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Add lua binding for gameObject globalVariable
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2 changed files with 8 additions and 0 deletions
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@ -211,6 +211,13 @@ namespace MWLua
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objectT["isValid"] = [](const ObjectT& o) { return !o.ptrOrEmpty().isEmpty(); };
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objectT["isValid"] = [](const ObjectT& o) { return !o.ptrOrEmpty().isEmpty(); };
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objectT["recordId"] = sol::readonly_property(
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objectT["recordId"] = sol::readonly_property(
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[](const ObjectT& o) -> std::string { return o.ptr().getCellRef().getRefId().serializeText(); });
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[](const ObjectT& o) -> std::string { return o.ptr().getCellRef().getRefId().serializeText(); });
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objectT["globalVariable"] = sol::readonly_property([](const ObjectT& o) -> sol::optional<std::string> {
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std::string globalVariable = o.ptr().getCellRef().getGlobalVariable();
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if (globalVariable.empty())
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return sol::nullopt;
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else
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return ESM::RefId::stringRefId(globalVariable).serializeText();
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});
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objectT["cell"] = sol::readonly_property([](const ObjectT& o) -> sol::optional<Cell<ObjectT>> {
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objectT["cell"] = sol::readonly_property([](const ObjectT& o) -> sol::optional<Cell<ObjectT>> {
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const MWWorld::Ptr& ptr = o.ptr();
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const MWWorld::Ptr& ptr = o.ptr();
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MWWorld::WorldModel* wm = MWBase::Environment::get().getWorldModel();
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MWWorld::WorldModel* wm = MWBase::Environment::get().getWorldModel();
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@ -167,6 +167,7 @@
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-- @field #any type Type of the object (one of the tables from the package @{openmw.types#types}).
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-- @field #any type Type of the object (one of the tables from the package @{openmw.types#types}).
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-- @field #number count Count (>1 means a stack of objects).
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-- @field #number count Count (>1 means a stack of objects).
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-- @field #string recordId Returns record ID of the object in lowercase.
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-- @field #string recordId Returns record ID of the object in lowercase.
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-- @field #string globalVariable Global Variable associated with this object(read only).
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---
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---
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-- Does the object still exist and is available.
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-- Does the object still exist and is available.
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