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@@ -50,6 +50,7 @@ void SE_funcs_register( lua_State *L )
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lua_register( L, "l2c_getSkillLevel", l2c_getSkillLevel );
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lua_register( L, "l2c_getSkillReuseLeft", l2c_getSkillReuseLeft );
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lua_register( L, "l2c_isCastingNow", l2c_isCastingNow );
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lua_register( L, "l2c_getUserSkills", l2c_getUserSkills );
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// Buffs
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lua_register( L, "l2c_getBuffs", l2c_getBuffs );
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lua_register( L, "l2c_buffCancel", l2c_buffCancel );
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@@ -48,6 +48,7 @@ int l2c_useSkill( lua_State *L );
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int l2c_getSkillLevel( lua_State *L );
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int l2c_getSkillReuseLeft( lua_State *L );
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int l2c_isCastingNow( lua_State *L );
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int l2c_getUserSkills( lua_State *L );
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// Buffs
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int l2c_getBuffs( lua_State *L );
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int l2c_buffCancel( lua_State *L );
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@@ -54,3 +54,35 @@ int l2c_isCastingNow( lua_State *L )
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lua_pushboolean( L, b );
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return 1;
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}
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// table l2c_getUserSkills()
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int l2c_getUserSkills( lua_State *L )
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{
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if( !g_game_client ) { lua_pushboolean( L, 0 ); return 1; }
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UserSkills *sk = &(g_game_client->ai.skills);
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//
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int tableIndex = 0;
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lua_createtable( L, 0, 0 );
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int i = 0;
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char skillName[255] = {0};
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for( i=0; i<UserSkills::USERSKILL_MAX_SKILLS; i++ )
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{
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if( sk->skill[i].isUnused() ) continue;
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sk->skill[i].getSkillName( skillName, sizeof(skillName)-1 );
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lua_pushnumber( L, tableIndex );
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lua_createtable( L, 0, 0 );
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//
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lua_pushstring( L, "skillId" );
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lua_pushinteger( L, sk->skill[i].skillID );
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lua_settable( L, -3 );
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//
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lua_pushstring( L, "skillName" );
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lua_pushstring( L, skillName );
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lua_settable( L, -3 );
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//
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lua_settable( L, -3 );
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}
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//
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return 1;
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}
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