#include "loop_brief.h" namespace scripting { namespace api { //**********HANDLE: loop_briefing ADE_OBJ(l_LoopBriefStage, cmission, "loop_brief_stage", "Loop Brief stage handle"); ADE_VIRTVAR(Text, l_LoopBriefStage, nullptr, "The text of the stage", "loop_brief_stage", "The text") { cmission* current = nullptr; if (!ade_get_args(L, "o", l_LoopBriefStage.GetPtr(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } return ade_set_args(L, "s", current->mission_branch_desc); } ADE_VIRTVAR(AniFilename, l_LoopBriefStage, nullptr, "The ani filename of the stage", "loop_brief_stage", "The ani filename") { cmission* current = nullptr; if (!ade_get_args(L, "o", l_LoopBriefStage.GetPtr(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } return ade_set_args(L, "s", current->mission_branch_brief_anim); } ADE_VIRTVAR(AudioFilename, l_LoopBriefStage, nullptr, "The audio file of the stage", "loop_brief_stage", "The audio filename") { cmission* current = nullptr; if (!ade_get_args(L, "o", l_LoopBriefStage.GetPtr(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } return ade_set_args(L, "s", current->mission_branch_brief_sound); } } // namespace api } // namespace scripting