm: shared + description: "Get ideal activity." + + + returns: + - type: integer + description: "Ideal activity ID." +--- + +
+CBaseCombatWeapon:GetIdealActivity – Get ideal activity. +
diff --git a/docs/classes/CBaseCombatWeapon/GetIdealSequence.md b/docs/classes/CBaseCombatWeapon/GetIdealSequence.md new file mode 100644 index 0000000000..7e5ce439e7 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetIdealSequence.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetIdealSequence +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetIdealSequence + realm: shared + description: "Get ideal sequence." + + + returns: + - type: integer + description: "Ideal sequence ID." +--- + +
+CBaseCombatWeapon:GetIdealSequence – Get ideal sequence. +
diff --git a/docs/classes/CBaseCombatWeapon/GetMaxAutoAimDeflection.md b/docs/classes/CBaseCombatWeapon/GetMaxAutoAimDeflection.md new file mode 100644 index 0000000000..9047d67b0d --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetMaxAutoAimDeflection.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetMaxAutoAimDeflection +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetMaxAutoAimDeflection + realm: shared + description: "Get max auto aim deflection." + + + returns: + - type: number + description: "Max auto aim deflection." +--- + +
+CBaseCombatWeapon:GetMaxAutoAimDeflection – Get max auto aim deflection. +
diff --git a/docs/classes/CBaseCombatWeapon/GetMaxBurst.md b/docs/classes/CBaseCombatWeapon/GetMaxBurst.md new file mode 100644 index 0000000000..aaed8cf933 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetMaxBurst.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetMaxBurst +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetMaxBurst + realm: shared + description: "Get max burst." + + + returns: + - type: integer + description: "Max burst." +--- + +
+CBaseCombatWeapon:GetMaxBurst – Get max burst. +
diff --git a/docs/classes/CBaseCombatWeapon/GetMaxClip1.md b/docs/classes/CBaseCombatWeapon/GetMaxClip1.md new file mode 100644 index 0000000000..8655969e98 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetMaxClip1.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetMaxClip1 +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetMaxClip1 + realm: shared + description: "Get max clip 1." + + + returns: + - type: integer + description: "Max clip 1." +--- + +
+CBaseCombatWeapon:GetMaxClip1 – Get max clip 1. +
diff --git a/docs/classes/CBaseCombatWeapon/GetMaxClip2.md b/docs/classes/CBaseCombatWeapon/GetMaxClip2.md new file mode 100644 index 0000000000..038a6b2e29 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetMaxClip2.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetMaxClip2 +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetMaxClip2 + realm: shared + description: "Get max clip 2." + + + returns: + - type: integer + description: "Max clip 2." +--- + +
+CBaseCombatWeapon:GetMaxClip2 – Get max clip 2. +
diff --git a/docs/classes/CBaseCombatWeapon/GetMaxRestTime.md b/docs/classes/CBaseCombatWeapon/GetMaxRestTime.md new file mode 100644 index 0000000000..8c3fe4800e --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetMaxRestTime.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetMaxRestTime +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetMaxRestTime + realm: shared + description: "Get max rest time." + + + returns: + - type: number + description: "Max rest time." +--- + +
+CBaseCombatWeapon:GetMaxRestTime – Get max rest time. +
diff --git a/docs/classes/CBaseCombatWeapon/GetMinBurst.md b/docs/classes/CBaseCombatWeapon/GetMinBurst.md new file mode 100644 index 0000000000..aa7997ed47 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetMinBurst.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetMinBurst +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetMinBurst + realm: shared + description: "Get min burst." + + + returns: + - type: integer + description: "Min burst." +--- + +
+CBaseCombatWeapon:GetMinBurst – Get min burst. +
diff --git a/docs/classes/CBaseCombatWeapon/GetMinRestTime.md b/docs/classes/CBaseCombatWeapon/GetMinRestTime.md new file mode 100644 index 0000000000..04cef3bda5 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetMinRestTime.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetMinRestTime +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetMinRestTime + realm: shared + description: "Get min rest time." + + + returns: + - type: number + description: "Min rest time." +--- + +
+CBaseCombatWeapon:GetMinRestTime – Get min rest time. +
diff --git a/docs/classes/CBaseCombatWeapon/GetOwner.md b/docs/classes/CBaseCombatWeapon/GetOwner.md new file mode 100644 index 0000000000..035c0f8d5d --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetOwner.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetOwner +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetOwner + realm: shared + description: "Get owner." + + + returns: + - type: entity + description: "Owner entity." +--- + +
+CBaseCombatWeapon:GetOwner – Get owner. +
diff --git a/docs/classes/CBaseCombatWeapon/GetPosition.md b/docs/classes/CBaseCombatWeapon/GetPosition.md new file mode 100644 index 0000000000..6fcb937809 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetPosition.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetPosition +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetPosition + realm: shared + description: "Get the weapon position in the selection screen." + + + returns: + - type: integer + description: "Position in the selection screen." +--- + +
+CBaseCombatWeapon:GetPosition – Get the weapon position in the selection screen. +
diff --git a/docs/classes/CBaseCombatWeapon/GetPrimaryAmmoCount.md b/docs/classes/CBaseCombatWeapon/GetPrimaryAmmoCount.md new file mode 100644 index 0000000000..d09be42ec0 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetPrimaryAmmoCount.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetPrimaryAmmoCount +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetPrimaryAmmoCount + realm: shared + description: "Get the amount of primary ammo." + + + returns: + - type: integer + description: "Amount of primary ammo." +--- + +
+CBaseCombatWeapon:GetPrimaryAmmoCount – Get the amount of primary ammo. +
diff --git a/docs/classes/CBaseCombatWeapon/GetPrimaryAmmoType.md b/docs/classes/CBaseCombatWeapon/GetPrimaryAmmoType.md new file mode 100644 index 0000000000..d7e97ee643 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetPrimaryAmmoType.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetPrimaryAmmoType +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetPrimaryAmmoType + realm: shared + description: "Get the primary ammo type." + + + returns: + - type: integer + description: "Primary ammo type." +--- + +
+CBaseCombatWeapon:GetPrimaryAmmoType – Get the primary ammo type. +
diff --git a/docs/classes/CBaseCombatWeapon/GetPrimaryAttackActivity.md b/docs/classes/CBaseCombatWeapon/GetPrimaryAttackActivity.md new file mode 100644 index 0000000000..2161715d1d --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetPrimaryAttackActivity.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetPrimaryAttackActivity +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetPrimaryAttackActivity + realm: shared + description: "Get the primary attack activity." + + + returns: + - type: integer + description: "Primary attack activity ID." +--- + +
+CBaseCombatWeapon:GetPrimaryAttackActivity – Get the primary attack activity. +
diff --git a/docs/classes/CBaseCombatWeapon/GetPrintName.md b/docs/classes/CBaseCombatWeapon/GetPrintName.md new file mode 100644 index 0000000000..0aad42b3df --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetPrintName.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetPrintName +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetPrintName + realm: shared + description: "Get the print name." + + + returns: + - type: string + description: "Print name." +--- + +
+CBaseCombatWeapon:GetPrintName – Get the print name. +
diff --git a/docs/classes/CBaseCombatWeapon/GetRandomBurst.md b/docs/classes/CBaseCombatWeapon/GetRandomBurst.md new file mode 100644 index 0000000000..f991da2013 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetRandomBurst.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetRandomBurst +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetRandomBurst + realm: shared + description: "Get a random burst." + + + returns: + - type: integer + description: "Random burst." +--- + +
+CBaseCombatWeapon:GetRandomBurst – Get a random burst. +
diff --git a/docs/classes/CBaseCombatWeapon/GetRumbleEffect.md b/docs/classes/CBaseCombatWeapon/GetRumbleEffect.md new file mode 100644 index 0000000000..e15012903c --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetRumbleEffect.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetRumbleEffect +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetRumbleEffect + realm: shared + description: "Get the rumble effect." + + + returns: + - type: integer + description: "Rumble effect." +--- + +
+CBaseCombatWeapon:GetRumbleEffect – Get the rumble effect. +
diff --git a/docs/classes/CBaseCombatWeapon/GetSecondaryAmmoCount.md b/docs/classes/CBaseCombatWeapon/GetSecondaryAmmoCount.md new file mode 100644 index 0000000000..9c59e8b138 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetSecondaryAmmoCount.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetSecondaryAmmoCount +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetSecondaryAmmoCount + realm: shared + description: "Get the amount of secondary ammo." + + + returns: + - type: integer + description: "Amount of secondary ammo." +--- + +
+CBaseCombatWeapon:GetSecondaryAmmoCount – Get the amount of secondary ammo. +
diff --git a/docs/classes/CBaseCombatWeapon/GetSecondaryAmmoType.md b/docs/classes/CBaseCombatWeapon/GetSecondaryAmmoType.md new file mode 100644 index 0000000000..6e83e76cd0 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetSecondaryAmmoType.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetSecondaryAmmoType +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetSecondaryAmmoType + realm: shared + description: "Get the secondary ammo type." + + + returns: + - type: integer + description: "Secondary ammo type." +--- + +
+CBaseCombatWeapon:GetSecondaryAmmoType – Get the secondary ammo type. +
diff --git a/docs/classes/CBaseCombatWeapon/GetSecondaryAttackActivity.md b/docs/classes/CBaseCombatWeapon/GetSecondaryAttackActivity.md new file mode 100644 index 0000000000..e77518c273 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetSecondaryAttackActivity.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetSecondaryAttackActivity +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetSecondaryAttackActivity + realm: shared + description: "Get the secondary attack activity." + + + returns: + - type: integer + description: "Secondary attack activity ID." +--- + +
+CBaseCombatWeapon:GetSecondaryAttackActivity – Get the secondary attack activity. +
diff --git a/docs/classes/CBaseCombatWeapon/GetShootSound.md b/docs/classes/CBaseCombatWeapon/GetShootSound.md new file mode 100644 index 0000000000..e385e9c10e --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetShootSound.md @@ -0,0 +1,26 @@ +--- +template: lua-class-function.html +title: GetShootSound +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetShootSound + realm: shared + description: "Get the shoot sound." + + arguments: + - name: "index" + type: number + returns: + - type: string + description: "Shoot sound." +--- + +
+CBaseCombatWeapon:GetShootSound – Get the shoot sound. +
diff --git a/docs/classes/CBaseCombatWeapon/GetSlot.md b/docs/classes/CBaseCombatWeapon/GetSlot.md new file mode 100644 index 0000000000..1294ddff46 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetSlot.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetSlot +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetSlot + realm: shared + description: "Get the slot." + + + returns: + - type: integer + description: "Slot." +--- + +
+CBaseCombatWeapon:GetSlot – Get the slot. +
diff --git a/docs/classes/CBaseCombatWeapon/GetSubType.md b/docs/classes/CBaseCombatWeapon/GetSubType.md new file mode 100644 index 0000000000..4d1e66d541 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetSubType.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetSubType +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetSubType + realm: shared + description: "Get the sub type." + + + returns: + - type: integer + description: "Sub type." +--- + +
+CBaseCombatWeapon:GetSubType – Get the sub type. +
diff --git a/docs/classes/CBaseCombatWeapon/GetViewModel.md b/docs/classes/CBaseCombatWeapon/GetViewModel.md new file mode 100644 index 0000000000..00c3de947c --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetViewModel.md @@ -0,0 +1,27 @@ +--- +template: lua-class-function.html +title: GetViewModel +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetViewModel + realm: shared + description: "Get the view model." + + arguments: + - name: "index" + type: number + default: "0" + returns: + - type: string + description: "View model." +--- + +
+CBaseCombatWeapon:GetViewModel – Get the view model. +
diff --git a/docs/classes/CBaseCombatWeapon/GetViewModelSequenceDuration.md b/docs/classes/CBaseCombatWeapon/GetViewModelSequenceDuration.md new file mode 100644 index 0000000000..6d6286fbed --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetViewModelSequenceDuration.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetViewModelSequenceDuration +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetViewModelSequenceDuration + realm: shared + description: "Get the view model sequence duration." + + + returns: + - type: number + description: "View model sequence duration." +--- + +
+CBaseCombatWeapon:GetViewModelSequenceDuration – Get the view model sequence duration. +
diff --git a/docs/classes/CBaseCombatWeapon/GetWeaponData.md b/docs/classes/CBaseCombatWeapon/GetWeaponData.md new file mode 100644 index 0000000000..283dfde3c2 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetWeaponData.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetWeaponData +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetWeaponData + realm: shared + description: "Get weapon data" + + + returns: + - type: table + description: "Weapon data." +--- + +
+CBaseCombatWeapon:GetWeaponData – Get weapon data +
diff --git a/docs/classes/CBaseCombatWeapon/GetWeaponFlags.md b/docs/classes/CBaseCombatWeapon/GetWeaponFlags.md new file mode 100644 index 0000000000..71224443fa --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetWeaponFlags.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetWeaponFlags +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetWeaponFlags + realm: shared + description: "Get the weapon flags." + + + returns: + - type: integer + description: "Weapon flags." +--- + +
+CBaseCombatWeapon:GetWeaponFlags – Get the weapon flags. +
diff --git a/docs/classes/CBaseCombatWeapon/GetWeaponIdleTime.md b/docs/classes/CBaseCombatWeapon/GetWeaponIdleTime.md new file mode 100644 index 0000000000..42226bc7f0 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetWeaponIdleTime.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetWeaponIdleTime +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetWeaponIdleTime + realm: shared + description: "Get the weapon idle time." + + + returns: + - type: number + description: "Weapon idle time." +--- + +
+CBaseCombatWeapon:GetWeaponIdleTime – Get the weapon idle time. +
diff --git a/docs/classes/CBaseCombatWeapon/GetWeight.md b/docs/classes/CBaseCombatWeapon/GetWeight.md new file mode 100644 index 0000000000..ddabd8c87d --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetWeight.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetWeight +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetWeight + realm: shared + description: "Get the weight." + + + returns: + - type: integer + description: "Weight." +--- + +
