#include "lua_native_binding.hpp" #include "natives.hpp" namespace lua::native { static Object LUA_NATIVE_OBJECT_CREATE_OBJECT(Hash modelHash, float x, float y, float z, bool isNetwork, bool bScriptHostObj, bool dynamic) { auto retval = OBJECT::CREATE_OBJECT(modelHash, x, y, z, isNetwork, bScriptHostObj, dynamic); return retval; } static Object LUA_NATIVE_OBJECT_CREATE_OBJECT_NO_OFFSET(Hash modelHash, float x, float y, float z, bool isNetwork, bool bScriptHostObj, bool dynamic, Any p7) { auto retval = OBJECT::CREATE_OBJECT_NO_OFFSET(modelHash, x, y, z, isNetwork, bScriptHostObj, dynamic, p7); return retval; } static Object LUA_NATIVE_OBJECT_DELETE_OBJECT(Object object) { OBJECT::DELETE_OBJECT(&object); return object; } static bool LUA_NATIVE_OBJECT_PLACE_OBJECT_ON_GROUND_PROPERLY(Object object) { auto retval = (bool)OBJECT::PLACE_OBJECT_ON_GROUND_PROPERLY(object); return retval; } static bool LUA_NATIVE_OBJECT_PLACE_OBJECT_ON_GROUND_OR_OBJECT_PROPERLY(Object object) { auto retval = (bool)OBJECT::PLACE_OBJECT_ON_GROUND_OR_OBJECT_PROPERLY(object); return retval; } static bool LUA_NATIVE_OBJECT_ROTATE_OBJECT(Object object, float p1, float p2, bool p3) { auto retval = (bool)OBJECT::ROTATE_OBJECT(object, p1, p2, p3); return retval; } static bool LUA_NATIVE_OBJECT_SLIDE_OBJECT(Object object, float toX, float toY, float toZ, float speedX, float speedY, float speedZ, bool collision) { auto retval = (bool)OBJECT::SLIDE_OBJECT(object, toX, toY, toZ, speedX, speedY, speedZ, collision); return retval; } static void LUA_NATIVE_OBJECT_SET_OBJECT_TARGETTABLE(Object object, bool targettable, Any p2) { OBJECT::SET_OBJECT_TARGETTABLE(object, targettable, p2); } static void LUA_NATIVE_OBJECT_SET_OBJECT_FORCE_VEHICLES_TO_AVOID(Object object, bool toggle) { OBJECT::SET_OBJECT_FORCE_VEHICLES_TO_AVOID(object, toggle); } static Object LUA_NATIVE_OBJECT_GET_CLOSEST_OBJECT_OF_TYPE(float x, float y, float z, float radius, Hash modelHash, bool isMission, bool p6, bool p7) { auto retval = OBJECT::GET_CLOSEST_OBJECT_OF_TYPE(x, y, z, radius, modelHash, isMission, p6, p7); return retval; } static bool LUA_NATIVE_OBJECT_HAS_OBJECT_BEEN_BROKEN(Object object, Any p1) { auto retval = (bool)OBJECT::HAS_OBJECT_BEEN_BROKEN(object, p1); return retval; } static bool LUA_NATIVE_OBJECT_HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_BROKEN(float p0, float p1, float p2, float p3, Hash modelHash, Any p5) { auto retval = (bool)OBJECT::HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_BROKEN(p0, p1, p2, p3, modelHash, p5); return retval; } static bool LUA_NATIVE_OBJECT_HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_COMPLETELY_DESTROYED(float x, float y, float z, float radius, Hash modelHash, bool p5) { auto retval = (bool)OBJECT::HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_COMPLETELY_DESTROYED(x, y, z, radius, modelHash, p5); return retval; } static bool LUA_NATIVE_OBJECT_GET_HAS_OBJECT_BEEN_COMPLETELY_DESTROYED(Any p0) { auto retval = (bool)OBJECT::GET_HAS_OBJECT_BEEN_COMPLETELY_DESTROYED(p0); return retval; } static Vector3 LUA_NATIVE_OBJECT_GET_OFFSET_FROM_COORD_AND_HEADING_IN_WORLD_COORDS(float xPos, float yPos, float zPos, float heading, float xOffset, float yOffset, float zOffset) { auto retval = OBJECT::GET_OFFSET_FROM_COORD_AND_HEADING_IN_WORLD_COORDS(xPos, yPos, zPos, heading, xOffset, yOffset, zOffset); return retval; } static std::tuple LUA_NATIVE_OBJECT_GET_COORDS_AND_ROTATION_OF_CLOSEST_OBJECT_OF_TYPE(float x, float y, float z, float radius, Hash modelHash, Vector3 outPosition, Vector3 outRotation, int rotationOrder) { std::tuple return_values; std::get<0>(return_values) = (bool)OBJECT::GET_COORDS_AND_ROTATION_OF_CLOSEST_OBJECT_OF_TYPE(x, y, z, radius, modelHash, &outPosition, &outRotation, rotationOrder); std::get<1>(return_values) = outPosition; std::get<2>(return_values) = outRotation; return return_values; } static void LUA_NATIVE_OBJECT_SET_STATE_OF_CLOSEST_DOOR_OF_TYPE(Hash type, float x, float y, float z, bool locked, float heading, bool p6) { OBJECT::SET_STATE_OF_CLOSEST_DOOR_OF_TYPE(type, x, y, z, locked, heading, p6); } static std::tuple LUA_NATIVE_OBJECT_GET_STATE_OF_CLOSEST_DOOR_OF_TYPE(Hash type, float x, float y, float z, bool locked, float heading) { std::tuple return_values; OBJECT::GET_STATE_OF_CLOSEST_DOOR_OF_TYPE(type, x, y, z, (BOOL*)&locked, &heading); std::get<0>(return_values) = locked; std::get<1>(return_values) = heading; return return_values; } static void LUA_NATIVE_OBJECT_SET_LOCKED_UNSTREAMED_IN_DOOR_OF_TYPE(Hash modelHash, float x, float y, float z, bool locked, float xRotMult, float yRotMult, float zRotMult) { OBJECT::SET_LOCKED_UNSTREAMED_IN_DOOR_OF_TYPE(modelHash, x, y, z, locked, xRotMult, yRotMult, zRotMult); } static void LUA_NATIVE_OBJECT_PLAY_OBJECT_AUTO_START_ANIM(Any p0) { OBJECT::PLAY_OBJECT_AUTO_START_ANIM(p0); } static void LUA_NATIVE_OBJECT_ADD_DOOR_TO_SYSTEM(Hash doorHash, Hash modelHash, float x, float y, float z, bool p5, bool scriptDoor, bool isLocal, Any p8) { OBJECT::ADD_DOOR_TO_SYSTEM(doorHash, modelHash, x, y, z, p5, scriptDoor, isLocal, p8); } static void LUA_NATIVE_OBJECT_REMOVE_DOOR_FROM_SYSTEM(Hash doorHash, Any p1) { OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash, p1); } static void LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_DOOR_STATE(Hash doorHash, int state, bool requestDoor, bool forceUpdate) { OBJECT::DOOR_SYSTEM_SET_DOOR_STATE(doorHash, state, requestDoor, forceUpdate); } static int LUA_NATIVE_OBJECT_DOOR_SYSTEM_GET_DOOR_STATE(Hash doorHash) { auto retval = OBJECT::DOOR_SYSTEM_GET_DOOR_STATE(doorHash); return retval; } static int LUA_NATIVE_OBJECT_DOOR_SYSTEM_GET_DOOR_PENDING_STATE(Hash doorHash) { auto retval = OBJECT::DOOR_SYSTEM_GET_DOOR_PENDING_STATE(doorHash); return retval; } static void LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_AUTOMATIC_RATE(Hash doorHash, float rate, bool requestDoor, bool