/* Moonfall Copyright (C) 2008 Alex Yatskov This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include "Pch.h" #include "LuaBinding.h" #include "ActorPropertySprite.h" int LuaBinding::ActorSpriteSet() { int actorId = 0; const char* sprite = NULL; if (!Peek(1, &actorId) || !Peek(2, &sprite)) { return ERROR_TYPE_PARAMETER; } const boost::shared_ptr property = LuaBinding::GetActorProperty(actorId); if (!property) { return ERROR_TYPE_STATE; } property->SetSprite(sprite); return 0; } int LuaBinding::ActorSpriteGetSize() { int actorId = 0; if (!Peek(1, &actorId)) { return ERROR_TYPE_PARAMETER; } const boost::shared_ptr property = LuaBinding::GetActorProperty(actorId); if (!property) { return ERROR_TYPE_STATE; } Push(property->GetSize()); return 1; }