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yeet the functions keep the properties
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pawnishoovy committed Nov 25, 2023
1 parent 892432d commit 7b406bf
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6 changes: 2 additions & 4 deletions CHANGELOG.md
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Expand Up @@ -103,11 +103,9 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),

- New `ADoor` Lua function `ResetSensorTimer()`. Resets the sensor timer for that door, making it take the full SensorInterval again for it to detect actors.

- New `SceneObject` Lua functions `IsBuyableInScriptOnly()`, `IsBuyableInObjectPickerOnly()`, and `IsBuyableInBuyMenuOnly()`.

- Exposed `SceneObject` property `BuyableMode` to Lua (R).

- `Enum` binding for `SceneObject.BuyableMode`: `NORESTRICTIONS = 0, BUYMENUONLY = 1, OBJECTPICKERONLY = 2, SCRIPTONLY = 2`.
- `Enum` binding for `SceneObject.BuyableMode`: `NORESTRICTIONS = 0, BUYMENUONLY = 1, OBJECTPICKERONLY = 2, SCRIPTONLY = 3`.

</details>

Expand Down Expand Up @@ -149,7 +147,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),

- Script values, i.e `GetStringValue`, `RemoveStringValue`, `StringValueExists` and the associated functions for `GetNumberValue`/`GetObjectValue`, have been moved from MOSRotating to MovableObject, so now any object with script support can use these values.

- The `SceneObject` property `IsBuyable` is now a function, e.g. `IsBuyable()`. `Buyable` replaces it as a property.
- The `SceneObject` property `IsBuyable` has been renamed to `Buyable`.

</details>

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4 changes: 0 additions & 4 deletions Lua/LuaBindingsEntities.cpp
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Expand Up @@ -1341,10 +1341,6 @@ namespace RTE {
.property("Buyable", &SceneObject::IsBuyable)
.property("BuyableMode", &SceneObject::GetBuyableMode)

.def("IsBuyable", &SceneObject::IsBuyable)
.def("IsBuyableInBuyMenuOnly", &SceneObject::IsBuyableInBuyMenuOnly)
.def("IsBuyableInObjectPickerOnly", &SceneObject::IsBuyableInObjectPickerOnly)
.def("IsBuyableInScriptOnly", &SceneObject::IsBuyableInScriptOnly)
.def("IsOnScenePoint", &SceneObject::IsOnScenePoint)
.def("GetGoldValue", &SceneObject::GetGoldValueOld)
.def("GetGoldValue", &SceneObject::GetGoldValue)
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