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@@ -35,8 +35,7 @@ namespace crown
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static int actor_world_position(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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- stack.push_vector3(actor->world_position());
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+ stack.push_vector3(stack.get_actor(1)->world_position());
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return 1;
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}
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@@ -44,8 +43,7 @@ static int actor_world_position(lua_State* L)
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static int actor_world_rotation(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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- stack.push_quaternion(actor->world_rotation());
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+ stack.push_quaternion(stack.get_actor(1)->world_rotation());
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return 1;
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}
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@@ -53,8 +51,7 @@ static int actor_world_rotation(lua_State* L)
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static int actor_world_pose(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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- stack.push_matrix4x4(actor->world_pose());
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+ stack.push_matrix4x4(stack.get_actor(1)->world_pose());
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return 1;
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}
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@@ -62,9 +59,7 @@ static int actor_world_pose(lua_State* L)
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static int actor_teleport_world_position(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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- const Vector3& pos = stack.get_vector3(2);
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- actor->teleport_world_position(pos);
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+ stack.get_actor(1)->teleport_world_position(stack.get_vector3(2));
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return 0;
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}
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@@ -72,9 +67,7 @@ static int actor_teleport_world_position(lua_State* L)
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static int actor_teleport_world_rotation(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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- const Quaternion& rot = stack.get_quaternion(2);
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- actor->teleport_world_rotation(rot);
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+ stack.get_actor(1)->teleport_world_rotation(stack.get_quaternion(2));
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return 0;
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}
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@@ -82,9 +75,7 @@ static int actor_teleport_world_rotation(lua_State* L)
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static int actor_teleport_world_pose(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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- const Matrix4x4& mat = stack.get_matrix4x4(2);
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- actor->teleport_world_pose(mat);
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+ stack.get_actor(1)->teleport_world_pose(stack.get_matrix4x4(2));
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return 0;
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}
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@@ -92,8 +83,7 @@ static int actor_teleport_world_pose(lua_State* L)
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static int actor_center_of_mass(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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- stack.push_vector3(actor->center_of_mass());
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+ stack.push_vector3(stack.get_actor(1)->center_of_mass());
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return 1;
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}
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@@ -101,10 +91,7 @@ static int actor_center_of_mass(lua_State* L)
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static int actor_enable_gravity(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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-
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- actor->enable_gravity();
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-
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+ stack.get_actor(1)->enable_gravity();
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return 0;
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}
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@@ -112,9 +99,7 @@ static int actor_enable_gravity(lua_State* L)
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static int actor_disable_gravity(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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-
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- actor->disable_gravity();
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+ stack.get_actor(1)->disable_gravity();
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return 0;
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}
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@@ -122,10 +107,7 @@ static int actor_disable_gravity(lua_State* L)
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static int actor_enable_collision(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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-
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- actor->enable_collision();
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-
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+ stack.get_actor(1)->enable_collision();
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return 0;
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}
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@@ -133,10 +115,7 @@ static int actor_enable_collision(lua_State* L)
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static int actor_disable_collision(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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-
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- actor->disable_collision();
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-
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+ stack.get_actor(1)->disable_collision();
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return 0;
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}
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@@ -144,8 +123,7 @@ static int actor_disable_collision(lua_State* L)
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static int actor_set_collision_filter(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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- actor->set_collision_filter(stack.get_string(2));
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+ stack.get_actor(1)->set_collision_filter(stack.get_string(2));
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return 0;
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}
