Lines Matching defs:L

467 void nscript_init_actor(lua_State *L) {  in nscript_init_actor()
484 bool nscript_new_actor_var(lua_State *L, uint16 actor_num) { in nscript_new_actor_var()
509 static int nscript_actor_new(lua_State *L) { in nscript_actor_new()
578 static int nscript_actor_clone(lua_State *L) { in nscript_actor_clone()
610 static int nscript_get_actor_from_num(lua_State *L) { in nscript_get_actor_from_num()
620 Actor *nscript_get_actor_from_args(lua_State *L, int lua_stack_offset) { in nscript_get_actor_from_args()
640 static int nscript_get_player_actor(lua_State *L) { in nscript_get_player_actor()
647 static int nscript_actor_set(lua_State *L) { in nscript_actor_set()
666 static int nscript_actor_set_align(Actor *actor, lua_State *L) { in nscript_actor_set_align()
671 static int nscript_actor_set_asleep_flag(Actor *actor, lua_State *L) { in nscript_actor_set_asleep_flag()
676 static int nscript_actor_set_charmed_flag(Actor *actor, lua_State *L) { in nscript_actor_set_charmed_flag()
681 static int nscript_actor_set_cold_flag(Actor *actor, lua_State *L) { in nscript_actor_set_cold_flag()
686 static int nscript_actor_set_combat_mode(Actor *actor, lua_State *L) { in nscript_actor_set_combat_mode()
691 static int nscript_actor_set_corpser_flag(Actor *actor, lua_State *L) { in nscript_actor_set_corpser_flag()
696 static int nscript_actor_set_cursed_flag(Actor *actor, lua_State *L) { in nscript_actor_set_cursed_flag()
701 static int nscript_actor_set_dexterity(Actor *actor, lua_State *L) { in nscript_actor_set_dexterity()
706 static int nscript_actor_set_direction(Actor *actor, lua_State *L) { in nscript_actor_set_direction()
711 static int nscript_actor_set_exp(Actor *actor, lua_State *L) { in nscript_actor_set_exp()
716 static int nscript_actor_set_frame_n(Actor *actor, lua_State *L) { in nscript_actor_set_frame_n()
721 static int nscript_actor_set_frenzy(Actor *actor, lua_State *L) { in nscript_actor_set_frenzy()
726 static int nscript_actor_set_hp(Actor *actor, lua_State *L) { in nscript_actor_set_hp()
731 static int nscript_actor_set_hypoxia(Actor *actor, lua_State *L) { in nscript_actor_set_hypoxia()
736 static int nscript_actor_set_hit(Actor *actor, lua_State *L) { in nscript_actor_set_hit()
741 static int nscript_actor_set_intelligence(Actor *actor, lua_State *L) { in nscript_actor_set_intelligence()
746 static int nscript_actor_set_level(Actor *actor, lua_State *L) { in nscript_actor_set_level()
751 static int nscript_actor_set_magic(Actor *actor, lua_State *L) { in nscript_actor_set_magic()
756 static int nscript_actor_set_movement_pts(Actor *actor, lua_State *L) { in nscript_actor_set_movement_pts()
761 static int nscript_actor_set_obj_flag_0(Actor *actor, lua_State *L) { in nscript_actor_set_obj_flag_0()
766 static int nscript_actor_set_obj_n(Actor *actor, lua_State *L) { in nscript_actor_set_obj_n()
771 static int nscript_actor_set_old_align(Actor *actor, lua_State *L) { in nscript_actor_set_old_align()
776 static int nscript_actor_set_base_obj_n(Actor *actor, lua_State *L) { in nscript_actor_set_base_obj_n()
781 static int nscript_actor_set_paralyzed_flag(Actor *actor, lua_State *L) { in nscript_actor_set_paralyzed_flag()
786 static int nscript_actor_set_poisoned_flag(Actor *actor, lua_State *L) { in nscript_actor_set_poisoned_flag()
791 static int nscript_actor_set_protected_flag(Actor *actor, lua_State *L) { in nscript_actor_set_protected_flag()
796 static int nscript_actor_set_strength(Actor *actor, lua_State *L) { in nscript_actor_set_strength()
801 static int nscript_actor_set_visible_flag(Actor *actor, lua_State *L) { in nscript_actor_set_visible_flag()
806 static int nscript_actor_set_worktype(Actor *actor, lua_State *L) { in nscript_actor_set_worktype()
811 static int nscript_actor_set_x(Actor *actor, lua_State *L) { in nscript_actor_set_x()
816 static int nscript_actor_set_y(Actor *actor, lua_State *L) { in nscript_actor_set_y()