forceUpdate) { OBJECT::DOOR_SYSTEM_SET_AUTOMATIC_RATE(doorHash, rate, requestDoor, forceUpdate); } static void LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE(Hash doorHash, float distance, bool requestDoor, bool forceUpdate) { OBJECT::DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE(doorHash, distance, requestDoor, forceUpdate); } static void LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_OPEN_RATIO(Hash doorHash, float ajar, bool requestDoor, bool forceUpdate) { OBJECT::DOOR_SYSTEM_SET_OPEN_RATIO(doorHash, ajar, requestDoor, forceUpdate); } static float LUA_NATIVE_OBJECT_DOOR_SYSTEM_GET_AUTOMATIC_DISTANCE(Hash doorHash) { auto retval = OBJECT::DOOR_SYSTEM_GET_AUTOMATIC_DISTANCE(doorHash); return retval; } static float LUA_NATIVE_OBJECT_DOOR_SYSTEM_GET_OPEN_RATIO(Hash doorHash) { auto retval = OBJECT::DOOR_SYSTEM_GET_OPEN_RATIO(doorHash); return retval; } static void LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_SPRING_REMOVED(Hash doorHash, bool removed, bool requestDoor, bool forceUpdate) { OBJECT::DOOR_SYSTEM_SET_SPRING_REMOVED(doorHash, removed, requestDoor, forceUpdate); } static void LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_HOLD_OPEN(Hash doorHash, bool toggle) { OBJECT::DOOR_SYSTEM_SET_HOLD_OPEN(doorHash, toggle); } static void LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_DOOR_OPEN_FOR_RACES(Hash doorHash, bool p1) { OBJECT::DOOR_SYSTEM_SET_DOOR_OPEN_FOR_RACES(doorHash, p1); } static bool LUA_NATIVE_OBJECT_IS_DOOR_REGISTERED_WITH_SYSTEM(Hash doorHash) { auto retval = (bool)OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash); return retval; } static bool LUA_NATIVE_OBJECT_IS_DOOR_CLOSED(Hash doorHash) { auto retval = (bool)OBJECT::IS_DOOR_CLOSED(doorHash); return retval; } static void LUA_NATIVE_OBJECT_OPEN_ALL_BARRIERS_FOR_RACE(bool p0) { OBJECT::OPEN_ALL_BARRIERS_FOR_RACE(p0); } static void LUA_NATIVE_OBJECT_CLOSE_ALL_BARRIERS_FOR_RACE() { OBJECT::CLOSE_ALL_BARRIERS_FOR_RACE(); } static bool LUA_NATIVE_OBJECT_DOOR_SYSTEM_GET_IS_PHYSICS_LOADED(Any p0) { auto retval = (bool)OBJECT::DOOR_SYSTEM_GET_IS_PHYSICS_LOADED(p0); return retval; } static std::tuple LUA_NATIVE_OBJECT_DOOR_SYSTEM_FIND_EXISTING_DOOR(float x, float y, float z, Hash modelHash, Hash outDoorHash) { std::tuple return_values; std::get<0>(return_values) = (bool)OBJECT::DOOR_SYSTEM_FIND_EXISTING_DOOR(x, y, z, modelHash, &outDoorHash); std::get<1>(return_values) = outDoorHash; return return_values; } static bool LUA_NATIVE_OBJECT_IS_GARAGE_EMPTY(Hash garageHash, bool p1, int p2) { auto retval = (bool)OBJECT::IS_GARAGE_EMPTY(garageHash, p1, p2); return retval; } static bool LUA_NATIVE_OBJECT_IS_PLAYER_ENTIRELY_INSIDE_GARAGE(Hash garageHash, Player player, float p2, int p3) { auto retval = (bool)OBJECT::IS_PLAYER_ENTIRELY_INSIDE_GARAGE(garageHash, player, p2, p3); return retval; } static bool LUA_NATIVE_OBJECT_IS_PLAYER_PARTIALLY_INSIDE_GARAGE(Hash garageHash, Player player, int p2) { auto retval = (bool)OBJECT::IS_PLAYER_PARTIALLY_INSIDE_GARAGE(garageHash, player, p2); return retval; } static bool LUA_NATIVE_OBJECT_ARE_ENTITIES_ENTIRELY_INSIDE_GARAGE(Hash garageHash, bool p1, bool p2, bool p3, Any p4) { auto retval = (bool)OBJECT::ARE_ENTITIES_ENTIRELY_INSIDE_GARAGE(garageHash, p1, p2, p3, p4); return retval; } static bool LUA_NATIVE_OBJECT_IS_ANY_ENTITY_ENTIRELY_INSIDE_GARAGE(Hash garageHash, bool p1, bool p2, bool p3, Any p4) { auto retval = (bool)OBJECT::IS_ANY_ENTITY_ENTIRELY_INSIDE_GARAGE(garageHash, p1, p2, p3, p4); return retval; } static bool LUA_NATIVE_OBJECT_IS_OBJECT_ENTIRELY_INSIDE_GARAGE(Hash garageHash, Entity entity, float p2, int p3) { auto retval = (bool)OBJECT::IS_OBJECT_ENTIRELY_INSIDE_GARAGE(garageHash, entity, p2, p3); return retval; } static bool LUA_NATIVE_OBJECT_IS_OBJECT_PARTIALLY_INSIDE_GARAGE(Hash garageHash, Entity entity, int p2) { auto retval = (bool)OBJECT::IS_OBJECT_PARTIALLY_INSIDE_GARAGE(garageHash, entity, p2); return retval; } static void LUA_NATIVE_OBJECT_CLEAR_GARAGE(Hash garageHash, bool isNetwork) { OBJECT::CLEAR_GARAGE(garageHash, isNetwork); } static void LUA_NATIVE_OBJECT_CLEAR_OBJECTS_INSIDE_GARAGE(Hash garageHash, bool vehicles, bool peds, bool objects, bool isNetwork) { OBJECT::CLEAR_OBJECTS_INSIDE_GARAGE(garageHash, vehicles, peds, objects, isNetwork); } static void LUA_NATIVE_OBJECT_DISABLE_TIDYING_UP_IN_GARAGE(int id, bool toggle) { OBJECT::DISABLE_TIDYING_UP_IN_GARAGE(id, toggle); } static void LUA_NATIVE_OBJECT_ENABLE_SAVING_IN_GARAGE(Hash garageHash, bool toggle) { OBJECT::ENABLE_SAVING_IN_GARAGE(garageHash, toggle); } static void LUA_NATIVE_OBJECT_CLOSE_SAFEHOUSE_GARAGES() { OBJECT::CLOSE_SAFEHOUSE_GARAGES(); } static bool LUA_NATIVE_OBJECT_DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS(float x, float y, float z, float radius, Hash hash, bool p5) { auto retval = (bool)OBJECT::DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS(x, y, z, radius, hash, p5); return retval; } static bool LUA_NATIVE_OBJECT_IS_POINT_IN_ANGLED_AREA(float xPos, float yPos, float zPos, float x1, float y1, float z1, float x2, float y2, float z2, float width, bool debug, bool includeZ) { auto retval = (bool)OBJECT::IS_POINT_IN_ANGLED_AREA(xPos, yPos, zPos, x1, y1, z1, x2, y2, z2, width, debug, includeZ); return retval; } static void LUA_NATIVE_OBJECT_SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY(Object object, bool toggle) { OBJECT::SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY(object, toggle); } static void LUA_NATIVE_OBJECT_SET_OBJECT_PHYSICS_PARAMS(Object object, float weight, float p2, float p3, float p4, float p5, float gravity, float p7, float p8, float p9, float p10, float buoyancy) { OBJECT::SET_OBJECT_PHYSICS_PARAMS(object, weight, p2, p3, p4, p5, gravity, p7, p8, p9, p10, buoyancy); } static float LUA_NATIVE_OBJECT_GET_OBJECT_FRAGMENT_DAMAGE_HEALTH(Any p0, bool p1) { auto retval = OBJECT::GET_OBJECT_FRAGMENT_DAMAGE_HEALTH(p0, p1); return retval; } static void