mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-21 20:08:40 +03:00
Added wren binding to raycast function
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@@ -75,6 +75,20 @@ class Scene {
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// RigidBody
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foreign static AddForce_(e, x, y, z)
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// Physics
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static RayCast(from, to) {
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var results = Scene.RayCast_(from.x, from.y, from.z, to.x, to.y, to.z)
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var points = []
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for(r in results.count / 3) {
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points.add(Vector3.new(points[r], points[r + 1], points[r + 2]))
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}
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return points
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}
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foreign static RayCast_(fromX, fromY, fromZ, toX, toY, toZ)
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foreign static TriggerGetOverlappingBodyCount_(e)
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foreign static TriggerGetOverlappingBodies_(e)
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@@ -84,6 +84,7 @@ namespace Nuake
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void WelcomeWindow::LoadQueuedProject()
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{
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FileSystem::SetRootDirectory(FileSystem::GetParentPath(queuedProjectPath));
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auto project = Project::New();
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auto projectFileData = FileSystem::ReadFile(queuedProjectPath, true);
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try
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@@ -274,14 +275,9 @@ namespace Nuake
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{
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assert(SelectedProject < std::size(_Projects));
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using namespace Nuake;
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SaveRecentFile();
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std::string projectPath = _Projects[SelectedProject].Path;
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FileSystem::SetRootDirectory(FileSystem::GetParentPath(projectPath));
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queuedProjectPath = projectPath;
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queuedProjectPath = _Projects[SelectedProject].Path;;
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}
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}
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}
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@@ -37,7 +37,7 @@ namespace Nuake
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m_World->Clear();
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}
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RaycastResult PhysicsManager::Raycast(const Vector3& from, const Vector3& to)
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std::vector<RaycastResult> PhysicsManager::Raycast(const Vector3& from, const Vector3& to)
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{
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return m_World->Raycast(from, to);
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}
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@@ -45,7 +45,7 @@ namespace Nuake
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void Reset();
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RaycastResult Raycast(const Vector3& from, const Vector3& to);
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std::vector<RaycastResult> Raycast(const Vector3& from, const Vector3& to);
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void RegisterBody(Ref<Physics::RigidBody> rb);
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void RegisterGhostBody(Ref<GhostObject> rb);
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@@ -5,13 +5,10 @@
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namespace Nuake
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{
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namespace Physics
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// result object from raycast.
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struct RaycastResult
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{
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// result object from raycast.
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struct RaycastResult
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{
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Vector3 WorldPosition;
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float Fraction;
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};
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}
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Vector3 WorldPosition;
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float Fraction;
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};
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}
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@@ -28,39 +28,39 @@ namespace Nuake
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static void Raycast(WrenVM* vm)
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{
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Vector3 v1 = Vector3(wrenGetSlotDouble(vm, 1),
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wrenGetSlotDouble(vm, 2),
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wrenGetSlotDouble(vm, 3));
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Vector3 v2 = Vector3(wrenGetSlotDouble(vm, 4),
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wrenGetSlotDouble(vm, 5),
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wrenGetSlotDouble(vm, 6));
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RaycastResult result = PhysicsManager::Get().Raycast(v1, v2);
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wrenSetSlotNewList(vm, 0);
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// Returns a list with 3 vectors placed sequentially
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// should be reconstructed in the wren side.
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wrenSetSlotDouble(vm, 1, result.LocalPoint.x);
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wrenSetSlotDouble(vm, 2, result.LocalPoint.y);
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wrenSetSlotDouble(vm, 3, result.LocalPoint.z);
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wrenSetSlotDouble(vm, 4, result.WorldPoint.x);
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wrenSetSlotDouble(vm, 5, result.WorldPoint.y);
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wrenSetSlotDouble(vm, 6, result.WorldPoint.z);
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wrenSetSlotDouble(vm, 7, result.Normal.x);
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wrenSetSlotDouble(vm, 8, result.Normal.y);
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wrenSetSlotDouble(vm, 9, result.Normal.z);
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wrenInsertInList(vm, 0, -1, 1);
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wrenInsertInList(vm, 0, -1, 2);
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wrenInsertInList(vm, 0, -1, 3);
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wrenInsertInList(vm, 0, -1, 4);
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wrenInsertInList(vm, 0, -1, 5);
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wrenInsertInList(vm, 0, -1, 6);
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wrenInsertInList(vm, 0, -1, 7);
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wrenInsertInList(vm, 0, -1, 8);
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wrenInsertInList(vm, 0, -1, 9);
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//Vector3 v1 = Vector3(wrenGetSlotDouble(vm, 1),
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// wrenGetSlotDouble(vm, 2),
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// wrenGetSlotDouble(vm, 3));
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//Vector3 v2 = Vector3(wrenGetSlotDouble(vm, 4),
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// wrenGetSlotDouble(vm, 5),
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// wrenGetSlotDouble(vm, 6));
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//
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//RaycastResult result = PhysicsManager::Get().Raycast(v1, v2);
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//wrenSetSlotNewList(vm, 0);
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//
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//// Returns a list with 3 vectors placed sequentially
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//// should be reconstructed in the wren side.