821 static int nscript_actor_set_z(Actor *actor, lua_State *L) { in nscript_actor_set_z()
826 static int nscript_actor_get(lua_State *L) { in nscript_actor_get()
843 static int nscript_actor_get_actor_num(Actor *actor, lua_State *L) { in nscript_actor_get_actor_num()
848 static int nscript_actor_get_align(Actor *actor, lua_State *L) { in nscript_actor_get_align()
853 static int nscript_actor_get_alive(Actor *actor, lua_State *L) { in nscript_actor_get_alive()
858 static int nscript_actor_get_asleep_flag(Actor *actor, lua_State *L) { in nscript_actor_get_asleep_flag()
863 static int nscript_actor_get_base_obj_n(Actor *actor, lua_State *L) { in nscript_actor_get_base_obj_n()
868 static int nscript_actor_get_cursed_flag(Actor *actor, lua_State *L) { in nscript_actor_get_cursed_flag()
873 static int nscript_actor_get_combat_mode(Actor *actor, lua_State *L) { in nscript_actor_get_combat_mode()
878 static int nscript_actor_get_charmed_flag(Actor *actor, lua_State *L) { in nscript_actor_get_charmed_flag()
883 static int nscript_actor_get_cold_flag(Actor *actor, lua_State *L) { in nscript_actor_get_cold_flag()
888 static int nscript_actor_get_corpser_flag(Actor *actor, lua_State *L) { in nscript_actor_get_corpser_flag()
893 static int nscript_actor_get_dexterity(Actor *actor, lua_State *L) { in nscript_actor_get_dexterity()
898 static int nscript_actor_get_direction(Actor *actor, lua_State *L) { in nscript_actor_get_direction()
903 static int nscript_actor_get_exp(Actor *actor, lua_State *L) { in nscript_actor_get_exp()
908 static int nscript_actor_get_frame_n(Actor *actor, lua_State *L) { in nscript_actor_get_frame_n()
913 static int nscript_actor_get_frenzy(Actor *actor, lua_State *L) { in nscript_actor_get_frenzy()
918 static int nscript_actor_get_hit_flag(Actor *actor, lua_State *L) { in nscript_actor_get_hit_flag()
923 static int nscript_actor_get_hp(Actor *actor, lua_State *L) { in nscript_actor_get_hp()
928 static int nscript_actor_get_hypoxia(Actor *actor, lua_State *L) { in nscript_actor_get_hypoxia()
933 static int nscript_actor_get_in_party_status(Actor *actor, lua_State *L) { in nscript_actor_get_in_party_status()
938 static int nscript_actor_get_in_vehicle(Actor *actor, lua_State *L) { in nscript_actor_get_in_vehicle()
943 static int nscript_actor_get_intelligence(Actor *actor, lua_State *L) { in nscript_actor_get_intelligence()
948 static int nscript_actor_get_level(Actor *actor, lua_State *L) { in nscript_actor_get_level()
953 static int nscript_actor_get_luatype(Actor *actor, lua_State *L) { in nscript_actor_get_luatype()
958 static int nscript_actor_get_magic(Actor *actor, lua_State *L) { in nscript_actor_get_magic()
963 static int nscript_actor_get_max_hp(Actor *actor, lua_State *L) { in nscript_actor_get_max_hp()
968 static int nscript_actor_get_movement_pts(Actor *actor, lua_State *L) { in nscript_actor_get_movement_pts()
973 static int nscript_actor_get_name(Actor *actor, lua_State *L) { in nscript_actor_get_name()
978 static int nscript_actor_get_obj_flag_0(Actor *actor, lua_State *L) { in nscript_actor_get_obj_flag_0()
983 static int nscript_actor_get_obj_n(Actor *actor, lua_State *L) { in nscript_actor_get_obj_n()
988 static int nscript_actor_get_old_frame_n(Actor *actor, lua_State *L) { in nscript_actor_get_old_frame_n()
993 static int nscript_actor_get_old_align(Actor *actor, lua_State *L) { in nscript_actor_get_old_align()
998 static int nscript_actor_get_paralyzed_flag(Actor *actor, lua_State *L) { in nscript_actor_get_paralyzed_flag()
1003 static int nscript_actor_get_poisoned_flag(Actor *actor, lua_State *L) { in nscript_actor_get_poisoned_flag()
1008 static int nscript_actor_get_protected_flag(Actor *actor, lua_State *L) { in nscript_actor_get_protected_flag()
1013 static int nscript_actor_get_sched_loc(Actor *actor, lua_State *L) { in nscript_actor_get_sched_loc()
1035 static int nscript_actor_get_sched_worktype(Actor *actor, lua_State *L) { in nscript_actor_get_sched_worktype()
