CString -> RString
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@@ -19,7 +19,7 @@ void LocalizedString::RefreshLocalizedStrings()
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(*p)->Refresh();
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}
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CString LocalizedString::LocalizeString( const CString &sSection, const CString &sName )
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RString LocalizedString::LocalizeString( const RString &sSection, const RString &sName )
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{
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ASSERT( g_pfnLocalizer );
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return g_pfnLocalizer( sSection, sName );
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@@ -8,7 +8,7 @@ class LocalizedString
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public:
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static void RegisterLocalizer( RString (*pfnLocalizer)(const RString&,const RString&) );
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static void RefreshLocalizedStrings();
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static CString LocalizeString( const CString &sSection, const CString &sName );
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static RString LocalizeString( const RString &sSection, const RString &sName );
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LocalizedString( const RString &sSection, const RString &sName );
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@@ -160,7 +160,7 @@ void LuaReference::ReRegister()
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}
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void LuaExpression::SetFromExpression( const CString &sExpression )
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void LuaExpression::SetFromExpression( const RString &sExpression )
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{
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m_sExpression = "return " + sExpression;
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Register();
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@@ -182,7 +182,7 @@ void LuaExpression::Register()
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LUA->Release( L );
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}
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CString LuaData::Serialize() const
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RString LuaData::Serialize() const
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{
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/* Call Serialize(t), where t is our referenced object. */
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Lua *L = LUA->Get();
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@@ -201,7 +201,7 @@ CString LuaData::Serialize() const
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const char *pString = lua_tostring( L, -1 );
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ASSERT_M( pString != NULL, "Serialize() didn't return a string" );
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CString sRet = pString;
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RString sRet = pString;
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lua_pop( L, 1 );
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LUA->Release( L );
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@@ -209,12 +209,12 @@ CString LuaData::Serialize() const
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return sRet;
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}
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void LuaData::LoadFromString( const CString &s )
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void LuaData::LoadFromString( const RString &s )
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{
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Lua *L = LUA->Get();
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/* Restore the serialized data by evaluating it. */
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CString sError;
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RString sError;
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if( !LuaHelpers::RunScript( L, s, "serialization", sError, 1 ) )
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{
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/* Serialize() should never return an invalid script. Drop the failed
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@@ -253,7 +253,7 @@ LuaTable::LuaTable()
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LUA->Release( L );
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}
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void LuaTable::Set( Lua *L, const CString &sKey )
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void LuaTable::Set( Lua *L, const RString &sKey )
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{
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int iTop = lua_gettop( L );
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this->PushSelf( L );
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@@ -263,7 +263,7 @@ void LuaTable::Set( Lua *L, const CString &sKey )
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lua_settop( L, iTop-1 ); // remove all of the above
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}
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void LuaTable::Unset( Lua *L, const CString &sKey )
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void LuaTable::Unset( Lua *L, const RString &sKey )
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{
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lua_pushnil( L );
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Set( L, sKey );
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@@ -58,14 +58,14 @@ private:
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class LuaExpression: public LuaReference
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{
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public:
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LuaExpression( const CString &sExpression = "" ) { if( sExpression != "" ) SetFromExpression( sExpression ); }
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void SetFromExpression( const CString &sExpression );
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LuaExpression( const RString &sExpression = "" ) { if( sExpression != "" ) SetFromExpression( sExpression ); }
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void SetFromExpression( const RString &sExpression );
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protected:
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virtual void Register();
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private:
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CString m_sExpression;
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RString m_sExpression;
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};
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/* Reference a trivially restorable Lua object (any object that Serialize can handle).
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@@ -73,14 +73,14 @@ private:
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class LuaData: public LuaReference
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{
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public:
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virtual CString Serialize() const;
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virtual void LoadFromString( const CString &s );
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virtual RString Serialize() const;
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virtual void LoadFromString( const RString &s );
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protected:
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virtual void BeforeReset();
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virtual void Register();
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CString m_sSerializedData;
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RString m_sSerializedData;
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bool m_bWasSet;
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};
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@@ -91,10 +91,10 @@ public:
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/* Set a key by the given name to a value on the stack, and pop the value
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* off the stack. */
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void Set( Lua *L, const CString &sKey );
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void Set( Lua *L, const RString &sKey );
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/* Unset the given key (set it to nil). */
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void Unset( Lua *L, const CString &sKey );
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void Unset( Lua *L, const RString &sKey );
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/* Set a key on the stack to a value on the stack; push the key first. Pop
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* both the key and the value off the stack. */
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