00001 #ifndef HEADER_GAME_SCRIPT_H 00002 #define HEADER_GAME_SCRIPT_H 00003 00004 extern "C" { 00005 #include "lua.h" 00006 } 00007 00008 extern int script_game_setRoomWaves(lua_State *L) throw(); 00009 extern int script_game_addModel(lua_State *L) throw(); 00010 extern int script_game_getCycles(lua_State *L) throw(); 00011 extern int script_game_addDecor(lua_State *L) throw(); 00012 extern int script_game_setScreenShift(lua_State *L) throw(); 00013 extern int script_game_changeBg(lua_State *L) throw(); 00014 extern int script_game_checkActive(lua_State *L) throw(); 00015 extern int script_game_setFastFalling(lua_State *L) throw(); 00016 00017 extern int script_model_addAnim(lua_State *L) throw(); 00018 extern int script_model_runAnim(lua_State *L) throw(); 00019 extern int script_model_setAnim(lua_State *L) throw(); 00020 extern int script_model_useSpecialAnim(lua_State *L) throw(); 00021 extern int script_model_countAnims(lua_State *L) throw(); 00022 extern int script_model_setEffect(lua_State *L) throw(); 00023 extern int script_model_getLoc(lua_State *L) throw(); 00024 extern int script_model_getAction(lua_State *L) throw(); 00025 extern int script_model_getState(lua_State *L) throw(); 00026 extern int script_model_getDir(lua_State *L) throw(); 00027 extern int script_model_getTouchDir(lua_State *L) throw(); 00028 extern int script_model_isAlive(lua_State *L) throw(); 00029 extern int script_model_isOut(lua_State *L) throw(); 00030 extern int script_model_isLeft(lua_State *L) throw(); 00031 extern int script_model_isAtBorder(lua_State *L) throw(); 00032 extern int script_model_getW(lua_State *L) throw(); 00033 extern int script_model_getH(lua_State *L) throw(); 00034 extern int script_model_setGoal(lua_State *L) throw(); 00035 extern int script_model_change_turnSide(lua_State *L) throw(); 00036 extern int script_model_setViewShift(lua_State *L) throw(); 00037 extern int script_model_getViewShift(lua_State *L) throw(); 00038 extern int script_model_setBusy(lua_State *L) throw(); 00039 extern int script_model_equals(lua_State *L) throw(); 00040 00041 extern int script_sound_addSound(lua_State *L) throw(); 00042 extern int script_sound_playSound(lua_State *L) throw(); 00043 00044 #endif