+CBaseCombatWeapon:GetWeight – Get the weight. +
diff --git a/docs/classes/CBaseCombatWeapon/GetWorldModel.md b/docs/classes/CBaseCombatWeapon/GetWorldModel.md new file mode 100644 index 0000000000..bea3e983fd --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GetWorldModel.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: GetWorldModel +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GetWorldModel + realm: shared + description: "Get the world model." + + + returns: + - type: string + description: "World model." +--- + +
+CBaseCombatWeapon:GetWorldModel – Get the world model. +
diff --git a/docs/classes/CBaseCombatWeapon/GiveDefaultAmmo.md b/docs/classes/CBaseCombatWeapon/GiveDefaultAmmo.md new file mode 100644 index 0000000000..7b9428f941 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/GiveDefaultAmmo.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: GiveDefaultAmmo +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: GiveDefaultAmmo + realm: shared + description: "Give default ammo." + + + returns: + +--- + +
+CBaseCombatWeapon:GiveDefaultAmmo – Give default ammo. +
diff --git a/docs/classes/CBaseCombatWeapon/HandleFireOnEmpty.md b/docs/classes/CBaseCombatWeapon/HandleFireOnEmpty.md new file mode 100644 index 0000000000..2b55aa9e30 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/HandleFireOnEmpty.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: HandleFireOnEmpty +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: HandleFireOnEmpty + realm: shared + description: "Handle fire on empty." + + + returns: + +--- + +
+CBaseCombatWeapon:HandleFireOnEmpty – Handle fire on empty. +
diff --git a/docs/classes/CBaseCombatWeapon/HasAmmo.md b/docs/classes/CBaseCombatWeapon/HasAmmo.md new file mode 100644 index 0000000000..9093812392 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/HasAmmo.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: HasAmmo +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: HasAmmo + realm: shared + description: "Check if the weapon has ammo." + + + returns: + - type: boolean + description: "Whether the weapon has ammo." +--- + +
+CBaseCombatWeapon:HasAmmo – Check if the weapon has ammo. +
diff --git a/docs/classes/CBaseCombatWeapon/HasAnyAmmo.md b/docs/classes/CBaseCombatWeapon/HasAnyAmmo.md new file mode 100644 index 0000000000..66698486b1 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/HasAnyAmmo.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: HasAnyAmmo +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: HasAnyAmmo + realm: shared + description: "Check if the weapon has any ammo." + + + returns: + - type: boolean + description: "Whether the weapon has any ammo." +--- + +
+CBaseCombatWeapon:HasAnyAmmo – Check if the weapon has any ammo. +
diff --git a/docs/classes/CBaseCombatWeapon/HasPrimaryAmmo.md b/docs/classes/CBaseCombatWeapon/HasPrimaryAmmo.md new file mode 100644 index 0000000000..4f979c622e --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/HasPrimaryAmmo.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: HasPrimaryAmmo +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: HasPrimaryAmmo + realm: shared + description: "Check if the weapon has primary ammo." + + + returns: + - type: boolean + description: "Whether the weapon has primary ammo." +--- + +
+CBaseCombatWeapon:HasPrimaryAmmo – Check if the weapon has primary ammo. +
diff --git a/docs/classes/CBaseCombatWeapon/HasSecondaryAmmo.md b/docs/classes/CBaseCombatWeapon/HasSecondaryAmmo.md new file mode 100644 index 0000000000..c067c3d62b --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/HasSecondaryAmmo.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: HasSecondaryAmmo +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: HasSecondaryAmmo + realm: shared + description: "Check if the weapon has secondary ammo." + + + returns: + - type: boolean + description: "Whether the weapon has secondary ammo." +--- + +
+CBaseCombatWeapon:HasSecondaryAmmo – Check if the weapon has secondary ammo. +
diff --git a/docs/classes/CBaseCombatWeapon/HasWeaponIdleTimeElapsed.md b/docs/classes/CBaseCombatWeapon/HasWeaponIdleTimeElapsed.md new file mode 100644 index 0000000000..f89be055a0 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/HasWeaponIdleTimeElapsed.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: HasWeaponIdleTimeElapsed +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: HasWeaponIdleTimeElapsed + realm: shared + description: "Check if the weapon idle time has elapsed." + + + returns: + - type: boolean + description: "Whether the weapon idle time has elapsed." +--- + +
+CBaseCombatWeapon:HasWeaponIdleTimeElapsed – Check if the weapon idle time has elapsed. +
diff --git a/docs/classes/CBaseCombatWeapon/HideThink.md b/docs/classes/CBaseCombatWeapon/HideThink.md new file mode 100644 index 0000000000..c3fc110ca5 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/HideThink.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: HideThink +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: HideThink + realm: shared + description: "Hide think." + + + returns: + +--- + +
+CBaseCombatWeapon:HideThink – Hide think. +
diff --git a/docs/classes/CBaseCombatWeapon/IsAllowedToSwitch.md b/docs/classes/CBaseCombatWeapon/IsAllowedToSwitch.md new file mode 100644 index 0000000000..f736caa7bc --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/IsAllowedToSwitch.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: IsAllowedToSwitch +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: IsAllowedToSwitch + realm: shared + description: "Check if the weapon is allowed to switch." + + + returns: + - type: boolean + description: "Whether the weapon is allowed to switch." +--- + +
+CBaseCombatWeapon:IsAllowedToSwitch – Check if the weapon is allowed to switch. +
diff --git a/docs/classes/CBaseCombatWeapon/IsLocked.md b/docs/classes/CBaseCombatWeapon/IsLocked.md new file mode 100644 index 0000000000..66fb6228b9 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/IsLocked.md @@ -0,0 +1,26 @@ +--- +template: lua-class-function.html +title: IsLocked +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: IsLocked + realm: shared + description: "Check if the weapon is locked." + + arguments: + - name: "asker" + type: Entity + returns: + - type: boolean + description: "Whether the weapon is locked." +--- + +
+CBaseCombatWeapon:IsLocked – Check if the weapon is locked. +
diff --git a/docs/classes/CBaseCombatWeapon/IsMeleeWeapon.md b/docs/classes/CBaseCombatWeapon/IsMeleeWeapon.md new file mode 100644 index 0000000000..d56ac71656 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/IsMeleeWeapon.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: IsMeleeWeapon +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: IsMeleeWeapon + realm: shared + description: "Check if the weapon is a melee weapon." + + + returns: + - type: boolean + description: "Whether the weapon is a melee weapon." +--- + +
+CBaseCombatWeapon:IsMeleeWeapon – Check if the weapon is a melee weapon. +
diff --git a/docs/classes/CBaseCombatWeapon/IsPredicted.md b/docs/classes/CBaseCombatWeapon/IsPredicted.md new file mode 100644 index 0000000000..6280e0bf25 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/IsPredicted.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: IsPredicted +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: IsPredicted + realm: shared + description: "Check if the weapon is predicted." + + + returns: + - type: boolean + description: "Whether the weapon is predicted." +--- + +
+CBaseCombatWeapon:IsPredicted – Check if the weapon is predicted. +
diff --git a/docs/classes/CBaseCombatWeapon/IsScripted.md b/docs/classes/CBaseCombatWeapon/IsScripted.md new file mode 100644 index 0000000000..ba0f249cea --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/IsScripted.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: IsScripted +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: IsScripted + realm: shared + description: "Check if the weapon is scripted." + + + returns: + - type: boolean + description: "Whether the weapon is scripted." +--- + +
+CBaseCombatWeapon:IsScripted – Check if the weapon is scripted. +
diff --git a/docs/classes/CBaseCombatWeapon/IsViewModelSequenceFinished.md b/docs/classes/CBaseCombatWeapon/IsViewModelSequenceFinished.md new file mode 100644 index 0000000000..5c78941d34 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/IsViewModelSequenceFinished.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: IsViewModelSequenceFinished +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: IsViewModelSequenceFinished + realm: shared + description: "Check if the view model sequence is finished." + + + returns: + - type: boolean + description: "Whether the view model sequence is finished." +--- + +
+CBaseCombatWeapon:IsViewModelSequenceFinished – Check if the view model sequence is finished. +
diff --git a/docs/classes/CBaseCombatWeapon/IsWeaponVisible.md b/docs/classes/CBaseCombatWeapon/IsWeaponVisible.md new file mode 100644 index 0000000000..5f236c2cd8 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/IsWeaponVisible.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: IsWeaponVisible +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: IsWeaponVisible + realm: shared + description: "Check if the weapon is visible." + + + returns: + - type: boolean + description: "Whether the weapon is visible." +--- + +
+CBaseCombatWeapon:IsWeaponVisible – Check if the weapon is visible. +
diff --git a/docs/classes/CBaseCombatWeapon/IsWeaponZoomed.md b/docs/classes/CBaseCombatWeapon/IsWeaponZoomed.md new file mode 100644 index 0000000000..b1b93145e4 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/IsWeaponZoomed.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: IsWeaponZoomed +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: IsWeaponZoomed + realm: shared + description: "Check if the weapon is zoomed." + + + returns: + - type: boolean + description: "Whether the weapon is zoomed." +--- + +
+CBaseCombatWeapon:IsWeaponZoomed – Check if the weapon is zoomed. +
diff --git a/docs/classes/CBaseCombatWeapon/ItemBusyFrame.md b/docs/classes/CBaseCombatWeapon/ItemBusyFrame.md new file mode 100644 index 0000000000..e871e7206d --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/ItemBusyFrame.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: ItemBusyFrame +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: ItemBusyFrame + realm: shared + description: "Item busy frame." + + + returns: + +--- + +
+CBaseCombatWeapon:ItemBusyFrame – Item busy frame. +
diff --git a/docs/classes/CBaseCombatWeapon/ItemHolsterFrame.md b/docs/classes/CBaseCombatWeapon/ItemHolsterFrame.md new file mode 100644 index 0000000000..e2a7d2c182 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/ItemHolsterFrame.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: ItemHolsterFrame +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: ItemHolsterFrame + realm: shared + description: "Item holster frame." + + + returns: + +--- + +
+CBaseCombatWeapon:ItemHolsterFrame – Item holster frame. +
diff --git a/docs/classes/CBaseCombatWeapon/ItemPostFrame.md b/docs/classes/CBaseCombatWeapon/ItemPostFrame.md new file mode 100644 index 0000000000..af31c82d9f --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/ItemPostFrame.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: ItemPostFrame +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: ItemPostFrame + realm: shared + description: "Item post frame." + + + returns: + +--- + +
+CBaseCombatWeapon:ItemPostFrame – Item post frame. +
diff --git a/docs/classes/CBaseCombatWeapon/ItemPreFrame.md b/docs/classes/CBaseCombatWeapon/ItemPreFrame.md new file mode 100644 index 0000000000..759cae1c63 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/ItemPreFrame.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: ItemPreFrame +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: ItemPreFrame + realm: shared + description: "Item pre frame." + + + returns: + +--- + +
+CBaseCombatWeapon:ItemPreFrame – Item pre frame. +
diff --git a/docs/classes/CBaseCombatWeapon/Lock.md b/docs/classes/CBaseCombatWeapon/Lock.md new file mode 100644 index 0000000000..73f417c6c3 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/Lock.md @@ -0,0 +1,27 @@ +--- +template: lua-class-function.html +title: Lock +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: Lock + realm: shared + description: "Lock the weapon." + + arguments: + - name: "lockTime" + type: number + - name: "locker" + type: Entity + returns: + +--- + +
+CBaseCombatWeapon:Lock – Lock the weapon. +
diff --git a/docs/classes/CBaseCombatWeapon/Lower.md b/docs/classes/CBaseCombatWeapon/Lower.md new file mode 100644 index 0000000000..2aeac115c2 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/Lower.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: Lower +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: Lower + realm: shared + description: "Lower the weapon." + + + returns: + - type: boolean + description: "Whether the weapon was lowered." +--- + +
+CBaseCombatWeapon:Lower – Lower the weapon. +
diff --git a/docs/classes/CBaseCombatWeapon/MaintainIdealActivity.md b/docs/classes/CBaseCombatWeapon/MaintainIdealActivity.md new file mode 100644 index 0000000000..5e98875f69 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/MaintainIdealActivity.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: MaintainIdealActivity +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: MaintainIdealActivity + realm: shared + description: "Maintain ideal activity." + + + returns: + +--- + +
+CBaseCombatWeapon:MaintainIdealActivity – Maintain ideal activity. +
diff --git a/docs/classes/CBaseCombatWeapon/OnActiveStateChanged.md b/docs/classes/CBaseCombatWeapon/OnActiveStateChanged.md new file mode 100644 index 0000000000..9bfed71338 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/OnActiveStateChanged.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: OnActiveStateChanged +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: OnActiveStateChanged + realm: shared + description: "On active state changed." + + arguments: + - name: "oldState" + type: number + returns: + +--- + +
+CBaseCombatWeapon:OnActiveStateChanged – On active state changed. +
diff --git a/docs/classes/CBaseCombatWeapon/PrimaryAttack.md b/docs/classes/CBaseCombatWeapon/PrimaryAttack.md new file mode 100644 index 0000000000..ef04757911 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/PrimaryAttack.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: PrimaryAttack +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: PrimaryAttack + realm: shared + description: "Primary attack." + + + returns: + +--- + +
+CBaseCombatWeapon:PrimaryAttack – Primary attack. +
diff --git a/docs/classes/CBaseCombatWeapon/Ready.md b/docs/classes/CBaseCombatWeapon/Ready.md new file mode 100644 index 0000000000..e9297871e6 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/Ready.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: Ready +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: Ready + realm: shared + description: "Ready." + + + returns: + - type: boolean + description: "Whether the weapon is ready." +--- + +
+CBaseCombatWeapon:Ready – Ready. +
diff --git a/docs/classes/CBaseCombatWeapon/Reload.md b/docs/classes/CBaseCombatWeapon/Reload.md new file mode 100644 index 0000000000..fc73e69c0d --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/Reload.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: Reload +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: Reload + realm: shared + description: "Reload." + + + returns: + +--- + +
