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-rw-r--r--src/scripting/lua.cpp10
-rw-r--r--src/scripting/script.hpp8
2 files changed, 15 insertions, 3 deletions
diff --git a/src/scripting/lua.cpp b/src/scripting/lua.cpp
index 8c872c49..6e30dbe0 100644
--- a/src/scripting/lua.cpp
+++ b/src/scripting/lua.cpp
@@ -48,9 +48,14 @@ extern "C" {
class LuaScript: public Script
{
public:
-
+ /**
+ * Constructor.
+ */
LuaScript();
+ /**
+ * Destructor.
+ */
~LuaScript();
void load(char const *);
@@ -440,7 +445,8 @@ void LuaScript::load(char const *prog)
return;
}
- // A Lua chunk is like a function, so "execute" it in order to initialize it.
+ // A Lua chunk is like a function, so "execute" it in order to initialize
+ // it.
res = lua_pcall(mState, 0, 0, 0);
if (res)
{
diff --git a/src/scripting/script.hpp b/src/scripting/script.hpp
index 65fc0044..963c51f2 100644
--- a/src/scripting/script.hpp
+++ b/src/scripting/script.hpp
@@ -48,8 +48,14 @@ class Script
*/
static Script *create(std::string const &engine);
+ /**
+ * Constructor.
+ */
Script(): mMap(NULL) {}
+ /**
+ * Destructor.
+ */
virtual ~Script() {}
/**
@@ -91,7 +97,7 @@ class Script
* Pushes a pointer argument to a game entity.
* The interface can pass the pointer as an opaque value to the
* scripting engine, if needed. This value will usually be passed
- * by the script to some callabck functions.
+ * by the script to some callback functions.
*/
virtual void push(Thing *) = 0;