1040 static int nscript_actor_get_strength(Actor *actor, lua_State *L) { in nscript_actor_get_strength()
1045 static int nscript_actor_get_temp_status(Actor *actor, lua_State *L) { in nscript_actor_get_temp_status()
1050 static int nscript_actor_get_tile_num(Actor *actor, lua_State *L) { in nscript_actor_get_tile_num()
1057 static int nscript_actor_get_visible_flag(Actor *actor, lua_State *L) { in nscript_actor_get_visible_flag()
1062 static int nscript_actor_get_worktype(Actor *actor, lua_State *L) { in nscript_actor_get_worktype()
1067 static int nscript_actor_get_x(Actor *actor, lua_State *L) { in nscript_actor_get_x()
1072 static int nscript_actor_get_xyz(Actor *actor, lua_State *L) { in nscript_actor_get_xyz()
1089 static int nscript_actor_get_y(Actor *actor, lua_State *L) { in nscript_actor_get_y()
1094 static int nscript_actor_get_z(Actor *actor, lua_State *L) { in nscript_actor_get_z()
1106 static int nscript_actor_kill(lua_State *L) { in nscript_actor_kill()
1129 static int nscript_actor_hit(lua_State *L) { in nscript_actor_hit()
1153 static int nscript_actor_get_range(lua_State *L) { in nscript_actor_get_range()
1172 static int nscript_actor_move(lua_State *L) { in nscript_actor_move()
1195 static int nscript_actor_walk_path(lua_State *L) { in nscript_actor_walk_path()
1212 static int nscript_actor_is_at_scheduled_location(lua_State *L) { in nscript_actor_is_at_scheduled_location()
1231 static int nscript_actor_can_carry_obj(lua_State *L) { in nscript_actor_can_carry_obj()
1252 static int nscript_actor_can_carry_obj_weight(lua_State *L) { in nscript_actor_can_carry_obj_weight()
1275 static int nscript_actor_black_fade_effect(lua_State *L) { in nscript_actor_black_fade_effect()
1295 static int nscript_actor_fade_out_effect(lua_State *L) { in nscript_actor_fade_out_effect()
1313 static int nscript_actor_show_portrait(lua_State *L) { in nscript_actor_show_portrait()
1330 static int nscript_actor_hide_portrait(lua_State *L) { in nscript_actor_hide_portrait()
1345 static int nscript_actor_talk(lua_State *L) { in nscript_actor_talk()
1362 static int nscript_actor_unlink_surrounding_objs(lua_State *L) { in nscript_actor_unlink_surrounding_objs()
1380 static int nscript_actor_use(lua_State *L) { in nscript_actor_use()
1402 static int nscript_actor_resurrect(lua_State *L) { in nscript_actor_resurrect()
1434 static int nscript_actor_inv_add_obj(lua_State *L) { in nscript_actor_inv_add_obj()
1463 static int nscript_actor_inv_remove_obj(lua_State *L) { in nscript_actor_inv_remove_obj()
1490 static int nscript_actor_inv_remove_obj_qty(lua_State *L) { in nscript_actor_inv_remove_obj_qty()
1524 static int nscript_actor_inv_get_readied_obj_n(lua_State *L) { in nscript_actor_inv_get_readied_obj_n()
1542 static int nscript_actor_inv_ready_obj(lua_State *L) { in nscript_actor_inv_ready_obj()
1568 static int nscript_actor_inv_unready_obj(lua_State *L) { in nscript_actor_inv_unready_obj()
1600 static int nscript_actor_inv_has_obj_n(lua_State *L) { in nscript_actor_inv_has_obj_n()
1625 static int nscript_actor_inv_get_obj_n(lua_State *L) { in nscript_actor_inv_get_obj_n()
1667 static int nscript_actor_inv_get_obj_total_qty(lua_State *L) { in nscript_actor_inv_get_obj_total_qty()
1690 static int nscript_map_get_actor(lua_State *L) { in nscript_map_get_actor()
1722 static int nscript_update_actor_schedules(lua_State *L) { in nscript_update_actor_schedules()
1752 static int nscript_actor_inv(lua_State *L) { in nscript_actor_inv()
1775 static int nscript_actor_set_talk_flag(lua_State *L) { in nscript_actor_set_talk_flag()
1792 static int nscript_actor_get_talk_flag(lua_State *L) { in nscript_actor_get_talk_flag()
1809 static int nscript_actor_clear_talk_flag(lua_State *L) { in nscript_actor_clear_talk_flag()
1825 static int nscript_actor_get_number_of_schedules(lua_State *L) { in nscript_actor_get_number_of_schedules()
1842 static int nscript_actor_get_schedule(lua_State *L) { in nscript_actor_get_schedule()