+CBaseCombatWeapon:Reload – Reload. +
diff --git a/docs/classes/CBaseCombatWeapon/ReloadOrSwitchWeapons.md b/docs/classes/CBaseCombatWeapon/ReloadOrSwitchWeapons.md new file mode 100644 index 0000000000..1fe36578ca --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/ReloadOrSwitchWeapons.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: ReloadOrSwitchWeapons +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: ReloadOrSwitchWeapons + realm: shared + description: "Reload or switch weapons." + + + returns: + +--- + +
+CBaseCombatWeapon:ReloadOrSwitchWeapons – Reload or switch weapons. +
diff --git a/docs/classes/CBaseCombatWeapon/RescindAltFireHudHint.md b/docs/classes/CBaseCombatWeapon/RescindAltFireHudHint.md new file mode 100644 index 0000000000..e82d4f6822 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/RescindAltFireHudHint.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: RescindAltFireHudHint +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: RescindAltFireHudHint + realm: shared + description: "Rescind alt fire HUD hint." + + + returns: + +--- + +
+CBaseCombatWeapon:RescindAltFireHudHint – Rescind alt fire HUD hint. +
diff --git a/docs/classes/CBaseCombatWeapon/RescindReloadHudHint.md b/docs/classes/CBaseCombatWeapon/RescindReloadHudHint.md new file mode 100644 index 0000000000..5e1fe229cc --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/RescindReloadHudHint.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: RescindReloadHudHint +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: RescindReloadHudHint + realm: shared + description: "Rescind reload HUD hint." + + + returns: + +--- + +
+CBaseCombatWeapon:RescindReloadHudHint – Rescind reload HUD hint. +
diff --git a/docs/classes/CBaseCombatWeapon/SecondaryAttack.md b/docs/classes/CBaseCombatWeapon/SecondaryAttack.md new file mode 100644 index 0000000000..bbf910a7dd --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SecondaryAttack.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: SecondaryAttack +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SecondaryAttack + realm: shared + description: "Secondary attack." + + + returns: + +--- + +
+CBaseCombatWeapon:SecondaryAttack – Secondary attack. +
diff --git a/docs/classes/CBaseCombatWeapon/SendViewModelAnim.md b/docs/classes/CBaseCombatWeapon/SendViewModelAnim.md new file mode 100644 index 0000000000..d6c0af0df4 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SendViewModelAnim.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: SendViewModelAnim +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SendViewModelAnim + realm: shared + description: "Send view model animation." + + arguments: + - name: "sequence" + type: number + returns: + +--- + +
+CBaseCombatWeapon:SendViewModelAnim – Send view model animation. +
diff --git a/docs/classes/CBaseCombatWeapon/SendWeaponAnim.md b/docs/classes/CBaseCombatWeapon/SendWeaponAnim.md new file mode 100644 index 0000000000..f3d203cf8b --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SendWeaponAnim.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: SendWeaponAnim +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SendWeaponAnim + realm: shared + description: "Send weapon animation." + + arguments: + - name: "activity" + type: number + returns: + +--- + +
+CBaseCombatWeapon:SendWeaponAnim – Send weapon animation. +
diff --git a/docs/classes/CBaseCombatWeapon/SetActivity.md b/docs/classes/CBaseCombatWeapon/SetActivity.md new file mode 100644 index 0000000000..8e69c3e3de --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SetActivity.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: SetActivity +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SetActivity + realm: shared + description: "Set activity." + + arguments: + - name: "activity" + type: number + returns: + +--- + +
+CBaseCombatWeapon:SetActivity – Set activity. +
diff --git a/docs/classes/CBaseCombatWeapon/SetIdealActivity.md b/docs/classes/CBaseCombatWeapon/SetIdealActivity.md new file mode 100644 index 0000000000..5e40f9d227 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SetIdealActivity.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: SetIdealActivity +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SetIdealActivity + realm: shared + description: "Set ideal activity." + + arguments: + - name: "activity" + type: number + returns: + +--- + +
+CBaseCombatWeapon:SetIdealActivity – Set ideal activity. +
diff --git a/docs/classes/CBaseCombatWeapon/SetPickupTouch.md b/docs/classes/CBaseCombatWeapon/SetPickupTouch.md new file mode 100644 index 0000000000..905d5a5fa0 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SetPickupTouch.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: SetPickupTouch +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SetPickupTouch + realm: shared + description: "Set pickup touch." + + + returns: + +--- + +
+CBaseCombatWeapon:SetPickupTouch – Set pickup touch. +
diff --git a/docs/classes/CBaseCombatWeapon/SetPrimaryAmmoCount.md b/docs/classes/CBaseCombatWeapon/SetPrimaryAmmoCount.md new file mode 100644 index 0000000000..08dba7c9a9 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SetPrimaryAmmoCount.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: SetPrimaryAmmoCount +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SetPrimaryAmmoCount + realm: shared + description: "Set primary ammo count." + + arguments: + - name: "count" + type: number + returns: + +--- + +
+CBaseCombatWeapon:SetPrimaryAmmoCount – Set primary ammo count. +
diff --git a/docs/classes/CBaseCombatWeapon/SetSecondaryAmmoCount.md b/docs/classes/CBaseCombatWeapon/SetSecondaryAmmoCount.md new file mode 100644 index 0000000000..4a14122cb1 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SetSecondaryAmmoCount.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: SetSecondaryAmmoCount +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SetSecondaryAmmoCount + realm: shared + description: "Set secondary ammo count." + + arguments: + - name: "count" + type: number + returns: + +--- + +
+CBaseCombatWeapon:SetSecondaryAmmoCount – Set secondary ammo count. +
diff --git a/docs/classes/CBaseCombatWeapon/SetSubType.md b/docs/classes/CBaseCombatWeapon/SetSubType.md new file mode 100644 index 0000000000..a12596cc72 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SetSubType.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: SetSubType +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SetSubType + realm: shared + description: "Set sub type." + + arguments: + - name: "subType" + type: number + returns: + +--- + +
+CBaseCombatWeapon:SetSubType – Set sub type. +
diff --git a/docs/classes/CBaseCombatWeapon/SetViewModel.md b/docs/classes/CBaseCombatWeapon/SetViewModel.md new file mode 100644 index 0000000000..3edfb32b15 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SetViewModel.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: SetViewModel +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SetViewModel + realm: shared + description: "Set view model." + + + returns: + +--- + +
+CBaseCombatWeapon:SetViewModel – Set view model. +
diff --git a/docs/classes/CBaseCombatWeapon/SetViewModelIndex.md b/docs/classes/CBaseCombatWeapon/SetViewModelIndex.md new file mode 100644 index 0000000000..890d11b2df --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SetViewModelIndex.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: SetViewModelIndex +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SetViewModelIndex + realm: shared + description: "Set view model index." + + arguments: + - name: "index" + type: number + returns: + +--- + +
+CBaseCombatWeapon:SetViewModelIndex – Set view model index. +
diff --git a/docs/classes/CBaseCombatWeapon/SetWeaponIdleTime.md b/docs/classes/CBaseCombatWeapon/SetWeaponIdleTime.md new file mode 100644 index 0000000000..1b5c1d81a4 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SetWeaponIdleTime.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: SetWeaponIdleTime +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SetWeaponIdleTime + realm: shared + description: "Set weapon idle time." + + arguments: + - name: "time" + type: number + returns: + +--- + +
+CBaseCombatWeapon:SetWeaponIdleTime – Set weapon idle time. +
diff --git a/docs/classes/CBaseCombatWeapon/SetWeaponVisible.md b/docs/classes/CBaseCombatWeapon/SetWeaponVisible.md new file mode 100644 index 0000000000..34f8720447 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/SetWeaponVisible.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: SetWeaponVisible +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: SetWeaponVisible + realm: shared + description: "Set weapon visible." + + arguments: + - name: "visible" + type: boolean + returns: + +--- + +
+CBaseCombatWeapon:SetWeaponVisible – Set weapon visible. +
diff --git a/docs/classes/CBaseCombatWeapon/ShouldDisplayAltFireHUDHint.md b/docs/classes/CBaseCombatWeapon/ShouldDisplayAltFireHUDHint.md new file mode 100644 index 0000000000..49e43479b2 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/ShouldDisplayAltFireHUDHint.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: ShouldDisplayAltFireHUDHint +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: ShouldDisplayAltFireHUDHint + realm: shared + description: "Should display alt fire HUD hint." + + + returns: + - type: boolean + description: "Whether the alt fire HUD hint should be displayed." +--- + +
+CBaseCombatWeapon:ShouldDisplayAltFireHUDHint – Should display alt fire HUD hint. +
diff --git a/docs/classes/CBaseCombatWeapon/ShouldDisplayReloadHUDHint.md b/docs/classes/CBaseCombatWeapon/ShouldDisplayReloadHUDHint.md new file mode 100644 index 0000000000..578644b230 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/ShouldDisplayReloadHUDHint.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: ShouldDisplayReloadHUDHint +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: ShouldDisplayReloadHUDHint + realm: shared + description: "Should display reload HUD hint." + + + returns: + - type: boolean + description: "Whether the reload HUD hint should be displayed." +--- + +
+CBaseCombatWeapon:ShouldDisplayReloadHUDHint – Should display reload HUD hint. +
diff --git a/docs/classes/CBaseCombatWeapon/ShouldShowControlPanels.md b/docs/classes/CBaseCombatWeapon/ShouldShowControlPanels.md new file mode 100644 index 0000000000..c44010a80a --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/ShouldShowControlPanels.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: ShouldShowControlPanels +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: ShouldShowControlPanels + realm: shared + description: "Should show control panels." + + + returns: + - type: boolean + description: "Whether the control panels should be shown." +--- + +
+CBaseCombatWeapon:ShouldShowControlPanels – Should show control panels. +
diff --git a/docs/classes/CBaseCombatWeapon/StartSprinting.md b/docs/classes/CBaseCombatWeapon/StartSprinting.md new file mode 100644 index 0000000000..3e64c82d84 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/StartSprinting.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: StartSprinting +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: StartSprinting + realm: shared + description: "Start sprinting." + + + returns: + - type: boolean + description: "Whether sprinting was started." +--- + +
+CBaseCombatWeapon:StartSprinting – Start sprinting. +
diff --git a/docs/classes/CBaseCombatWeapon/StopSprinting.md b/docs/classes/CBaseCombatWeapon/StopSprinting.md new file mode 100644 index 0000000000..3ea8c4d31a --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/StopSprinting.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: StopSprinting +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: StopSprinting + realm: shared + description: "Stop sprinting." + + + returns: + - type: boolean + description: "Whether sprinting was stopped." +--- + +
+CBaseCombatWeapon:StopSprinting – Stop sprinting. +
diff --git a/docs/classes/CBaseCombatWeapon/StopWeaponSound.md b/docs/classes/CBaseCombatWeapon/StopWeaponSound.md new file mode 100644 index 0000000000..dbcfddf4ee --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/StopWeaponSound.md @@ -0,0 +1,25 @@ +--- +template: lua-class-function.html +title: StopWeaponSound +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: StopWeaponSound + realm: shared + description: "Stop weapon sound." + + arguments: + - name: "soundType" + type: number + returns: + +--- + +
+CBaseCombatWeapon:StopWeaponSound – Stop weapon sound. +
diff --git a/docs/classes/CBaseCombatWeapon/UsesClipsForAmmo1.md b/docs/classes/CBaseCombatWeapon/UsesClipsForAmmo1.md new file mode 100644 index 0000000000..fd313f307c --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/UsesClipsForAmmo1.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: UsesClipsForAmmo1 +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: UsesClipsForAmmo1 + realm: shared + description: "Uses clips for ammo 1." + + + returns: + - type: boolean + description: "Whether clips are used for ammo 1." +--- + +
+CBaseCombatWeapon:UsesClipsForAmmo1 – Uses clips for ammo 1. +
diff --git a/docs/classes/CBaseCombatWeapon/UsesClipsForAmmo2.md b/docs/classes/CBaseCombatWeapon/UsesClipsForAmmo2.md new file mode 100644 index 0000000000..8cb440b928 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/UsesClipsForAmmo2.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: UsesClipsForAmmo2 +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: UsesClipsForAmmo2 + realm: shared + description: "Uses clips for ammo 2." + + + returns: + - type: boolean + description: "Whether clips are used for ammo 2." +--- + +
+CBaseCombatWeapon:UsesClipsForAmmo2 – Uses clips for ammo 2. +
diff --git a/docs/classes/CBaseCombatWeapon/UsesPrimaryAmmo.md b/docs/classes/CBaseCombatWeapon/UsesPrimaryAmmo.md new file mode 100644 index 0000000000..fb42b9b257 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/UsesPrimaryAmmo.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: UsesPrimaryAmmo +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: UsesPrimaryAmmo + realm: shared + description: "Uses primary ammo." + + + returns: + - type: boolean + description: "Whether primary ammo is used." +--- + +
+CBaseCombatWeapon:UsesPrimaryAmmo – Uses primary ammo. +
diff --git a/docs/classes/CBaseCombatWeapon/UsesSecondaryAmmo.md b/docs/classes/CBaseCombatWeapon/UsesSecondaryAmmo.md new file mode 100644 index 0000000000..c0557485e8 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/UsesSecondaryAmmo.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: UsesSecondaryAmmo +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: UsesSecondaryAmmo + realm: shared + description: "Uses secondary ammo." + + + returns: + - type: boolean + description: "Whether secondary ammo is used." +--- + +
+CBaseCombatWeapon:UsesSecondaryAmmo – Uses secondary ammo. +
diff --git a/docs/classes/CBaseCombatWeapon/VisibleInWeaponSelection.md b/docs/classes/CBaseCombatWeapon/VisibleInWeaponSelection.md new file mode 100644 index 0000000000..eca22399e5 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/VisibleInWeaponSelection.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: VisibleInWeaponSelection +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: VisibleInWeaponSelection + realm: shared + description: "Visible in weapon selection." + + + returns: + - type: boolean + description: "Whether the weapon is visible in weapon selection." +--- + +
+CBaseCombatWeapon:VisibleInWeaponSelection – Visible in weapon selection. +
