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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-03-16 23:20:38 +0100
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-04-04 20:18:50 +0200
commit4d84c4ffd2c4f25a67b2f094baf6ac81c68ebb07 (patch)
treecb6fc8a565689caaded7977fe249820a61dadee9 /src/scripting/luautil.h
parentb30e3355dbbd160ad77f2987b9758ad349830cac (diff)
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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.h')
-rw-r--r--src/scripting/luautil.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/scripting/luautil.h b/src/scripting/luautil.h
index 86a748a4..ee4ac315 100644
--- a/src/scripting/luautil.h
+++ b/src/scripting/luautil.h
@@ -45,7 +45,7 @@ class Monster;
class MonsterClass;
class NPC;
class StatusEffect;
-class Thing;
+class Entity;
// Report script errors and interrupt the script.
void raiseScriptError(lua_State *s, const char *format, ...);
@@ -182,7 +182,7 @@ Script::Thread* checkCurrentThread(lua_State *s, Script *script = 0);
Useful for templates.*/
void push(lua_State *s, int val);
void push(lua_State *s, const std::string &val);
-void push(lua_State *s, Thing *val);
+void push(lua_State *s, Entity *val);
void push(lua_State *s, double val);
inline void push(lua_State *s, MapObject *val)