ParseActorCommands( Lua *, sCommands ) -> onto stack
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@@ -396,7 +396,7 @@ Actor* ActorUtil::MakeActor( const RString &sPath_, const XNode *pParent, Actor
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}
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}
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apActorCommands ActorUtil::ParseActorCommands( const RString &sCommands )
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void ActorUtil::ParseActorCommands( Lua *L, const RString &sCommands )
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{
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RString sLuaFunction;
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if( sCommands.size() > 0 && sCommands[0] == '\033' )
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@@ -476,8 +476,6 @@ apActorCommands ActorUtil::ParseActorCommands( const RString &sCommands )
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sLuaFunction = s.str();
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}
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Lua *L = LUA->Get();
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RString sError;
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if( !LuaHelpers::RunScript( L, sLuaFunction, "", sError, 1 ) )
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{
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@@ -486,6 +484,12 @@ apActorCommands ActorUtil::ParseActorCommands( const RString &sCommands )
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}
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/* The function is now on the stack. */
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}
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apActorCommands ActorUtil::ParseActorCommands( const RString &sCommands )
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{
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Lua *L = LUA->Get();
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ParseActorCommands( L, sCommands );
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LuaReference *pRet = new LuaReference;
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pRet->SetFromStack( L );
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LUA->Release( L );
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@@ -45,6 +45,7 @@ namespace ActorUtil
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void Register( const RString& sClassName, CreateActorFn pfn );
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Actor* Create( const RString& sClassName, const RString& sDir, const XNode* pNode, Actor *pParentActor );
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void ParseActorCommands( Lua *L, const RString &sCommands );
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apActorCommands ParseActorCommands( const RString &sCommands );
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void SetXY( Actor& actor, const RString &sType );
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void LoadCommand( Actor& actor, const RString &sType, const RString &sCommandName );
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