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Some improvements to some things.
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@@ -116,6 +116,7 @@ public:
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bool isWalking() { return m_walking; }
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bool isRemoved() { return m_removed; }
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bool isInvisible() { return m_outfit.getCategory() == ThingCategoryEffect && m_outfit.getAuxId() == 13; }
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bool isDead() { return m_healthPercent <= 0; }
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bool canBeSeen() { return !isInvisible() || isPlayer(); }
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bool isCreature() { return true; }
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@@ -1597,10 +1597,12 @@ void Game::setClientVersion(int version)
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void Game::setAttackingCreature(const CreaturePtr& creature)
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{
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CreaturePtr oldCreature = m_attackingCreature;
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m_attackingCreature = creature;
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if(creature != m_attackingCreature) {
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CreaturePtr oldCreature = m_attackingCreature;
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m_attackingCreature = creature;
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g_lua.callGlobalField("g_game", "onAttackingCreatureChange", creature, oldCreature);
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g_lua.callGlobalField("g_game", "onAttackingCreatureChange", creature, oldCreature);
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}
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}
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void Game::setFollowingCreature(const CreaturePtr& creature)
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@@ -376,6 +376,7 @@ void Client::registerLuaFunctions()
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g_lua.bindClassMemberFunction<Thing>("isTranslucent", &Thing::isTranslucent);
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g_lua.bindClassMemberFunction<Thing>("isFullGround", &Thing::isFullGround);
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g_lua.bindClassMemberFunction<Thing>("isMarketable", &Thing::isMarketable);
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g_lua.bindClassMemberFunction<Thing>("isLyingCorpse", &Thing::isLyingCorpse);
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g_lua.bindClassMemberFunction<Thing>("getParentContainer", &Thing::getParentContainer);
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g_lua.bindClassMemberFunction<Thing>("getMarketData", &Thing::getMarketData);
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@@ -457,6 +458,8 @@ void Client::registerLuaFunctions()
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g_lua.bindClassMemberFunction<Creature>("hideStaticSquare", &Creature::hideStaticSquare);
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g_lua.bindClassMemberFunction<Creature>("isWalking", &Creature::isWalking);
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g_lua.bindClassMemberFunction<Creature>("isInvisible", &Creature::isInvisible);
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g_lua.bindClassMemberFunction<Creature>("isDead", &Creature::isDead);
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g_lua.bindClassMemberFunction<Creature>("isRemoved", &Creature::isRemoved);
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g_lua.bindClassMemberFunction<Creature>("canBeSeen", &Creature::canBeSeen);
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g_lua.bindClassMemberFunction<Creature>("jump", &Creature::jump);
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