Light property functions and basic light example.
This commit is contained in:
260
src/lights.c
260
src/lights.c
@@ -108,3 +108,263 @@ int llightsUpdateLightValues( lua_State *L ) {
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return 1;
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}
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/*
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> success = RL.SetLightType( Light light, int type )
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Set light type
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- Failure return false
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- Success return true
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*/
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int llightsSetLightType( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightType( Light light, int type )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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int type = lua_tointeger( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->lights[ lightId ]->type = type;
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.SetLightPosition( Light light, Vector3 position )
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Set light position
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- Failure return false
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- Success return true
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*/
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int llightsSetLightPosition( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightPosition( Light light, Vecto3 position )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Vector3 position = uluaGetVector3Index( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->lights[ lightId ]->position = position;
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.SetLightTarget( Light light, Vector3 target )
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Set light target
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- Failure return false
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- Success return true
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*/
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int llightsSetLightTarget( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightTarget( Light light, Vecto3 target )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Vector3 target = uluaGetVector3Index( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->lights[ lightId ]->target = target;
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.SetLightColor( Light light, Color color )
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Set light color
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- Failure return false
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- Success return true
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*/
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int llightsSetLightColor( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightColor( Light light, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Color color = uluaGetColorIndex( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->lights[ lightId ]->color = color;
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.SetLightEnabled( Light light, bool enabled )
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Set light enabled
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- Failure return false
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- Success return true
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*/
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int llightsSetLightEnabled( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isboolean( L, 2 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightEnabled( Light light, bool enabled )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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bool enabled = lua_toboolean( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->lights[ lightId ]->enabled = enabled;
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> type = RL.GetLightType( Light light )
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Get light type
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- Failure return false
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- Success return int
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*/
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int llightsGetLightType( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightType( Light light )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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lua_pushinteger( L, state->lights[ lightId ]->type );
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return 1;
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}
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/*
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> position = RL.GetLightPosition( Light light )
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Get light position
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- Failure return false
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- Success return Vector3
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*/
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int llightsGetLightPosition( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightPosition( Light light )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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uluaPushVector3( L, state->lights[ lightId ]->position );
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return 1;
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}
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/*
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> target = RL.GetLightTarget( Light light )
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Get light target
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- Failure return false
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- Success return Vector3
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*/
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int llightsGetLightTarget( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightTarget( Light light )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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uluaPushVector3( L, state->lights[ lightId ]->target );
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return 1;
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}
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/*
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> color = RL.GetLightColor( Light light )
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Get light color
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- Failure return false
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- Success return Color
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*/
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int llightsGetLightColor( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightColor( Light light )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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uluaPushColor( L, state->lights[ lightId ]->color );
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return 1;
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}
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/*
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> enabled = RL.IsLightEnabled( Light light )
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Get light enabled
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- Failure return nil
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- Success return boolean
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*/
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int llightsIsLightEnabled( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.IsLightEnabled( Light light )" );
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lua_pushnil( L );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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if ( !validLight( lightId ) ) {
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lua_pushnil( L );
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return 1;
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}
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lua_pushboolean( L, state->lights[ lightId ]->enabled );
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return 1;
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}
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