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feat(lua): Add entities.get_all_vehicles_as_handles() Add entities.get_all_peds_as_handles() Add entities.get_all_objects_as_handles() (#1795)
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@ -7,7 +7,7 @@ Class for representing a tab within the GUI.
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### `is_selected()`
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- **Returns:**
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- `boolean`: Returns true if this tab is the currently selected one in the GUI.
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- `boolean`: Returns true if this tab is the one currently selected in the GUI.
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**Example Usage:**
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```lua
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37
docs/lua/tables/entities.md
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37
docs/lua/tables/entities.md
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@ -0,0 +1,37 @@
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# Table: entities
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Table for manipulating GTA entities.
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## Functions (3)
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### `get_all_vehicles_as_handles()`
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- **Returns:**
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- `table<int, int>`: Returns all vehicles as script handles
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**Example Usage:**
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```lua
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table<int, int> = entities.get_all_vehicles_as_handles()
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```
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### `get_all_peds_as_handles()`
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- **Returns:**
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- `table<int, int>`: Returns all peds as script handles
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**Example Usage:**
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```lua
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table<int, int> = entities.get_all_peds_as_handles()
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```
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### `get_all_objects_as_handles()`
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- **Returns:**
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- `table<int, int>`: Returns all objects as script handles
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**Example Usage:**
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```lua
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table<int, int> = entities.get_all_objects_as_handles()
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```
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@ -13,7 +13,7 @@ end)
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For a complete list of available gui functions, please refer to the tab class documentation and the gui table documentation.
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## Tab Count: 43
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## Tab Count: 44
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### `GUI_TAB_SELF`
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### `GUI_TAB_WEAPONS`
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@ -38,6 +38,7 @@ For a complete list of available gui functions, please refer to the tab class do
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### `GUI_TAB_TRAIN`
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### `GUI_TAB_BLACKHOLE`
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### `GUI_TAB_MODEL_SWAPPER`
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### `GUI_TAB_VFX`
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### `GUI_TAB_NETWORK`
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### `GUI_TAB_MISSIONS`
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### `GUI_TAB_SPOOFING`
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46
src/lua/bindings/entities.cpp
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46
src/lua/bindings/entities.cpp
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@ -0,0 +1,46 @@
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#pragma once
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#include "entities.hpp"
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#include "util/pools.hpp"
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namespace lua::entities
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{
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// Lua API: Table
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// Name: entities
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// Table for manipulating GTA entities.
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// Lua API: Function
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// Table: entities
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// Name: get_all_vehicles_as_handles
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// Returns: table<int, int>: Returns all vehicles as script handles
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static std::vector<Entity> get_all_vehicles_as_handles()
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{
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return big::pools::get_all_vehicles_array();
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}
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// Lua API: Function
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// Table: entities
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// Name: get_all_peds_as_handles
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// Returns: table<int, int>: Returns all peds as script handles
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static std::vector<Entity> get_all_peds_as_handles()
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{
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return big::pools::get_all_peds_array();
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}
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// Lua API: Function
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// Table: entities
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// Name: get_all_objects_as_handles
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// Returns: table<int, int>: Returns all objects as script handles
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static std::vector<Entity> get_all_objects_as_handles()
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{
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return big::pools::get_all_props_array();
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}
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void bind(sol::state& state)
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{
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auto ns = state["entities"].get_or_create<sol::table>();
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ns["get_all_vehicles_as_handles"] = get_all_vehicles_as_handles;
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ns["get_all_peds_as_handles"] = get_all_peds_as_handles;
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ns["get_all_objects_as_handles"] = get_all_objects_as_handles;
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}
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}
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7
src/lua/bindings/entities.hpp
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7
src/lua/bindings/entities.hpp
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@ -0,0 +1,7 @@
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#pragma once
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#include "lua/sol.hpp"
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namespace lua::entities
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{
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void bind(sol::state& state);
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}
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@ -1,10 +1,12 @@
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#include "lua_module.hpp"
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#include "bindings/command.hpp"
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#include "bindings/entities.hpp"
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#include "bindings/event.hpp"
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#include "bindings/global_table.hpp"
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#include "bindings/globals.hpp"
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#include "bindings/gui.hpp"
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#include "bindings/imgui.hpp"
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#include "bindings/locals.hpp"
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#include "bindings/log.hpp"
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#include "bindings/memory.hpp"
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@ -13,7 +15,6 @@
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#include "bindings/script.hpp"
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#include "bindings/tunables.hpp"
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#include "bindings/vector.hpp"
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#include "bindings/imgui.hpp"
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#include "file_manager.hpp"
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#include "script_mgr.hpp"
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@ -217,5 +218,6 @@ namespace big
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lua::vector::bind(state);
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lua::global_table::bind(state);
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lua::imgui::bind(state, state.globals());
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lua::entities::bind(state);
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}
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}
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