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Updated lua documentation.
This commit is contained in:
parent
e887081261
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3 changed files with 146 additions and 53 deletions
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@ -4,12 +4,15 @@
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#ifdef G_LUA
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#ifdef G_LUA
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/***
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/***
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A module for entity movement, especially for mover entities such as doors. Documentation under work.
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A module for entity movement, especially for mover entities such as doors.
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@module mover
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@module mover
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*/
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*/
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// mover.Halt(entity ent)
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/***
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// Stops translational movement on ent immediately.
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Stops translational movement on ent immediately.
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@function Halt
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@param ent Entity or entity number.
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*/
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static int Mover_Halt(lua_State *L) {
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static int Mover_Halt(lua_State *L) {
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lent_t *lent;
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lent_t *lent;
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gentity_t *ent = NULL;
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gentity_t *ent = NULL;
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@ -39,8 +42,11 @@ static int Mover_Halt(lua_State *L) {
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return 0;
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return 0;
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}
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}
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// mover.HaltAngles(entity ent)
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/***
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// Stops rotational movement on ent immediately.
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Stops rotational movement on ent immediately.
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@function HaltAngles
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@param ent Entity or entity number.
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*/
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static int Mover_HaltAngles(lua_State * L)
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static int Mover_HaltAngles(lua_State * L)
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{
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{
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lent_t *lent;
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lent_t *lent;
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@ -74,19 +80,13 @@ extern void Reached_Train(gentity_t *ent);
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extern void Think_SetupTrainTargets(gentity_t *ent);
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extern void Think_SetupTrainTargets(gentity_t *ent);
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extern void SetMoverState(gentity_t *ent, moverState_t moverState, int time);
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extern void SetMoverState(gentity_t *ent, moverState_t moverState, int time);
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/* This is an example for a parseable comment that describes a lua function. */
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/***
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/*
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Moves an entity like a func_train entity. Targets have to be path_corner entities.
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* \function mover.AsTrain(entity mover, entity target, float speed)
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@function AsTrain
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* \param entity mover entity to move.
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@param mover Entity to move.
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* \param entity target path_corner entity to move to.
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@param target path_corner entity to move to.
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* \param float speed Speed to move with to the first path_corner.
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@param speed Speed to move with to the first path_corner.
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* \desc Moves an entity like a func_train entity. Targets have to be path_corner entities.
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*/
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*/
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// mover.AsTrain(entity mover, entity target, float speed)
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// Moves an entity like a func_train entity. Targets have to be path_corner entities.
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// * ent the entity to move
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// * target the first path_corner to move to
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// * speed speed to move to first path_corner with
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static int Mover_AsTrain(lua_State * L)
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static int Mover_AsTrain(lua_State * L)
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{
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{
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lent_t *lent, *tlent;
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lent_t *lent, *tlent;
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@ -170,11 +170,20 @@ static int Mover_AsTrain(lua_State * L)
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return 0;
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return 0;
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}
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}
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// mover.SetAngles(entity ent, vector angles) or
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/***
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// mover.SetAngles(entity ent, float y, float z, float x)
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Sets the angles of ent to the specified values. Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and Roll (around X-Axis). These can also be stowed in a vector angles.
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// Sets the angles of ent to the specified value(s).
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@function SetAngles
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// Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and
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@param ent Entity or entity number.
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// Roll (around X-Axis). These can also be stowed in a vector angles.
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@param y Pitch.
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@param z Yaw.
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@param x Roll.
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*/
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/***
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Sets the angles of ent to the specified value.
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@function SetAngles
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@param ent Entity or entity number.
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@param agles Vector containing the new angles.
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*/
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static int Mover_SetAngles(lua_State * L)
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static int Mover_SetAngles(lua_State * L)
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{
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{
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vec3_t newAngles;
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vec3_t newAngles;
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@ -216,11 +225,19 @@ static int Mover_SetAngles(lua_State * L)
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return 0;
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return 0;
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}
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}
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// mover.SetAngles2(entity ent, vector angles) or
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/***
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// mover.SetAngles2(entity ent, float y, float z, float x)
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Sets the angles of ent to the specified values. Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and Roll (around X-Axis). These can also be stowed in a vector angles.
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// Sets the angles of ent to the specified value(s).
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@function SetAngles2
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// Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and
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@param ent Entity or entity number.
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// Roll (around X-Axis). These can also be stowed in a vector angles.
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@param y Pitch.
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@param z Yaw.
