return { cDispenserEntity = { Inherits = { "cDropSpenserEntity", }, Functions = { GetShootVector = { { Params = { { Type = "char", Name = "a_BlockMeta", }, }, Returns = { { Type = "Vector3", }, }, IsStatic = true, Desc = "Returns a unit vector in the cardinal direction of where the dispenser with the specified meta would be facing.", }, }, SpawnProjectileFromDispenser = { { Params = { { Type = "Vector3", Name = "a_BlockPos", }, { Type = "cProjectileEntity::eKind", Name = "a_Kind", }, { Type = "Vector3", Name = "a_Speed", }, { Type = "cItem", Name = "a_Item", }, }, Returns = { { Type = "int", }, }, Desc = "Spawns a projectile of the given kind in front of the dispenser with the specified speed.\ a_Item is the item from the internal storage from which the projectile originated.\ Returns the UniqueID of the spawned projectile, or cEntity::INVALID_ID on failure.", }, { Params = { { Type = "int", Name = "a_BlockX", }, { Type = "int", Name = "a_BlockY", }, { Type = "int", Name = "a_BlockZ", }, { Type = "cProjectileEntity::eKind", Name = "a_Kind", }, { Type = "Vector3", Name = "a_Speed", }, { Type = "cItem", Name = "a_Item", }, }, Returns = { { Type = "int", }, }, Desc = "OBSOLETE, use the Vector3i-based overload instead.\ Spawns a projectile of the given kind in front of the dispenser with the specified speed.\ a_Item is the item from the internal storage from which the projectile originated.\ Returns the UniqueID of the spawned projectile, or cEntity::INVALID_ID on failure.", }, }, }, }, }