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@@ -153,8 +131,7 @@ static int actor_set_collision_filter(lua_State* L)
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static int actor_set_kinematic(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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- actor->set_kinematic(stack.get_bool(2));
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+ stack.get_actor(1)->set_kinematic(stack.get_bool(2));
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return 0;
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}
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@@ -162,11 +139,7 @@ static int actor_set_kinematic(lua_State* L)
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static int actor_move(lua_State* L)
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{
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LuaStack stack(L);
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- Actor* actor = stack.get_actor(1);
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- Vector3 pos = stack.get_vector3(2);
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-
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- actor->move(pos);
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-
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+ stack.get_actor(1)->move(stack.get_vector3(2));
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return 0;
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}
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@@ -174,10 +147,7 @@ static int actor_move(lua_State* L)
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static int actor_is_static(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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-
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- stack.push_bool(actor->is_static());
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+ stack.push_bool(stack.get_actor(1)->is_static());
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return 1;
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}
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@@ -185,10 +155,7 @@ static int actor_is_static(lua_State* L)
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static int actor_is_dynamic(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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-
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- stack.push_bool(actor->is_dynamic());
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+ stack.push_bool(stack.get_actor(1)->is_dynamic());
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return 1;
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}
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@@ -196,10 +163,7 @@ static int actor_is_dynamic(lua_State* L)
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static int actor_is_kinematic(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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-
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- stack.push_bool(actor->is_kinematic());
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+ stack.push_bool(stack.get_actor(1)->is_kinematic());
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return 1;
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}
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@@ -207,10 +171,7 @@ static int actor_is_kinematic(lua_State* L)
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static int actor_is_nonkinematic(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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-
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- stack.push_bool(actor->is_nonkinematic());
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+ stack.push_bool(stack.get_actor(1)->is_nonkinematic());
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return 1;
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}
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@@ -219,10 +180,7 @@ static int actor_is_nonkinematic(lua_State* L)
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static int actor_linear_damping(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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-
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- stack.push_float(actor->linear_damping());
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+ stack.push_float(stack.get_actor(1)->linear_damping());
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return 1;
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}
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@@ -230,11 +188,7 @@ static int actor_linear_damping(lua_State* L)
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static int actor_set_linear_damping(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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- const float rate = stack.get_float(2);
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-
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- actor->set_linear_damping(rate);
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+ stack.get_actor(1)->set_linear_damping(stack.get_float(2));
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return 0;
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}
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@@ -242,10 +196,7 @@ static int actor_set_linear_damping(lua_State* L)
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static int actor_angular_damping(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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-
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- stack.push_float(actor->angular_damping());
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+ stack.push_float(stack.get_actor(1)->angular_damping());
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return 1;
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}
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@@ -253,11 +204,7 @@ static int actor_angular_damping(lua_State* L)
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static int actor_set_angular_damping(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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- const float rate = stack.get_float(2);
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-
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- actor->set_angular_damping(rate);
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+ stack.get_actor(1)->set_angular_damping(stack.get_float(2));
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return 0;
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}
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@@ -265,10 +212,7 @@ static int actor_set_angular_damping(lua_State* L)
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static int actor_linear_velocity(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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-
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- stack.push_vector3(actor->linear_velocity());
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+ stack.push_vector3(stack.get_actor(1)->linear_velocity());
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return 1;
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}
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@@ -276,11 +220,7 @@ static int actor_linear_velocity(lua_State* L)
