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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-03-16 23:20:38 +0100 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-04-04 20:18:50 +0200 |
commit | 4d84c4ffd2c4f25a67b2f094baf6ac81c68ebb07 (patch) | |
tree | cb6fc8a565689caaded7977fe249820a61dadee9 /src/scripting/luautil.cpp | |
parent | b30e3355dbbd160ad77f2987b9758ad349830cac (diff) | |
download | manaserv-4d84c4ffd2c4f25a67b2f094baf6ac81c68ebb07.tar.gz manaserv-4d84c4ffd2c4f25a67b2f094baf6ac81c68ebb07.tar.bz2 manaserv-4d84c4ffd2c4f25a67b2f094baf6ac81c68ebb07.tar.xz manaserv-4d84c4ffd2c4f25a67b2f094baf6ac81c68ebb07.zip |
Renamed Thing to Entity
In preparation for using an entity/component system for the entities
in the game world, this name will be more recognizable and easier to
talk about.
Reviewed-by: Yohann Ferreira
Diffstat (limited to 'src/scripting/luautil.cpp')
-rw-r--r-- | src/scripting/luautil.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/scripting/luautil.cpp b/src/scripting/luautil.cpp index feed7568..fd83b58b 100644 --- a/src/scripting/luautil.cpp +++ b/src/scripting/luautil.cpp @@ -144,7 +144,7 @@ Character *getCharacter(lua_State *s, int p) { if (!lua_islightuserdata(s, p)) return 0; - Thing *t = static_cast<Thing *>(lua_touserdata(s, p)); + Entity *t = static_cast<Entity *>(lua_touserdata(s, p)); if (t->getType() != OBJECT_CHARACTER) return 0; return static_cast<Character *>(t); @@ -174,7 +174,7 @@ Monster *getMonster(lua_State *s, int p) { if (!lua_islightuserdata(s, p)) return 0; - Thing *t = static_cast<Thing *>(lua_touserdata(s, p)); + Entity *t = static_cast<Entity *>(lua_touserdata(s, p)); if (t->getType() != OBJECT_MONSTER) return 0; return static_cast<Monster *>(t); @@ -204,7 +204,7 @@ NPC *getNPC(lua_State *s, int p) { if (!lua_islightuserdata(s, p)) return 0; - Thing *t = static_cast<Thing *>(lua_touserdata(s, p)); + Entity *t = static_cast<Entity *>(lua_touserdata(s, p)); if (t->getType() != OBJECT_NPC) return 0; return static_cast<NPC *>(t); @@ -309,7 +309,7 @@ void push(lua_State *s, const std::string &val) lua_pushstring(s, val.c_str()); } -void push(lua_State *s, Thing *val) +void push(lua_State *s, Entity *val) { lua_pushlightuserdata(s, val); } |