357 vg:= VisualGearByUID(lua_tointeger(L, 1)); |
357 vg:= VisualGearByUID(lua_tointeger(L, 1)); |
358 if vg <> nil then |
358 if vg <> nil then |
359 begin |
359 begin |
360 lua_pushinteger(L, round(vg^.X)); |
360 lua_pushinteger(L, round(vg^.X)); |
361 lua_pushinteger(L, round(vg^.Y)); |
361 lua_pushinteger(L, round(vg^.Y)); |
362 lua_pushnumber(L, vg^.dX * 1000000); |
362 lua_pushnumber(L, vg^.dX); |
363 lua_pushnumber(L, vg^.dY * 1000000); |
363 lua_pushnumber(L, vg^.dY); |
364 lua_pushnumber(L, vg^.Angle); |
364 lua_pushnumber(L, vg^.Angle); |
365 lua_pushinteger(L, vg^.Frame); |
365 lua_pushinteger(L, vg^.Frame); |
366 lua_pushinteger(L, vg^.FrameTicks); |
366 lua_pushinteger(L, vg^.FrameTicks); |
367 lua_pushinteger(L, vg^.State); |
367 lua_pushinteger(L, vg^.State); |
368 lua_pushinteger(L, vg^.Timer); |
368 lua_pushinteger(L, vg^.Timer); |
390 vg:= VisualGearByUID(lua_tointeger(L, 1)); |
390 vg:= VisualGearByUID(lua_tointeger(L, 1)); |
391 if vg <> nil then |
391 if vg <> nil then |
392 begin |
392 begin |
393 vg^.X:= lua_tointeger(L, 2); |
393 vg^.X:= lua_tointeger(L, 2); |
394 vg^.Y:= lua_tointeger(L, 3); |
394 vg^.Y:= lua_tointeger(L, 3); |
395 vg^.dX:= lua_tonumber(L, 4) / 1000000; // divide by 100,000 just for consistency |
395 vg^.dX:= lua_tonumber(L, 4); |
396 vg^.dY:= lua_tonumber(L, 5) / 1000000; |
396 vg^.dY:= lua_tonumber(L, 5); |
397 vg^.Angle:= lua_tonumber(L, 6); |
397 vg^.Angle:= lua_tonumber(L, 6); |
398 vg^.Frame:= lua_tointeger(L, 7); |
398 vg^.Frame:= lua_tointeger(L, 7); |
399 if lua_tointeger(L, 8) <> 0 then vg^.FrameTicks:= lua_tointeger(L, 8); // find a better way to do this. maybe need to break all these up. |
399 if lua_tointeger(L, 8) <> 0 then vg^.FrameTicks:= lua_tointeger(L, 8); // find a better way to do this. maybe need to break all these up. |
400 vg^.State:= lua_tointeger(L, 9); |
400 vg^.State:= lua_tointeger(L, 9); |
401 vg^.Timer:= lua_tointeger(L, 10); |
401 vg^.Timer:= lua_tointeger(L, 10); |