diff --git a/docs/classes/CBaseCombatWeapon/WeaponAutoAimScale.md b/docs/classes/CBaseCombatWeapon/WeaponAutoAimScale.md new file mode 100644 index 0000000000..d20f920e56 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/WeaponAutoAimScale.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: WeaponAutoAimScale +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: WeaponAutoAimScale + realm: shared + description: "Weapon auto aim scale." + + + returns: + - type: number + description: "Weapon auto aim scale." +--- + +
+CBaseCombatWeapon:WeaponAutoAimScale – Weapon auto aim scale. +
diff --git a/docs/classes/CBaseCombatWeapon/WeaponIdle.md b/docs/classes/CBaseCombatWeapon/WeaponIdle.md new file mode 100644 index 0000000000..1a39ca204d --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/WeaponIdle.md @@ -0,0 +1,23 @@ +--- +template: lua-class-function.html +title: WeaponIdle +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: WeaponIdle + realm: shared + description: "Weapon idle." + + + returns: + +--- + +
+CBaseCombatWeapon:WeaponIdle – Weapon idle. +
diff --git a/docs/classes/CBaseCombatWeapon/WeaponSound.md b/docs/classes/CBaseCombatWeapon/WeaponSound.md new file mode 100644 index 0000000000..74c9f3f92d --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/WeaponSound.md @@ -0,0 +1,28 @@ +--- +template: lua-class-function.html +title: WeaponSound +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: WeaponSound + realm: shared + description: "Weapon sound." + + arguments: + - name: "soundType" + type: number + - name: "soundTime" + type: number + default: "0.0f" + returns: + +--- + +
+CBaseCombatWeapon:WeaponSound – Weapon sound. +
diff --git a/docs/classes/CBaseCombatWeapon/WeaponState.md b/docs/classes/CBaseCombatWeapon/WeaponState.md new file mode 100644 index 0000000000..b0bdee3911 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/WeaponState.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: WeaponState +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: WeaponState + realm: shared + description: "Weapon state." + + + returns: + - type: number + description: "Weapon state." +--- + +
+CBaseCombatWeapon:WeaponState – Weapon state. +
diff --git a/docs/classes/CBaseCombatWeapon/__eq.md b/docs/classes/CBaseCombatWeapon/__eq.md new file mode 100644 index 0000000000..a4651015e6 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/__eq.md @@ -0,0 +1,26 @@ +--- +template: lua-class-function.html +title: __eq +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: __eq + realm: shared + description: "Equality comparison." + + arguments: + - name: "otherEntity" + type: unknown + returns: + - type: boolean + description: "Whether the two entities are equal." +--- + +
+CBaseCombatWeapon:__eq – Equality comparison. +
diff --git a/docs/classes/CBaseCombatWeapon/__tostring.md b/docs/classes/CBaseCombatWeapon/__tostring.md new file mode 100644 index 0000000000..ed426879c6 --- /dev/null +++ b/docs/classes/CBaseCombatWeapon/__tostring.md @@ -0,0 +1,24 @@ +--- +template: lua-class-function.html +title: __tostring +icon: lua-shared +tags: + - lua + - shared + - needs-verification + - needs-example +lua: + library: CBaseCombatWeapon + function: __tostring + realm: shared + description: "String representation." + + + returns: + - type: string + description: "String representation." +--- + +
+CBaseCombatWeapon:__tostring – String representation. +
diff --git a/game/experiment/addons/gmod_compatibility/scripts/lua/includes/modules/gmod_compatibility/sh_init.lua b/game/experiment/addons/gmod_compatibility/scripts/lua/includes/modules/gmod_compatibility/sh_init.lua index 2920e7c0b7..71bcf4df07 100644 --- a/game/experiment/addons/gmod_compatibility/scripts/lua/includes/modules/gmod_compatibility/sh_init.lua +++ b/game/experiment/addons/gmod_compatibility/scripts/lua/includes/modules/gmod_compatibility/sh_init.lua @@ -358,7 +358,6 @@ ENTITY_META.EyePos = ENTITY_META.GetEyePosition ENTITY_META.EyeAngles = ENTITY_META.GetEyeAngles ENTITY_META.GetModel = ENTITY_META.GetModelName ENTITY_META.GetTable = ENTITY_META.GetRefTable -ENTITY_META.GetClass = ENTITY_META.GetClassName ENTITY_META.NearestPoint = ENTITY_META.CalculateNearestPoint ENTITY_META.OBBCenter = ENTITY_META.GetOBBCenter ENTITY_META.OBBMaxs = ENTITY_META.GetOBBMaxs diff --git a/game/experiment/gamemodes/deathmatch/gamemode/init.lua b/game/experiment/gamemodes/deathmatch/gamemode/init.lua index 970a1dc1b7..ec12414830 100644 --- a/game/experiment/gamemodes/deathmatch/gamemode/init.lua +++ b/game/experiment/gamemodes/deathmatch/gamemode/init.lua @@ -13,7 +13,7 @@ local PLAYER_SOUNDS_METROPOLICE = 2 function GM:CanHavePlayerItem(client, item) if (ConsoleVariables.FindVar("mp_weaponstay"):GetInt() > 0) then - if (client:Weapon_OwnsThisType(item:GetClassname(), item:GetSubType())) then + if (client:Weapon_OwnsThisType(item:GetClass(), item:GetSubType())) then return false end end diff --git a/src/game/client/lc_baseanimating.cpp b/src/game/client/lc_baseanimating.cpp index 3573f46a1d..ba25364bc2 100644 --- a/src/game/client/lc_baseanimating.cpp +++ b/src/game/client/lc_baseanimating.cpp @@ -811,7 +811,7 @@ LUA_BINDING_END( "boolean", "Whether the entity uses a power of two frame buffer LUALIB_API int luaopen_CBaseAnimating( lua_State *L ) { LUA_PUSH_METATABLE_TO_EXTEND( L, LUA_BASEANIMATINGLIBNAME ); - //luaL_register( L, NULL, CBaseAnimatingmeta ); + //lua_pushstring( L, "Entity" ); //lua_setfield( L, -2, "__type" ); /* metatable.__type = "Entity" */ // moved to lbaseanimating_shared LUA_REGISTRATION_COMMIT( CBaseAnimating ); diff --git a/src/game/server/lbaseanimating.cpp b/src/game/server/lbaseanimating.cpp index c7b912fb13..a9ae6e67b9 100644 --- a/src/game/server/lbaseanimating.cpp +++ b/src/game/server/lbaseanimating.cpp @@ -45,7 +45,6 @@ LUALIB_API int luaopen_CBaseAnimating( lua_State *L ) { LUA_PUSH_METATABLE_TO_EXTEND( L, LUA_BASEANIMATINGLIBNAME ); - // luaL_register( L, NULL, CBaseAnimatingmeta ); // lua_pushstring( L, "Entity" ); // lua_setfield( L, -2, "__type" ); /* metatable.__type = "Entity" */ // moved to lbaseanimating_shared LUA_REGISTRATION_COMMIT( CBaseAnimating ); diff --git a/src/game/shared/lbasecombatweapon_shared.cpp b/src/game/shared/lbasecombatweapon_shared.cpp index fce95d74a0..56fea71d80 100644 --- a/src/game/shared/lbasecombatweapon_shared.cpp +++ b/src/game/shared/lbasecombatweapon_shared.cpp @@ -41,406 +41,547 @@ LUALIB_API lua_CBaseCombatWeapon *luaL_checkweapon( lua_State *L, int narg ) return d; } -static int CBaseCombatWeapon_AbortReload( lua_State *L ) -{ - luaL_checkweapon( L, 1 )->AbortReload(); - return 0; -} +LUA_REGISTRATION_INIT( CBaseCombatWeapon ) -static int CBaseCombatWeapon_Activate( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, AbortReload, "class", "Abort reload." ) { - luaL_checkweapon( L, 1 )->Activate(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->AbortReload(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_ActivityListCount( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, ActivityListCount, "class", "Activity list count." ) { + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); int iCount = 0; - luaL_checkweapon( L, 1 )->ActivityList( iCount ); + pWeapon->ActivityList( iCount ); lua_pushinteger( L, iCount ); return 1; } +LUA_BINDING_END( "integer", "Number of activities in the list." ) -static int CBaseCombatWeapon_ActivityOverride( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, ActivityOverride, "class", "Asks which Activity override the weapon wants." ) { - bool *pRequired = ( bool * )luaL_checkboolean( L, 3 ); - lua_pushinteger( L, luaL_checkweapon( L, 1 )->ActivityOverride( ( Activity )( int )luaL_checknumber( L, 2 ), pRequired ) ); - return 1; + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iActivity = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "activity" ); + bool bRequired = false; + lua_pushinteger( L, pWeapon->ActivityOverride( ( Activity )iActivity, &bRequired ) ); + lua_pushboolean( L, bRequired ); + return 2; } +LUA_BINDING_END( "integer", "Override activity ID.", "boolean", "Whether the activity is required." ) -static int CBaseCombatWeapon_AddViewKick( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, AddViewKick, "class", "Add view kick." ) { - luaL_checkweapon( L, 1 )->AddViewKick(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->AddViewKick(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_AllowsAutoSwitchFrom( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, AllowsAutoSwitchFrom, "class", "Allows auto switch from." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->AllowsAutoSwitchFrom() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->AllowsAutoSwitchFrom() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon allows auto switch from." ) -static int CBaseCombatWeapon_AllowsAutoSwitchTo( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, AllowsAutoSwitchTo, "class", "Allows auto switch to." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->AllowsAutoSwitchTo() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->AllowsAutoSwitchTo() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon allows auto switch to." ) -static int CBaseCombatWeapon_CalcViewmodelBob( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, CalcViewmodelBob, "class", "Calculate viewmodel bob." ) { - lua_pushnumber( L, luaL_checkweapon( L, 1 )->CalcViewmodelBob() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushnumber( L, pWeapon->CalcViewmodelBob() ); return 1; } +LUA_BINDING_END( "number", "Viewmodel bob." ) -static int CBaseCombatWeapon_CanBePickedUpByNPCs( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, CanBePickedUpByNPCs, "class", "Can be picked up by NPCs." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->CanBePickedUpByNPCs() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->CanBePickedUpByNPCs() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon can be picked up by NPCs." ) -static int CBaseCombatWeapon_CanBeSelected( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, CanBeSelected, "class", "Can be selected." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->CanBeSelected() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->CanBeSelected() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon can be selected." ) -static int CBaseCombatWeapon_CanDeploy( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, CanDeploy, "class", "Can deploy." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->CanDeploy() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->CanDeploy() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon can deploy." ) -static int CBaseCombatWeapon_CanHolster( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, CanHolster, "class", "Can holster." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->CanHolster() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->CanHolster() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon can holster." ) -static int CBaseCombatWeapon_CanLower( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, CanLower, "class", "Can lower." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->CanLower() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->CanLower() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon can lower." ) -static int CBaseCombatWeapon_CheckReload( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, CheckReload, "class", "Check reload." ) { - luaL_checkweapon( L, 1 )->CheckReload(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->CheckReload(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_Clip1( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, Clip1, "class", "The amount of ammo in the primary clip." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->Clip1() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->Clip1() ); return 1; } +LUA_BINDING_END( "integer", "The amount of ammo in the primary clip." ) -static int CBaseCombatWeapon_Clip2( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, Clip2, "class", "The amount of ammo in the secondary clip." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->Clip2() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->Clip2() ); return 1; } +LUA_BINDING_END( "integer", "The amount of ammo in the secondary clip." ) -static int CBaseCombatWeapon_DefaultDeploy( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, DefaultDeploy, "class", "Default deploy." ) { - lua_pushboolean( - L, luaL_checkweapon( L, 1 )->DefaultDeploy( ( char * )luaL_checkstring( L, 2 ), ( char * )luaL_checkstring( L, 3 ), luaL_checknumber( L, 4 ), ( char * )luaL_checkstring( L, 5 ) ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + const char *pszViewModel = LUA_BINDING_ARGUMENT( luaL_checkstring, 2, "viewModel" ); + const char *pszWorldModel = LUA_BINDING_ARGUMENT( luaL_checkstring, 3, "worldModel" ); + int iActivity = LUA_BINDING_ARGUMENT( luaL_checknumber, 4, "activity" ); + const char *pszAnimExtension = LUA_BINDING_ARGUMENT( luaL_checkstring, 5, "animationExtension" ); + lua_pushboolean( L, pWeapon->DefaultDeploy( strdup( pszViewModel ), strdup( pszWorldModel ), iActivity, strdup( pszAnimExtension ) ) ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon was successfully deployed." ) -static int CBaseCombatWeapon_DefaultReload( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, DefaultReload, "class", "Default reload." ) { - lua_pushboolean( - L, luaL_checkweapon( L, 1 )->DefaultReload( luaL_checknumber( L, 2 ), luaL_checknumber( L, 3 ), luaL_checknumber( L, 4 ) ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iClipSize1 = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "clipSize1" ); + int iClipSize2 = LUA_BINDING_ARGUMENT( luaL_checknumber, 3, "clipSize2" ); + int iActivity = LUA_BINDING_ARGUMENT( luaL_checknumber, 4, "activity" ); + lua_pushboolean( L, pWeapon->DefaultReload( iClipSize1, iClipSize2, iActivity ) ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon was successfully reloaded." ) -static int CBaseCombatWeapon_DefaultTouch( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, DefaultTouch, "class", "Default touch." ) { - luaL_checkweapon( L, 1 )->DefaultTouch( luaL_checkentity( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_CBaseEntity *pOther = LUA_BINDING_ARGUMENT( luaL_checkentity, 2, "touchingEntity" ); + pWeapon->DefaultTouch( pOther ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_Deploy( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, Deploy, "class", "Deploy." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->Deploy() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->Deploy() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon was successfully deployed." ) -static int CBaseCombatWeapon_DisplayAltFireHudHint( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, DisplayAltFireHudHint, "class", "Display alt fire HUD hint." ) { - luaL_checkweapon( L, 1 )->DisplayAltFireHudHint(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->DisplayAltFireHudHint(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_DisplayReloadHudHint( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, DisplayReloadHudHint, "class", "Display reload HUD hint." ) { - luaL_checkweapon( L, 1 )->DisplayReloadHudHint(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->DisplayReloadHudHint(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_Drop( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, Drop, "class", "Drop." ) { - luaL_checkweapon( L, 1 )->Drop( luaL_checkvector( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + Vector vecThrowVelocity; + + if ( lua_isvector( L, 2 ) ) + vecThrowVelocity = LUA_BINDING_ARGUMENT_NILLABLE( luaL_checkvector, 2, "velocity" ); + else + vecThrowVelocity = vec3_origin; + + pWeapon->Drop( vecThrowVelocity ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_FinishReload( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, FinishReload, "class", "Finish reload." ) { - luaL_checkweapon( L, 1 )->FinishReload(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->FinishReload(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_GetActivity( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetActivity, "class", "Get activity." