From 3a132996f798dbf552ac858b06fa656b6790a501 Mon Sep 17 00:00:00 2001 From: Thorbjørn Lindeijer Date: Sun, 14 Apr 2013 11:15:35 +0200 Subject: Use a full user data for Entity references Only moved a single script function to a member for now, will do others in a separate commit. --- src/scripting/luautil.h | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) (limited to 'src/scripting/luautil.h') diff --git a/src/scripting/luautil.h b/src/scripting/luautil.h index 1bc02935..6d078e3e 100644 --- a/src/scripting/luautil.h +++ b/src/scripting/luautil.h @@ -156,6 +156,7 @@ template const char * LuaUserData::mTypeName; typedef LuaUserData LuaAttackInfo; typedef LuaUserData LuaDamage; +typedef LuaUserData LuaEntity; typedef LuaUserData LuaItemClass; typedef LuaUserData LuaMapObject; typedef LuaUserData LuaMonsterClass; @@ -164,13 +165,10 @@ typedef LuaUserData LuaSpecialInfo; Script * getScript(lua_State *s); -Entity * getBeing(lua_State *s, int p); -Entity * getCharacter(lua_State *s, int p); ItemClass * getItemClass(lua_State *s, int p); -Entity * getMonster(lua_State *s, int p); MonsterClass * getMonsterClass(lua_State *s, int p); -Entity * getNpc(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); @@ -199,7 +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) -- cgit v1.2.3-60-g2f50