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static int actor_set_linear_velocity(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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- const Vector3& vel = stack.get_vector3(2);
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-
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- actor->set_linear_velocity(vel);
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+ stack.get_actor(1)->set_linear_velocity(stack.get_vector3(2));
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return 0;
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}
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@@ -288,10 +228,7 @@ static int actor_set_linear_velocity(lua_State* L)
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static int actor_angular_velocity(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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-
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- stack.push_vector3(actor->angular_velocity());
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+ stack.push_vector3(stack.get_actor(1)->angular_velocity());
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return 1;
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}
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@@ -299,11 +236,7 @@ static int actor_angular_velocity(lua_State* L)
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static int actor_set_angular_velocity(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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- const Vector3& vel = stack.get_vector3(2);
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-
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- actor->set_angular_velocity(vel);
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+ stack.get_actor(1)->set_angular_velocity(stack.get_vector3(2));
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return 0;
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}
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@@ -311,12 +244,7 @@ static int actor_set_angular_velocity(lua_State* L)
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static int actor_add_impulse(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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- const Vector3& impulse = stack.get_vector3(2);
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-
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- actor->add_impulse(impulse);
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-
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+ stack.get_actor(1)->add_impulse(stack.get_vector3(2));
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return 0;
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}
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@@ -324,13 +252,7 @@ static int actor_add_impulse(lua_State* L)
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static int actor_add_impulse_at(lua_State* L)
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{
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LuaStack stack(L);
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-
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- Actor* actor = stack.get_actor(1);
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- const Vector3& impulse = stack.get_vector3(2);
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- const Vector3& pos = stack.get_vector3(3);
|
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-
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- actor->add_impulse_at(impulse, pos);
|
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-
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+ stack.get_actor(1)->add_impulse_at(stack.get_vector3(2), stack.get_vector3(3));
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return 0;
|
|
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}
|
|
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@@ -338,8 +260,7 @@ static int actor_add_impulse_at(lua_State* L)
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static int actor_add_torque_impulse(lua_State* L)
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|
|
{
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|
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LuaStack stack(L);
|
|
|
- Actor* actor = stack.get_actor(1);
|
|
|
- actor->add_torque_impulse(stack.get_vector3(2));
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+ stack.get_actor(1)->add_torque_impulse(stack.get_vector3(2));
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|
return 0;
|
|
|
}
|
|
|
|
|
|
@@ -347,13 +268,7 @@ static int actor_add_torque_impulse(lua_State* L)
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static int actor_push(lua_State* L)
|
|
|
{
|
|
|
LuaStack stack(L);
|
|
|
-
|
|
|
- Actor* actor = stack.get_actor(1);
|
|
|
- const Vector3& vel = stack.get_vector3(2);
|
|
|
- const float mass = stack.get_float(3);
|
|
|
-
|
|
|
- actor->push(vel, mass);
|
|
|
-
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|
+ stack.get_actor(1)->push(stack.get_vector3(2), stack.get_float(3));
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
@@ -361,9 +276,7 @@ static int actor_push(lua_State* L)
|
|
|
static int actor_push_at(lua_State* L)
|
|
|
{
|
|
|
LuaStack stack(L);
|
|
|
-
|
|
|
- Actor* actor = stack.get_actor(1);
|
|
|
- actor->push_at(stack.get_vector3(2), stack.get_float(2), stack.get_vector3(3));
|
|
|
+ stack.get_actor(1)->push_at(stack.get_vector3(2), stack.get_float(2), stack.get_vector3(3));
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
@@ -371,10 +284,7 @@ static int actor_push_at(lua_State* L)
|
|
|
static int actor_is_sleeping(lua_State* L)
|
|
|
{
|
|
|
LuaStack stack(L);
|
|
|
-
|
|
|
- Actor* actor = stack.get_actor(1);
|
|
|
-
|
|
|
- stack.push_bool(actor->is_sleeping());
|
|
|
+ stack.push_bool(stack.get_actor(1)->is_sleeping());
|
|
|
return 1;
|
|
|
}
|
|
|
|
|
|
@@ -382,10 +292,7 @@ static int actor_is_sleeping(lua_State* L)
|
|
|
static int actor_wake_up(lua_State* L)
|
|
|
{
|
|
|
LuaStack stack(L);
|
|
|
-
|
|
|
- Actor* actor = stack.get_actor(1);
|
|
|
-
|
|
|
- actor->wake_up();
|
|
|
+ stack.get_actor(1)->wake_up();
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
@@ -393,11 +300,7 @@ static int actor_wake_up(lua_State* L)
|
|
|
static int actor_unit(lua_State* L)
|
|
|
{
|
|
|
LuaStack stack(L);
|
|
|
-
|
|
|
- Actor* actor = stack.get_actor(1);
|
|
|
-
|
|
|
- Unit* unit = actor->unit();
|
|
|
-
|
|
|
+ Unit* unit = stack.get_actor(1)->unit();
|
|
|
unit == NULL ? stack.push_nil() : stack.push_unit(unit);
|
|
|
return 1;
|
|
|
}
|
|
|
@@ -405,40 +308,40 @@ static int actor_unit(lua_State* L)
|
|
|
//-----------------------------------------------------------------------------
|
|
|
void load_actor(LuaEnvironment& env)
|
|
|
{
|
|
|
- env.load_module_function("Actor", "world_position", actor_world_position);
|
|
|
- env.load_module_function("Actor", "world_rotation", actor_world_rotation);
|
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- env.load_module_function("Actor", "world_pose", actor_world_pose);
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- env.load_module_function("Actor", "teleport_world_position", actor_teleport_world_position);
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- env.load_module_function("Actor", "teleport_world_rotation", actor_teleport_world_rotation);
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- env.load_module_function("Actor", "teleport_world_pose", actor_teleport_world_pose);