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetActivity() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetActivity() ); return 1; } +LUA_BINDING_END( "integer", "Activity ID." ) -static int CBaseCombatWeapon_GetAnimPrefix( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetAnimPrefix, "class", "Get animation prefix." ) { - lua_pushstring( L, luaL_checkweapon( L, 1 )->GetAnimPrefix() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushstring( L, pWeapon->GetAnimPrefix() ); return 1; } +LUA_BINDING_END( "string", "Animation prefix." ) -static int CBaseCombatWeapon_GetBulletType( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetBulletType, "class", "Get bullet type." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetBulletType() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetBulletType() ); return 1; } +LUA_BINDING_END( "integer", "Bullet type." ) -static int CBaseCombatWeapon_GetDamage( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetDamage, "class", "Get damage." ) { - lua_pushnumber( L, luaL_checkweapon( L, 1 )->GetDamage( luaL_checknumber( L, 2 ), luaL_checknumber( L, 3 ) ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + float flDamage = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "damage" ); + int iLocation = LUA_BINDING_ARGUMENT( luaL_checknumber, 3, "location" ); + lua_pushnumber( L, pWeapon->GetDamage( flDamage, iLocation ) ); return 1; } +LUA_BINDING_END( "number", "Damage." ) -static int CBaseCombatWeapon_GetDeathNoticeName( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetDeathNoticeName, "class", "Get death notice name." ) { - lua_pushstring( L, luaL_checkweapon( L, 1 )->GetDeathNoticeName() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushstring( L, pWeapon->GetDeathNoticeName() ); return 1; } +LUA_BINDING_END( "string", "Death notice name." ) -static int CBaseCombatWeapon_GetDefaultAnimSpeed( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetDefaultAnimSpeed, "class", "Get default animation speed." ) { - lua_pushnumber( L, luaL_checkweapon( L, 1 )->GetDefaultAnimSpeed() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushnumber( L, pWeapon->GetDefaultAnimSpeed() ); return 1; } +LUA_BINDING_END( "number", "Default animation speed." ) -static int CBaseCombatWeapon_GetDefaultClip1( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetDefaultClip1, "class", "Get default clip 1." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetDefaultClip1() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetDefaultClip1() ); return 1; } +LUA_BINDING_END( "integer", "Default clip 1." ) -static int CBaseCombatWeapon_GetDefaultClip2( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetDefaultClip2, "class", "Get default clip 2." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetDefaultClip2() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetDefaultClip2() ); return 1; } +LUA_BINDING_END( "integer", "Default clip 2." ) -static int CBaseCombatWeapon_GetDrawActivity( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetDrawActivity, "class", "Get draw activity." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetDrawActivity() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetDrawActivity() ); return 1; } +LUA_BINDING_END( "integer", "Draw activity ID." ) -static int CBaseCombatWeapon_GetFireRate( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetFireRate, "class", "Get fire rate." ) { - lua_pushnumber( L, luaL_checkweapon( L, 1 )->GetFireRate() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushnumber( L, pWeapon->GetFireRate() ); return 1; } +LUA_BINDING_END( "number", "Fire rate." ) -static int CBaseCombatWeapon_GetIdealActivity( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetIdealActivity, "class", "Get ideal activity." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetIdealActivity() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetIdealActivity() ); return 1; } +LUA_BINDING_END( "integer", "Ideal activity ID." ) -static int CBaseCombatWeapon_GetIdealSequence( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetIdealSequence, "class", "Get ideal sequence." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetIdealSequence() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetIdealSequence() ); return 1; } +LUA_BINDING_END( "integer", "Ideal sequence ID." ) -static int CBaseCombatWeapon_GetMaxAutoAimDeflection( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetMaxAutoAimDeflection, "class", "Get max auto aim deflection." ) { - lua_pushnumber( L, luaL_checkweapon( L, 1 )->GetMaxAutoAimDeflection() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushnumber( L, pWeapon->GetMaxAutoAimDeflection() ); return 1; } +LUA_BINDING_END( "number", "Max auto aim deflection." ) -static int CBaseCombatWeapon_GetMaxBurst( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetMaxBurst, "class", "Get max burst." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetMaxBurst() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetMaxBurst() ); return 1; } +LUA_BINDING_END( "integer", "Max burst." ) -static int CBaseCombatWeapon_GetMaxClip1( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetMaxClip1, "class", "Get max clip 1." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetMaxClip1() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetMaxClip1() ); return 1; } +LUA_BINDING_END( "integer", "Max clip 1." ) -static int CBaseCombatWeapon_GetMaxClip2( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetMaxClip2, "class", "Get max clip 2." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetMaxClip2() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetMaxClip2() ); return 1; } +LUA_BINDING_END( "integer", "Max clip 2." ) -static int CBaseCombatWeapon_GetMaxRestTime( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetMaxRestTime, "class", "Get max rest time." ) { - lua_pushnumber( L, luaL_checkweapon( L, 1 )->GetMaxRestTime() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushnumber( L, pWeapon->GetMaxRestTime() ); return 1; } +LUA_BINDING_END( "number", "Max rest time." ) -static int CBaseCombatWeapon_GetMinBurst( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetMinBurst, "class", "Get min burst." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetMinBurst() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetMinBurst() ); return 1; } +LUA_BINDING_END( "integer", "Min burst." ) -static int CBaseCombatWeapon_GetMinRestTime( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetMinRestTime, "class", "Get min rest time." ) { - lua_pushnumber( L, luaL_checkweapon( L, 1 )->GetMinRestTime() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushnumber( L, pWeapon->GetMinRestTime() ); return 1; } +LUA_BINDING_END( "number", "Min rest time." ) -static int CBaseCombatWeapon_GetName( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetClassName, "class", "Get class name." ) { - lua_pushstring( L, luaL_checkweapon( L, 1 )->GetName() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushstring( L, pWeapon->GetName() ); return 1; } +LUA_BINDING_END( "string", "Class name." ) -// FIXME: push CBaseCombatCharacter instead -static int CBaseCombatWeapon_GetOwner( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetOwner, "class", "Get owner." ) { - CBaseEntity::PushLuaInstanceSafe( L, ( CBasePlayer * )luaL_checkweapon( L, 1 )->GetOwner() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + CBaseEntity::PushLuaInstanceSafe( L, ( CBasePlayer * )pWeapon->GetOwner() ); return 1; } +LUA_BINDING_END( "entity", "Owner entity." ) -static int CBaseCombatWeapon_GetPosition( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetPosition, "class", "Get the weapon position in the selection screen." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetPosition() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetPosition() ); return 1; } +LUA_BINDING_END( "integer", "Position in the selection screen." ) -static int CBaseCombatWeapon_GetPrimaryAmmoCount( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetPrimaryAmmoCount, "class", "Get the amount of primary ammo." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetPrimaryAmmoCount() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetPrimaryAmmoCount() ); return 1; } +LUA_BINDING_END( "integer", "Amount of primary ammo." ) -static int CBaseCombatWeapon_GetPrimaryAmmoType( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetPrimaryAmmoType, "class", "Get the primary ammo type." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetPrimaryAmmoType() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetPrimaryAmmoType() ); return 1; } +LUA_BINDING_END( "integer", "Primary ammo type." ) -static int CBaseCombatWeapon_GetPrimaryAttackActivity( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetPrimaryAttackActivity, "class", "Get the primary attack activity." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetPrimaryAttackActivity() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetPrimaryAttackActivity() ); return 1; } +LUA_BINDING_END( "integer", "Primary attack activity ID." ) -static int CBaseCombatWeapon_GetPrintName( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetPrintName, "class", "Get the print name." ) { - lua_pushstring( L, luaL_checkweapon( L, 1 )->GetPrintName() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushstring( L, pWeapon->GetPrintName() ); return 1; } +LUA_BINDING_END( "string", "Print name." ) -static int CBaseCombatWeapon_GetRandomBurst( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetRandomBurst, "class", "Get a random burst." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetRandomBurst() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetRandomBurst() ); return 1; } +LUA_BINDING_END( "integer", "Random burst." ) -static int CBaseCombatWeapon_GetRumbleEffect( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetRumbleEffect, "class", "Get the rumble effect." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetRumbleEffect() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetRumbleEffect() ); return 1; } +LUA_BINDING_END( "integer", "Rumble effect." ) -static int CBaseCombatWeapon_GetSecondaryAmmoCount( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetSecondaryAmmoCount, "class", "Get the amount of secondary ammo." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetSecondaryAmmoCount() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetSecondaryAmmoCount() ); return 1; } - -static int CBaseCombatWeapon_GetSecondaryAmmoType( lua_State *L ) +LUA_BINDING_END( "integer", "Amount of secondary ammo." ) +//} +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetSecondaryAmmoType, "class", "Get the secondary ammo type." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetSecondaryAmmoType() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetSecondaryAmmoType() ); return 1; } +LUA_BINDING_END( "integer", "Secondary ammo type." ) -static int CBaseCombatWeapon_GetSecondaryAttackActivity( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetSecondaryAttackActivity, "class", "Get the secondary attack activity." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetSecondaryAttackActivity() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetSecondaryAttackActivity() ); return 1; } +LUA_BINDING_END( "integer", "Secondary attack activity ID." ) -static int CBaseCombatWeapon_GetShootSound( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetShootSound, "class", "Get the shoot sound." ) { - lua_pushstring( L, - luaL_checkweapon( L, 1 )->GetShootSound( luaL_checknumber( L, 2 ) ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iIndex = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "index" ); + lua_pushstring( L, pWeapon->GetShootSound( iIndex ) ); return 1; } +LUA_BINDING_END( "string", "Shoot sound." ) -static int CBaseCombatWeapon_GetSlot( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetSlot, "class", "Get the slot." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetSlot() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetSlot() ); return 1; } +LUA_BINDING_END( "integer", "Slot." ) -static int CBaseCombatWeapon_GetSubType( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetSubType, "class", "Get the sub type." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetSubType() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetSubType() ); return 1; } +LUA_BINDING_END( "integer", "Sub type." ) -static int CBaseCombatWeapon_GetViewModel( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetViewModel, "class", "Get the view model." ) { - lua_pushstring( L, - luaL_checkweapon( L, 1 )->GetViewModel( ( int )luaL_optnumber( L, 2, 0 ) ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iViewModelIndex = LUA_BINDING_ARGUMENT_WITH_DEFAULT( luaL_optnumber, 2, 0, "index" ); + lua_pushstring( L, pWeapon->GetViewModel( iViewModelIndex ) ); return 1; } +LUA_BINDING_END( "string", "View model." ) -static int CBaseCombatWeapon_GetViewModelSequenceDuration( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetViewModelSequenceDuration, "class", "Get the view model sequence duration." ) { - lua_pushnumber( L, luaL_checkweapon( L, 1 )->GetViewModelSequenceDuration() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushnumber( L, pWeapon->GetViewModelSequenceDuration() ); return 1; } +LUA_BINDING_END( "number", "View model sequence duration." ) -static int CBaseCombatWeapon_GetWeaponFlags( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetWeaponFlags, "class", "Get the weapon flags." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetWeaponFlags() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetWeaponFlags() ); return 1; } +LUA_BINDING_END( "integer", "Weapon flags." ) -static int CBaseCombatWeapon_GetWeaponIdleTime( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetWeaponIdleTime, "class", "Get the weapon idle time." ) { - lua_pushnumber( L, luaL_checkweapon( L, 1 )->GetWeaponIdleTime() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushnumber( L, pWeapon->GetWeaponIdleTime() ); return 1; } +LUA_BINDING_END( "number", "Weapon idle time." ) -static int CBaseCombatWeapon_GetWeight( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetWeight, "class", "Get the weight." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->GetWeight() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->GetWeight() ); return 1; } +LUA_BINDING_END( "integer", "Weight." ) -static int CBaseCombatWeapon_GetWorldModel( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetWorldModel, "class", "Get the world model." ) { - lua_pushstring( L, luaL_checkweapon( L, 1 )->GetWorldModel() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushstring( L, pWeapon->GetWorldModel() ); return 1; } +LUA_BINDING_END( "string", "World model." ) extern const char *pWeaponSoundCategories[NUM_SHOOT_SOUND_TYPES]; -static int CBaseCombatWeapon_GetWpnData( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GetWeaponData, "class", "Get weapon data" ) { - const FileWeaponInfo_t &weaponInfo = luaL_checkweapon( L, 1 )->GetWpnData(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData(); + lua_newtable( L ); lua_pushstring( L, "aShootSounds" ); lua_newtable( L ); + for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ ) { lua_pushstring( L, pWeaponSoundCategories[i] ); @@ -455,6 +596,7 @@ static int CBaseCombatWeapon_GetWpnData( lua_State *L ) lua_pop( L, 1 ); } } + lua_settable( L, -3 ); lua_pushstring( L, "bAutoSwitchFrom" ); lua_pushboolean( L, weaponInfo.bAutoSwitchFrom ); @@ -537,686 +679,664 @@ static int CBaseCombatWeapon_GetWpnData( lua_State *L ) lua_pushstring( L, "szWorldModel" ); lua_pushstring( L, weaponInfo.szWorldModel ); lua_settable( L, -3 ); + return 1; } +LUA_BINDING_END( "table", "Weapon data." ) -static int CBaseCombatWeapon_GiveDefaultAmmo( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, GiveDefaultAmmo, "class", "Give default ammo." ) { - luaL_checkweapon( L, 1 )->GiveDefaultAmmo(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->GiveDefaultAmmo(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_HandleFireOnEmpty( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, HandleFireOnEmpty, "class", "Handle fire on empty." ) { - luaL_checkweapon( L, 1 )->HandleFireOnEmpty(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->HandleFireOnEmpty(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_HasAmmo( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, HasAmmo, "class", "Check if the weapon has ammo." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->HasAmmo() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->HasAmmo() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon has ammo." ) -static int CBaseCombatWeapon_HasAnyAmmo( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, HasAnyAmmo, "class", "Check if the weapon has any ammo." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->HasAnyAmmo() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->HasAnyAmmo() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon has any ammo." ) -static int CBaseCombatWeapon_HasPrimaryAmmo( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, HasPrimaryAmmo, "class", "Check if the weapon has primary ammo." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->HasPrimaryAmmo() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->HasPrimaryAmmo() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon has primary ammo." ) -static int CBaseCombatWeapon_HasSecondaryAmmo( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, HasSecondaryAmmo, "class", "Check if the weapon has secondary ammo." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->HasSecondaryAmmo() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->HasSecondaryAmmo() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon has secondary ammo." ) -static int CBaseCombatWeapon_HasWeaponIdleTimeElapsed( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, HasWeaponIdleTimeElapsed, "class", "Check if the weapon idle time has elapsed." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->HasWeaponIdleTimeElapsed() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->HasWeaponIdleTimeElapsed() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon idle time has elapsed." ) -static int CBaseCombatWeapon_HideThink( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, HideThink, "class", "Hide think." ) { - luaL_checkweapon( L, 1 )->HideThink(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->HideThink(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_IsAllowedToSwitch( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, IsAllowedToSwitch, "class", "Check if the weapon is allowed to switch." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->IsAllowedToSwitch() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->IsAllowedToSwitch() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon is allowed to switch." ) -static int CBaseCombatWeapon_IsLocked( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, IsLocked, "class", "Check if the weapon is locked." ) { - lua_pushboolean( L, - luaL_checkweapon( L, 1 )->IsLocked( luaL_checkentity( L, 2 ) ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_CBaseEntity *pEntity = LUA_BINDING_ARGUMENT( luaL_checkentity, 2, "asker" ); + lua_pushboolean( L, pWeapon->IsLocked( pEntity ) ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon is locked." ) -static int CBaseCombatWeapon_IsMeleeWeapon( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, IsMeleeWeapon, "class", "Check if the weapon is a melee weapon." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->IsMeleeWeapon() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->IsMeleeWeapon() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon is a melee weapon." ) -static int CBaseCombatWeapon_IsPredicted( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, IsPredicted, "class", "Check if the weapon is predicted." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->IsPredicted() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->IsPredicted() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon is predicted." ) -static int CBaseCombatWeapon_IsScripted( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, IsScripted, "class", "Check if the weapon is scripted." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->IsScripted() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->IsScripted() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon is scripted." ) -static int CBaseCombatWeapon_IsViewModelSequenceFinished( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, IsViewModelSequenceFinished, "class", "Check if the view model sequence is finished." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->IsViewModelSequenceFinished() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->IsViewModelSequenceFinished() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the view model sequence is finished." ) -static int CBaseCombatWeapon_IsWeaponVisible( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, IsWeaponVisible, "class", "Check if the weapon is visible." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->IsWeaponVisible() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->IsWeaponVisible() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon is visible." ) -static int CBaseCombatWeapon_IsWeaponZoomed( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, IsWeaponZoomed, "class", "Check if the weapon is zoomed." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->IsWeaponZoomed() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->IsWeaponZoomed() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon is zoomed." ) -static int CBaseCombatWeapon_ItemBusyFrame( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, ItemBusyFrame, "class", "Item busy frame." ) { - luaL_checkweapon( L, 1 )->ItemBusyFrame(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->ItemBusyFrame(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_ItemHolsterFrame( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, ItemHolsterFrame, "class", "Item holster frame." ) { - luaL_checkweapon( L, 1 )->ItemHolsterFrame(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->ItemHolsterFrame(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_ItemPostFrame( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, ItemPostFrame, "class", "Item post frame." ) { - luaL_checkweapon( L, 1 )->ItemPostFrame(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->ItemPostFrame(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_ItemPreFrame( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, ItemPreFrame, "class", "Item pre frame." ) { - luaL_checkweapon( L, 1 )->ItemPreFrame(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->ItemPreFrame(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_Lock( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, Lock, "class", "Lock the weapon." ) { - luaL_checkweapon( L, 1 )->Lock( luaL_checknumber( L, 2 ), - luaL_checkentity( L, 3 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + float flTime = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "lockTime" ); + lua_CBaseEntity *pEntity = LUA_BINDING_ARGUMENT( luaL_checkentity, 3, "locker" ); + pWeapon->Lock( flTime, pEntity ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_Lower( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, Lower, "class", "Lower the weapon." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->Lower() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->Lower() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon was lowered." ) -static int CBaseCombatWeapon_MaintainIdealActivity( lua_State *L ) -{ - luaL_checkweapon( L, 1 )->MaintainIdealActivity(); - return 0; -} - -static int CBaseCombatWeapon_OnActiveStateChanged( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, MaintainIdealActivity, "class", "Maintain ideal activity." ) { - luaL_checkweapon( L, 1 )->OnActiveStateChanged( luaL_checknumber( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->MaintainIdealActivity(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_OnRestore( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, OnActiveStateChanged, "class", "On active state changed." ) { - luaL_checkweapon( L, 1 )->OnRestore(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iOldState = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "oldState" ); + pWeapon->OnActiveStateChanged( iOldState ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_Precache( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, PrimaryAttack, "class", "Primary attack." ) { - luaL_checkweapon( L, 1 )->Precache(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->PrimaryAttack(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_PrimaryAttack( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, Ready, "class", "Ready." ) { - luaL_checkweapon( L, 1 )->PrimaryAttack(); - return 0; -} - -static int CBaseCombatWeapon_Ready( lua_State *L ) -{ - lua_pushboolean( L, luaL_checkweapon( L, 1 )->Ready() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->Ready() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon is ready." ) -static int CBaseCombatWeapon_Reload( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, Reload, "class", "Reload." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->Reload() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->Reload() ); return 1; } +LUA_BINDING_END() -static int CBaseCombatWeapon_ReloadOrSwitchWeapons( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, ReloadOrSwitchWeapons, "class", "Reload or switch weapons." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->ReloadOrSwitchWeapons() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->ReloadOrSwitchWeapons() ); return 1; } +LUA_BINDING_END() -static int CBaseCombatWeapon_RescindAltFireHudHint( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, RescindAltFireHudHint, "class", "Rescind alt fire HUD hint." ) { - luaL_checkweapon( L, 1 )->RescindAltFireHudHint(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->RescindAltFireHudHint(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_RescindReloadHudHint( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, RescindReloadHudHint, "class", "Rescind reload HUD hint." ) { - luaL_checkweapon( L, 1 )->RescindReloadHudHint(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->RescindReloadHudHint(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SecondaryAttack( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SecondaryAttack, "class", "Secondary attack." ) { - luaL_checkweapon( L, 1 )->SecondaryAttack(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->SecondaryAttack(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SendViewModelAnim( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SendViewModelAnim, "class", "Send view model animation." ) { - luaL_checkweapon( L, 1 )->SendViewModelAnim( luaL_checknumber( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iSequence = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "sequence" ); + pWeapon->SendViewModelAnim( iSequence ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SendWeaponAnim( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SendWeaponAnim, "class", "Send weapon animation." ) { - lua_pushboolean( - L, luaL_checkweapon( L, 1 )->SendWeaponAnim( luaL_checknumber( L, 2 ) ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iActivity = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "activity" ); + lua_pushboolean( L, pWeapon->SendWeaponAnim( iActivity ) ); return 1; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SetActivity( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SetActivity, "class", "Set activity." ) { - luaL_checkweapon( L, 1 )->SetActivity( ( Activity )( int )luaL_checknumber( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iActivity = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "activity" ); + pWeapon->SetActivity( ( Activity )iActivity ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SetIdealActivity( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SetIdealActivity, "class", "Set ideal activity." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->SetIdealActivity( ( Activity )( int )luaL_checknumber( L, 2 ) ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iActivity = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "activity" ); + lua_pushboolean( L, pWeapon->SetIdealActivity( ( Activity )iActivity ) ); return 1; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SetPickupTouch( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SetPickupTouch, "class", "Set pickup touch." ) { - luaL_checkweapon( L, 1 )->SetPickupTouch(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->SetPickupTouch(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SetPrimaryAmmoCount( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SetPrimaryAmmoCount, "class", "Set primary ammo count." ) { - luaL_checkweapon( L, 1 )->SetPrimaryAmmoCount( luaL_checknumber( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iCount = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "count" ); + pWeapon->SetPrimaryAmmoCount( iCount ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SetSecondaryAmmoCount( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SetSecondaryAmmoCount, "class", "Set secondary ammo count." ) { - luaL_checkweapon( L, 1 )->SetSecondaryAmmoCount( luaL_checknumber( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iCount = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "count" ); + pWeapon->SetSecondaryAmmoCount( iCount ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SetSubType( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SetSubType, "class", "Set sub type." ) { - luaL_checkweapon( L, 1 )->SetSubType( luaL_checknumber( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iSubType = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "subType" ); + pWeapon->SetSubType( iSubType ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SetViewModel( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SetViewModel, "class", "Set view model." ) { - luaL_checkweapon( L, 1 )->SetViewModel(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->SetViewModel(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SetViewModelIndex( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SetViewModelIndex, "class", "Set view model index." ) { - luaL_checkweapon( L, 1 )->SetViewModelIndex( ( int )luaL_optnumber( L, 2, 0 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iIndex = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "index" ); + pWeapon->SetViewModelIndex( iIndex ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SetWeaponIdleTime( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SetWeaponIdleTime, "class", "Set weapon idle time." ) { - luaL_checkweapon( L, 1 )->SetWeaponIdleTime( luaL_checknumber( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + float flTime = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "time" ); + pWeapon->SetWeaponIdleTime( flTime ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_SetWeaponVisible( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, SetWeaponVisible, "class", "Set weapon visible." ) { - luaL_checkweapon( L, 1 )->SetWeaponVisible( luaL_checkboolean( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + bool bVisible = LUA_BINDING_ARGUMENT( luaL_checkboolean, 2, "visible" ); + pWeapon->SetWeaponVisible( bVisible ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_ShouldDisplayAltFireHUDHint( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, ShouldDisplayAltFireHUDHint, "class", "Should display alt fire HUD hint." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->ShouldDisplayAltFireHUDHint() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->ShouldDisplayAltFireHUDHint() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the alt fire HUD hint should be displayed." ) -static int CBaseCombatWeapon_ShouldDisplayReloadHUDHint( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, ShouldDisplayReloadHUDHint, "class", "Should display reload HUD hint." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->ShouldDisplayReloadHUDHint() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->ShouldDisplayReloadHUDHint() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the reload HUD hint should be displayed." ) -static int CBaseCombatWeapon_ShouldShowControlPanels( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, ShouldShowControlPanels, "class", "Should show control panels." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->ShouldShowControlPanels() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->ShouldShowControlPanels() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the control panels should be shown." ) -static int CBaseCombatWeapon_Spawn( lua_State *L ) -{ - luaL_checkweapon( L, 1 )->Spawn(); - return 0; -} - -static int CBaseCombatWeapon_StartSprinting( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, StartSprinting, "class", "Start sprinting." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->StartSprinting() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->StartSprinting() ); return 1; } +LUA_BINDING_END( "boolean", "Whether sprinting was started." ) -static int CBaseCombatWeapon_StopSprinting( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, StopSprinting, "class", "Stop sprinting." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->StopSprinting() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->StopSprinting() ); return 1; } +LUA_BINDING_END( "boolean", "Whether sprinting was stopped." ) -static int CBaseCombatWeapon_StopWeaponSound( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, StopWeaponSound, "class", "Stop weapon sound." ) { - luaL_checkweapon( L, 1 )->StopWeaponSound( ( WeaponSound_t )( int )luaL_checknumber( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iSound = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "soundType" ); + pWeapon->StopWeaponSound( ( WeaponSound_t )iSound ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_UsesClipsForAmmo1( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, UsesClipsForAmmo1, "class", "Uses clips for ammo 1." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->UsesClipsForAmmo1() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->UsesClipsForAmmo1() ); return 1; } +LUA_BINDING_END( "boolean", "Whether clips are used for ammo 1." ) -static int CBaseCombatWeapon_UsesClipsForAmmo2( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, UsesClipsForAmmo2, "class", "Uses clips for ammo 2." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->UsesClipsForAmmo2() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->UsesClipsForAmmo2() ); return 1; } +LUA_BINDING_END( "boolean", "Whether clips are used for ammo 2." ) -static int CBaseCombatWeapon_UsesPrimaryAmmo( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, UsesPrimaryAmmo, "class", "Uses primary ammo." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->UsesPrimaryAmmo() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->UsesPrimaryAmmo() ); return 1; } +LUA_BINDING_END( "boolean", "Whether primary ammo is used." ) -static int CBaseCombatWeapon_UsesSecondaryAmmo( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, UsesSecondaryAmmo, "class", "Uses secondary ammo." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->UsesSecondaryAmmo() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->UsesSecondaryAmmo() ); return 1; } +LUA_BINDING_END( "boolean", "Whether secondary ammo is used." ) -static int CBaseCombatWeapon_VisibleInWeaponSelection( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, VisibleInWeaponSelection, "class", "Visible in weapon selection." ) { - lua_pushboolean( L, luaL_checkweapon( L, 1 )->VisibleInWeaponSelection() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushboolean( L, pWeapon->VisibleInWeaponSelection() ); return 1; } +LUA_BINDING_END( "boolean", "Whether the weapon is visible in weapon selection." ) -static int CBaseCombatWeapon_WeaponAutoAimScale( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, WeaponAutoAimScale, "class", "Weapon auto aim scale." ) { - lua_pushnumber( L, luaL_checkweapon( L, 1 )->WeaponAutoAimScale() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushnumber( L, pWeapon->WeaponAutoAimScale() ); return 1; } +LUA_BINDING_END( "number", "Weapon auto aim scale." ) -static int CBaseCombatWeapon_WeaponIdle( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, WeaponIdle, "class", "Weapon idle." ) { - luaL_checkweapon( L, 1 )->WeaponIdle(); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + pWeapon->WeaponIdle(); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_WeaponSound( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, WeaponSound, "class", "Weapon sound." ) { - luaL_checkweapon( L, 1 )->WeaponSound( ( WeaponSound_t )( int )luaL_checknumber( L, 2 ), - luaL_optnumber( L, 2, 0.0f ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + int iSound = LUA_BINDING_ARGUMENT( luaL_checknumber, 2, "soundType" ); + float flSoundTime = LUA_BINDING_ARGUMENT_WITH_DEFAULT( luaL_optnumber, 3, 0.0f, "soundTime" ); + pWeapon->WeaponSound( ( WeaponSound_t )iSound, flSoundTime ); return 0; } +LUA_BINDING_END() -static int CBaseCombatWeapon_WeaponState( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, WeaponState, "class", "Weapon state." ) { - lua_pushinteger( L, luaL_checkweapon( L, 1 )->WeaponState() ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( luaL_checkweapon, 1, "entity" ); + lua_pushinteger( L, pWeapon->WeaponState() ); return 1; } -// -//static int CBaseCombatWeapon___index( lua_State *L ) +LUA_BINDING_END( "number", "Weapon state." ) + +// static int CBaseCombatWeapon___index( lua_State *L ) //{ -// CBaseCombatWeapon *pWeapon = lua_toweapon( L, 1 ); +// CBaseCombatWeapon *pWeapon = lua_toweapon( L, 1 ); // -// LUA_METATABLE_INDEX_CHECK_VALID( L, CBaseEntity_IsValid ); -// LUA_METATABLE_INDEX_CHECK( L, pWeapon ); +// LUA_METATABLE_INDEX_CHECK_VALID( L, CBaseEntity_IsValid ); +// LUA_METATABLE_INDEX_CHECK( L, pWeapon ); // -// const char *field = luaL_checkstring( L, 2 ); -// if ( Q_strcmp( field, "m_bAltFiresUnderwater" ) == 0 ) -// lua_pushboolean( L, pWeapon->m_bAltFiresUnderwater ); -// else if ( Q_strcmp( field, "m_bFireOnEmpty" ) == 0 ) -// lua_pushboolean( L, pWeapon->m_bFireOnEmpty ); -// else if ( Q_strcmp( field, "m_bFiresUnderwater" ) == 0 ) -// lua_pushboolean( L, pWeapon->m_bFiresUnderwater ); -// else if ( Q_strcmp( field, "m_bInReload" ) == 0 ) -// lua_pushboolean( L, pWeapon->m_bInReload ); -// else if ( Q_strcmp( field, "m_bReloadsSingly" ) == 0 ) -// lua_pushboolean( L, pWeapon->m_bReloadsSingly ); -// else if ( Q_strcmp( field, "m_fFireDuration" ) == 0 ) -// lua_pushnumber( L, pWeapon->m_fFireDuration ); -// else if ( Q_strcmp( field, "m_flNextEmptySoundTime" ) == 0 ) -// lua_pushnumber( L, pWeapon->m_flNextEmptySoundTime ); -// else if ( Q_strcmp( field, "m_flNextPrimaryAttack" ) == 0 ) -// lua_pushnumber( L, pWeapon->m_flNextPrimaryAttack ); -// else if ( Q_strcmp( field, "m_flNextSecondaryAttack" ) == 0 ) -// lua_pushnumber( L, pWeapon->m_flNextSecondaryAttack ); -// else if ( Q_strcmp( field, "m_flTimeWeaponIdle" ) == 0 ) -// lua_pushnumber( L, pWeapon->m_flTimeWeaponIdle ); -// else if ( Q_strcmp( field, "m_flUnlockTime" ) == 0 ) -// lua_pushnumber( L, pWeapon->m_flUnlockTime ); -// else if ( Q_strcmp( field, "m_fMaxRange1" ) == 0 ) -// lua_pushnumber( L, pWeapon->m_fMaxRange1 ); -// else if ( Q_strcmp( field, "m_fMaxRange2" ) == 0 ) -// lua_pushnumber( L, pWeapon->m_fMaxRange2 ); -// else if ( Q_strcmp( field, "m_fMinRange1" ) == 0 ) -// lua_pushnumber( L, pWeapon->m_fMinRange1 ); -// else if ( Q_strcmp( field, "m_fMinRange2" ) == 0 ) -// lua_pushnumber( L, pWeapon->m_fMinRange2 ); -// else if ( Q_strcmp( field, "m_iClip1" ) == 0 ) -// lua_pushinteger( L, pWeapon->m_iClip1 ); -// else if ( Q_strcmp( field, "m_iClip2" ) == 0 ) -// lua_pushinteger( L, pWeapon->m_iClip2 ); -// else if ( Q_strcmp( field, "m_iPrimaryAmmoType" ) == 0 ) -// lua_pushinteger( L, pWeapon->m_iPrimaryAmmoType ); -// else if ( Q_strcmp( field, "m_iSecondaryAmmoType" ) == 0 ) -// lua_pushinteger( L, pWeapon->m_iSecondaryAmmoType ); -// else if ( Q_strcmp( field, "m_iState" ) == 0 ) -// lua_pushinteger( L, pWeapon->m_iState ); -// else if ( Q_strcmp( field, "m_iSubType" ) == 0 ) -// lua_pushinteger( L, pWeapon->m_iSubType ); -// else if ( Q_strcmp( field, "m_iViewModelIndex" ) == 0 ) -// lua_pushinteger( L, pWeapon->m_iViewModelIndex ); -// else if ( Q_strcmp( field, "m_iWorldModelIndex" ) == 0 ) -// lua_pushinteger( L, pWeapon->m_iWorldModelIndex ); -// else if ( Q_strcmp( field, "m_nViewModelIndex" ) == 0 ) -// lua_pushinteger( L, pWeapon->m_nViewModelIndex ); -// else -// { -// LUA_METATABLE_INDEX_CHECK_REF_TABLE( L, pWeapon ); +// const char *field = luaL_checkstring( L, 2 ); +// if ( Q_strcmp( field, "m_bAltFiresUnderwater" ) == 0 ) +// lua_pushboolean( L, pWeapon->m_bAltFiresUnderwater ); +// else if ( Q_strcmp( field, "m_bFireOnEmpty" ) == 0 ) +// lua_pushboolean( L, pWeapon->m_bFireOnEmpty ); +// else if ( Q_strcmp( field, "m_bFiresUnderwater" ) == 0 ) +// lua_pushboolean( L, pWeapon->m_bFiresUnderwater ); +// else if ( Q_strcmp( field, "m_bInReload" ) == 0 ) +// lua_pushboolean( L, pWeapon->m_bInReload ); +// else if ( Q_strcmp( field, "m_bReloadsSingly" ) == 0 ) +// lua_pushboolean( L, pWeapon->m_bReloadsSingly ); +// else if ( Q_strcmp( field, "m_fFireDuration" ) == 0 ) +// lua_pushnumber( L, pWeapon->m_fFireDuration ); +// else if ( Q_strcmp( field, "m_flNextEmptySoundTime" ) == 0 ) +// lua_pushnumber( L, pWeapon->m_flNextEmptySoundTime ); +// else if ( Q_strcmp( field, "m_flNextPrimaryAttack" ) == 0 ) +// lua_pushnumber( L, pWeapon->m_flNextPrimaryAttack ); +// else if ( Q_strcmp( field, "m_flNextSecondaryAttack" ) == 0 ) +// lua_pushnumber( L, pWeapon->m_flNextSecondaryAttack ); +// else if ( Q_strcmp( field, "m_flTimeWeaponIdle" ) == 0 ) +// lua_pushnumber( L, pWeapon->m_flTimeWeaponIdle ); +// else if ( Q_strcmp( field, "m_flUnlockTime" ) == 0 ) +// lua_pushnumber( L, pWeapon->m_flUnlockTime ); +// else if ( Q_strcmp( field, "m_fMaxRange1" ) == 0 ) +// lua_pushnumber( L, pWeapon->m_fMaxRange1 ); +// else if ( Q_strcmp( field, "m_fMaxRange2" ) == 0 ) +// lua_pushnumber( L, pWeapon->m_fMaxRange2 ); +// else if ( Q_strcmp( field, "m_fMinRange1" ) == 0 ) +// lua_pushnumber( L, pWeapon->m_fMinRange1 ); +// else if ( Q_strcmp( field, "m_fMinRange2" ) == 0 ) +// lua_pushnumber( L, pWeapon->m_fMinRange2 ); +// else if ( Q_strcmp( field, "m_iClip1" ) == 0 ) +// lua_pushinteger( L, pWeapon->m_iClip1 ); +// else if ( Q_strcmp( field, "m_iClip2" ) == 0 ) +// lua_pushinteger( L, pWeapon->m_iClip2 ); +// else if ( Q_strcmp( field, "m_iPrimaryAmmoType" ) == 0 ) +// lua_pushinteger( L, pWeapon->m_iPrimaryAmmoType ); +// else if ( Q_strcmp( field, "m_iSecondaryAmmoType" ) == 0 ) +// lua_pushinteger( L, pWeapon->m_iSecondaryAmmoType ); +// else if ( Q_strcmp( field, "m_iState" ) == 0 ) +// lua_pushinteger( L, pWeapon->m_iState ); +// else if ( Q_strcmp( field, "m_iSubType" ) == 0 ) +// lua_pushinteger( L, pWeapon->m_iSubType ); +// else if ( Q_strcmp( field, "m_iViewModelIndex" ) == 0 ) +// lua_pushinteger( L, pWeapon->m_iViewModelIndex ); +// else if ( Q_strcmp( field, "m_iWorldModelIndex" ) == 0 ) +// lua_pushinteger( L, pWeapon->m_iWorldModelIndex ); +// else if ( Q_strcmp( field, "m_nViewModelIndex" ) == 0 ) +// lua_pushinteger( L, pWeapon->m_nViewModelIndex ); +// else +// { +// LUA_METATABLE_INDEX_CHECK_REF_TABLE( L, pWeapon ); // -// if ( lua_getmetatable( L, 1 ) ) -// { -// LUA_METATABLE_INDEX_CHECK_TABLE( L ); -// } +// if ( lua_getmetatable( L, 1 ) ) +// { +// LUA_METATABLE_INDEX_CHECK_TABLE( L ); +// } // -// luaL_getmetatable( L, LUA_BASECOMBATWEAPONLIBNAME ); -// LUA_METATABLE_INDEX_CHECK_TABLE( L ); +// luaL_getmetatable( L, LUA_BASECOMBATWEAPONLIBNAME ); +// LUA_METATABLE_INDEX_CHECK_TABLE( L ); // -// LUA_METATABLE_INDEX_DERIVE_INDEX( L, LUA_BASEANIMATINGLIBNAME ); +// LUA_METATABLE_INDEX_DERIVE_INDEX( L, LUA_BASEANIMATINGLIBNAME ); // -// lua_pushnil( L ); -// } +// lua_pushnil( L ); +// } // -// return 1; -//} +// return 1; +// } -//static int CBaseCombatWeapon___newindex( lua_State *L ) +// static int CBaseCombatWeapon___newindex( lua_State *L ) //{ -// CBaseCombatWeapon *pWeapon = lua_toweapon( L, 1 ); +// CBaseCombatWeapon *pWeapon = lua_toweapon( L, 1 ); // -// if ( pWeapon == NULL ) -// { /* avoid extra test when d is not 0 */ -// lua_Debug ar1; -// lua_getstack( L, 1, &ar1 ); -// lua_getinfo( L, "fl", &ar1 ); -// lua_Debug ar2; -// lua_getinfo( L, ">S", &ar2 ); -// lua_pushfstring( L, "%s:%d: attempt to index a NULL entity", ar2.short_src, ar1.currentline ); -// return lua_error( L ); -// } +// if ( pWeapon == NULL ) +// { /* avoid extra test when d is not 0 */ +// lua_Debug ar1; +// lua_getstack( L, 1, &ar1 ); +// lua_getinfo( L, "fl", &ar1 ); +// lua_Debug ar2; +// lua_getinfo( L, ">S", &ar2 ); +// lua_pushfstring( L, "%s:%d: attempt to index a NULL entity", ar2.short_src, ar1.currentline ); +// return lua_error( L ); +// } // -// const char *field = luaL_checkstring( L, 2 ); +// const char *field = luaL_checkstring( L, 2 ); // -// if ( Q_strcmp( field, "m_bAltFiresUnderwater" ) == 0 ) -// pWeapon->m_bAltFiresUnderwater = luaL_checkboolean( L, 3 ); -// else if ( Q_strcmp( field, "m_bFireOnEmpty" ) == 0 ) -// pWeapon->m_bFireOnEmpty = luaL_checkboolean( L, 3 ); -// else if ( Q_strcmp( field, "m_bFiresUnderwater" ) == 0 ) -// pWeapon->m_bFiresUnderwater = luaL_checkboolean( L, 3 ); -// else if ( Q_strcmp( field, "m_bInReload" ) == 0 ) -// pWeapon->m_bInReload = luaL_checkboolean( L, 3 ); -// else if ( Q_strcmp( field, "m_bReloadsSingly" ) == 0 ) -// pWeapon->m_bReloadsSingly = luaL_checkboolean( L, 3 ); -// else if ( Q_strcmp( field, "m_fFireDuration" ) == 0 ) -// pWeapon->m_fFireDuration = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_flNextEmptySoundTime" ) == 0 ) -// pWeapon->m_flNextEmptySoundTime = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_flNextPrimaryAttack" ) == 0 ) -// pWeapon->m_flNextPrimaryAttack.GetForModify() = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_flNextSecondaryAttack" ) == 0 ) -// pWeapon->m_flNextSecondaryAttack.GetForModify() = -// luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_flTimeWeaponIdle" ) == 0 ) -// pWeapon->m_flTimeWeaponIdle.GetForModify() = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_flUnlockTime" ) == 0 ) -// pWeapon->m_flUnlockTime = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_fMaxRange1" ) == 0 ) -// pWeapon->m_fMaxRange1 = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_fMaxRange2" ) == 0 ) -// pWeapon->m_fMaxRange2 = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_fMinRange1" ) == 0 ) -// pWeapon->m_fMinRange1 = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_fMinRange2" ) == 0 ) -// pWeapon->m_fMinRange2 = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_iClip1" ) == 0 ) -// pWeapon->m_iClip1.GetForModify() = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_iClip2" ) == 