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authorNer'zhul <nerzhul@users.noreply.github.com>2016-10-30 14:53:26 +0100
committerGitHub <noreply@github.com>2016-10-30 14:53:26 +0100
commit9d25242c5c1411d692254cf910345d51c9a24fa3 (patch)
treeedec8475b32562379d463757e77031bdc994e971 /games/minimal/mods/default/textures/player_back.png
parentd43326021a9a7def27773ed1f7ec01992ed3abf6 (diff)
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PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
Diffstat (limited to 'games/minimal/mods/default/textures/player_back.png')
0 files changed, 0 insertions, 0 deletions
n redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include <cassert> #include <log.h> #include "lua_api/l_modchannels.h" #include "l_internal.h" #include "modchannels.h" int ModApiChannels::l_mod_channel_join(lua_State *L) { if (!lua_isstring(L, 1)) return 0; std::string channel = luaL_checkstring(L, 1); if (channel.empty()) return 0; getGameDef(L)->joinModChannel(channel); assert(getGameDef(L)->getModChannel(channel) != nullptr); ModChannelRef::create(L, channel); int object = lua_gettop(L); lua_pushvalue(L, object); return 1; } void ModApiChannels::Initialize(lua_State *L, int top) { API_FCT(mod_channel_join); } /* * ModChannelRef */ ModChannelRef::ModChannelRef(const std::string &modchannel) : m_modchannel_name(modchannel) { } int ModChannelRef::l_leave(lua_State *L) { ModChannelRef *ref = checkobject(L, 1); getGameDef(L)->leaveModChannel(ref->m_modchannel_name); return 0; } int ModChannelRef::l_send_all(lua_State *L) { ModChannelRef *ref = checkobject(L, 1); ModChannel *channel = getobject(L, ref); if (!channel || !channel->canWrite()) return 0; // @TODO serialize message std::string message = luaL_checkstring(L, 2); getGameDef(L)->sendModChannelMessage(channel->getName(), message); return 0; } int ModChannelRef::l_is_writeable(lua_State *L) { ModChannelRef *ref = checkobject(L, 1); ModChannel *channel = getobject(L, ref); if (!channel) return 0; lua_pushboolean(L, channel->canWrite()); return 1; } void ModChannelRef::Register(lua_State *L) { lua_newtable(L); int methodtable = lua_gettop(L); luaL_newmetatable(L, className); int metatable = lua_gettop(L); lua_pushliteral(L, "__metatable"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); // hide metatable from lua getmetatable() lua_pushliteral(L, "__index"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__gc"); lua_pushcfunction(L, gc_object); lua_settable(L, metatable); lua_pop(L, 1); // Drop metatable luaL_openlib(L, 0, methods, 0); // fill methodtable lua_pop(L, 1); // Drop methodtable }