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- env.load_module_function("Actor", "center_of_mass", actor_center_of_mass);
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- env.load_module_function("Actor", "enable_gravity", actor_enable_gravity);
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- env.load_module_function("Actor", "disable_gravity", actor_disable_gravity);
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- env.load_module_function("Actor", "enable_collision", actor_enable_collision);
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- env.load_module_function("Actor", "set_collision_filter", actor_set_collision_filter);
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- env.load_module_function("Actor", "disable_collision", actor_disable_collision);
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- env.load_module_function("Actor", "set_kinematic", actor_set_kinematic);
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- env.load_module_function("Actor", "move", actor_move);
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- env.load_module_function("Actor", "is_static", actor_is_static);
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- env.load_module_function("Actor", "is_dynamic", actor_is_dynamic);
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- env.load_module_function("Actor", "is_kinematic", actor_is_kinematic);
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- env.load_module_function("Actor", "is_nonkinematic", actor_is_nonkinematic);
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- env.load_module_function("Actor", "linear_damping", actor_linear_damping);
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- env.load_module_function("Actor", "set_linear_damping", actor_set_linear_damping);
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- env.load_module_function("Actor", "angular_damping", actor_angular_damping);
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- env.load_module_function("Actor", "set_angular_damping", actor_set_angular_damping);
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- env.load_module_function("Actor", "linear_velocity", actor_linear_velocity);
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- env.load_module_function("Actor", "set_linear_velocity", actor_set_linear_velocity);
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- env.load_module_function("Actor", "angular_velocity", actor_angular_velocity);
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- env.load_module_function("Actor", "set_angular_velocity", actor_set_angular_velocity);
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- env.load_module_function("Actor", "add_impulse", actor_add_impulse);
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- env.load_module_function("Actor", "add_impulse_at", actor_add_impulse_at);
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- env.load_module_function("Actor", "add_torque_impulse", actor_add_torque_impulse);
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- env.load_module_function("Actor", "push", actor_push);
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- env.load_module_function("Actor", "push_at", actor_push_at);
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- env.load_module_function("Actor", "is_sleeping", actor_is_sleeping);
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- env.load_module_function("Actor", "wake_up", actor_wake_up);
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- env.load_module_function("Actor", "unit", actor_unit);
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|
+ env.load_module_function("Actor", "world_position", actor_world_position);
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+ env.load_module_function("Actor", "world_rotation", actor_world_rotation);
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|
+ env.load_module_function("Actor", "world_pose", actor_world_pose);
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+ env.load_module_function("Actor", "teleport_world_position", actor_teleport_world_position);
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|
+ env.load_module_function("Actor", "teleport_world_rotation", actor_teleport_world_rotation);
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|
+ env.load_module_function("Actor", "teleport_world_pose", actor_teleport_world_pose);
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|
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+ env.load_module_function("Actor", "center_of_mass", actor_center_of_mass);
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|
+ env.load_module_function("Actor", "enable_gravity", actor_enable_gravity);
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+ env.load_module_function("Actor", "disable_gravity", actor_disable_gravity);
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|
+ env.load_module_function("Actor", "enable_collision", actor_enable_collision);
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|
+ env.load_module_function("Actor", "disable_collision", actor_disable_collision);
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|
|
+ env.load_module_function("Actor", "set_collision_filter", actor_set_collision_filter);
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|
|
+ env.load_module_function("Actor", "set_kinematic", actor_set_kinematic);
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|
|
+ env.load_module_function("Actor", "move", actor_move);
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|
|
+ env.load_module_function("Actor", "is_static", actor_is_static);
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|
|
+ env.load_module_function("Actor", "is_dynamic", actor_is_dynamic);
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|
|
+ env.load_module_function("Actor", "is_kinematic", actor_is_kinematic);
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|
|
+ env.load_module_function("Actor", "is_nonkinematic", actor_is_nonkinematic);
|
|
|
+ env.load_module_function("Actor", "linear_damping", actor_linear_damping);
|
|
|
+ env.load_module_function("Actor", "set_linear_damping", actor_set_linear_damping);
|
|
|
+ env.load_module_function("Actor", "angular_damping", actor_angular_damping);
|
|
|
+ env.load_module_function("Actor", "set_angular_damping", actor_set_angular_damping);
|
|
|
+ env.load_module_function("Actor", "linear_velocity", actor_linear_velocity);
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|
|
+ env.load_module_function("Actor", "set_linear_velocity", actor_set_linear_velocity);
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|
|
+ env.load_module_function("Actor", "angular_velocity", actor_angular_velocity);
|
|
|
+ env.load_module_function("Actor", "set_angular_velocity", actor_set_angular_velocity);
|
|
|
+ env.load_module_function("Actor", "add_impulse", actor_add_impulse);
|
|
|
+ env.load_module_function("Actor", "add_impulse_at", actor_add_impulse_at);
|
|
|
+ env.load_module_function("Actor", "add_torque_impulse", actor_add_torque_impulse);
|
|
|
+ env.load_module_function("Actor", "push", actor_push);
|
|
|
+ env.load_module_function("Actor", "push_at", actor_push_at);
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|
|
+ env.load_module_function("Actor", "is_sleeping", actor_is_sleeping);
|
|
|
+ env.load_module_function("Actor", "wake_up", actor_wake_up);
|
|
|
+ env.load_module_function("Actor", "unit", actor_unit);
|
|
|
}
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} // namespace crown
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