0 ) -// pWeapon->m_iClip2.GetForModify() = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_iPrimaryAmmoType" ) == 0 ) -// pWeapon->m_iPrimaryAmmoType.GetForModify() = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_iSecondaryAmmoType" ) == 0 ) -// pWeapon->m_iSecondaryAmmoType.GetForModify() = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_iState" ) == 0 ) -// pWeapon->m_iState.GetForModify() = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_iSubType" ) == 0 ) -// pWeapon->m_iSubType = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_iViewModelIndex" ) == 0 ) -// pWeapon->m_iViewModelIndex.GetForModify() = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_iWorldModelIndex" ) == 0 ) -// pWeapon->m_iWorldModelIndex.GetForModify() = luaL_checknumber( L, 3 ); -// else if ( Q_strcmp( field, "m_nViewModelIndex" ) == 0 ) -// pWeapon->m_nViewModelIndex.GetForModify() = luaL_checknumber( L, 3 ); -// else -// { -// LUA_GET_REF_TABLE( L, pWeapon ); -// lua_pushvalue( L, 3 ); -// lua_setfield( L, -2, field ); -// lua_pop( L, 1 ); -// } +// if ( Q_strcmp( field, "m_bAltFiresUnderwater" ) == 0 ) +// pWeapon->m_bAltFiresUnderwater = luaL_checkboolean( L, 3 ); +// else if ( Q_strcmp( field, "m_bFireOnEmpty" ) == 0 ) +// pWeapon->m_bFireOnEmpty = luaL_checkboolean( L, 3 ); +// else if ( Q_strcmp( field, "m_bFiresUnderwater" ) == 0 ) +// pWeapon->m_bFiresUnderwater = luaL_checkboolean( L, 3 ); +// else if ( Q_strcmp( field, "m_bInReload" ) == 0 ) +// pWeapon->m_bInReload = luaL_checkboolean( L, 3 ); +// else if ( Q_strcmp( field, "m_bReloadsSingly" ) == 0 ) +// pWeapon->m_bReloadsSingly = luaL_checkboolean( L, 3 ); +// else if ( Q_strcmp( field, "m_fFireDuration" ) == 0 ) +// pWeapon->m_fFireDuration = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_flNextEmptySoundTime" ) == 0 ) +// pWeapon->m_flNextEmptySoundTime = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_flNextPrimaryAttack" ) == 0 ) +// pWeapon->m_flNextPrimaryAttack.GetForModify() = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_flNextSecondaryAttack" ) == 0 ) +// pWeapon->m_flNextSecondaryAttack.GetForModify() = +// luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_flTimeWeaponIdle" ) == 0 ) +// pWeapon->m_flTimeWeaponIdle.GetForModify() = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_flUnlockTime" ) == 0 ) +// pWeapon->m_flUnlockTime = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_fMaxRange1" ) == 0 ) +// pWeapon->m_fMaxRange1 = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_fMaxRange2" ) == 0 ) +// pWeapon->m_fMaxRange2 = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_fMinRange1" ) == 0 ) +// pWeapon->m_fMinRange1 = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_fMinRange2" ) == 0 ) +// pWeapon->m_fMinRange2 = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_iClip1" ) == 0 ) +// pWeapon->m_iClip1.GetForModify() = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_iClip2" ) == 0 ) +// pWeapon->m_iClip2.GetForModify() = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_iPrimaryAmmoType" ) == 0 ) +// pWeapon->m_iPrimaryAmmoType.GetForModify() = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_iSecondaryAmmoType" ) == 0 ) +// pWeapon->m_iSecondaryAmmoType.GetForModify() = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_iState" ) == 0 ) +// pWeapon->m_iState.GetForModify() = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_iSubType" ) == 0 ) +// pWeapon->m_iSubType = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_iViewModelIndex" ) == 0 ) +// pWeapon->m_iViewModelIndex.GetForModify() = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_iWorldModelIndex" ) == 0 ) +// pWeapon->m_iWorldModelIndex.GetForModify() = luaL_checknumber( L, 3 ); +// else if ( Q_strcmp( field, "m_nViewModelIndex" ) == 0 ) +// pWeapon->m_nViewModelIndex.GetForModify() = luaL_checknumber( L, 3 ); +// else +// { +// LUA_GET_REF_TABLE( L, pWeapon ); +// lua_pushvalue( L, 3 ); +// lua_setfield( L, -2, field ); +// lua_pop( L, 1 ); +// } // -// return 0; -//} +// return 0; +// } -static int CBaseCombatWeapon___eq( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, __eq, "class", "Equality comparison." ) { - lua_pushboolean( L, lua_toweapon( L, 1 ) == lua_toweapon( L, 2 ) ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( lua_toweapon, 1, "entity" ); + lua_CBaseCombatWeapon *pOtherWeapon = LUA_BINDING_ARGUMENT( lua_toweapon, 2, "otherEntity" ); + lua_pushboolean( L, pWeapon == pOtherWeapon ); return 1; } +LUA_BINDING_END( "boolean", "Whether the two entities are equal." ) -static int CBaseCombatWeapon___tostring( lua_State *L ) +LUA_BINDING_BEGIN( CBaseCombatWeapon, __tostring, "class", "String representation." ) { - CBaseCombatWeapon *pWeapon = lua_toweapon( L, 1 ); + lua_CBaseCombatWeapon *pWeapon = LUA_BINDING_ARGUMENT( lua_toweapon, 1, "entity" ); if ( pWeapon == NULL ) lua_pushstring( L, "NULL" ); else lua_pushfstring( L, "CBaseCombatWeapon: %d %s", pWeapon->entindex(), pWeapon->GetClassname() ); return 1; } - -static const luaL_Reg CBaseCombatWeaponmeta[] = { - { "AbortReload", CBaseCombatWeapon_AbortReload }, - { "Activate", CBaseCombatWeapon_Activate }, - { "ActivityListCount", CBaseCombatWeapon_ActivityListCount }, - { "ActivityOverride", CBaseCombatWeapon_ActivityOverride }, - { "AddViewKick", CBaseCombatWeapon_AddViewKick }, - { "AllowsAutoSwitchFrom", CBaseCombatWeapon_AllowsAutoSwitchFrom }, - { "AllowsAutoSwitchTo", CBaseCombatWeapon_AllowsAutoSwitchTo }, - { "CalcViewmodelBob", CBaseCombatWeapon_CalcViewmodelBob }, - { "CanBePickedUpByNPCs", CBaseCombatWeapon_CanBePickedUpByNPCs }, - { "CanBeSelected", CBaseCombatWeapon_CanBeSelected }, - { "CanDeploy", CBaseCombatWeapon_CanDeploy }, - { "CanHolster", CBaseCombatWeapon_CanHolster }, - { "CanLower", CBaseCombatWeapon_CanLower }, - { "CheckReload", CBaseCombatWeapon_CheckReload }, - { "Clip1", CBaseCombatWeapon_Clip1 }, - { "Clip2", CBaseCombatWeapon_Clip2 }, - { "DefaultDeploy", CBaseCombatWeapon_DefaultDeploy }, - { "DefaultReload", CBaseCombatWeapon_DefaultReload }, - { "DefaultTouch", CBaseCombatWeapon_DefaultTouch }, - { "Deploy", CBaseCombatWeapon_Deploy }, - { "DisplayAltFireHudHint", CBaseCombatWeapon_DisplayAltFireHudHint }, - { "DisplayReloadHudHint", CBaseCombatWeapon_DisplayReloadHudHint }, - { "Drop", CBaseCombatWeapon_Drop }, - { "FinishReload", CBaseCombatWeapon_FinishReload }, - { "GetActivity", CBaseCombatWeapon_GetActivity }, - { "GetAnimPrefix", CBaseCombatWeapon_GetAnimPrefix }, - { "GetBulletType", CBaseCombatWeapon_GetBulletType }, - { "GetDamage", CBaseCombatWeapon_GetDamage }, - { "GetDeathNoticeName", CBaseCombatWeapon_GetDeathNoticeName }, - { "GetDefaultAnimSpeed", CBaseCombatWeapon_GetDefaultAnimSpeed }, - { "GetDefaultClip1", CBaseCombatWeapon_GetDefaultClip1 }, - { "GetDefaultClip2", CBaseCombatWeapon_GetDefaultClip2 }, - { "GetDrawActivity", CBaseCombatWeapon_GetDrawActivity }, - { "GetFireRate", CBaseCombatWeapon_GetFireRate }, - { "GetIdealActivity", CBaseCombatWeapon_GetIdealActivity }, - { "GetIdealSequence", CBaseCombatWeapon_GetIdealSequence }, - { "GetMaxAutoAimDeflection", CBaseCombatWeapon_GetMaxAutoAimDeflection }, - { "GetMaxBurst", CBaseCombatWeapon_GetMaxBurst }, - { "GetMaxClip1", CBaseCombatWeapon_GetMaxClip1 }, - { "GetMaxClip2", CBaseCombatWeapon_GetMaxClip2 }, - { "GetMaxRestTime", CBaseCombatWeapon_GetMaxRestTime }, - { "GetMinBurst", CBaseCombatWeapon_GetMinBurst }, - { "GetMinRestTime", CBaseCombatWeapon_GetMinRestTime }, - { "GetName", CBaseCombatWeapon_GetName }, - { "GetOwner", CBaseCombatWeapon_GetOwner }, - { "GetPosition", CBaseCombatWeapon_GetPosition }, - { "GetPrimaryAmmoCount", CBaseCombatWeapon_GetPrimaryAmmoCount }, - { "GetPrimaryAmmoType", CBaseCombatWeapon_GetPrimaryAmmoType }, - { "GetPrimaryAttackActivity", CBaseCombatWeapon_GetPrimaryAttackActivity }, - { "GetPrintName", CBaseCombatWeapon_GetPrintName }, - { "GetRandomBurst", CBaseCombatWeapon_GetRandomBurst }, - { "GetRumbleEffect", CBaseCombatWeapon_GetRumbleEffect }, - { "GetSecondaryAmmoCount", CBaseCombatWeapon_GetSecondaryAmmoCount }, - { "GetSecondaryAmmoType", CBaseCombatWeapon_GetSecondaryAmmoType }, - { "GetSecondaryAttackActivity", - CBaseCombatWeapon_GetSecondaryAttackActivity }, - { "GetShootSound", CBaseCombatWeapon_GetShootSound }, - { "GetSlot", CBaseCombatWeapon_GetSlot }, - { "GetSubType", CBaseCombatWeapon_GetSubType }, - { "GetViewModel", CBaseCombatWeapon_GetViewModel }, - { "GetViewModelSequenceDuration", - CBaseCombatWeapon_GetViewModelSequenceDuration }, - { "GetWeaponFlags", CBaseCombatWeapon_GetWeaponFlags }, - { "GetWeaponIdleTime", CBaseCombatWeapon_GetWeaponIdleTime }, - { "GetWeight", CBaseCombatWeapon_GetWeight }, - { "GetWorldModel", CBaseCombatWeapon_GetWorldModel }, - { "GetWpnData", CBaseCombatWeapon_GetWpnData }, - { "GiveDefaultAmmo", CBaseCombatWeapon_GiveDefaultAmmo }, - { "HandleFireOnEmpty", CBaseCombatWeapon_HandleFireOnEmpty }, - { "HasAmmo", CBaseCombatWeapon_HasAmmo }, - { "HasAmmo", CBaseCombatWeapon_HasAnyAmmo }, - { "HasPrimaryAmmo", CBaseCombatWeapon_HasPrimaryAmmo }, - { "HasSecondaryAmmo", CBaseCombatWeapon_HasSecondaryAmmo }, - { "HasWeaponIdleTimeElapsed", CBaseCombatWeapon_HasWeaponIdleTimeElapsed }, - { "HideThink", CBaseCombatWeapon_HideThink }, - { "IsAllowedToSwitch", CBaseCombatWeapon_IsAllowedToSwitch }, - { "IsLocked", CBaseCombatWeapon_IsLocked }, - { "IsMeleeWeapon", CBaseCombatWeapon_IsMeleeWeapon }, - { "IsPredicted", CBaseCombatWeapon_IsPredicted }, - { "IsScripted", CBaseCombatWeapon_IsScripted }, - { "IsViewModelSequenceFinished", - CBaseCombatWeapon_IsViewModelSequenceFinished }, - { "IsWeaponVisible", CBaseCombatWeapon_IsWeaponVisible }, - { "IsWeaponZoomed", CBaseCombatWeapon_IsWeaponZoomed }, - { "ItemBusyFrame", CBaseCombatWeapon_ItemBusyFrame }, - { "ItemHolsterFrame", CBaseCombatWeapon_ItemHolsterFrame }, - { "ItemPostFrame", CBaseCombatWeapon_ItemPostFrame }, - { "ItemPreFrame", CBaseCombatWeapon_ItemPreFrame }, - { "Lock", CBaseCombatWeapon_Lock }, - { "Lower", CBaseCombatWeapon_Lower }, - { "MaintainIdealActivity", CBaseCombatWeapon_MaintainIdealActivity }, - { "OnActiveStateChanged", CBaseCombatWeapon_OnActiveStateChanged }, - { "OnRestore", CBaseCombatWeapon_OnRestore }, - { "Precache", CBaseCombatWeapon_Precache }, - { "PrimaryAttack", CBaseCombatWeapon_PrimaryAttack }, - { "Ready", CBaseCombatWeapon_Ready }, - { "Reload", CBaseCombatWeapon_Reload }, - { "ReloadOrSwitchWeapons", CBaseCombatWeapon_ReloadOrSwitchWeapons }, - { "RescindAltFireHudHint", CBaseCombatWeapon_RescindAltFireHudHint }, - { "RescindReloadHudHint", CBaseCombatWeapon_RescindReloadHudHint }, - { "SecondaryAttack", CBaseCombatWeapon_SecondaryAttack }, - { "SendViewModelAnim", CBaseCombatWeapon_SendViewModelAnim }, - { "SendWeaponAnim", CBaseCombatWeapon_SendWeaponAnim }, - { "SetActivity", CBaseCombatWeapon_SetActivity }, - { "SetIdealActivity", CBaseCombatWeapon_SetIdealActivity }, - { "SetPickupTouch", CBaseCombatWeapon_SetPickupTouch }, - { "SetPrimaryAmmoCount", CBaseCombatWeapon_SetPrimaryAmmoCount }, - { "SetSecondaryAmmoCount", CBaseCombatWeapon_SetSecondaryAmmoCount }, - { "SetSubType", CBaseCombatWeapon_SetSubType }, - { "SetViewModel", CBaseCombatWeapon_SetViewModel }, - { "SetViewModelIndex", CBaseCombatWeapon_SetViewModelIndex }, - { "SetWeaponIdleTime", CBaseCombatWeapon_SetWeaponIdleTime }, - { "SetWeaponVisible", CBaseCombatWeapon_SetWeaponVisible }, - { "ShouldDisplayAltFireHUDHint", - CBaseCombatWeapon_ShouldDisplayAltFireHUDHint }, - { "ShouldDisplayReloadHUDHint", - CBaseCombatWeapon_ShouldDisplayReloadHUDHint }, - { "ShouldShowControlPanels", CBaseCombatWeapon_ShouldShowControlPanels }, - { "Spawn", CBaseCombatWeapon_Spawn }, - { "StartSprinting", CBaseCombatWeapon_StartSprinting }, - { "StopSprinting", CBaseCombatWeapon_StopSprinting }, - { "StopWeaponSound", CBaseCombatWeapon_StopWeaponSound }, - { "UsesClipsForAmmo1", CBaseCombatWeapon_UsesClipsForAmmo1 }, - { "UsesClipsForAmmo2", CBaseCombatWeapon_UsesClipsForAmmo2 }, - { "UsesPrimaryAmmo", CBaseCombatWeapon_UsesPrimaryAmmo }, - { "UsesSecondaryAmmo", CBaseCombatWeapon_UsesSecondaryAmmo }, - { "VisibleInWeaponSelection", CBaseCombatWeapon_VisibleInWeaponSelection }, - { "WeaponAutoAimScale", CBaseCombatWeapon_WeaponAutoAimScale }, - { "WeaponIdle", CBaseCombatWeapon_WeaponIdle }, - { "WeaponSound", CBaseCombatWeapon_WeaponSound }, - { "WeaponState", CBaseCombatWeapon_WeaponState }, - - // { "__index", CBaseCombatWeapon___index }, // In Lua now - // { "__newindex", CBaseCombatWeapon___newindex }, // Conflicts when storing with CBaseEntity ref table - { "__eq", CBaseCombatWeapon___eq }, - { "__tostring", CBaseCombatWeapon___tostring }, - { NULL, NULL } }; +LUA_BINDING_END( "string", "String representation." ) /* ** Open CBaseCombatWeapon object @@ -1224,8 +1344,11 @@ static const luaL_Reg CBaseCombatWeaponmeta[] = { LUALIB_API int luaopen_CBaseCombatWeapon( lua_State *L ) { LUA_PUSH_NEW_METATABLE( L, LUA_BASECOMBATWEAPONLIBNAME ); - luaL_register( L, NULL, CBaseCombatWeaponmeta ); + lua_pushstring( L, "Entity" ); lua_setfield( L, -2, "__type" ); /* metatable.__type = "Entity" */ + + LUA_REGISTRATION_COMMIT( CBaseCombatWeapon ); + return 1; } diff --git a/src/game/shared/lbaseentity_shared.cpp b/src/game/shared/lbaseentity_shared.cpp index e95ae70e09..72aac240f1 100644 --- a/src/game/shared/lbaseentity_shared.cpp +++ b/src/game/shared/lbaseentity_shared.cpp @@ -437,7 +437,7 @@ static int CBaseEntity_GetCheckUntouch( lua_State *L ) return 1; } -static int CBaseEntity_GetClassname( lua_State *L ) +static int CBaseEntity_GetClass( lua_State *L ) { lua_pushstring( L, luaL_checkentity( L, 1 )->GetClassname() ); return 1; @@ -2030,7 +2030,7 @@ static const luaL_Reg CBaseEntitymeta[] = { { "GetBaseEntity", CBaseEntity_GetBaseEntity }, { "GetBaseVelocity", CBaseEntity_GetBaseVelocity }, { "GetCheckUntouch", CBaseEntity_GetCheckUntouch }, - { "GetClassName", CBaseEntity_GetClassname }, + { "GetClass", CBaseEntity_GetClass }, { "GetCollisionGroup", CBaseEntity_GetCollisionGroup }, { "GetDataObject", CBaseEntity_GetDataObject }, { "GetDebugName", CBaseEntity_GetDebugName }, diff --git a/src/game/shared/lbaseplayer_shared.cpp b/src/game/shared/lbaseplayer_shared.cpp index a499c05ca6..1007860261 100644 --- a/src/game/shared/lbaseplayer_shared.cpp +++ b/src/game/shared/lbaseplayer_shared.cpp @@ -582,12 +582,6 @@ static int CBasePlayer_MyCombatCharacterPointer( lua_State *L ) return 1; } -static int CBasePlayer_OnRestore( lua_State *L ) -{ - luaL_checkplayer( L, 1 )->OnRestore(); - return 0; -} - static int CBasePlayer_PhysicsSimulate( lua_State *L ) { luaL_checkplayer( L, 1 )->PhysicsSimulate(); @@ -1186,7 +1180,6 @@ static const luaL_Reg CBasePlayermeta[] = { { "LocalEyeAngles", CBasePlayer_LocalEyeAngles }, { "MaxSpeed", CBasePlayer_MaxSpeed }, { "MyCombatCharacterPointer", CBasePlayer_MyCombatCharacterPointer }, - { "OnRestore", CBasePlayer_OnRestore }, { "PhysicsSimulate", CBasePlayer_PhysicsSimulate }, { "PhysicsSolidMaskForEntity", CBasePlayer_PhysicsSolidMaskForEntity }, { "PlayerUse", CBasePlayer_PlayerUse }, diff --git a/src/game/shared/lsrcinit.cpp b/src/game/shared/lsrcinit.cpp index 786a3eed4b..dbf54627ea 100644 --- a/src/game/shared/lsrcinit.cpp +++ b/src/game/shared/lsrcinit.cpp @@ -35,7 +35,7 @@ static const luaL_RegForState luasrclibs[] = { // { LUA_BASEANIMATINGLIBNAME, luaopen_CBaseAnimating_shared, REALM_SHARED }, // ✔ n/a n/a { LUA_BASEANIMATINGLIBNAME, luaopen_CBaseAnimating, REALM_SHARED }, // n/a ✔ ✔ - { LUA_BASECOMBATWEAPONLIBNAME, luaopen_CBaseCombatWeapon, REALM_SHARED }, + { LUA_BASECOMBATWEAPONLIBNAME, luaopen_CBaseCombatWeapon, REALM_SHARED }, // ✔ n/a n/a { LUA_BASEENTITYLIBNAME, luaopen_CBaseEntity_shared, REALM_SHARED }, { LUA_BASEENTITYLIBNAME, luaopen_CBaseEntity, REALM_SHARED }, { LUA_BASEPLAYERLIBNAME, luaopen_CBasePlayer_shared, REALM_SHARED },