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//wrenSetSlotDouble(vm, 1, result.LocalPoint.x);
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//wrenSetSlotDouble(vm, 2, result.LocalPoint.y);
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//wrenSetSlotDouble(vm, 3, result.LocalPoint.z);
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//
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//wrenSetSlotDouble(vm, 4, result.WorldPoint.x);
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//wrenSetSlotDouble(vm, 5, result.WorldPoint.y);
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//wrenSetSlotDouble(vm, 6, result.WorldPoint.z);
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//
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//wrenSetSlotDouble(vm, 7, result.Normal.x);
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//wrenSetSlotDouble(vm, 8, result.Normal.y);
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//wrenSetSlotDouble(vm, 9, result.Normal.z);
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//
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//wrenInsertInList(vm, 0, -1, 1);
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//wrenInsertInList(vm, 0, -1, 2);
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//wrenInsertInList(vm, 0, -1, 3);
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//wrenInsertInList(vm, 0, -1, 4);
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//wrenInsertInList(vm, 0, -1, 5);
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//wrenInsertInList(vm, 0, -1, 6);
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//wrenInsertInList(vm, 0, -1, 7);
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//wrenInsertInList(vm, 0, -1, 8);
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//wrenInsertInList(vm, 0, -1, 9);
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}
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};
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}
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@@ -23,8 +23,10 @@
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#include <src/Scene/Components/BSPBrushComponent.h>
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#include <src/Scene/Components/PrefabComponent.h>
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namespace Nuake {
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namespace ScriptAPI {
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namespace Nuake
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{
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namespace ScriptAPI
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{
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class SceneModule : public ScriptModule
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{
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std::string GetModuleName() override
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@@ -56,6 +58,7 @@ namespace Nuake {
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RegisterMethod("MoveAndSlide_(_,_,_,_)", (void*)MoveAndSlide);
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RegisterMethod("IsCharacterControllerOnGround_(_)", (void*)IsCharacterControllerOnGround);
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RegisterMethod("RayCast_(_,_,_,_,_,_)", (void*)Raycast);
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RegisterMethod("AddForce_(_,_,_,_)", (void*)AddForce);
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@@ -249,6 +252,37 @@ namespace Nuake {
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wrenSetSlotBool(vm, 0, result);
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}
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static void Raycast(WrenVM* vm)
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{
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const double& fromX = wrenGetSlotDouble(vm, 1);
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const double& fromY = wrenGetSlotDouble(vm, 2);
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const double& fromZ = wrenGetSlotDouble(vm, 3);
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const auto& from = Vector3(fromX, fromY, fromZ);
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const double& toX = wrenGetSlotDouble(vm, 4);
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const double& toY = wrenGetSlotDouble(vm, 5);
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const double& toZ = wrenGetSlotDouble(vm, 6);
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const auto& to = Vector3(toX, toY, toZ);
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const auto& result = PhysicsManager::Get().GetWorld()->Raycast(from, to);
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// We multiply by 3 since we have 3 floats per hit result: vector3.
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wrenEnsureSlots(vm, static_cast<double>(result.size() * 3));
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wrenSetSlotNewList(vm, 0);
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uint32_t index = 1;
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for (auto& r : result)
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{
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wrenSetSlotDouble(vm, index, r.WorldPosition.x);
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wrenSetSlotDouble(vm, index + 1, r.WorldPosition.y);
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wrenSetSlotDouble(vm, index + 2, r.WorldPosition.z);
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wrenInsertInList(vm, 0, -1, index);
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wrenInsertInList(vm, 0, -1, index + 1);
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wrenInsertInList(vm, 0, -1, index + 2);
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index += 3;
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}
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}
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static void MoveAndSlide(WrenVM* vm)
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{
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double handle = wrenGetSlotDouble(vm, 1);
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