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Diffstat (limited to 'src/scripting/luautil.h')
-rw-r--r--src/scripting/luautil.h21
1 files changed, 8 insertions, 13 deletions
diff --git a/src/scripting/luautil.h b/src/scripting/luautil.h
index 8e380d4e..6d078e3e 100644
--- a/src/scripting/luautil.h
+++ b/src/scripting/luautil.h
@@ -37,15 +37,12 @@ extern "C" {
#include "game-server/attack.h"
#include "game-server/specialmanager.h"
-class Being;
-class Character;
+class CharacterComponent;
class Entity;
class ItemClass;
class MapComposite;
class MapObject;
-class Monster;
class MonsterClass;
-class NPC;
class StatusEffect;
void raiseWarning(lua_State *s, const char *format, ...);
@@ -159,6 +156,7 @@ template <typename T> const char * LuaUserData<T>::mTypeName;
typedef LuaUserData<AttackInfo> LuaAttackInfo;
typedef LuaUserData<Damage> LuaDamage;
+typedef LuaUserData<Entity> LuaEntity;
typedef LuaUserData<ItemClass> LuaItemClass;
typedef LuaUserData<MapObject> LuaMapObject;
typedef LuaUserData<MonsterClass> LuaMonsterClass;
@@ -167,19 +165,16 @@ typedef LuaUserData<SpecialManager::SpecialInfo> LuaSpecialInfo;
Script * getScript(lua_State *s);
-Being * getBeing(lua_State *s, int p);
-Character * getCharacter(lua_State *s, int p);
ItemClass * getItemClass(lua_State *s, int p);
-Monster * getMonster(lua_State *s, int p);
MonsterClass * getMonsterClass(lua_State *s, int p);
-NPC * getNPC(lua_State *s, int p);
-Being * checkBeing(lua_State *s, int p);
-Character * checkCharacter(lua_State *s, int p);
+Entity * checkActor(lua_State *s, int p);
+Entity * checkBeing(lua_State *s, int p);
+Entity * checkCharacter(lua_State *s, int p);
ItemClass * checkItemClass(lua_State *s, int p);
-Monster * checkMonster(lua_State *s, int p);
+Entity * checkMonster(lua_State *s, int p);
MonsterClass * checkMonsterClass(lua_State *s, int p);
-NPC * checkNPC(lua_State *s, int p);
+Entity * checkNpc(lua_State *s, int p);
int checkSkill(lua_State *s, int p);
int checkSpecial(lua_State *s, int p);
@@ -202,7 +197,7 @@ inline void push(lua_State *s, const std::string &val)
inline void push(lua_State *s, Entity *val)
{
- lua_pushlightuserdata(s, val);
+ LuaEntity::push(s, val);
}
inline void push(lua_State *s, double val)