LUA_NATIVE_OBJECT_SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN(Object object, bool toggle) { OBJECT::SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN(object, toggle); } static bool LUA_NATIVE_OBJECT_IS_ANY_OBJECT_NEAR_POINT(float x, float y, float z, float range, bool p4) { auto retval = (bool)OBJECT::IS_ANY_OBJECT_NEAR_POINT(x, y, z, range, p4); return retval; } static bool LUA_NATIVE_OBJECT_IS_OBJECT_NEAR_POINT(Hash objectHash, float x, float y, float z, float range) { auto retval = (bool)OBJECT::IS_OBJECT_NEAR_POINT(objectHash, x, y, z, range); return retval; } static void LUA_NATIVE_OBJECT_REMOVE_OBJECT_HIGH_DETAIL_MODEL(Object object) { OBJECT::REMOVE_OBJECT_HIGH_DETAIL_MODEL(object); } static void LUA_NATIVE_OBJECT_BREAK_OBJECT_FRAGMENT_CHILD(Object p0, Any p1, bool p2) { OBJECT::BREAK_OBJECT_FRAGMENT_CHILD(p0, p1, p2); } static void LUA_NATIVE_OBJECT_DAMAGE_OBJECT_FRAGMENT_CHILD(Any p0, Any p1, Any p2) { OBJECT::DAMAGE_OBJECT_FRAGMENT_CHILD(p0, p1, p2); } static void LUA_NATIVE_OBJECT_FIX_OBJECT_FRAGMENT(Object object) { OBJECT::FIX_OBJECT_FRAGMENT(object); } static void LUA_NATIVE_OBJECT_TRACK_OBJECT_VISIBILITY(Object object) { OBJECT::TRACK_OBJECT_VISIBILITY(object); } static bool LUA_NATIVE_OBJECT_IS_OBJECT_VISIBLE(Object object) { auto retval = (bool)OBJECT::IS_OBJECT_VISIBLE(object); return retval; } static void LUA_NATIVE_OBJECT_SET_OBJECT_IS_SPECIAL_GOLFBALL(Object object, bool toggle) { OBJECT::SET_OBJECT_IS_SPECIAL_GOLFBALL(object, toggle); } static void LUA_NATIVE_OBJECT_SET_OBJECT_TAKES_DAMAGE_FROM_COLLIDING_WITH_BUILDINGS(Any p0, bool p1) { OBJECT::SET_OBJECT_TAKES_DAMAGE_FROM_COLLIDING_WITH_BUILDINGS(p0, p1); } static void LUA_NATIVE_OBJECT_ALLOW_DAMAGE_EVENTS_FOR_NON_NETWORKED_OBJECTS(bool value) { OBJECT::ALLOW_DAMAGE_EVENTS_FOR_NON_NETWORKED_OBJECTS(value); } static void LUA_NATIVE_OBJECT_SET_CUTSCENES_WEAPON_FLASHLIGHT_ON_THIS_FRAME(Object object, bool toggle) { OBJECT::SET_CUTSCENES_WEAPON_FLASHLIGHT_ON_THIS_FRAME(object, toggle); } static Object LUA_NATIVE_OBJECT_GET_RAYFIRE_MAP_OBJECT(float x, float y, float z, float radius, sol::stack_object name) { auto retval = OBJECT::GET_RAYFIRE_MAP_OBJECT(x, y, z, radius, name.is() ? name.as() : nullptr); return retval; } static void LUA_NATIVE_OBJECT_SET_STATE_OF_RAYFIRE_MAP_OBJECT(Object object, int state) { OBJECT::SET_STATE_OF_RAYFIRE_MAP_OBJECT(object, state); } static int LUA_NATIVE_OBJECT_GET_STATE_OF_RAYFIRE_MAP_OBJECT(Object object) { auto retval = OBJECT::GET_STATE_OF_RAYFIRE_MAP_OBJECT(object); return retval; } static bool LUA_NATIVE_OBJECT_DOES_RAYFIRE_MAP_OBJECT_EXIST(Object object) { auto retval = (bool)OBJECT::DOES_RAYFIRE_MAP_OBJECT_EXIST(object); return retval; } static float LUA_NATIVE_OBJECT_GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE(Object object) { auto retval = OBJECT::GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE(object); return retval; } static Pickup LUA_NATIVE_OBJECT_CREATE_PICKUP(Hash pickupHash, float posX, float posY, float posZ, int p4, int value, bool p6, Hash modelHash) { auto retval = OBJECT::CREATE_PICKUP(pickupHash, posX, posY, posZ, p4, value, p6, modelHash); return retval; } static Pickup LUA_NATIVE_OBJECT_CREATE_PICKUP_ROTATE(Hash pickupHash, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, int flag, int amount, Any p9, bool p10, Hash modelHash) { auto retval = OBJECT::CREATE_PICKUP_ROTATE(pickupHash, posX, posY, posZ, rotX, rotY, rotZ, flag, amount, p9, p10, modelHash); return retval; } static void LUA_NATIVE_OBJECT_FORCE_PICKUP_ROTATE_FACE_UP() { OBJECT::FORCE_PICKUP_ROTATE_FACE_UP(); } static void LUA_NATIVE_OBJECT_SET_CUSTOM_PICKUP_WEAPON_HASH(Hash pickupHash, Pickup pickup) { OBJECT::SET_CUSTOM_PICKUP_WEAPON_HASH(pickupHash, pickup); } static Object LUA_NATIVE_OBJECT_CREATE_AMBIENT_PICKUP(Hash pickupHash, float posX, float posY, float posZ, int flags, int value, Hash modelHash, bool p7, bool p8) { auto retval = OBJECT::CREATE_AMBIENT_PICKUP(pickupHash, posX, posY, posZ, flags, value, modelHash, p7, p8); return retval; } static Object LUA_NATIVE_OBJECT_CREATE_NON_NETWORKED_AMBIENT_PICKUP(Hash pickupHash, float posX, float posY, float posZ, int flags, int value, Hash modelHash, bool p7, bool p8) { auto retval = OBJECT::CREATE_NON_NETWORKED_AMBIENT_PICKUP(pickupHash, posX, posY, posZ, flags, value, modelHash, p7, p8); return retval; } static void LUA_NATIVE_OBJECT_BLOCK_PLAYERS_FOR_AMBIENT_PICKUP(Any p0, Any p1) { OBJECT::BLOCK_PLAYERS_FOR_AMBIENT_PICKUP(p0, p1); } static Object LUA_NATIVE_OBJECT_CREATE_PORTABLE_PICKUP(Hash pickupHash, float x, float y, float z, bool placeOnGround, Hash modelHash) { auto retval = OBJECT::CREATE_PORTABLE_PICKUP(pickupHash, x, y, z, placeOnGround, modelHash); return retval; } static Object LUA_NATIVE_OBJECT_CREATE_NON_NETWORKED_PORTABLE_PICKUP(Hash pickupHash, float x, float y, float z, bool placeOnGround, Hash modelHash) { auto retval = OBJECT::CREATE_NON_NETWORKED_PORTABLE_PICKUP(pickupHash, x, y, z, placeOnGround, modelHash); return retval; } static void LUA_NATIVE_OBJECT_ATTACH_PORTABLE_PICKUP_TO_PED(Object pickupObject, Ped ped) { OBJECT::ATTACH_PORTABLE_PICKUP_TO_PED(pickupObject, ped); } static void LUA_NATIVE_OBJECT_DETACH_PORTABLE_PICKUP_FROM_PED(Object pickupObject) { OBJECT::DETACH_PORTABLE_PICKUP_FROM_PED(pickupObject); } static void LUA_NATIVE_OBJECT_FORCE_PORTABLE_PICKUP_LAST_ACCESSIBLE_POSITION_SETTING(Object object) { OBJECT::FORCE_PORTABLE_PICKUP_LAST_ACCESSIBLE_POSITION_SETTING(object); } static void LUA_NATIVE_OBJECT_HIDE_PORTABLE_PICKUP_WHEN_DETACHED(Object pickupObject, bool toggle) { OBJECT::HIDE_PORTABLE_PICKUP_WHEN_DETACHED(pickupObject, toggle); } static void LUA_NATIVE_OBJECT_SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER(Hash modelHash, int number) { OBJECT::SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER(modelHash, number); } static void LUA_NATIVE_OBJECT_SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS(bool