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@param x Roll.
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*/
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/***
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Sets the angles of ent to the specified value.
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@function SetAngles2
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@param vec Vector containing the new angles.
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*/
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static int Mover_SetAngles2(lua_State * L)
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static int Mover_SetAngles2(lua_State * L)
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{
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{
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vec3_t newAngles;
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vec3_t newAngles;
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@ -261,9 +278,20 @@ static int Mover_SetAngles2(lua_State * L)
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return 0;
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return 0;
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}
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}
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// mover.SetPosition(entity ent, vector pos) or
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/***
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// mover.SetPosition(entity ent, float x, float y, float z)
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Set the position of ent to the specified value.
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// Set the position of ent to the specified value(s). Can also be stowed in a vector pos.
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@function SetPosition
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@param ent Entity or entity number.
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@param x X coordinates.
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@param y Y coordinates.
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@param z Z coordinates.
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*/
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/***
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Set the position of ent to the specified value.
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@function SetPosition
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@param ent Entity or entity number.
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@param vec Vector containing the new position.
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*/
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static int Mover_SetPosition(lua_State * L)
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static int Mover_SetPosition(lua_State * L)
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{
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{
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vec3_t newOrigin;
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vec3_t newOrigin;
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@ -318,11 +346,22 @@ static void SetTrajectoryLinear(trajectory_t * tr, const float speed, const vec3
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tr->trType = TR_LINEAR_STOP;
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tr->trType = TR_LINEAR_STOP;
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}
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}
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// mover.ToAngles(entity ent, float speed, vector angles) or
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/***
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// mover.ToAngles(entity ent, float speed, float y, float z, float x)
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Rotates ent with a given speed (in degrees per second) to the specified values. Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and Roll (around X-Axis). These can also be stowed in a vector angles.
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// Rotates ent with speed speed (in degrees per second) to the specified value(s).
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@function ToAngles
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// Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and
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@param ent Entity or entity number.
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// Roll (around X-Axis). These can also be stowed in a vector angles.
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@param speed Speed to rotate with.
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@param y Pitch.
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@param z Yaw.
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@param x Roll.
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*/
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/***
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Rotates ent with a given speed (in degrees per second) to the specified values.
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@function ToAngles
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@param ent Entity or entity number.
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@param speed Speed to rotate with.
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@param vec Vector conataining target angles.
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*/
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static int Mover_ToAngles(lua_State * L)
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static int Mover_ToAngles(lua_State * L)
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{
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{
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vec3_t newAngles;
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vec3_t newAngles;
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@ -369,9 +408,15 @@ static int Mover_ToAngles(lua_State * L)
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return 0;
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return 0;
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}
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}
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// mover.ToPosition(entity ent, vector pos) or
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/***
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// mover.ToPosition(entity ent, float x, float y, float z)
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Moves ent with a given speed to the specified values. Can also be stowed in a vector pos.
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// Moves ent with speed speed to the specified value(s). Can also be stowed in a vector pos.
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@function ToPosition
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@param ent Entity or entity number.
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@param speed Speed to move with.
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@param x X coordinates.
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@param y Y coordinates.
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@param z Z coordinates.
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*/
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static int Mover_ToPosition(lua_State * L)
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static int Mover_ToPosition(lua_State * L)
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{
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{
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vec3_t newOrigin;
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vec3_t newOrigin;
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#ifdef G_LUA
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#ifdef G_LUA
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/***
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/***
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A documentation to play sounds. Documentation under work.
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A documentation to play sounds.
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@module sound
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@module sound
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*/
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*/
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// sound.PlaySound(entity ent, string sound, integer chan)
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/***
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// * ent the entity the sound will be played on
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Play a sound on a given entity.
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// * sound the sound file which will be played
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@function PlaySound
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// * chan the sound channel the sound will be played on
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@param ent The entity the sound will be played on
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@param sound The sound file which will be played
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@param chan The sound channel the sound will be played on
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*/
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static int Sound_PlaySound(lua_State *L) {
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static int Sound_PlaySound(lua_State *L) {
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char *sound;
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char *sound;
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int snd;
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int snd;
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return 1;
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return 1;
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}
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}
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// trace.DoTrace(vector start, vector mins, vector maxs, vector end, float passEnt, float contents)
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/***
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// Does a trace.
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Does a trace.
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// * start start-point of trace
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@function DoTrace
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// * mins minimal distance of trace (nil if unused)
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@param start start-point of the trace.