toggle) { OBJECT::SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS(toggle); } static Vector3 LUA_NATIVE_OBJECT_GET_SAFE_PICKUP_COORDS(float x, float y, float z, float p3, float p4) { auto retval = OBJECT::GET_SAFE_PICKUP_COORDS(x, y, z, p3, p4); return retval; } static void LUA_NATIVE_OBJECT_ADD_EXTENDED_PICKUP_PROBE_AREA(float x, float y, float z, float radius) { OBJECT::ADD_EXTENDED_PICKUP_PROBE_AREA(x, y, z, radius); } static void LUA_NATIVE_OBJECT_CLEAR_EXTENDED_PICKUP_PROBE_AREAS() { OBJECT::CLEAR_EXTENDED_PICKUP_PROBE_AREAS(); } static Vector3 LUA_NATIVE_OBJECT_GET_PICKUP_COORDS(Pickup pickup) { auto retval = OBJECT::GET_PICKUP_COORDS(pickup); return retval; } static void LUA_NATIVE_OBJECT_SUPPRESS_PICKUP_SOUND_FOR_PICKUP(Any p0, Any p1) { OBJECT::SUPPRESS_PICKUP_SOUND_FOR_PICKUP(p0, p1); } static void LUA_NATIVE_OBJECT_REMOVE_ALL_PICKUPS_OF_TYPE(Hash pickupHash) { OBJECT::REMOVE_ALL_PICKUPS_OF_TYPE(pickupHash); } static bool LUA_NATIVE_OBJECT_HAS_PICKUP_BEEN_COLLECTED(Pickup pickup) { auto retval = (bool)OBJECT::HAS_PICKUP_BEEN_COLLECTED(pickup); return retval; } static void LUA_NATIVE_OBJECT_REMOVE_PICKUP(Pickup pickup) { OBJECT::REMOVE_PICKUP(pickup); } static void LUA_NATIVE_OBJECT_CREATE_MONEY_PICKUPS(float x, float y, float z, int value, int amount, Hash model) { OBJECT::CREATE_MONEY_PICKUPS(x, y, z, value, amount, model); } static bool LUA_NATIVE_OBJECT_DOES_PICKUP_EXIST(Pickup pickup) { auto retval = (bool)OBJECT::DOES_PICKUP_EXIST(pickup); return retval; } static bool LUA_NATIVE_OBJECT_DOES_PICKUP_OBJECT_EXIST(Object pickupObject) { auto retval = (bool)OBJECT::DOES_PICKUP_OBJECT_EXIST(pickupObject); return retval; } static Object LUA_NATIVE_OBJECT_GET_PICKUP_OBJECT(Pickup pickup) { auto retval = OBJECT::GET_PICKUP_OBJECT(pickup); return retval; } static bool LUA_NATIVE_OBJECT_IS_OBJECT_A_PICKUP(Object object) { auto retval = (bool)OBJECT::IS_OBJECT_A_PICKUP(object); return retval; } static bool LUA_NATIVE_OBJECT_IS_OBJECT_A_PORTABLE_PICKUP(Object object) { auto retval = (bool)OBJECT::IS_OBJECT_A_PORTABLE_PICKUP(object); return retval; } static bool LUA_NATIVE_OBJECT_DOES_PICKUP_OF_TYPE_EXIST_IN_AREA(Hash pickupHash, float x, float y, float z, float radius) { auto retval = (bool)OBJECT::DOES_PICKUP_OF_TYPE_EXIST_IN_AREA(pickupHash, x, y, z, radius); return retval; } static void LUA_NATIVE_OBJECT_SET_PICKUP_REGENERATION_TIME(Pickup pickup, int duration) { OBJECT::SET_PICKUP_REGENERATION_TIME(pickup, duration); } static void LUA_NATIVE_OBJECT_FORCE_PICKUP_REGENERATE(Any p0) { OBJECT::FORCE_PICKUP_REGENERATE(p0); } static void LUA_NATIVE_OBJECT_SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE(Player player, Hash pickupHash, bool toggle) { OBJECT::SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE(player, pickupHash, toggle); } static void LUA_NATIVE_OBJECT_SET_LOCAL_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_WITH_MODEL(Hash modelHash, bool toggle) { OBJECT::SET_LOCAL_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_WITH_MODEL(modelHash, toggle); } static void LUA_NATIVE_OBJECT_ALLOW_ALL_PLAYERS_TO_COLLECT_PICKUPS_OF_TYPE(Hash pickupHash) { OBJECT::ALLOW_ALL_PLAYERS_TO_COLLECT_PICKUPS_OF_TYPE(pickupHash); } static void LUA_NATIVE_OBJECT_SET_TEAM_PICKUP_OBJECT(Object object, Any p1, bool p2) { OBJECT::SET_TEAM_PICKUP_OBJECT(object, p1, p2); } static void LUA_NATIVE_OBJECT_PREVENT_COLLECTION_OF_PORTABLE_PICKUP(Object object, bool p1, bool p2) { OBJECT::PREVENT_COLLECTION_OF_PORTABLE_PICKUP(object, p1, p2); } static void LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_GLOW_WHEN_UNCOLLECTABLE(Pickup pickup, bool toggle) { OBJECT::SET_PICKUP_OBJECT_GLOW_WHEN_UNCOLLECTABLE(pickup, toggle); } static void LUA_NATIVE_OBJECT_SET_PICKUP_GLOW_OFFSET(Pickup pickup, float p1) { OBJECT::SET_PICKUP_GLOW_OFFSET(pickup, p1); } static void LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_GLOW_OFFSET(Pickup pickup, float p1, bool p2) { OBJECT::SET_PICKUP_OBJECT_GLOW_OFFSET(pickup, p1, p2); } static void LUA_NATIVE_OBJECT_SET_OBJECT_GLOW_IN_SAME_TEAM(Pickup pickup) { OBJECT::SET_OBJECT_GLOW_IN_SAME_TEAM(pickup); } static void LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_ARROW_MARKER(Pickup pickup, bool toggle) { OBJECT::SET_PICKUP_OBJECT_ARROW_MARKER(pickup, toggle); } static void LUA_NATIVE_OBJECT_ALLOW_PICKUP_ARROW_MARKER_WHEN_UNCOLLECTABLE(Pickup pickup, bool toggle) { OBJECT::ALLOW_PICKUP_ARROW_MARKER_WHEN_UNCOLLECTABLE(pickup, toggle); } static int LUA_NATIVE_OBJECT_GET_DEFAULT_AMMO_FOR_WEAPON_PICKUP(Hash pickupHash) { auto retval = OBJECT::GET_DEFAULT_AMMO_FOR_WEAPON_PICKUP(pickupHash); return retval; } static void LUA_NATIVE_OBJECT_SET_PICKUP_GENERATION_RANGE_MULTIPLIER(float multiplier) { OBJECT::SET_PICKUP_GENERATION_RANGE_MULTIPLIER(multiplier); } static float LUA_NATIVE_OBJECT_GET_PICKUP_GENERATION_RANGE_MULTIPLIER() { auto retval = OBJECT::GET_PICKUP_GENERATION_RANGE_MULTIPLIER(); return retval; } static void LUA_NATIVE_OBJECT_SET_ONLY_ALLOW_AMMO_COLLECTION_WHEN_LOW(bool p0) { OBJECT::SET_ONLY_ALLOW_AMMO_COLLECTION_WHEN_LOW(p0); } static void LUA_NATIVE_OBJECT_SET_PICKUP_UNCOLLECTABLE(Pickup pickup, bool toggle) { OBJECT::SET_PICKUP_UNCOLLECTABLE(pickup, toggle); } static void LUA_NATIVE_OBJECT_SET_PICKUP_TRANSPARENT_WHEN_UNCOLLECTABLE(Pickup pickup, bool toggle) { OBJECT::SET_PICKUP_TRANSPARENT_WHEN_UNCOLLECTABLE(pickup, toggle); } static void LUA_NATIVE_OBJECT_SET_PICKUP_HIDDEN_WHEN_UNCOLLECTABLE(Pickup pickup, bool toggle) { OBJECT::SET_PICKUP_HIDDEN_WHEN_UNCOLLECTABLE(pickup, toggle); } static void LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_TRANSPARENT_WHEN_UNCOLLECTABLE(Pickup pickup, bool toggle) { OBJECT::SET_PICKUP_OBJECT_TRANSPARENT_WHEN_UNCOLLECTABLE(pickup, toggle); } static void LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_ALPHA_WHEN_TRANSPARENT(int p0) { OBJECT::SET_PICKUP_OBJECT_ALPHA_WHEN_TRANSPARENT(p0); } static void LUA_NATIVE_OBJECT_SET_PORTABLE_PICKUP_PERSIST(Pickup pickup, bool toggle) { OBJECT::SET_PORTABLE_PICKUP_PERSIST(pickup, toggle); } static void LUA_NATIVE_OBJECT_ALLOW_PORTABLE_PICKUP_TO_MIGRATE_TO_NON_PARTICIPANTS(Pickup pickup, bool toggle) { OBJECT::ALLOW_PORTABLE_PICKUP_TO_MIGRATE_TO_NON_PARTICIPANTS(pickup, toggle); } static void LUA_NATIVE_OBJECT_FORCE_ACTIVATE_PHYSICS_ON_UNFIXED_PICKUP(Pickup pickup, bool toggle) { OBJECT::FORCE_ACTIVATE_PHYSICS_ON_UNFIXED_PICKUP(pickup, toggle); } static void LUA_NATIVE_OBJECT_ALLOW_PICKUP_BY_NONE_PARTICIPANT(Pickup pickup, bool toggle) { OBJECT::ALLOW_PICKUP_BY_NONE_PARTICIPANT(pickup, toggle); } static void LUA_NATIVE_OBJECT_SUPPRESS_PICKUP_REWARD_TYPE(int rewardType, bool suppress) { OBJECT::SUPPRESS_PICKUP_REWARD_TYPE(rewardType, suppress); } static void LUA_NATIVE_OBJECT_CLEAR_ALL_PICKUP_REWARD_TYPE_SUPPRESSION() { OBJECT::CLEAR_ALL_PICKUP_REWARD_TYPE_SUPPRESSION(); } static void LUA_NATIVE_OBJECT_CLEAR_PICKUP_REWARD_TYPE_SUPPRESSION(int rewardType) { OBJECT::CLEAR_PICKUP_REWARD_TYPE_SUPPRESSION(rewardType); } static void LUA_NATIVE_OBJECT_RENDER_FAKE_PICKUP_GLOW(float x, float y, float z, int colorIndex) { OBJECT::RENDER_FAKE_PICKUP_GLOW(x, y, z, colorIndex); } static void LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_COLLECTABLE_IN_VEHICLE(Pickup pickup) { OBJECT::SET_PICKUP_OBJECT_COLLECTABLE_IN_VEHICLE(pickup); } static void LUA_NATIVE_OBJECT_SET_PICKUP_TRACK_DAMAGE_EVENTS(Pickup pickup, bool toggle) { OBJECT::SET_PICKUP_TRACK_DAMAGE_EVENTS(pickup, toggle); } static void LUA_NATIVE_OBJECT_SET_ENTITY_FLAG_SUPPRESS_SHADOW(Entity entity, bool toggle) { OBJECT::SET_ENTITY_FLAG_SUPPRESS_SHADOW(entity, toggle); } static void LUA_NATIVE_OBJECT_SET_ENTITY_FLAG_RENDER_SMALL_SHADOW(Object object, bool toggle) { OBJECT::SET_ENTITY_FLAG_RENDER_SMALL_SHADOW(object, toggle); } static Hash LUA_NATIVE_OBJECT_GET_WEAPON_TYPE_FROM_PICKUP_TYPE(Hash pickupHash) { auto retval = OBJECT::GET_WEAPON_TYPE_FROM_PICKUP_TYPE(pickupHash); return retval; } static Hash LUA_NATIVE_OBJECT_GET_PICKUP_TYPE_FROM_WEAPON_HASH(Hash weaponHash) { auto retval = OBJECT::GET_PICKUP_TYPE_FROM_WEAPON_HASH(weaponHash); return retval; } static bool LUA_NATIVE_OBJECT_IS_PICKUP_WEAPON_OBJECT_VALID(Object object) { auto retval = (bool)OBJECT::IS_PICKUP_WEAPON_OBJECT_VALID(object); return retval; } static int LUA_NATIVE_OBJECT_GET_OBJECT_TINT_INDEX(Object object) { auto retval = OBJECT::GET_OBJECT_TINT_INDEX(object); return retval; } static void LUA_NATIVE_OBJECT_SET_OBJECT_TINT_INDEX(Object object, int textureVariation) { OBJECT::SET_OBJECT_TINT_INDEX(object, textureVariation); } static bool LUA_NATIVE_OBJECT_SET_TINT_INDEX_CLOSEST_BUILDING_OF_TYPE(float x, float y, float z, float radius, Hash modelHash, int textureVariation) { auto retval = (bool)OBJECT::SET_TINT_INDEX_CLOSEST_BUILDING_OF_TYPE(x, y, z, radius, modelHash, textureVariation); return retval; } static void LUA_NATIVE_OBJECT_SET_PROP_TINT_INDEX(Any p0, Any p1) { OBJECT::SET_PROP_TINT_INDEX(p0, p1); } static bool LUA_NATIVE_OBJECT_SET_PROP_LIGHT_COLOR(Object object, bool p1, int r, int g, int b) { auto retval = (bool)OBJECT::SET_PROP_LIGHT_COLOR(object, p1, r, g, b); return retval; } static bool LUA_NATIVE_OBJECT_IS_PROP_LIGHT_OVERRIDEN(Object object) { auto retval = (bool)OBJECT::IS_PROP_LIGHT_OVERRIDEN(object); return retval; } static void LUA_NATIVE_OBJECT_SET_OBJECT_IS_VISIBLE_IN_MIRRORS(Object object, bool toggle) { OBJECT::SET_OBJECT_IS_VISIBLE_IN_MIRRORS(object, toggle); } static void LUA_NATIVE_OBJECT_SET_OBJECT_SPEED_BOOST_AMOUNT(Object object, Any p1) { OBJECT::SET_OBJECT_SPEED_BOOST_AMOUNT(object, p1); } static void LUA_NATIVE_OBJECT_SET_OBJECT_SPEED_BOOST_DURATION(Object object, float duration) { OBJECT::SET_OBJECT_SPEED_BOOST_DURATION(object, duration); } static Hash LUA_NATIVE_OBJECT_CONVERT_OLD_PICKUP_TYPE_TO_NEW(Hash pickupHash) { auto retval = OBJECT::CONVERT_OLD_PICKUP_TYPE_TO_NEW(pickupHash); return retval; } static void LUA_NATIVE_OBJECT_SET_FORCE_OBJECT_THIS_FRAME(float x, float y, float z, float p3) { OBJECT::SET_FORCE_OBJECT_THIS_FRAME(x, y, z, p3); } static void LUA_NATIVE_OBJECT_ONLY_CLEAN_UP_OBJECT_WHEN_OUT_OF_RANGE(Object object) { OBJECT::ONLY_CLEAN_UP_OBJECT_WHEN_OUT_OF_RANGE(object); } static void LUA_NATIVE_OBJECT_SET_DISABLE_COLLISIONS_BETWEEN_CARS_AND_CAR_PARACHUTE(Any p0) { OBJECT::SET_DISABLE_COLLISIONS_BETWEEN_CARS_AND_CAR_PARACHUTE(p0); } static void LUA_NATIVE_OBJECT_SET_PROJECTILES_SHOULD_EXPLODE_ON_CONTACT(Entity entity, Any p1) { OBJECT::SET_PROJECTILES_SHOULD_EXPLODE_ON_CONTACT(entity, p1); } static void LUA_NATIVE_OBJECT_SET_DRIVE_ARTICULATED_JOINT(Object object, bool toggle, int p2) { OBJECT::SET_DRIVE_ARTICULATED_JOINT(object, toggle, p2); } static void LUA_NATIVE_OBJECT_SET_DRIVE_ARTICULATED_JOINT_WITH_INFLICTOR(Object object, bool toggle, int p2, Ped ped) { OBJECT::SET_DRIVE_ARTICULATED_JOINT_WITH_INFLICTOR(object, toggle, p2, ped); } static void LUA_NATIVE_OBJECT_SET_OBJECT_IS_A_PRESSURE_PLATE(Object object, bool toggle) { OBJECT::SET_OBJECT_IS_A_PRESSURE_PLATE(object, toggle); } static void LUA_NATIVE_OBJECT_SET_WEAPON_IMPACTS_APPLY_GREATER_FORCE(Object object, bool p1) { OBJECT::SET_WEAPON_IMPACTS_APPLY_GREATER_FORCE(object, p1); } static bool LUA_NATIVE_OBJECT_GET_IS_ARTICULATED_JOINT_AT_MIN_ANGLE(Object object, Any p1) { auto retval = (bool)OBJECT::GET_IS_ARTICULATED_JOINT_AT_MIN_ANGLE(object, p1); return retval; } static bool LUA_NATIVE_OBJECT_GET_IS_ARTICULATED_JOINT_AT_MAX_ANGLE(Any p0, Any p1) { auto retval = (bool)OBJECT::GET_IS_ARTICULATED_JOINT_AT_MAX_ANGLE(p0, p1); return retval; } static void LUA_NATIVE_OBJECT_SET_IS_OBJECT_ARTICULATED(Object object, bool toggle) { OBJECT::SET_IS_OBJECT_ARTICULATED(object, toggle); } static void LUA_NATIVE_OBJECT_SET_IS_OBJECT_BALL(Object object, bool toggle) { OBJECT::SET_IS_OBJECT_BALL(object, toggle); } void init_native_binding_OBJECT(sol::state& L) { auto OBJECT = L["OBJECT"].get_or_create(); OBJECT.set_function("CREATE_OBJECT", LUA_NATIVE_OBJECT_CREATE_OBJECT); OBJECT.set_function("CREATE_OBJECT_NO_OFFSET", LUA_NATIVE_OBJECT_CREATE_OBJECT_NO_OFFSET); OBJECT.set_function("DELETE_OBJECT", LUA_NATIVE_OBJECT_DELETE_OBJECT); OBJECT.set_function("PLACE_OBJECT_ON_GROUND_PROPERLY", LUA_NATIVE_OBJECT_PLACE_OBJECT_ON_GROUND_PROPERLY); OBJECT.set_function("PLACE_OBJECT_ON_GROUND_OR_OBJECT_PROPERLY", LUA_NATIVE_OBJECT_PLACE_OBJECT_ON_GROUND_OR_OBJECT_PROPERLY); OBJECT.set_function("ROTATE_OBJECT", LUA_NATIVE_OBJECT_ROTATE_OBJECT); OBJECT.set_function("SLIDE_OBJECT", LUA_NATIVE_OBJECT_SLIDE_OBJECT); OBJECT.set_function("SET_OBJECT_TARGETTABLE", LUA_NATIVE_OBJECT_SET_OBJECT_TARGETTABLE); OBJECT.set_function("SET_OBJECT_FORCE_VEHICLES_TO_AVOID", LUA_NATIVE_OBJECT_SET_OBJECT_FORCE_VEHICLES_TO_AVOID); OBJECT.set_function("GET_CLOSEST_OBJECT_OF_TYPE", LUA_NATIVE_OBJECT_GET_CLOSEST_OBJECT_OF_TYPE); OBJECT.set_function("HAS_OBJECT_BEEN_BROKEN", LUA_NATIVE_OBJECT_HAS_OBJECT_BEEN_BROKEN); OBJECT.set_function("HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_BROKEN", LUA_NATIVE_OBJECT_HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_BROKEN); OBJECT.set_function("HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_COMPLETELY_DESTROYED", LUA_NATIVE_OBJECT_HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_COMPLETELY_DESTROYED); OBJECT.set_function("GET_HAS_OBJECT_BEEN_COMPLETELY_DESTROYED", LUA_NATIVE_OBJECT_GET_HAS_OBJECT_BEEN_COMPLETELY_DESTROYED); OBJECT.set_function("GET_OFFSET_FROM_COORD_AND_HEADING_IN_WORLD_COORDS", LUA_NATIVE_OBJECT_GET_OFFSET_FROM_COORD_AND_HEADING_IN_WORLD_COORDS); OBJECT.set_function("GET_COORDS_AND_ROTATION_OF_CLOSEST_OBJECT_OF_TYPE", LUA_NATIVE_OBJECT_GET_COORDS_AND_ROTATION_OF_CLOSEST_OBJECT_OF_TYPE); OBJECT.set_function("SET_STATE_OF_CLOSEST_DOOR_OF_TYPE", LUA_NATIVE_OBJECT_SET_STATE_OF_CLOSEST_DOOR_OF_TYPE); OBJECT.set_function("GET_STATE_OF_CLOSEST_DOOR_OF_TYPE", LUA_NATIVE_OBJECT_GET_STATE_OF_CLOSEST_DOOR_OF_TYPE); OBJECT.set_function("SET_LOCKED_UNSTREAMED_IN_DOOR_OF_TYPE", LUA_NATIVE_OBJECT_SET_LOCKED_UNSTREAMED_IN_DOOR_OF_TYPE); OBJECT.set_function("PLAY_OBJECT_AUTO_START_ANIM", LUA_NATIVE_OBJECT_PLAY_OBJECT_AUTO_START_ANIM); OBJECT.set_function("ADD_DOOR_TO_SYSTEM", LUA_NATIVE_OBJECT_ADD_DOOR_TO_SYSTEM); OBJECT.set_function("REMOVE_DOOR_FROM_SYSTEM", LUA_NATIVE_OBJECT_REMOVE_DOOR_FROM_SYSTEM); OBJECT.set_function("DOOR_SYSTEM_SET_DOOR_STATE", LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_DOOR_STATE); OBJECT.set_function("DOOR_SYSTEM_GET_DOOR_STATE", LUA_NATIVE_OBJECT_DOOR_SYSTEM_GET_DOOR_STATE); OBJECT.set_function("DOOR_SYSTEM_GET_DOOR_PENDING_STATE", LUA_NATIVE_OBJECT_DOOR_SYSTEM_GET_DOOR_PENDING_STATE); OBJECT.set_function("DOOR_SYSTEM_SET_AUTOMATIC_RATE", LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_AUTOMATIC_RATE); OBJECT.set_function("DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE", LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE); OBJECT.set_function("DOOR_SYSTEM_SET_OPEN_RATIO", LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_OPEN_RATIO); OBJECT.set_function("DOOR_SYSTEM_GET_AUTOMATIC_DISTANCE", LUA_NATIVE_OBJECT_DOOR_SYSTEM_GET_AUTOMATIC_DISTANCE); OBJECT.set_function("DOOR_SYSTEM_GET_OPEN_RATIO", LUA_NATIVE_OBJECT_DOOR_SYSTEM_GET_OPEN_RATIO); OBJECT.set_function("DOOR_SYSTEM_SET_SPRING_REMOVED", LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_SPRING_REMOVED); OBJECT.set_function("DOOR_SYSTEM_SET_HOLD_OPEN", LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_HOLD_OPEN); OBJECT.set_function("DOOR_SYSTEM_SET_DOOR_OPEN_FOR_RACES", LUA_NATIVE_OBJECT_DOOR_SYSTEM_SET_DOOR_OPEN_FOR_RACES); OBJECT.set_function("IS_DOOR_REGISTERED_WITH_SYSTEM", LUA_NATIVE_OBJECT_IS_DOOR_REGISTERED_WITH_SYSTEM); OBJECT.set_function("IS_DOOR_CLOSED", LUA_NATIVE_OBJECT_IS_DOOR_CLOSED); OBJECT.set_function("OPEN_ALL_BARRIERS_FOR_RACE", LUA_NATIVE_OBJECT_OPEN_ALL_BARRIERS_FOR_RACE); OBJECT.set_function("CLOSE_ALL_BARRIERS_FOR_RACE", LUA_NATIVE_OBJECT_CLOSE_ALL_BARRIERS_FOR_RACE); OBJECT.set_function("DOOR_SYSTEM_GET_IS_PHYSICS_LOADED", LUA_NATIVE_OBJECT_DOOR_SYSTEM_GET_IS_PHYSICS_LOADED); OBJECT.set_function("DOOR_SYSTEM_FIND_EXISTING_DOOR", LUA_NATIVE_OBJECT_DOOR_SYSTEM_FIND_EXISTING_DOOR); OBJECT.set_function("IS_GARAGE_EMPTY", LUA_NATIVE_OBJECT_IS_GARAGE_EMPTY); OBJECT.set_function("IS_PLAYER_ENTIRELY_INSIDE_GARAGE", LUA_NATIVE_OBJECT_IS_PLAYER_ENTIRELY_INSIDE_GARAGE); OBJECT.set_function("IS_PLAYER_PARTIALLY_INSIDE_GARAGE", LUA_NATIVE_OBJECT_IS_PLAYER_PARTIALLY_INSIDE_GARAGE); OBJECT.set_function("ARE_ENTITIES_ENTIRELY_INSIDE_GARAGE", LUA_NATIVE_OBJECT_ARE_ENTITIES_ENTIRELY_INSIDE_GARAGE); OBJECT.set_function("IS_ANY_ENTITY_ENTIRELY_INSIDE_GARAGE", LUA_NATIVE_OBJECT_IS_ANY_ENTITY_ENTIRELY_INSIDE_GARAGE); OBJECT.set_function("IS_OBJECT_ENTIRELY_INSIDE_GARAGE", LUA_NATIVE_OBJECT_IS_OBJECT_ENTIRELY_INSIDE_GARAGE); OBJECT.set_function("IS_OBJECT_PARTIALLY_INSIDE_GARAGE", LUA_NATIVE_OBJECT_IS_OBJECT_PARTIALLY_INSIDE_GARAGE); OBJECT.set_function("CLEAR_GARAGE", LUA_NATIVE_OBJECT_CLEAR_GARAGE); OBJECT.set_function("CLEAR_OBJECTS_INSIDE_GARAGE", LUA_NATIVE_OBJECT_CLEAR_OBJECTS_INSIDE_GARAGE); OBJECT.set_function("DISABLE_TIDYING_UP_IN_GARAGE", LUA_NATIVE_OBJECT_DISABLE_TIDYING_UP_IN_GARAGE); OBJECT.set_function("ENABLE_SAVING_IN_GARAGE", LUA_NATIVE_OBJECT_ENABLE_SAVING_IN_GARAGE); OBJECT.set_function("CLOSE_SAFEHOUSE_GARAGES", LUA_NATIVE_OBJECT_CLOSE_SAFEHOUSE_GARAGES); OBJECT.set_function("DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS", LUA_NATIVE_OBJECT_DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS); OBJECT.set_function("IS_POINT_IN_ANGLED_AREA", LUA_NATIVE_OBJECT_IS_POINT_IN_ANGLED_AREA); OBJECT.set_function("SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY", LUA_NATIVE_OBJECT_SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY); OBJECT.set_function("SET_OBJECT_PHYSICS_PARAMS", LUA_NATIVE_OBJECT_SET_OBJECT_PHYSICS_PARAMS); OBJECT.set_function("GET_OBJECT_FRAGMENT_DAMAGE_HEALTH", LUA_NATIVE_OBJECT_GET_OBJECT_FRAGMENT_DAMAGE_HEALTH); OBJECT.set_function("SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN", LUA_NATIVE_OBJECT_SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN); OBJECT.set_function("IS_ANY_OBJECT_NEAR_POINT", LUA_NATIVE_OBJECT_IS_ANY_OBJECT_NEAR_POINT); OBJECT.set_function("IS_OBJECT_NEAR_POINT", LUA_NATIVE_OBJECT_IS_OBJECT_NEAR_POINT); OBJECT.set_function("REMOVE_OBJECT_HIGH_DETAIL_MODEL", LUA_NATIVE_OBJECT_REMOVE_OBJECT_HIGH_DETAIL_MODEL); OBJECT.set_function("BREAK_OBJECT_FRAGMENT_CHILD", LUA_NATIVE_OBJECT_BREAK_OBJECT_FRAGMENT_CHILD); OBJECT.set_function("DAMAGE_OBJECT_FRAGMENT_CHILD", LUA_NATIVE_OBJECT_DAMAGE_OBJECT_FRAGMENT_CHILD); OBJECT.set_function("FIX_OBJECT_FRAGMENT", LUA_NATIVE_OBJECT_FIX_OBJECT_FRAGMENT); OBJECT.set_function("TRACK_OBJECT_VISIBILITY", LUA_NATIVE_OBJECT_TRACK_OBJECT_VISIBILITY); OBJECT.set_function("IS_OBJECT_VISIBLE", LUA_NATIVE_OBJECT_IS_OBJECT_VISIBLE); OBJECT.set_function("SET_OBJECT_IS_SPECIAL_GOLFBALL", LUA_NATIVE_OBJECT_SET_OBJECT_IS_SPECIAL_GOLFBALL); OBJECT.set_function("SET_OBJECT_TAKES_DAMAGE_FROM_COLLIDING_WITH_BUILDINGS", LUA_NATIVE_OBJECT_SET_OBJECT_TAKES_DAMAGE_FROM_COLLIDING_WITH_BUILDINGS); OBJECT.set_function("ALLOW_DAMAGE_EVENTS_FOR_NON_NETWORKED_OBJECTS", LUA_NATIVE_OBJECT_ALLOW_DAMAGE_EVENTS_FOR_NON_NETWORKED_OBJECTS); OBJECT.set_function("SET_CUTSCENES_WEAPON_FLASHLIGHT_ON_THIS_FRAME", LUA_NATIVE_OBJECT_SET_CUTSCENES_WEAPON_FLASHLIGHT_ON_THIS_FRAME); OBJECT.set_function("GET_RAYFIRE_MAP_OBJECT", LUA_NATIVE_OBJECT_GET_RAYFIRE_MAP_OBJECT); OBJECT.set_function("SET_STATE_OF_RAYFIRE_MAP_OBJECT", LUA_NATIVE_OBJECT_SET_STATE_OF_RAYFIRE_MAP_OBJECT); OBJECT.set_function("GET_STATE_OF_RAYFIRE_MAP_OBJECT", LUA_NATIVE_OBJECT_GET_STATE_OF_RAYFIRE_MAP_OBJECT); OBJECT.set_function("DOES_RAYFIRE_MAP_OBJECT_EXIST", LUA_NATIVE_OBJECT_DOES_RAYFIRE_MAP_OBJECT_EXIST); OBJECT.set_function("GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE", LUA_NATIVE_OBJECT_GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE); OBJECT.set_function("CREATE_PICKUP", LUA_NATIVE_OBJECT_CREATE_PICKUP); OBJECT.set_function("CREATE_PICKUP_ROTATE", LUA_NATIVE_OBJECT_CREATE_PICKUP_ROTATE); OBJECT.set_function("FORCE_PICKUP_ROTATE_FACE_UP", LUA_NATIVE_OBJECT_FORCE_PICKUP_ROTATE_FACE_UP); OBJECT.set_function("SET_CUSTOM_PICKUP_WEAPON_HASH", LUA_NATIVE_OBJECT_SET_CUSTOM_PICKUP_WEAPON_HASH); OBJECT.set_function("CREATE_AMBIENT_PICKUP", LUA_NATIVE_OBJECT_CREATE_AMBIENT_PICKUP); OBJECT.set_function("CREATE_NON_NETWORKED_AMBIENT_PICKUP", LUA_NATIVE_OBJECT_CREATE_NON_NETWORKED_AMBIENT_PICKUP); OBJECT.set_function("BLOCK_PLAYERS_FOR_AMBIENT_PICKUP", LUA_NATIVE_OBJECT_BLOCK_PLAYERS_FOR_AMBIENT_PICKUP); OBJECT.set_function("CREATE_PORTABLE_PICKUP", LUA_NATIVE_OBJECT_CREATE_PORTABLE_PICKUP); OBJECT.set_function("CREATE_NON_NETWORKED_PORTABLE_PICKUP", LUA_NATIVE_OBJECT_CREATE_NON_NETWORKED_PORTABLE_PICKUP); OBJECT.set_function("ATTACH_PORTABLE_PICKUP_TO_PED", LUA_NATIVE_OBJECT_ATTACH_PORTABLE_PICKUP_TO_PED); OBJECT.set_function("DETACH_PORTABLE_PICKUP_FROM_PED", LUA_NATIVE_OBJECT_DETACH_PORTABLE_PICKUP_FROM_PED); OBJECT.set_function("FORCE_PORTABLE_PICKUP_LAST_ACCESSIBLE_POSITION_SETTING", LUA_NATIVE_OBJECT_FORCE_PORTABLE_PICKUP_LAST_ACCESSIBLE_POSITION_SETTING); OBJECT.set_function("HIDE_PORTABLE_PICKUP_WHEN_DETACHED", LUA_NATIVE_OBJECT_HIDE_PORTABLE_PICKUP_WHEN_DETACHED); OBJECT.set_function("SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER", LUA_NATIVE_OBJECT_SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER); OBJECT.set_function("SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS", LUA_NATIVE_OBJECT_SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS); OBJECT.set_function("GET_SAFE_PICKUP_COORDS", LUA_NATIVE_OBJECT_GET_SAFE_PICKUP_COORDS); OBJECT.set_function("ADD_EXTENDED_PICKUP_PROBE_AREA", LUA_NATIVE_OBJECT_ADD_EXTENDED_PICKUP_PROBE_AREA); OBJECT.set_function("CLEAR_EXTENDED_PICKUP_PROBE_AREAS", LUA_NATIVE_OBJECT_CLEAR_EXTENDED_PICKUP_PROBE_AREAS); OBJECT.set_function("GET_PICKUP_COORDS", LUA_NATIVE_OBJECT_GET_PICKUP_COORDS); OBJECT.set_function("SUPPRESS_PICKUP_SOUND_FOR_PICKUP", LUA_NATIVE_OBJECT_SUPPRESS_PICKUP_SOUND_FOR_PICKUP); OBJECT.set_function("REMOVE_ALL_PICKUPS_OF_TYPE", LUA_NATIVE_OBJECT_REMOVE_ALL_PICKUPS_OF_TYPE); OBJECT.set_function("HAS_PICKUP_BEEN_COLLECTED", LUA_NATIVE_OBJECT_HAS_PICKUP_BEEN_COLLECTED); OBJECT.set_function("REMOVE_PICKUP", LUA_NATIVE_OBJECT_REMOVE_PICKUP); OBJECT.set_function("CREATE_MONEY_PICKUPS", LUA_NATIVE_OBJECT_CREATE_MONEY_PICKUPS); OBJECT.set_function("DOES_PICKUP_EXIST", LUA_NATIVE_OBJECT_DOES_PICKUP_EXIST); OBJECT.set_function("DOES_PICKUP_OBJECT_EXIST", LUA_NATIVE_OBJECT_DOES_PICKUP_OBJECT_EXIST); OBJECT.set_function("GET_PICKUP_OBJECT", LUA_NATIVE_OBJECT_GET_PICKUP_OBJECT); OBJECT.set_function("IS_OBJECT_A_PICKUP", LUA_NATIVE_OBJECT_IS_OBJECT_A_PICKUP); OBJECT.set_function("IS_OBJECT_A_PORTABLE_PICKUP", LUA_NATIVE_OBJECT_IS_OBJECT_A_PORTABLE_PICKUP); OBJECT.set_function("DOES_PICKUP_OF_TYPE_EXIST_IN_AREA", LUA_NATIVE_OBJECT_DOES_PICKUP_OF_TYPE_EXIST_IN_AREA); OBJECT.set_function("SET_PICKUP_REGENERATION_TIME", LUA_NATIVE_OBJECT_SET_PICKUP_REGENERATION_TIME); OBJECT.set_function("FORCE_PICKUP_REGENERATE", LUA_NATIVE_OBJECT_FORCE_PICKUP_REGENERATE); OBJECT.set_function("SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE", LUA_NATIVE_OBJECT_SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE); OBJECT.set_function("SET_LOCAL_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_WITH_MODEL", LUA_NATIVE_OBJECT_SET_LOCAL_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_WITH_MODEL); OBJECT.set_function("ALLOW_ALL_PLAYERS_TO_COLLECT_PICKUPS_OF_TYPE", LUA_NATIVE_OBJECT_ALLOW_ALL_PLAYERS_TO_COLLECT_PICKUPS_OF_TYPE); OBJECT.set_function("SET_TEAM_PICKUP_OBJECT", LUA_NATIVE_OBJECT_SET_TEAM_PICKUP_OBJECT); OBJECT.set_function("PREVENT_COLLECTION_OF_PORTABLE_PICKUP", LUA_NATIVE_OBJECT_PREVENT_COLLECTION_OF_PORTABLE_PICKUP); OBJECT.set_function("SET_PICKUP_OBJECT_GLOW_WHEN_UNCOLLECTABLE", LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_GLOW_WHEN_UNCOLLECTABLE); OBJECT.set_function("SET_PICKUP_GLOW_OFFSET", LUA_NATIVE_OBJECT_SET_PICKUP_GLOW_OFFSET); OBJECT.set_function("SET_PICKUP_OBJECT_GLOW_OFFSET", LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_GLOW_OFFSET); OBJECT.set_function("SET_OBJECT_GLOW_IN_SAME_TEAM", LUA_NATIVE_OBJECT_SET_OBJECT_GLOW_IN_SAME_TEAM); OBJECT.set_function("SET_PICKUP_OBJECT_ARROW_MARKER", LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_ARROW_MARKER); OBJECT.set_function("ALLOW_PICKUP_ARROW_MARKER_WHEN_UNCOLLECTABLE", LUA_NATIVE_OBJECT_ALLOW_PICKUP_ARROW_MARKER_WHEN_UNCOLLECTABLE); OBJECT.set_function("GET_DEFAULT_AMMO_FOR_WEAPON_PICKUP", LUA_NATIVE_OBJECT_GET_DEFAULT_AMMO_FOR_WEAPON_PICKUP); OBJECT.set_function("SET_PICKUP_GENERATION_RANGE_MULTIPLIER", LUA_NATIVE_OBJECT_SET_PICKUP_GENERATION_RANGE_MULTIPLIER); OBJECT.set_function("GET_PICKUP_GENERATION_RANGE_MULTIPLIER", LUA_NATIVE_OBJECT_GET_PICKUP_GENERATION_RANGE_MULTIPLIER); OBJECT.set_function("SET_ONLY_ALLOW_AMMO_COLLECTION_WHEN_LOW", LUA_NATIVE_OBJECT_SET_ONLY_ALLOW_AMMO_COLLECTION_WHEN_LOW); OBJECT.set_function("SET_PICKUP_UNCOLLECTABLE", LUA_NATIVE_OBJECT_SET_PICKUP_UNCOLLECTABLE); OBJECT.set_function("SET_PICKUP_TRANSPARENT_WHEN_UNCOLLECTABLE", LUA_NATIVE_OBJECT_SET_PICKUP_TRANSPARENT_WHEN_UNCOLLECTABLE); OBJECT.set_function("SET_PICKUP_HIDDEN_WHEN_UNCOLLECTABLE", LUA_NATIVE_OBJECT_SET_PICKUP_HIDDEN_WHEN_UNCOLLECTABLE); OBJECT.set_function("SET_PICKUP_OBJECT_TRANSPARENT_WHEN_UNCOLLECTABLE", LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_TRANSPARENT_WHEN_UNCOLLECTABLE); OBJECT.set_function("SET_PICKUP_OBJECT_ALPHA_WHEN_TRANSPARENT", LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_ALPHA_WHEN_TRANSPARENT); OBJECT.set_function("SET_PORTABLE_PICKUP_PERSIST", LUA_NATIVE_OBJECT_SET_PORTABLE_PICKUP_PERSIST); OBJECT.set_function("ALLOW_PORTABLE_PICKUP_TO_MIGRATE_TO_NON_PARTICIPANTS", LUA_NATIVE_OBJECT_ALLOW_PORTABLE_PICKUP_TO_MIGRATE_TO_NON_PARTICIPANTS); OBJECT.set_function("FORCE_ACTIVATE_PHYSICS_ON_UNFIXED_PICKUP", LUA_NATIVE_OBJECT_FORCE_ACTIVATE_PHYSICS_ON_UNFIXED_PICKUP); OBJECT.set_function("ALLOW_PICKUP_BY_NONE_PARTICIPANT", LUA_NATIVE_OBJECT_ALLOW_PICKUP_BY_NONE_PARTICIPANT); OBJECT.set_function("SUPPRESS_PICKUP_REWARD_TYPE", LUA_NATIVE_OBJECT_SUPPRESS_PICKUP_REWARD_TYPE); OBJECT.set_function("CLEAR_ALL_PICKUP_REWARD_TYPE_SUPPRESSION", LUA_NATIVE_OBJECT_CLEAR_ALL_PICKUP_REWARD_TYPE_SUPPRESSION); OBJECT.set_function("CLEAR_PICKUP_REWARD_TYPE_SUPPRESSION", LUA_NATIVE_OBJECT_CLEAR_PICKUP_REWARD_TYPE_SUPPRESSION); OBJECT.set_function("RENDER_FAKE_PICKUP_GLOW", LUA_NATIVE_OBJECT_RENDER_FAKE_PICKUP_GLOW); OBJECT.set_function("SET_PICKUP_OBJECT_COLLECTABLE_IN_VEHICLE", LUA_NATIVE_OBJECT_SET_PICKUP_OBJECT_COLLECTABLE_IN_VEHICLE); OBJECT.set_function("SET_PICKUP_TRACK_DAMAGE_EVENTS", LUA_NATIVE_OBJECT_SET_PICKUP_TRACK_DAMAGE_EVENTS); OBJECT.set_function("SET_ENTITY_FLAG_SUPPRESS_SHADOW", LUA_NATIVE_OBJECT_SET_ENTITY_FLAG_SUPPRESS_SHADOW); OBJECT.set_function("SET_ENTITY_FLAG_RENDER_SMALL_SHADOW", LUA_NATIVE_OBJECT_SET_ENTITY_FLAG_RENDER_SMALL_SHADOW); OBJECT.set_function("GET_WEAPON_TYPE_FROM_PICKUP_TYPE", LUA_NATIVE_OBJECT_GET_WEAPON_TYPE_FROM_PICKUP_TYPE); OBJECT.set_function("GET_PICKUP_TYPE_FROM_WEAPON_HASH", LUA_NATIVE_OBJECT_GET_PICKUP_TYPE_FROM_WEAPON_HASH); OBJECT.set_function("IS_PICKUP_WEAPON_OBJECT_VALID", LUA_NATIVE_OBJECT_IS_PICKUP_WEAPON_OBJECT_VALID); OBJECT.set_function("GET_OBJECT_TINT_INDEX", LUA_NATIVE_OBJECT_GET_OBJECT_TINT_INDEX); OBJECT.set_function("SET_OBJECT_TINT_INDEX", LUA_NATIVE_OBJECT_SET_OBJECT_TINT_INDEX); OBJECT.set_function("SET_TINT_INDEX_CLOSEST_BUILDING_OF_TYPE", LUA_NATIVE_OBJECT_SET_TINT_INDEX_CLOSEST_BUILDING_OF_TYPE); OBJECT.set_function("SET_PROP_TINT_INDEX", LUA_NATIVE_OBJECT_SET_PROP_TINT_INDEX); OBJECT.set_function("SET_PROP_LIGHT_COLOR", LUA_NATIVE_OBJECT_SET_PROP_LIGHT_COLOR); OBJECT.set_function("IS_PROP_LIGHT_OVERRIDEN", LUA_NATIVE_OBJECT_IS_PROP_LIGHT_OVERRIDEN); OBJECT.set_function("SET_OBJECT_IS_VISIBLE_IN_MIRRORS", LUA_NATIVE_OBJECT_SET_OBJECT_IS_VISIBLE_IN_MIRRORS); OBJECT.set_function("SET_OBJECT_SPEED_BOOST_AMOUNT", LUA_NATIVE_OBJECT_SET_OBJECT_SPEED_BOOST_AMOUNT); OBJECT.set_function("SET_OBJECT_SPEED_BOOST_DURATION", LUA_NATIVE_OBJECT_SET_OBJECT_SPEED_BOOST_DURATION); OBJECT.set_function("CONVERT_OLD_PICKUP_TYPE_TO_NEW", LUA_NATIVE_OBJECT_CONVERT_OLD_PICKUP_TYPE_TO_NEW); OBJECT.set_function("SET_FORCE_OBJECT_THIS_FRAME", LUA_NATIVE_OBJECT_SET_FORCE_OBJECT_THIS_FRAME); OBJECT.set_function("ONLY_CLEAN_UP_OBJECT_WHEN_OUT_OF_RANGE", LUA_NATIVE_OBJECT_ONLY_CLEAN_UP_OBJECT_WHEN_OUT_OF_RANGE); OBJECT.set_function("SET_DISABLE_COLLISIONS_BETWEEN_CARS_AND_CAR_PARACHUTE", LUA_NATIVE_OBJECT_SET_DISABLE_COLLISIONS_BETWEEN_CARS_AND_CAR_PARACHUTE); OBJECT.set_function("SET_PROJECTILES_SHOULD_EXPLODE_ON_CONTACT", LUA_NATIVE_OBJECT_SET_PROJECTILES_SHOULD_EXPLODE_ON_CONTACT); OBJECT.set_function("SET_DRIVE_ARTICULATED_JOINT", LUA_NATIVE_OBJECT_SET_DRIVE_ARTICULATED_JOINT); OBJECT.set_function("SET_DRIVE_ARTICULATED_JOINT_WITH_INFLICTOR", LUA_NATIVE_OBJECT_SET_DRIVE_ARTICULATED_JOINT_WITH_INFLICTOR); OBJECT.set_function("SET_OBJECT_IS_A_PRESSURE_PLATE", LUA_NATIVE_OBJECT_SET_OBJECT_IS_A_PRESSURE_PLATE); OBJECT.set_function("SET_WEAPON_IMPACTS_APPLY_GREATER_FORCE", LUA_NATIVE_OBJECT_SET_WEAPON_IMPACTS_APPLY_GREATER_FORCE); OBJECT.set_function("GET_IS_ARTICULATED_JOINT_AT_MIN_ANGLE", LUA_NATIVE_OBJECT_GET_IS_ARTICULATED_JOINT_AT_MIN_ANGLE); OBJECT.set_function("GET_IS_ARTICULATED_JOINT_AT_MAX_ANGLE", LUA_NATIVE_OBJECT_GET_IS_ARTICULATED_JOINT_AT_MAX_ANGLE); OBJECT.set_function("SET_IS_OBJECT_ARTICULATED", LUA_NATIVE_OBJECT_SET_IS_OBJECT_ARTICULATED); OBJECT.set_function("SET_IS_OBJECT_BALL", LUA_NATIVE_OBJECT_SET_IS_OBJECT_BALL); } }