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// * maxs maximal distance of trace (nil if unused)
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@param mins minimal distance of trace (nil if unused)
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// * end end-point of trace
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@param maxs maximal distance of trace (nil if unused)
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// * passEnt Number of ents to pass
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@param end end-point of trace
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// * contents ????????
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@param passEnt Number of ents to pass
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@param contents Set content flags.
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*/
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static int Trace_DoTrace(lua_State *L) {
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static int Trace_DoTrace(lua_State *L) {
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trace_t *tr;
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trace_t *tr;
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vec_t *start, *end, *mins = NULL, *maxs = NULL;
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vec_t *start, *end, *mins = NULL, *maxs = NULL;
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@ -73,8 +75,11 @@ static int Trace_DoTrace(lua_State *L) {
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return 1;
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return 1;
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}
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}
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// trace.FreeTrace(trace tr)
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/***
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// Ends trace-process for tr.
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Frees all memory that was allocated for this trace.
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@function FreeTrace
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@param trace The trace.
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*/
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static int Trace_FreeTrace(lua_State *L) {
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static int Trace_FreeTrace(lua_State *L) {
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ltrace_t *tr;
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ltrace_t *tr;
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@ -85,6 +90,11 @@ static int Trace_FreeTrace(lua_State *L) {
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return 1;
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return 1;
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}
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}
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/***
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Check whether the trace has gone only trough solid content (e.g. only inside a wall).
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@function GetAllsolid
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@return Whether trace was all solid.
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*/
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static int Trace_GetAllsolid(lua_State *L) {
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static int Trace_GetAllsolid(lua_State *L) {
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ltrace_t *tr;
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ltrace_t *tr;
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@ -94,6 +104,11 @@ static int Trace_GetAllsolid(lua_State *L) {
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return 1;
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return 1;
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}
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}
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/***
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Check whether the trace has started in solid contents.
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@function GetStartsolid
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@return Whether trace started solid.
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*/
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static int Trace_GetStartsolid(lua_State *L) {
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static int Trace_GetStartsolid(lua_State *L) {
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ltrace_t *tr;
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ltrace_t *tr;
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return 1;
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return 1;
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}
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}
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/***
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Get fraction of trace.
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@function GetFraction
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@return Fraction.
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*/
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static int Trace_GetFraction(lua_State *L) {
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static int Trace_GetFraction(lua_State *L) {
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ltrace_t *tr;
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ltrace_t *tr;
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return 1;
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return 1;
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}
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}
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/***
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Get end position of the trace.
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@function GetEndpos
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@return End position of the trace.
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*/
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static int Trace_GetEndpos(lua_State *L) {
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static int Trace_GetEndpos(lua_State *L) {
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ltrace_t *tr;
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ltrace_t *tr;
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return 1;
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return 1;
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}
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}
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/***
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Get the surface flags for the face the trace hit.
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@function GetSurfaceFlags
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@return Surface flags.
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*/
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static int Trace_GetSurfaceFlags(lua_State *L) {
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static int Trace_GetSurfaceFlags(lua_State *L) {
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ltrace_t *tr;
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ltrace_t *tr;
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@ -130,6 +160,11 @@ static int Trace_GetSurfaceFlags(lua_State *L) {
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return 1;
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return 1;
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}
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}
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/***
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Get content flags for the trace.
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@function GetContents
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@return Content flags.
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*/
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static int Trace_GetContents(lua_State *L) {
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static int Trace_GetContents(lua_State *L) {
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ltrace_t *tr;
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ltrace_t *tr;
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@ -139,6 +174,11 @@ static int Trace_GetContents(lua_State *L) {
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return 1;
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return 1;
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}
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}
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/***
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Get entity number for entity the trace hit.
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@function GetEntityNum
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@return Entity number.
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*/
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static int Trace_GetEntityNum(lua_State *L) {
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static int Trace_GetEntityNum(lua_State *L) {
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ltrace_t *tr;
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ltrace_t *tr;
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@ -148,6 +188,11 @@ static int Trace_GetEntityNum(lua_State *L) {
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return 1;
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return 1;
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}
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}
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/***
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Get entity the trace hit.
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@function GetEntity
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@return entity the trace hit.
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*/
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static int Trace_GetEntity(lua_State *L) {
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static int Trace_GetEntity(lua_State *L) {
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ltrace_t *tr;
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ltrace_t *tr;
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gentity_t *ent;
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gentity_t *ent;
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